1.6. Damage

Damage Types

All Damage comes with a Damage Type. Each Damage Type has a Major and a Minor component.

The Major Damage Types are: Solid, Fluid, Ethereal, and True Damage.
The Minor Damage Types are: Blunt, Sharp, Shock, Fire, Ice, Caustic and Planar.

Each weapon, and Ability that deals damage will list its Major Damage Type and Minor Damage Type unless it deals True Damage.

Below is a chart that provides basic examples each major/minor combination.

Solid Fluid Ethereal
Blunt Blunt weapons, blunt projectiles Shockwaves, Crushing Gravity Psychic slams, Charms, Silvered blunt weapons vs ghosts
Sharp Sharp weapons, sharp projectiles Sandstorms, Bees Psychic stabs, Insults, Silvered sharp weapons vs ghosts
Shock Lightning Strikes Psychic shocks, Paralyzing traumas
Fire Meteors Flames Radiance
Ice Solid chunks of ice Ice beams, cold auras Void Influences, Fears, Dementias
Caustic Acids Poisons Necrotics
Planar Planar instabilities Temporal or Spacial inconsistencies Fey influences, Manias
Your GM may choose create a new Minor Damage Type or use combinations beyond those above. Generally speaking, you can think of the Major Damage Types as:

Falling

If ever you fall more than a Spearing Distance(2u), you may be in danger! Lets take a look at the handy chart included on Page 1 of the #cheat_sheet:
Ref Falling.png
At the top of this chart is the distance to the ground in units. Below that you will find the number of Beats you can take on your next Turn before you fall and take Damage and the amount of Damage that you will take upon hitting the ground.

The distance that you fall correlates directly with the amount of Damage that you will take when you hit the ground. If you fall 8 units, you will suffer 8 Solid/Blunt Damage. If you fall 79 units, you will suffer 79 Solid/Blunt Damage. Like with all Damage, one tenth of the Damage you take, rounded down, will also be subtracted from your Vitality. Fall Damage has a cap of 100 Solid/Blunt Damage (terminal velocity.) You will also not take any Damage for falling a Spearing Distance(2u) or less.

For most newly-made characters a fall of 40 units means instant death.

You will have a chance to act before you hit the ground. Regardless of when your fall begins, you will wait to resolve the motion of your fall until your next Turn. Every time you use a Beat on your Turn, you will then fall 10 units downward. If you hit the ground during that motion, you take the resulting Damage (as described above) immediately. If at any point you end your Turn, you will fall however far it takes to bring you to a Sniping Distance(100u) of falling for that Turn. Again, if you hit the ground during that motion, you will take the resulting Damage. On your Turn, you can choose how far to fall before using your Beats, if you need to line up a shot or act accordingly.

Since you will resolve your fall on your Turn, there is a chance others can save you by acting before your Turn starts. You can break the fall of another character, but each of you will take half the total fall Damage, rounded down.

The Feather Spell, Tumble Ability, Cat Fall Ability, and some items like a net can help you avoid Damage from falling or catch someone else that is falling. Don't be afraid to improvise solutions to the problem of falling.

Traps

You will often encounter Traps as you explore dungeons infiltrate the camps of others. Some Traps, like the Bear Trap, will trigger instantly, but larger Traps work in much the same way that Falling does.

When you trigger a Trap, the GM, or Player that laid the Trap will describe the first moments of the Trap as it's triggered. The GM or Player will give you clues to what is about to happen, and how you can stop it. You will then have a small window of opportunity to act.

Freeplay Traps

If you trigger a Trap during the Freeplay phase of the game, you and all allies will need to perform an Edge Save against the trap. All who Pass the Save will have a chance to act before the trap closes on you. Anyone that got a High Score will have be able to take a full Turn to attempt a rescue. Anyone that got a Mixed Score will have a stack of Surprised, meaning they will only have one Beat and half their Movement.

If an ally is able to justify how they helped you, the GM may grant you an Advantage on the final Save of the Trap.

An ally could also try to push you out of the way of the Trap. To push someone, you can use the Grapple Ability. If the target is willing, the Grapple Ability can be an automatic Mixed Score.

If your attempt to save someone puts you in the way of the Trap, you will suffer the effects of the Trap and may need to perform a Save when the time comes.

Encounter Traps

If you trigger a Trap during an Encounter, you will have until the start of your next Turn to escape its effects. If you are not out of the way of the Trap when your next Turn starts, you will need to perform any Saves for the test and suffer the Trap's effects.

Next Up: 1.5. Episodes