1.6. Damage

Damage Types

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

From the Glossary:

Damage Type is a way of categorizing damage based on how it would interact with armor, the body, the mind, and even the soul.

All damage is categorized using a Major Damage Type and a Minor Damage Type.

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

Generally speaking, the Major Damage Types are as follows:

  • Solid Damage gets down by armor or physical defenses before it hits you.
  • Fluid Damage can seep through or around most physical defenses.
  • Ethereal Damage comes to you through non-physical means, bypassing physical defenses altogether.
  • True Damage bypasses your Shield, getting applied first to your Health, then your Vitality. You cannot gain a Resistance to True Damage and True Damage does not pair with Minor Damage Types.
  • Vital Damage bypasses your Shield and Health, getting applied directly to your Vitality. You cannot gain a Resistance to Vital Damage and Vital Damage does not pair with Minor Damage Types.

Below is a chart that provides basic examples of descriptions of what each Major/Minor combination might represent in your travels. (The table does not cover all combo descriptions. Your GM may also create a new Minor Damage Types.)

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

Falling

If ever you fall more than a Spearing Distance(2u), you may be in danger!

When you begin falling, like if someone pushed you off a cliff, if it's not your Turn, the fall itself won't get resolved until your next Turn. On that Turn, you might have a chance to act before falling. For every 10 units you are about to fall, you can use 1 Beat before that fall occurs. If you have no Beats, you can, of course, still borrow from your next Turn, as usual. Once you have used up your allotted Beats or once you end your Turn, whichever occurs first, you will then fall up to a Sniping Distance(100u). If you hit something, you will stop moving there and suffer Damage.

The Damage you take depends on the total Distance that you fell. If you fell a Spearing Distance(2u) or less, you take no Damage. If you fall more than that, you will take 1 Solid/Blunt Damage for each Unit you fell. Like with all Damage, for every 10 Solid/Blunt Damage you take, you will also take 1 Vital Damage. The total Solid/Blunt Damage you can take from falling maxes out at 100. That also means the Vital Damage you can take maxes out at 10. Note that falls of even 40 units will result in the death of most Adventurers, as they generally start with 4 Vitality.

Below is a helpful chart that you can also find on the player reference 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 possibly take Damage.

Since falls resolve on your Turn, there is a chance that others can save you by acting before you start your Turn. If you want to break the fall of another character by catching them in your arms, you will need to take half of their total fall Damage, rounded down. You can also weaponize this by falling onto unwitting enemies.

The Feather Spell, Tumble Ability, and some Items, like an improvised net, can help save someone that is falling, negating all Damage they would otherwise take. Don't be afraid to improvise solutions to the problem that is 'falling'.

Example: Falling

  • #Alice gets pushed off a cliff. #Alice is now 79 units above the ground. #Alice remains where she is (airborne) until her next Turn.
  • #Alice starts her Turn.
  • Alice uses an Ability that costs 2 Beats, creating a wind to push her along the cliffside so she is above a ledge. The ledge is 12 units below her - a much less dangerous fall.
  • Since the ground is now 12 units away, Alice now has a max of 1 Beat she can use before falling. This takes effect immediately and since she is above that limit, Alice must resolve the fall.
  • Alice falls the 12 units. Alice takes 12 Solid/Blunt Damage and 1 Vital Damage. Alice is in bad shape, but not Dead.
  • Alice uses her remaining 2 Beats to heal herself.

Traps

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

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

If you trigger a Trap during the Freeplay phase of the game, all your allies will need to perform the Trap's Save. Allies that Pass the Save will have a chance to act before the trap closes on you. If an ally is able to help you in a meaningful way, the GM will allow you to escape or grant you an Advantage on the final Save of the Trap. Your allies do not have to help you, if they do not want to or cannot help you in a meaningful way.

If you trigger a Trap during an Encounter, allies don't need to make a Save. Instead, the Trap will take effect at the start of your next Turn. 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.

There're simple ways that an ally can help. An ally could 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. Attempting to save someone could put you in the way of the Trap, if you roll a Low Score or Mixed Score. In those cases, you will need to perform the final Save against the Trap and you may experience the effects of the Trap.

Next Up: 1.7. Zones