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Damage Types

Physical

  • Bludgeoning: Crushing damage or damage dealt by blunt objects.
  • Force: Damage that is just raw kinetic energy without a physical component. (A blast of kinetic energy that knocks you back, pressure, damage from falling, etc.)
  • Piercing: Damage dealt by weapons designed to pierce things.
  • Slashing: Damage dealt by weapons that cut or slice things open.

Energy

  • Acid: Damage caused by something being dissolved.
  • Bleed: Damage caused by unhealed wounds. All bleed damage is persistent damage and is biological in nature.
  • Cold: Damage caused by cold.
  • Divine: Damage resulting from a divine source (holy or unholy).
  • Electricity: Damage caused by electrical disarches.
  • Life: Damage caused by an explosion of life energy. This does not harm living creatures, instead healing them, but does cause damage to undead.
  • Fire: Damage caused by heat or combustion.
  • Magic: Damage caused by raw magical force.
  • Mental: Damage caused to the mind or emotions of a creature. This does not harm mindless creatures.
  • Necrotic: Damage caused by the draining or suppression of one’s life force. This does not harm undead creatures, instead healing them, but does cause damage to living creatures.
  • Poison: Damage caused by a poison or venom. All poison damage is, by default, biological in nature. (Note: Immunity to poison means immunity to both poisons (the effect) and poison damage.)
  • Sonic: Damage based on sound or vibrations.

Damage can be modified in the following ways:

  • Biological: This damage is based on creatures having generally mundane biology. Things like poisons, diseases, bleeding, etc., all cause biological damage. Non-biological creatures, such as constructs, are immune to this.
  • Keyword: Some damage types have a keyword appended to them. For example, “Divine (Unholy) damage” is divine damage with the unholy keyword added on. This often describes the source or more specific nature of the kind of damage.
  • Non-Lethal: This damage cannot cause death. If non-lethal damage would reduce the target below 0 HP, it instead leaves them at 0 HP and they are knocked out. All damage is considered to be lethal unless otherwise mentioned.
  • Precision: This is damage that only works if the creature can be critically hit as it is based on delivering an attack in an exact fashion.
  • Persistent: This is damage that is taken every turn at the end of their turn until some stated point in time (if unlisted it lasts for 3 rounds). Persistent damage ignores Threshold.
  • Note: Multiple instances of persistent damage don’t stack, the target just takes the highest damage (though still suffers any additional effects from other sources of damage).
  • Material: This damage was done with certain material. While this usually doesn't provide a benefit by itself, certain creatures may be vulnerable to particular materials. For example, a silver weapon injures werewolves more effectively.
  • Sacrifice: Hit points you sacrifice for something is damage that you willingly take on yourself. This damage cannot be mitigated or negated by any normal means. If it is, the triggering effect fails. A GM is the final arbiter of how sacrifices are resolved.

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