The Core Rules include Mind, Body, and Spirit Damage Types. This extension introduces more descriptive Damage Types an Actor can do in the game with Weapons or Abilities, as well as Armor that protects against them.
Extension Summary:
When damage has a Type, compare it to the Armor's Type (if any). A matching Type subtracts a numeric amount of damage that will be listed on the Actor's Stat Block. Attacks from an unmatched Damage Type do full damage.
Some Damage Types have opposites, like Heat and Cold, Fire and Water, Holy and Unholy. Opposing Damage Types are Vulnerable to each other, meaning that the numeric Armor amount is actually added to damage of the opposing type. So, for example, if an Actor had loose cotton clothing that provided Heat 2 Armor, and were exposed to 1 point of Cold Damage Type, they would actually take 3 point of damage. If an Actor has Armor of both opposing Tags, ignore Opposition and compute damage using matching tags as above.
Once Damage Types are matched and resolved, all damage regardless of type becomes damage of the Trine Aspect the Damage Type belongs (Mind/Body/Spirit), and is resolved following the Core Rules.
Damage Types in Stat Blocks are abbreviated and appended with their numerical value. If more than one Damage Type exists, they are separated by slashes. If a damage type has an opposite, it's abbreviation is surrounded by “<>”. Examples:
The following Tags are possible, although the specific Content Packs in use by the GM determine which are allowed in the game.
Opposing Damage Types are vulnerable to each other.
| Type | Opposes | |
|---|---|---|
| Illusion | Truth | |
The following Tags are possible, although the specific Content Packs in use by the GM determine which are allowed in the game.
Opposing Damage Types are vulnerable to each other.
| Type | Opposes |
|---|---|
| Air | Earth |
| Fire | Water |
| Cold | Heat |
The following Tags are possible, although the specific Content Packs in use by the GM determine which are allowed in the game.
Opposing Damage Types are vulnerable to each other.
| Type | Opposes |
|---|---|
| Holy | Unholy |
| Chaos | Order |
| Fertility | Death |
| Stasis | Movement |
When the Damage Type Extension is in use, the Build Point cost of the Damage and Armor Abilities must be converted. The cost of each Damage Type tag is 1/3 of those in the Damage and Armor Abilities, so we multiply the those values by 3 to get the equivalent Damage Type budget. For example, an Actor would invest 3 Build Points for the Armor(Body3) Ability in the Core Rules. With Damage Types enabled, that provides a 9 point build budget (3*3). So, chain mail that provided 3 Body Armor might look like this with Damage Types: Chain Mail (3H/1C/3P/<He>1/<Co>1). In the previous example, the total adds up to 9 and the reduction in points spent on protection from Crushing damage for realism are redistributed to provide some protection against heat and cold damage instead.