Table of Contents
Damage Types
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:
- Problem Solved: adds detail to specific damage being more or less effective against specific types of defenses.
- Mechanics Added: Damage Protection and Opposition(Stakes Multipliers).
- What changes: damage allocation step in a Conflict. Damage Types must be consulted and applied in addition to the Core Rules Damage Type.
- Complementary Extensions: TBD
Damage Type Effects
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.
Nomenclature
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:
- Longsword(S3) means that the sword does 3 additional points of Slashing Damage Type.
- Gambeson(S1/C1/P0) means that Gambeson armor provides 1 point of Slashing & Crushing armor, but 0 against Piercing.
- Loose Cotton Outfit(<He>2) means the clothing provides no armor value itself, but against Heat it provides 2 points of protection, but is vulnerable to Cold that Opposes Heat.
- Gambeson(S1/C1/P0/<Co>1) means Gambeson provides 1 Armor vs Slashing and Crushing, as well as Cold Damage Types, but is vulnerable to Heat that Opposes Cold.
- Gambeson(S1/C1/P0/<Co>1/<He>1) means Gambeson provides 1 Armor vs Slashing and Crushing, as well as Cold & Heat Damage Types (insulation).
Mind Damage Types
The following Tags are possible, although the specific Content Packs in use by the GM determine which are allowed in the game.
- Confusion: effects that defy Reason.
- Charm: effects that beguile.
- Illusion: effects that deceive.
- Truth: effects that are objectively right, or that reveal deceptions.
Mind Damage Opposites
Opposing Damage Types are vulnerable to each other.
| Type | Opposes | |
|---|---|---|
| Illusion | Truth | |
Body Damage Tags
The following Tags are possible, although the specific Content Packs in use by the GM determine which are allowed in the game.
- Air: effects that harness the atmosphere to cause damage.
- Chemical: effects like acid or poison cause this type of damage.
- Cold: effects that cause harm through freezing damage.
- Corruption: effects that cause living flesh to become putrid and diseased cause this type of damage.
- Crushing: effects that cause damage from bludgeoning or smashing.
- Earth: effects that use rock or dirt to cause damage.
- Electrical: effects that increase electrocute cause this type of damage.
- Fire: effects that increase heat or burn cause this type of damage.
- Heat: effects that cause harm through heating damage.
- Light: effects that cause harm with photons.
- Piercing: effects that cause damage from penetrating or impaling.
- Radiation: effects that generate ionic radiation cause this type of damage.
- Slashing: effects that cause damage from cutting or hacking.
- Sonic: effects that cause harm through sound waves cause this type of damage.
- Water: effects that drown or liquefy.
Body Damage Opposites
Opposing Damage Types are vulnerable to each other.
| Type | Opposes |
|---|---|
| Air | Earth |
| Fire | Water |
| Cold | Heat |
Spirit Damage Types
The following Tags are possible, although the specific Content Packs in use by the GM determine which are allowed in the game.
- Holy: effects that are good.
- Unholy: effects that are evil.
- Chaos: effects that cause disorder.
- Order: effects that are lawful and orderly.
- Fertility effects that promote life and living things.
- Death effects that destroy life and living things.
- Stasis effects that stay still or not change.
- Movement effects that move, transform, and change.
Spirit Damage Opposites
Opposing Damage Types are vulnerable to each other.
| Type | Opposes |
|---|---|
| Holy | Unholy |
| Chaos | Order |
| Fertility | Death |
| Stasis | Movement |
Build Points
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.
