Damage



Damage represents harm caused to a creature. When a creature is damaged, you tally the type of damage they took and add it up into a total damage pool. If the pool ever matches or exceeds the creature's Health, they gain the Fading condition. Damage comes in types and severities. Damage types include the method a creature is harmed by the damage. There are four damage types: elemental, mental, physical, stamina.



ELEMENTAL

Energy damage is inflicted by corrosive chemical burns, extreme temperatures, vibrations, and voltage. This includes damage from Acid, Base, Cold, Electricity, Heat, and Sonic effects.



MENTAL

Mental damage directly target's a creature's mind or soul. Mental damage can manifest as confusion, emotional turmoil, dementia, memory loss, mental illness, psychological trauma, psychosis, and spiritual corruption. This includes damage from Compulsion, Confusion, Enchantment, Emotion, Illusion, and Mental effects.

Mental effects and damage can target a creature projecting its consciousness to a location within range of the effect, even if its body is elsewhere. Mindless creatures are immune to mental damage and mental effects unless they are also living organic creatures, in which case they have greater resistance.



PHYSICAL

Physical damage is obvious physical harm done to a creature or object. This can be caused by blunt force trauma, deep gouges or penetrating wounds, or cuts and lacerations from Bludgeoning, Piercing, Precision, or Slashing effects.



STAMINA

Stamina damage is caused by effects that disrupt a creature's ability to maintain homeostasis such as bleeding out vital bodily fluids, dehydration, disease, fatigue, old age, poison, sleep deprivation, starvation, and suffocation. Even synthetic creatures may have specific lubricants, oils, or liquid wiring or battery fluids that can be spilled out or expended. Many golems have crystalized and liquid mana flowing through them. Even being forced to vomit in excess can cause stamina damage. This includes damage from Bleed, Fatigue, Disease, Necrotic, Poison, Sleep, and Starvation effects.


Conversion
Old Damage TypeNew Damage Type
AcidPhysical
BleedStamina
BludgeoningPhysical
ColdEnergy
ElectricityEnergy
FireEnergy
ForcePhysical
MentalMental
NegativeStamina
PiercingPhysical
PoisonStamina
PositiveStamina
PrecisionStamina
SlashingPhysical
UntypedMental



DAMAGE SEVERITIES

Damage comes in three severities: conditional, lethal, and nonlethal.

NONLETHAL
Heal 1/level every short rest and ALL after long rest. Double healing by spending surge.

LETHAL
Heal 1/level every long rest. Double healing by spending surge.

CONDITIONAL
Conditional damage cannot be healed until conditions are met, or artificial healing dispels it through magic or advanced technology. If no conditions are given, examining and studying the damage reveals it, typically randomized by the GM or chosen based on how it was inflicted. Nonlethal effects usually have conditions that are easily met once they're figured out while lethal effects typically have more complex and costly conditions that must be met. Effects that deal conditional damage are often Curse, Disease, or Poison effects.