Damage Types

Physical Damage

Cutting: Wide open wounds that cause Bleeding.

  • Resistance: (1 to Immune) Reduces the number of Bleeding Counters from Effects by the Value of Resistance.

  • Weakness: (1 to 100) Increases the number of Bleeding Counters from Effects by the Value of Weakness.

Penetrating: Deep wounds that cause Hemorrhaging.

  • Resistance: (1 to Immune) Reduces the number of Hemorrhaging Counters from Effects by the Value of Resistance.

  • Weakness: (1 to 100) Increases the number of Hemorrhaging from Effects by the Value of Weakness.

Ripping: Perilous wounds that cause Exsanguination.

  • Resistance: (Immune) Resistance to Ripping creates immunity to Exsanguination.

  • Weakness: (1 to 10) The damage result from Exsanguination is multiplied from Ripping.

Striking: Damage from heavy impacts.

  • Resistance: (2 to 10) Damage from Striking is divided after all other effects are applied.

  • Weakness: (2 to 10) Damage from Striking is multiplied after all other effects are applied.

Chopping: Wide and Deep wounds that cause both Bleeding and Hemorrhaging.

  • Resistance: (1 to Immune) Reduces the number of Bleeding Counters and Hemorrhaging Counters from Effects by the Value of Resistance.

  • Weakness: (1 to 100) Increases the number of Bleeding Counters and Hemorrhaging from Effects by the Value of Weakness.

Sundering: Destruction of property. Sundering weapons have a separate basic attack potency when targeting equipment.

  • When a Sundering weapon is used with an Effect and the Effect is Targeting objects, use the Sundering basic attack potency.

  • Sundering weapons take half the damage they deal to their Sundered Targets to themselves.

  • Resistance: (2 to 10) Damage from Sundering is divided after all other effects are applied.

  • Soft: Immune to being Sundered.

  • Fragile: (1 to 10) Damage is multiplied from Sundering.

Overwhelming: Targets & Victims of the Overwhelming Damage Type are knocked backwards 2 Tiles and prone.

  • If they are Braced, they only get knocked by 1 tile.

  • If their path is obstructed and they hit the obstruction they take an additional (v:10) damage.


Elemental Damage

Shocking: Those affected by Shocking Effects may be Stunned.

  • Resistance: (1 to Immune) Reduces the damage from Effects by the Value of Resistance.

  • Weakness: (1 to 100) Increases the amount of damage from Effects by the Value of Weakness.

  • Grounded: Immune to being Stunned from Shocking Effects.

Scorching: Those affected by Scorching Effects may suffer Agony.

  • Resistance: (1 to Immune) Reduces the damage from Effects by the Value of Resistance.

  • Weakness: (1 to 100) Increases the amount of damage from Effects by the Value of Weakness.

  • Flame Retardant: Immune to Agony from Scorching Effects.

Freezing: Those affected by Freezing may suffer accelerated Frostbite and Slow.

  • Resistance: (1 to Immune) Reduces the damage from Effects by the Value of Resistance.

  • Weakness: (1 to 100) Increases the amount of damage from Effects by the Value of Weakness.

  • Insulated: Immune to Frostbite and Slow effects from Freezing.

Erosion: (1 to 10) Damage against Constructs, Objects, Weapons, and Armor are multiplied.


Special Damage Types

Biological: These Effects when triggered affect the victim based on their Vitality: Resistance

Corrosive: Most Corrosive effects deal massive damage against Constructs, Objects, Items and Equipment.

Designer Effects: Specialized damage effects are governed by their Effect description.

Divine: (1 to 10) Damage against Weakness: Divine is multiplied.

  • Damage against Resistance: Divine is divided.

Diabolical: (1 to 10) Damage against Weakness: Diabolical is multiplied.

  • Damage against Resistance: Diabolical is divided.

The Developer

If you stumbled here by accident, that’s all gravy. We use these pages in our archives as templates, style guides, reference content, and reusable assets. I’m also getting to write the FAQ, which is fun.

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Damage Effects

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Effect Tree Progression