Damage represents the ability of an attack to harm a character. Attacks against a character always strike a particular hit location (determined by the 1s digit of the attack roll, or a d10 counting 10 as 0), and the damage of that attack is reduced by the Armor Rating (AR) of that hit location. The characters Hit Points (HP) are then reduced by the remaining amount.

ResultLocation Hit
1-5Body
6Right Leg
7Left Leg
8Right Arm
9Left Arm
0Head

Damage Types

The above rules hold true for all physical attacks and physical armor. However, some attacks and effects can deal other types of damage that can only be resisted with certain types of armor. Broadly, damage can be divided into two overall types

Physical Damage

Physical Damage

Physical damage represents physical cuts, jabs, and blows that harm a character through force of impact or blood loss (or both). All normal weapons deal physical damage, and physical damage is reduced by normal AR.

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Magic Damage

Magic Damage

Magic damage represents damage dealt by magical or elemental forces, such as burns from a fire ball spell. Poison is included in this category, though it is not always magical. There are sub-types of magic damage, each reduced by a corresponding armor type (and also reduced by generic magic AR).

Magic Damage Types

Sub-TypeArmor Type
(Any)Magic AR
MagicMagic AR
FireFire AR
FrostFrost AR
ShockShock AR
PoisonPoison AR
Shadow-
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Resolving Magic Damage vs Specific Damage

When resolving specific damage types against resistance or weakness traits, the more specific value for the trait takes precedence.

Example

Jefe (pronounced “Geoff”) of the imperial guard is fending off a horde of zombies as they fall upon the city gates. Zombies have Resistance (Magic, 1) and Weakness (Fire, 3). Jefe successfully casts Fire Bolt and rolls 5 for damage. When the spell affects the zombie, the Weakness (Fire, 3) trait is applied to the damage without applying the resistance to magic resulting in a total of 8 fire damage being applied.

Death

Death

If a character is reduced to 0 Health Points remaining then they fall Unconscious. A character who is unconscious at 0 HP must pass an Endurance test on their turn. If they fail a number of tests in excess of their Luck bonus while unconscious, then they die. Taking damage at least once causes the character to fail the next test. If an effect would Stabilize them (this can be done with a Survival (Skill) or Profession [Medicine] skill test and a healer’s kit) or bring them above 0 HP, then they stop testing.

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