Damage System

Damage Calls

A damage call may include a single damage type and a single damage effect. Only one damage call may be made per blow. A character will only be able to deliver a blow of the damage type Normal, and optionally the damage effects Subdue or No Damage, unless stated otherwise by a lammie, effect, loresheet, Character Skill or Occupational Skill.
Damage Calls

Damage Types

Damage types describe the nature of the damage inflicted. This may mean that the target is affected differently. Some individuals take different effects from different damage types. Unless you are told otherwise by a Referee or Marshal or have a lammie or loresheet that tells you otherwise, all damage types affect you in the same way.

Normal The Normal damage type means the weapon will do 1 hit of Normal damage. Note this does not need to be called as it is the default damage type
Silver The Silver damage type means the weapon will do 1 hit of Normal damage. Silver damage has additional effects on certain characters and monsters, which will be detailed on their lammies or loresheets.
Enchanted The Enchanted damage type means the weapon will do 1 hit of Enchanted damage.
Flame & Cold The Flame and Cold damage types mean that the weapon will do 1 hit of Enchanted damage. Flame weapons are magically heated not covered in flames. You cannot use Flame weapons to ignite things, or light areas. Flame and Cold damage have additional effects on certain characters and monsters, which will be detailed on their lammies or loresheets.
Artefact The Artefact damage type means the weapon will do 1 hit of Artefact damage for each blow regardless of Immunities. This damage type goes through the Ritual of Peace. Nothing can be Immune to Artefact damage unless it is a Zero hit creature.

 

Damage Effects

If you are capable of generating a Damage effect it is in addition to, and separate from, the Damage Type done by the weapon blow itself. All blows do 1 point of damage, the damage effect will never add another point of damage to the blow although it may negate the damage, or convert the point of damage into destroying a location or armour instead. E.g. If you are struck by a Normal Harm on an armoured location the Harm converts the normal point of damage into an effect that destroys the location but does not damage the armour.

Some of the damage effects only work on a specific Target Group. If the Target Group is not on a lammie (inc. your character card) or on a loresheet, then it is considered to be a blow of the damage type used (Normal if no other damage type is called), unless you are told otherwise by a Referee or Marshal. Note that everyone defaults to the Target Group, Living, unless otherwise specified on a lammie or loresheet.

Any effect listed in Section Four can also be used as a Damage effect.

Affect <Target Group>

Magical Damage Effect

This damage effect converts the damage type to Artefact against the Target Group named, including their armour. Against all other targets it inflicts the default damage type of the blow (Normal unless otherwise stated).

<Target Group> Bane

Magical Damage Effect

This damage effect converts the damage type to Artefact against the Target Group named, including their armour. When striking the Target Group named on a location with an AV of 0 the location struck is Destroyed (ignoring a Ritual of Peace). When striking the Target Group named on a location with an AV of greater than 0 the only effect is to alter the damage type to Artefact. Against all other targets it inflicts the default damage type of the blow (Normal unless otherwise stated).

Crush

Physical Damage Effect

When striking a location with AV of 0 this effect Destroys the body location. When striking a location with AV of greater than 0 this effect Destroys the armour on that location reducing it to 0 AV. When striking a shield that is not Immune to the Crush effect, the shield will be Destroyed, (see Appendix 1, Weapon Skills –¬†Shield Use, page 48). This effect does not breach the Ritual of Peace if one is in effect. This does not convert the damage type of the weapon, so if the target is Immune to the damage type then they will not take the crush effect.

Decay

Pattern Enchant Effect

While affected by Decay, your wounds cannot be healed or cured in any way, including regeneration. You still recover subdual damage. You immediately enter your grace period and are under a Wasting effect (see Chapter 2, Section 4 – Full Spell Descriptions –¬†Wasting (Chant of), page 34) until the Decay effect is removed. This gives you an effective grace period of 5 minutes and your pattern will go to the Plane of Unlife on death. You are aware of the fact that you are under a Decay effect. While affected by a Decay effect you are immune to further Decay effects.

Disease

Pattern Enchant Effect

While affected by Disease, your wounds cannot be healed or cured in any way, including regeneration. You still recover subdual damage. You are aware of the fact that you are under a Disease effect. While Diseased you are immune to further Disease effects.

Fatal

Pattern Damage Effect

The body location struck by this effect is Destroyed (ignoring a Ritual of Peace). This effect causes the weapon to treat the location as if it had an AV of 0 and converts the damage type of the weapon to Artefact. This effect will automatically place the target in their grace period (even if it does not inflict a Mortal Wound for any reason) and prevents any damage to the location being healed or regenerated until a Heal Fatal Wound has been cast on it. Any armour on the location will not be damaged by the blow and this effect cannot be stopped by any Immunity to the Through effect.

Harm

Magical Damage Effect

The body location stuck by this effect is Destroyed (ignoring a Ritual of Peace) unless the target is Immune to either the Harm effect or to Enchanted damage. This effect causes the weapon to treat the location as if it had an AV of 0 and converts the damage type of the weapon to Enchanted. Any armour on the location will not be damaged by the blow and this effect cannot be stopped by any Immunity to the Through effect.

No Damage

Physical Damage Effect

This damage effect will prevent any damage done by this blow. Anyone may call No Damage, even if they do not have the skill to use the weapon. Children under 10 do not need to call No Damage, and are always assumed to use this effect.

Paralysis

Pattern Immobilisation Effect

For 1 minute, the target is rendered Immobile.

Strikedown

Physical Force Effect

The target must fall, such that their torso makes contact with the ground. Alternately, you may crouch such that one knee and one fist touch the ground for ten seconds. Holding onto an object or person, or having them hold onto you, will not prevent you from falling. Once the fall is complete, you may get back up again. Before falling, ensure that it is safe to fall in your current location.

Subdue

Physical Damage Effect

This damage effect will prevent any damage done by this blow from reducing that location to below 0. Anyone may call Subdue if using a Medium or Small weapon (do not use non-striking surfaces such as the flat of a blade, or pommel).

Through

Physical Damage Effect

This effect causes the weapon to treat the location as if it had an AV of 0. This does not convert the damage type of the blow. Any damage from the blow will be directly applied to the location and will not damage any armour on the location unless the armour is Immune to the Through effect.

 

Immunities

Any Immunity to damage types and effects that apply to either the character or their armour will cover both. E.g. if your armour is immune to normal damage, then so are you.
If you are Immune only to the damage type of a blow, then you must still take the damage effect. E.g. if you are Immune to normal and are struck by a normal paralysis blow then you will not take any damage from the blow but will still take the paralysis effect.
Some damage effects convert the damage type of the weapon based on the target being in a Target Group. If you are not in the Target Group, you will take the default damage type of the weapon. E.g. if you are an elf struck by a Human Bane weapon, you will take a point of normal damage from the blow, if you were a human struck by the same weapon you would take either a point of Artefact damage to your armour, or if the location has an AV of 0 the location will be Destroyed by Artefact damage.
If you are Immune only to a damage effect then you ignore everything listed in the effect description, but will still take the damage type of the weapon. E.g. if you are Immune to pattern effects or the Fatal effect and are struck by a normal Fatal to an armoured location you simply take a point of normal damage to the armour. The Fatal effect is ignored and does not convert the damage to Artefact.
Mithril shields are Immune to Shatter effects and Normal Crush. Enchanted shields are Immune to Shatter effects, Normal Crush and Enchanted Crush.
If you become immune to an effect while subject to it, the immunity will remove the effect, but will not restore any damage caused by it. E.g. if you are under the effect of a Fatal wound, and become immune to Fatal, you are still at -1 to that location, but the damage can be healed normally.
You cannot be specifically immune to Flame or Cold damage types unless you are also immune to Enchanted damage.
You cannot be specifically immune to Silver damage types unless you are also immune to Normal damage.

 

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