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rpg-system-notes/Version 1/Chronicles of Fate/08 🟡 Life and Death/03 🟡 Damage.md
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2026-09-03 21:20:00 -06:00
Previous Section: [[02 🔵 Health and Wounds]]
# Damage
Damage comes in two flavors Aggravated and Superficial. When a character's total received damage is equal to or greater than their max health they go Down. If they remain down for one full round of combat (6 seconds in game time) the character dies. If a character has Aggravated Damage greater than or equal to their max health they die with no chance of being picked up. Characters can not have more damage then they have max health. If an attack would result in a character sustaining more damage then they're max health apply any aggravated damage, then superficial, and any damage left over is discarded.
## Superficial Damage
Superficial damage is dealt whenever a damage roll includes a 1 or the largest damage dice is a d6 or smaller.
### Nonlethal Attacks
You can make a nonlethal attack in an effort to [[10 🔵 Incapacitated|Incapacitate]] someone instead of killing them. Weapons with the nonlethal trait do this automatically. You take a -2 penalty to attack rolls when you make a nonlethal attack using a weapon that doesn't have the nonlethal trait.
## Aggravated Damage
Aggravated damage is dealt whenever the largest dice is a d8 or larger and there isn't a 1 on any of the dice.
## Damage Types
Different weapons and attacks may deal different types of damage. Certain features and armor may provide resistance, vulnerability, or other affects to specific damage types.
### Physical Damage
Damage dealt by weapons and many physical hazards is collectively called physical damage. The main types of physical damage are ballistic, bludgeoning, piercing, and slashing.
#### Ballistic
Ballistic damage is dealt by most firearms.
#### Bludgeoning
Bludgeoning damage is dealt by weapons and hazards that deal blunt-force trauma.
#### Piercing
Piercing damage is dealt from stabs and punctures.
#### Slashing
Swords, axes, and claws deal slashing damage.
#### Bleed
A special type of physical damage is bleed damage. This is persistent damage that represents loss of blood and is dealt by the [[03 Bleeding|03 Bleeding]] status.
### Energy Damage
Many magical effects deal energy damage. Energy damage is also dealt from effects in the world, such as the biting cold of a blizzard to a raging forest fire. The main types of energy damage are acid, cold, electric, fire, and sonic.
#### Acid
Acid damage can be delivered by gases, liquids, and certain solids that dissolve flesh, and sometimes harder materials.
#### Cold
Cold damage freezes material by way of contact with chilling gases and ice.
#### Electric
Electric damage comes form the discharge of powerful lightning and sparks.
#### Fire
Fire damage burns through heat and combustion.
#### Sonic
Sonic damage assaults matter with high-frequency vibration and sound waves.
#### Force
Powerful and pure magical energy can manifest itself as force damage. Few things can resist this type of damage.
### Mental Damage
Sometimes an effect can target the mind with enough psychic force to actually deal damage to the creature. When it does, it deals mental damage. Mindless creatures and those with only programmed or rudimentary intelligence are often immune to mental damage.
### Poison Damage
Venoms, toxins, and the like can deal poison damage, which affects creatures by way of contact, ingestion, inhalation, or injury. In addition to coming form monster attacks, toxins and drugs can also deal poison damage as described in [[04 🔵 Toxins and Drugs]].
### Spiritual Damage
Some weapons and creatures can deal damage directly to the soul of a creature. Damage of this type is called spiritual damage and is extremely rare.
### Precision Damage
Sometimes you are able to make the most of your attack through sheer precision. When you hit with an ability that grants you precision damage, you increase the base damage of the attack, using the same damage type.
Some creatures are immune to precision damage, regardless of damage type; these are often amorphous creatures that lack vulnerable anatomy. A creature immune to precision damage would still take the original base damage of the attack.
# Next Section
[[04 🟡 Healing]]