Test Damage

Attack types-

Challenges Resistance. Usually blunt or bladed

Challenges Reactions. Usually kinetic or energy

Challenges Resolve. Usually psyche or psionic

Challenges Attribute score alone, not allowing a defence roll. Active defence rolls still apply

Damage traits-

Active defences can't be attempted against this source of damage

Successful active defence checks only half the incoming damage instead of nullifying it entirely. Commonly tied to attacks that affect an entire arena

Effect is higher versus Elementalist characters

Wounds apply automatically if the attack hits, ignoring Resilience (damage reduction)

Damage is dealt to character's Life and also reduces an Attribute by 1 point. Resilience still applies

Fists, clubs, sledgehammers, falls. Anything that bludgeons, crushes and bruises. Blunt attacks tend to have higher max damages than bladed attacks.

Knives, claws, swords, broken glass. Things that cut, slice, stab or pierce. Bladed attacks tend to have better average damage than blunt attacks.

Kinetic damage is the catch-all for physical attacks of particular potency: explosives, bullets, the blows of a ludicrously strong opponent.

Lasers, plasma weapons, electrical or chemical attacks that burn. The damage type usually inflicted by ranged weapons of the setting, and of these photon weapons are the most pervasive. Energy attacks can have a broad range of traits and behaviours.

Psionic damage means a mental attack, reducing MP rather than HP and challenging Resolve instead of Resistance. Note that although delivered through psionic means, telekinetic/psychokinetic etc abilities deal physical damages such as kinetic or energy. Psionic incursions are considered explicitly hostile in the vast majority of cultures, and using one in the heat of a mere argument will only escalate matters. If the target notices, that is…

Although also mental, psyche damage is less obviously combative than psionic damage: the remit of mind games, trickery, feints and manipulation. Psyche "damage" is not necessarily hostile, as it may simply reflect someone warming up to a position through persuasion and empathy. It is usually Temporary in nature and is often the abstract result of one-upping someone in a battle of wits. When an ability reduces MP or a mental stat (or conversely, increases them) and it is necessary to know what type of effect is being dealt, assume it is Psyche unless otherwise stated.

Elemental damage exclusively effects the Elementalist character archetype: the classic example is EMP attacks being deadly to cyborgs but negligibly effective versus others. When an attack has Elemental as a trait or bonus, rather than a core damage, it simply deals normal damage to most targets and deals more to Elementalists. A technique that deals Elemental damage is deliberately broad and powerful, usually representing the ability to adapt and respond to unorthodox enemies. Weapons that deal Elemental damage tend to be much more narrow, such as the aforementioned EMP types or ion weapons (which in this system are represented as Composite Energy/Elemental attacks).

Composite damage combines two or more damage types and challenges the target's defences with all of them: only the damage type that would prove most effective is rolled for. Aspects that upgrade an attack type (typically turning a Melee attack into Kinetic damage etc) are always considered to be Composite, so that the ability isn't actually penalising a character when they fight targets more resistant to their upgraded damage type.

Pure damage challenges a specific attribute without allowing the usual defensive modifiers. A typical example are gasses challenging VIT, or especially potent psionic attacks targeting INT directly. Pure damage often, but not always, inflicts Lethal wounds. Unless otherwise stated, Pure damage still allows for active defensive rolls. Even if a direct hit will melt you, there's nothing stopping you dodging the heat ray…

The upgraded version of Pure: Special damage ignores damage reduction (Resilience). A target's armour rating is still deducted from the attack's effect roll, if any.


A Temporary wound is a glancing blow, or any act that causes fatigue. T damage is usually tied to the use of abilities. T wounds, be they the result of a character deliberately expending a point or otherwise, are recovered at the end of an encounter.

As might be guessed, N wounds are the norm. Normal damage isn't recovered at the end of an encounter, excepting special abilities such as regeneration, and needs to be addressed by other means. Both N and T damage reduce a character's Hit Points.

A Lethal wound reduces a target's Life, and inflicts an injury (reducing an Attribute by 1 point). L damage is rarely inflicted by standard attacks.

E wounds deplete Edge first, and inflict N damage once the target has ran out of Edge. Versus Elementalists with 0 Edge, E wounds deal Lethal damage.

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