Damage Types

Within the world of Syrik a variety of dangers exist, all of which can cause bodily harm to you, your allies, those around you, or even the objects that you hold, stand near, or structures that you walk upon. This danger is often represented through damage to your Hit Points; however, the source of the damage matters, as you may find yourself resistant, weak, or even immune to the damage. Additionally, each damage type lists an additional effect on a successful critical hit, this effect only applies should you possess a particular ability or feature, otherwise it is ignored.   Damage is broken up into a set of sixteen different damage types. These damage types are as follows:

Mundane Damage Types

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Ballistic

Ballistic damage is sourced through explosive or kinetically charged puncturing attacks that are pierced through the target with such velocity to cause damage far deadlier than a simple piercing weapon would deal. Common attacks that deal this damage would be that of a firearms projectile or a telekinetic thrashing unto the target. Ballistic damage is mundane and requires specially designed protection to protect against it, but is otherwise protected by Ballistic DR. It is rarely resisted outside of supernatural means.
  • Critical Effect: When you would critically hit a creature with this damage type, your target suffers from the Confused condition for a number of rounds equal to half of your Proficiency bonus; additionally, the attack increases its DR Bypass by half of your Proficiency
bonus.

Bleed

Bleed damage is sourced through rapid loss of blood or similar important fluids. Bleed damage is mundane and rarely if ever protected through armor DR; however, it does often find immunity from those that lack a source of mortal fluid, such as elementals that lack a bloodstream.
  • Critical Effect: When you would critically hit a creature with this damage type, your target reduces their Maximum Hit Points by your Proficiency bonus.

Bludgeoning

Bludgeoning damage is sourced through blunt force trauma such as a club impacting your skull, or that taken from a great fall. Bludgeoning damage is mundane and often protected through armor DR but is rarely resisted outside of supernatural means.
  • Critical Effect: When you would critically hit a creature with this damage type, your target suffers from the Sickened condition for a number of rounds equal to half of your Proficiency bonus.

Piercing

Piercing damage is sourced through deep puncturing wounds such as an arrow piercing through your flesh or the fangs of a wolf tearing into your body. Piercing damage is mundane and often protected through armor DR but is rarely resisted outside of supernatural means.
  • Critical Effect: When you would critically hit a creature with this damage type, you bypass an additional amount of DR equal to your Proficiency bonus; additionally, your target suffers your Proficiency bonus in Bleed damage.

Poison

Poison damage is sourced through the venomous attacks of creatures or the poisonous embrace of toxic entities and objects such as consuming a poisonous mushroom or being bitten by a poisonous spider. Poison damage is mundane and rarely protected through DR if ever but is often resisted by those of hardy constitution or mighty blood. It is likewise often immune by those without blood or other bodily systems that would be attacked by the toxins.
  • Critical Effect: When you would critically hit a creature with this damage type, that creature suffers from the Poisoned condition for a number of rounds equal to your Proficiency bonus, or extends the effect of the triggering poison, if any, by 1 round.

Slashing

Slashing damage is sourced through lacerating cuts and eviscerating strikes such as strike from an axe or the lacerating blow from a bears claw. Slashing damage is mundane and often protected through armor DR but is rarely resisted outside of supernatural means.
  • Critical Effect: When you would critically hit a creature with this damage type, your target suffers from the Bleeding (double your Proficiency bonus) condition for a number of rounds equal to half of your Proficiency bonus or until cured.

Elemental Damage Types

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Acid

Acid damage is sourced through acrid chemical attacks such as that from a vial of acid or the noxious breath of a green dragon. Acid damage is elemental in nature and can be either mundane or supernatural. It is rarely if ever protected through armor; however, certain magical effects or innate feature can resist or even grant immunity to it.
  • Critical Effect: When you would critically hit a creature with this damage type, your target has its AC reduced by half of your Proficiency bonus and any DR they possess by your full Proficiency bonus for a number of a rounds equal to half of your Proficiency bonus.

Cold

Cold damage is sourced through the bitter frost of winter or the chilling attacks of creatures touched by ice, such as the icicle breath of a winter wolf or the icy chill of environmental cold. Cold damage is elemental in nature and can be either mundane or supernatural. It is rarely if ever protected through armor; however, certain magical effects or innate feature can resist or even grant immunity to it.
  • Critical Effect: When you would critically hit a creature with this damage type, your target suffers from the Burdened condition for a number of rounds equal to half of your Proficiency bonus.

Fire

Fire damage is sourced through the intense heat of summer or the burning attacks of creatures touched by flame, such as the flaming breath of a dragon or the scorching intensity of environmental heat. Fire damage is elemental in nature and can be either mundane or supernatural. It is rarely if ever protected through armor; however, certain magical effects or innate feature can resist or even grant immunity to it.
  • Critical Effect: When you would critically hit a creature with this damage type, your target suffers from the Aflamed (your Proficiency in d6 Fire) condition for a number of rounds equal to half of your Proficiency bonus or until put out.

Lightning

Lightning damage is sourced through the crackling storms or the shocking power of certain creatures or environmental effects, such as from the spark of lightning bolt crashing down from on-high, or the zap of a shocker lizards charged bolt. Lightning damage is elemental in nature and can be either mundane or supernatural. It is rarely if ever protected through armor; however, certain magical effects or innate feature can resist or even grant immunity to it.
  • Critical Effect: When you would critically hit a creature with this damage type, your target suffers from the Seized condition at the start of each of their turns for a number of rounds equal to half of your Proficiency bonus.

Radiant

Radiant damage is sourced through the overwhelming pressure of UV light such as through the sun or through intense magical lights. Radiant damage is elemental in nature and can be either mundane or supernatural. It is rarely if ever protected through armor; however, certain magical effects or innate feature can resist or even grant immunity to it.
  • Critical Effect: When you would critically hit a creature with this damage type, your target suffers from the Blind condition for a number of rounds equal to half of your Proficiency bonus.

Shade

Shade damage is sourced through the overwhelming pressure of darkness and the empty void that resides within the gloom, it is often found through a shadow creature’s attacks or through the unending gloom of the shadowfell. Shade damage is elemental in nature and can be either mundane or supernatural. It is rarely if ever protected through armor; however, certain magical effects or innate feature can resist or even grant immunity to it.
  • Critical Effect: When you would critically hit a creature with this damage type, your target suffers from the Drained condition for a number of rounds equal to half of your Proficiency bonus.

Thunder

Thunder damage is sourced through the sonic booms of intense noise or the crack of intense energy such as from a dragons mighty roar or the crack of thunder. Thunder damage is elemental in nature and can be either mundane or supernatural. It is rarely if ever protected through armor; however, certain magical effects or innate feature can resist or even grant immunity to it.
  • Critical Effect: When you would critically hit a creature with this damage type, your target suffers from the Dazzled, Deafened, and Muted conditions for a number of rounds equal to half of your Proficiency bonus.

Spiritual Damage Types

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Aligned

Aligned damage is sourced through the pure alignment of supernatural entities and raw devotion to an ideal. It is often seen through the damning attacks of fiends or the heavenly judgement of celestials, but it can be sourced by any that are truly devoted to their aligned cause. Aligned damage is spiritual in nature and is always supernatural. Unlike the other damage types, Aligned is unique in that all creatures are inherently immune to it, except for those that oppose its alignment, such as an evil creature being dealt good damage.
  • Critical Effect: When you would critically hit a creature with this damage type, your target suffers from the Antagonized condition for a number of rounds equal to half of your Proficiency bonus.

Force

Force damage is sourced through the raw magical power and is often a source for much speculation as to how it came about. It is commonly found through arcane attacks but can also be found through mystical entities and their supernatural abilities. Force damage is spiritual in nature and is always supernatural. It is rarely if ever protected through armor; however, certain magical effects or innate feature can resist or even grant immunity to it.
  • Critical Effect: When you would critically hit a creature with this damage type, your target suffers from the Drained condition for a number of rounds equal to half of your Proficiency bonus.

Necrotic

Necrotic damage is sourced through the raw energies of death or the rapid aging process of the living, it is often a means to strike at the soul of the target draining them of their will to live or the rapid decaying of matter. Necrotic damage is spiritual in nature and is always supernatural. It is rarely if ever protected through armor; however, certain magical effects or innate feature can resist or even grant immunity to it.
  • Critical Effect: When you would critically hit a creature with this damage type, your target suffers from the Fetid condition for a number of rounds equal to half of your Proficiency bonus.

Psychic

Psychic damage is sourced through the deep mental trauma and attacks of the mind; it is an unseen damage type that can be just as deadly if not more so than most other forms of damage due to the inability to determine its source or the harm that it is dealing. Psychic damage is spiritual in nature and is always supernatural. It is rarely if ever protected through armor; however, certain magical effects or innate feature can resist or even grant immunity to it.
  • Critical Effect: When you would critically hit a creature with this damage type, your target suffers from the Doomed condition for a number of rounds equal to half of your Proficiency bonus.
Author: Sage T. Young (SerNurp)

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