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legacy:rules:damage_types

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legacy:rules:damage_types [2025/02/28 20:53] – created tailkinkerlegacy:rules:damage_types [2025/02/28 20:55] (current) – tailkinker
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 **Thunder**: A concussive burst of sound, such as the effect of a Thunderbolt spell, deals thunder damage. **Thunder**: A concussive burst of sound, such as the effect of a Thunderbolt spell, deals thunder damage.
 +
 +===== Vital Damage =====
 +
 +Vital damage is a special case.  Attacks that inflict Vital damage typically have some magical component, or are the result of considerable skill.  It represents selecting the best sort of damage to use against the target, whatever that might be.  
 +
 +Vital damage can never be selected for Resistance or Vulnerability.  It bypasses all armour effects, including Damage Reduction.  Unless an effect specifically states that it reduces Vital damage, there is nothing that can protect the target from this sort of damage!  The only good news is that it can be dodged, so it still applies to Stamina first.
 +
  
 ===== Non-Lethal Damage ===== ===== Non-Lethal Damage =====
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 Sometimes, damage will be listed as non-lethal.  For example, some weapons are noted for inflicting non-lethal damage.  Non-lethal damage cannot kill an opponent, but it can take them out of a fight easily enough. Sometimes, damage will be listed as non-lethal.  For example, some weapons are noted for inflicting non-lethal damage.  Non-lethal damage cannot kill an opponent, but it can take them out of a fight easily enough.
  
-Non-lethal damage is applied to stamina, but does not apply Injury.  Any Injury that would be taken by the target instead inflicts one level of Slowed on the target per point of Injury that would have been applied.  This Slowed condition automatically reduces one step at the end of each round.+Non-lethal damage is applied to stamina, but does not apply Injury.  Any Injury that would be taken by the target instead inflicts one level of [[legacy:conditions:Slowed]] on the target per point of Injury that would have been applied.  This Slowed condition automatically reduces one step at the end of each round.
legacy/rules/damage_types.1740775993.txt.gz · Last modified: by tailkinker