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HOW DAMAGE WORKS

I. Damage Categories in Seyruun

Bashing Damage

Definition: Represents blunt trauma, non-lethal strikes, grapples, falls onto soft surfaces, or physical strain.
 

  • Mechanics:

    • Soaked by Stamina + Armor.

    • Cannot cause instant death unless stacked to fill the Health track and overflow.

    • If bashing damage fills Health track entirely, additional bashing converts to lethal.
       

  • Healing:

    • Mortals: 1 box per 15 minutes of rest.

    • Supernaturals: Often faster; Vampires regenerate instantly unless prevented by specific conditions.
       

  • Narrative:

    • Leaves bruises, minor fractures, winded states.

    • Used for subduing rather than killing.
       

  • Status Trigger:

    • If more than half total HP is bashing, the target is Staggered (–1 action for next turn).

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Aggravated Damage

Definition: Serious injury caused by supernatural, environmental, or exotic forces, but recoverable more quickly than Lethal.
 

  • Mechanics:

    • Soaked only with supernatural resistance, traits, or powers.

    • Cannot be soaked with mundane armor unless the armor is magical or treated for the specific damage type.
       

  • Healing:

    • Mortals: Several days without magical aid.

    • Supernaturals: 1 point per night or day cycle with rest; can be healed faster with powers or rituals.
       

  • Narrative:

    • Significant injury: deep burns, frostbite, broken bones from magical force, psychic backlash.

    • Leaves visible scars, glowing burns, or corruption marks.
       

  • Status Trigger:

    • May carry secondary effects such as burning, slowed movement, or bleeding depending on source.

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Lethal Damage

Definition: The most dangerous form of injury in Seyruun, wounds that cut into the essence of a being, divine strikes, or trauma so deep that normal healing is nearly impossible.
 

  • Mechanics:

    • Almost never soaked, only possible with specific immunity or extreme supernatural resistance.

    • Always bypasses mundane armor unless it is directly enchanted for the source of damage.

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  • Healing:

    • Mortals: Weeks or months without magical aid.

    • Supernaturals: Days to weeks with constant supernatural healing; regeneration is possible but often costs resources or has limits.
       

  • Narrative:

    • Mortal equivalent: being run through by a sword of fire or struck by a god’s wrath.

    • These wounds remain sensitive long after they close.
       

  • Status Trigger:

    • Can combine multiple secondary effects (e.g., radiant damage that also blinds, necrotic that weakens healing).​​​

II. Expanded Damage Types​​

This table assumes baseline racial traits without special Merits, magic, or equipment. Player choices and abilities can modify these resistances.

 

Race Damage Type Resistance & Vulnerability Table

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Legend:

  • Immune Cannot be harmed by this type under normal rules.

  • Resistant Soaks with bonus dice or halves incoming damage.

  • Normal No racial bonus or weakness.

  • Vulnerable Takes +1 die damage or has reduced soak.

The World is yours to create, how are  you going to mold it?

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