
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.
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Mechanics:
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Soaked by Stamina + Armor.
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Cannot cause instant death unless stacked to fill the Health track and overflow.
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If bashing damage fills Health track entirely, additional bashing converts to lethal.
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Healing:
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Mortals: 1 box per 15 minutes of rest.
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Supernaturals: Often faster; Vampires regenerate instantly unless prevented by specific conditions.
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Narrative:
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Leaves bruises, minor fractures, winded states.
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Used for subduing rather than killing.
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Status Trigger:
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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.
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Mechanics:
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Soaked only with supernatural resistance, traits, or powers.
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Cannot be soaked with mundane armor unless the armor is magical or treated for the specific damage type.
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Healing:
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Mortals: Several days without magical aid.
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Supernaturals: 1 point per night or day cycle with rest; can be healed faster with powers or rituals.
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Narrative:
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Significant injury: deep burns, frostbite, broken bones from magical force, psychic backlash.
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Leaves visible scars, glowing burns, or corruption marks.
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Status Trigger:
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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.
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Mechanics:
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Almost never soaked, only possible with specific immunity or extreme supernatural resistance.
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Always bypasses mundane armor unless it is directly enchanted for the source of damage.
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Healing:
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Mortals: Weeks or months without magical aid.
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Supernaturals: Days to weeks with constant supernatural healing; regeneration is possible but often costs resources or has limits.
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Narrative:
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Mortal equivalent: being run through by a sword of fire or struck by a god’s wrath.
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These wounds remain sensitive long after they close.
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Status Trigger:
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Can combine multiple secondary effects (e.g., radiant damage that also blinds, necrotic that weakens healing).​​​
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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:
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Immune – Cannot be harmed by this type under normal rules.
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Resistant – Soaks with bonus dice or halves incoming damage.
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Normal – No racial bonus or weakness.
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Vulnerable – Takes +1 die damage or has reduced soak.