Damage is a mechanical term that refers to the temporary reduction of Ratings such as Health, Mana and Strain.
When Damage is dealt, the Active Player determines their Damage Total by adding together their Determination Die and any relevant Static Bonuses.
Once the Damage Total is known, it is then Mitigated .
After Mitigation, Damage is applied to the Appropriate Rating based on the type of Damage being done. This reduces that Ratings current amount by the Mitigated Damage Total.
Taking Damage may have a number of effects such as causing Injuries, Trauma or [Malfunctions] where Appropriate.
Damage comes in a variety of types which determine what Rating they reduce and how they are Mitigated. Each Damage type is listed and described below.
Armour Piercing Damage is a type of Damage.
When receiving Armour Piercing Damage a Character reduces their current Health by the Active Player's Damage Total. Should a Character receiving Armour Piercing Damage have any Barrier, the Damage is applied to that Barrier first.
Armour Piercing Damage is Mitigated by [Alterity].
Hack Damage is a type of Damage.
When receiving Hack Damage a Character reduces their current R.A.M by the Active Player's Damage Total. Should a Character receiving Hack Damage have no R.A.M available, any remaining Hack Damage is received as Stress Damage.
Example: TBA
Hack Damage is Mitigated by Buffer.
Magic Damage is a type of Damage.
When receiving Magic Damage a Character reduces their current Health by the Active Player's Damage Total. Should a Character receiving Magic Damage have any Barrier, the Damage is applied to that Barrier first.
Magic Damage is Mitigated by Ward.
Meat Damage is a type of Damage.
When receiving Meat Damage a Character reduces their current Health by the Active Player's Damage Total. Should a Character receiving Meat Damage have any Barrier, the Damage is applied to that Barrier first.
Unless otherwise specified, all Damage is Meat Damage.
Meat Damage is Mitigated by both Armour and [Alterity].
Stress Damage is a type of Damage.
When receiving Stress Damage a Character reduces their current Strain by the Active Player's Damage Total.
Stress Damage is Mitigated by Abilities including, but not limited to: Stubborn, Hardened and Unbreakable.