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Damage Types are a vital part in Metanoia Engine combat, determining the kind of damage that a weapon deals. Some creatures and characters have resistance to certain damage types, granting a damage reduction bonus, making them harder to take down with that damage type. Damage types also may add certain effects during combat, such as fire causing a burning condition.

There are two kinds of damage in Metanoia Engine, Physical and Energy. Physical damage is typically considered nonmagical damage and can become nonlethal.

Energy damage is typically considered magical, however, in certain circumstances, based on the weapon, can be nonmagical. Energy damage typically cannot be converted to nonlethal damage unless under special circumstances or weapon allows it.

Nonlethal Damage

Nonlethal damage functions as a way of taking out a target without killing them, when a target reaches 0 from taking nonlethal damage, instead of being at death’s door, they are immediately knocked unconscious.

Physical

Physical damage is a form of damage that typically effects attacks made with physical weapons, such as a sword, gun, bow, etc. Physical damage is a very common form of damage, with very physical effects when used with the world around it.

Slashing

Typically the kind of damage used by weapons with an edge, slashing damage is common, weapons such as swords typically use slashing damage.

Bleed – On critical hits, in place of its extra damage, a slashing weapon can deal 10% of its damage every round to the target until healed.

Bludgeoning

Bludgeoning is a kind of damage used by weapons without points, typically large, round and flat surfaces deal bludgeoning damage, weapons such as clubs typically use bludgeoning damage.

Stun – On critical hits, in place of its extra damage, a bludgeoning weapon can stun the target for 1 round.

Piercing

Piercing damage is very common amongst ranged weapons and stabbing weapons, with a singular point for entry. Weapons such as spears typically use piercing damage.

Penetrate – On critical hits, in place of its extra damage, the weapon can pierce through the targets armour, and make the attack go through damage reduction.

Energy

Energy damage is a form of damage that uses a base element, such as fire. This form of damage is typically magical, but is not restricted as such, and usually can have either extremely violent reactions, or very minor ones.

Fire

Fire damage is very common with weapons that deal damage using flames or fire, it is one of the most common forms of energy damage. Weapons like Molotov Cocktails or Flamethrowers deal fire damage.

Burn – On critical hits, in place of it’s extra damage, the weapon can burn a target substantially, dealing 50 Fire Damage per action taken by the target until put out. Putting out this flame costs 3 TP.

Explosive

Explosive Damage is the main kind of damage combining both Fire and Piercing damage, usually containing shrapnel of some kind, it originally comes from weapons that have a lot of potential force that has been converted to a volatile, kinetic energy on impact. This kind of damage usually affects in an Area of Effect. Rocket Launchers, Explosives and Grenades deal Explosive damage.

Destroy – On critical hits, in place of it’s extra damage, the attack destroys all objects and items in the blast radius. If a limb is targeted while using this effect, the Target must take an Endure action (DC equal to weapon modifier), on fail, the limb is immediately removed from the target.

Plasma

Plasma damage is very common with weapons that deal damage using plasma, weapons such as laser guns and plasma weapons use plasma for damage.

Vaporise – On critical hits, in place of it’s extra damage, all weapons and armour of the target immediately becomes broken, as it pierces through any Damage Reduction that the wielder has.

Acid

Acid damage is very common with weapons that deal damage using acid, such as Acid grenades or otherwise, Acid has a tendency to melt through various bits of whatever it affects.

Melt – On critical hits, in place of it’s extra damage, the attack breaks all of the targets equipped items and armour.

Poison

Poison damage is very common with various poisons. Various venomous bites and attacks deal poison damage.

Toxin – On critical hits, in place of it’s extra damage, the target automatically fails all actions made to resist any ability for 1 minute.

Radiant

Radiant damage is very common with holy weaponry and divine powers. Most holy healing deals radiant damage to all undead creatures.

Hallow – On critical hits, in place of it’s extra damage, the target is blinded and helpless by the attack for 1 round.

Void

Void damage is very common with damage dealt by Fourth Dimensional creatures or items. Creatures of the fourth dimension deal void damage. It isn’t typically visible, but appears more as pale, ashen effects.

Soul Drain – On critical hits, in place of it’s extra damage, if the target dies within 1 minute, they cannot be resurrected from the dead.

Electricity

Electricity damage is very common with weapons such as the Tesla cannon and electric rounds. Weapons like the Tesla cannon tend to deal Electricity damage.

Shock – On critical hits, in place of it’s extra damage, the target is stunned for the rest of the round.

Frost

Frost damage is very common with ice weapons or ice attacks. Weapons and powers such as Permafrost tend to deal Frost damage.

Freeze – On critical hits, in place of it’s extra damage, the target is petrified for the rest of the round.

Sonic

Sonic damage is damage dealt by sound and soundwaves. Weaponised megaphones or shrieks and sonic booms deal Sonic damage.

Booming – On critical hits, in place of it’s extra damage, the target immediately falls deafened.

Force

Force damage is a damage dealt by Arcane abilities, ones of pure magic, powers like Bolt deal Force Damage.

Blowback – On critical hits, in place of it’s extra damage, the target is knocked back by 5m + 1m every +5% in the modifier used for the attack

Necrotic

Necrotic damage is damage dealt by unholy weaponry and undead based abilities. Unholy divine powers typically deal Necrotic damage, these attacks typically heal the undead.

Zombify – On critical hits, in place of it’s extra damage, if the target is brought unconscious or to death’s door in the next minute, they come back as a zombie equal to their level.

Psychic

Psychic damage is damage dealt by various mental abilities. Powers such as Mind Blade deal Psychic damage.

Scramble – On critical hits, in place of it’s extra damage, any mental abilities casted onto the target in the next 1 minute automatically succeeds.

Quantum

Quantum Damage is damage dealt by time related conundrums. Paradoxes typically cause Quantum Damage.

True

True damage is damage that is so powerful that it cannot be reduced by any means, it cannot be blocked or dodged, and deals full damage, this damage cannot be reduced.