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- | ====== Conditions ====== | ||
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- | Various abilities can all inflict conditions on creatures. A condition persists until recovered from. | ||
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- | ^Bleary |**Impaired Vision:** The subject views all spaces as if they had partial concealment. If a space already has partial concealment, | ||
- | ^Blind |**Full Blindness: | ||
- | ^Burning |**Damage Over Time:** **Damage Over Time:** The subject loses 1 Endurance at the end of each turn. If the subject has no Endurance, they lose Vitality instead. Recovering from the condition avoids the damage that turn. \\ \\ **Light:** The subject' | ||
- | ^Charmed |**Befriended: | ||
- | ^Choking |**Damage Over Time:** The subject loses 1 Endurance at the end of each turn. If the subject has no Endurance, they lose Vitality instead. Recovering from the condition avoids the damage that turn. \\ \\ **Labored Breath:** The subject cannot use Shout attacks or Flamethrower attacks that have the Breath Weapon upgrade equipped. \\ \\ **Escalating: | ||
- | ^Confused |**Mixed-Up: | ||
- | ^Contagion |**Tainted Spread:** The Contagion condition acts exactly like and replaces the Poisoned condition, but every time the subject takes damage from it they must roll a trigger die. If the result is 1-4, every other creature adjacent to them gains the Poisoned condition. | | ||
- | ^Curseburn |**Unquenchable: | ||
- | ^Cursed |**Lingering Malus:** The Cursed condition does nothing on its own, but a subject cannot recover from any other condition they are suffering from until they first recover from the Cursed condition. Roll to recover from Cursed first; if that fails, then the subject can make no more recovery attempts that round at all. | | ||
- | ^Dazed |**Distracted: | ||
- | ^Deprived |**Supply Denial:** The subject acts as if they have no Supply remaining, removing their ability to use any abilities that rely on it. This condition does not actually remove any Supply from the subject, only temporarily denies access. Abilities that allow a creature to circumvent a lack of Supply also circumvent the Deprived condition. | | ||
- | ^Dissolving |**Damage Over Time:** The subject loses 1 Endurance at the end of each turn. If the subject has no Endurance, they lose Vitality instead. Recovering from the condition avoids the damage that turn. \\ \\ **Escalating: | ||
- | ^Electrified |**Charged Up:** At the end of each turn electricity arcs off the subject' | ||
- | ^Fatigue |**Enervated: | ||
- | ^Afraid |**Get Away:** The subject with Fear use their first action every round getting physically further away from the source of their fear. They may act normally on their second action. If a subject has absolutely no avenues of escape, they simply cower in place for their first action every round. | | ||
- | ^Frozen |**Fractures: | ||
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- | ^Grabbed |**Combatant-Sensitive: | ||
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- | ^Oily |**Double The Heat:** The subject takes double damage from the Burning or Curseburn conditions. \\ \\ **(In)Flammability: | ||
- | ^Poisoned |**Damage Over Time:** The subject loses 1 Endurance at the end of each turn. If the subject has no Endurance, they lose Vitality instead. Recovering from the condition avoids the damage that turn. \\ \\ **Escalating: | ||
- | ^Prone |**Slow Movement:** The subject gains an impairment on all movement. \\ \\ **Projectile Defense:** All projectile attacks against the subject have a special failure chance of 4. \\ \\ **Melee Vulnerability: | ||
- | ^Slowed |**Staggered: | ||
- | ^Splinters |**Moving Hurts:** Jagged bits are stuck in the target' | ||
- | ^Stuck |**Immobilized: | ||
- | ^Wrapped |**Full Snare:** The Wrapped condition acts exactly like and replaces the Stuck condition, but the subject cannot take any actions at all while it persists. | | ||
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- | ====== Injuries ====== | ||
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- | Injuries are the lingering after-effects of losing Vitality to damage, representing deeper wounds or infections that cannot be fixed with a few bandages and/or maybe a stiff drink. | ||
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- | Any time a player loses Vitality, they must roll a trigger die to check for injuries. If the result is equal to or less than the total amount they have currently lost, they gain a minor injury. The GM can choose an injury that is thematically appropriate or just roll one up randomly. | ||
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- | For example, if the adventurer Volga Damascus loses three Vitality from getting stabbed during a particularly brutal fight, she will gain a minor injury if she rolls a 3 or less on the trigger die afterwards. If she then gets stabbed again and lose 3 more Vitality, she must roll a second time for injury (which occurs on a result of 6 or less). | ||
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- | An injured creature can spend 1 Supply to ignore the effects of their injury for one round. Ignoring the effects of multiple injuries requires multiple Supply. | ||
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- | 12 random injuries: | ||
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- | ^ ^Injury ^Description ^ | ||
- | |1 ^Butterfingers |You have trouble holding on to things. You have only two inventory slots instead of six. | | ||
- | |2 ^Concussion |You are finding it very difficult to think straight. You only regain one Flow at the beginning of each round instead of all of it. | | ||
- | |3 ^Dizziness |You wobble dangerously when you walk. Every time you make a movement, roll a trigger die. If the result is 1-6, you immediately gain the Prone condition. | | ||
- | |4 ^Exhaustion |You don't have much energy. If you wish to take a second action in any round, you must spend 1 Endurance to do so. If you have no Endurance remaining, you may spend Vitality instead. | | ||
- | |5 ^Eye Trauma |One of your eyes no longer functions. Your field of vision is now triangle-shaped instead of a full arc and you suffer a failure chance of 4 with all projectile attacks due to lack of depth perception. | | ||
- | |6 ^Hallucinations |Sometimes you see things that don't match reality. In stressful situations such as combat you act as if you have the Confused condition. | | ||
- | |7 ^Lameness |Your legs (or whatever) are not working efficiently. You have an impairment to all forms of movement. | | ||
- | |8 ^Noisy |You are constantly sneezing, creaking or groaning. You cannot use stealth to hide yourself. Enemies will attack you preferentially if they have no strategic reason to attack anybody else. | | ||
- | |9 ^Numbness |Damaged nerves make it harder to recover. You need to roll an 11+ in order to throw off conditions instead of the normal 9+. | | ||
- | |10 ^Parasites |Your life is being siphoned away. You cannot regain lost Endurance by any means unless you've eaten a ration in the last few minutes. | | ||
- | |11 ^Shakes |You' | ||
- | |12 ^Vulnerability |A particularly tender or vital area is exposed. You take +2 damage from all attacks. | | ||
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- | Injuries remain in place on a creature indefinitely until they spend a day of in-game time getting bed rest. After resting for a day, the injured creature must roll a trigger die: if the result is 9+, they throw off the injury. If not, they don't (but they can rest another day to get another try). | ||