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miseries [2019/02/27 11:28]
kyle
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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, they treat it as if it has full concealment instead. | 
-^Blind |**Full Blindness:** The Blind condition acts exactly like and replaces the Bleary condition, but the subject treats all spaces as if they have full concealment. | 
-^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's space and all other spaces within 1 meter are made well-lit. All spaces within 2 meters of the subject have their light level increased by one step (darkness becomes dim light, dim light becomes well-lit.) \\ \\ **Requires Air:** If a burning subject enters an environment without any air (underwater, vacuum, a monster's stomach, etc) or even just gets too wet, the Burning condition is automatically removed. \\ \\ **Escalating:** For every 3 points of Escalation, this condition inflicts +1 Endurance damage. For example, it inflicts 2 damage at 3 Escalation, 3 damage at 6 Escalation, and so on. | 
-^Charmed |**Befriended:** The subject regards whoever placed this condition on them as being their friend and will react to their actions in the most favorable way. Attacking the charmer is impossible. The subject still regards their actual friends as friends and don't switch sides or anything (unless that's what they would do anyway?) Taking any amount of damage from the charmer also removes the condition immediately. | 
-^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:** For every 3 points of Escalation, this condition inflicts +1 Endurance damage. For example, it inflicts 2 damage at 3 Escalation, 3 damage at 6 Escalation, and so on. | 
-^Confused |**Mixed-Up:** At the beginning of each turn before taking any actions, roll a trigger die. If the result is 1-4, the enemy team decides what you do that round. | 
-^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:** The Curseburn condition acts exactly like and replaces the Burning condition, but is not removed if the burning subject enters an airless environment or gets wet. | 
-^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:** The subject no longer regains Flow at the beginning of each turn. Any abilities the subject has that restore Flow still function as normal. | 
-^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:** For every 3 points of Escalation, this condition inflicts +1 Endurance damage. For example, it inflicts 2 damage at 3 Escalation, 3 damage at 6 Escalation, and so on. | 
-^Electrified |**Charged Up:** At the end of each turn electricity arcs off the subject's body and both the subject and the nearest other creature within 2 meters lose 1 point of Endurance (or Vitality if they have no Endurance remaining). If multiple other creatures are the same distance away, determine which other creature is damaged randomly. If there are no other creatures within 2 meters, the Electrified status has no effect. \\ \\ **Escalating:** For every 3 points of Escalation, this condition inflicts +1 Endurance damage. For example, it inflicts 2 damage at 3 Escalation, 3 damage at 6 Escalation, and so on. | 
-^Fatigue |**Enervated:** The subject cannot restore lost Endurance or Vitality by any means. | 
-^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:** The subject takes +2 damage from all attacks. Other sources of damage (such as damage-causing conditions) are unaffected. \\ \\ **Burning Switch:** Applying the Frozen condition to a subject removes the Burning condition (if they had it) and vice versa. No creature can have both at once. The Curseburn condition is unaffected either way by the Frozen one and both can exist simultaneously on a single subject. | 
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-^Grabbed |**Combatant-Sensitive:** When one combatant inflicts the Grabbed condition on another, it has ramifications for the grabber as well as the grabbed. A single subject can have this condition multiple times, so long as each instance of it comes from a different attacker. \\ \\ **Grappling:** The subject and whoever grabbed them are connected in some way; neither of them can move without dragging the other along for the ride. The distance between grabber and grabbed is always at maximum the same as the range of whatever ability caused the grab in the first place. (For instance, grabbing somebody with a Close Combat ability means that you will always be adjacent to them as they drag you around, because Close Combat attacks can only be used on adjacent targets.) \\ \\ **Dragging:** One creature dragging another of the same size gives an impairment on movement. A larger creature cannot be dragged. The grabber has the option to end the grab at any time during their turn as a free action, but if they do not then the grabbed target must recover from it normally like any other condition. \\ \\ **Takedown:** If the grabber is the same size as a creature they are grabbing, they can choose to inflict the Prone condition on both themself and the grabbed creature as a free action. If the grabber is larger than a creature they are grabbing, only the grabbed target gains the Prone condition. | 
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-^Oily |**Double The Heat:** The subject takes double damage from the Burning or Curseburn conditions. \\ \\ **(In)Flammability:** If the subject contacts any form of fire, they gain the Burning condition instantly if they didn't already have it. If targeted by an attack enhanced by the Firebug ability they gain the Burning condition regardless of the result on the trigger die. | 
-^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:** For every 3 points of Escalation, this condition inflicts +1 Endurance damage. For example, it inflicts 2 damage at 3 Escalation, 3 damage at 6 Escalation, and so on. | 
-^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:** All melee attacks against the subject deal +2 damage. | 
-^Slowed |**Staggered:** The subject rolls a die at the beginning of each turn to determine how many actions they get to take. If they roll a 1-6, they can take only one action that round instead of the normal 2. | 
-^Splinters |**Moving Hurts:** Jagged bits are stuck in the target's flesh. Every time the subject takes an action to move or otherwise gets to change position as a result of an ability (such as using Dodge from the Mobility tree or Vanguard from the Steadfast tree), they automatically lose 1 Endurance (or Vitality if they have no Endurance remaining). This damage can be taken multiple times a round. If the subject doesn't move, then Splinters does not harm them. \\ \\ **Escalating:** For every 3 points of Escalation, this condition inflicts +1 Endurance damage. For example, it inflicts 2 damage at 3 Escalation, 3 damage at 6 Escalation, and so on. | 
-^Stuck |**Immobilized:** The subject becomes stuck in place and cannot move from their current position in any way. Other actions such as making attacks are unaffected. If the subject was flying at the time, they immediately begin to fall. \\ \\ **Cut Out:** In addition to the normal method of recovery, the Stuck condition can also be removed from a subject by using a melee attack to remove whatever substance (ice, vines, spiderweb, goo, net, etc) is sticking the subject in place. This requires an action and a trigger die result of 7+; if the trigger die is 1-6, the action did nothing and the target is still stuck. | 
-^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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-|{{ra>help?24|Help}} |**Bleeding** creatures are quickly losing their precious bodily fluids. | 
-|::: |{{fa>minus-circle?18&align=left}} Lose 1 Endurance at the end of each turn (unless recovery is successful). If no Endurance remains, lose Vitality instead. \\ \\ {{fa>minus-circle?18&align=left}} For every 3 points of Escalation, Endurance lost to this condition increases by +1. \\ \\ {{fa>minus-circle?18&align=left}} Escalation continues to increase if anybody has this condition regardless of whether they are actually in active combat. | 
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-|{{ra>help?24|Help}} |**Charmed** creatures have been made friendly. | 
-|::: |{{fa>minus-circle?18&align=left}} Regard whoever created this condition as a friend and react to their actions in the most favorable way. \\ \\ {{fa>minus-circle?18&align=left}} Attacking or making any offensive action against the charmer is impossible. \\ \\ {{fa>plus-circle?18&align=left}} Actual friends are still also regarded as friends. Don't switch sides or anything (unless that's what would happen anyway?) \\ \\ {{fa>plus-circle?18&align=left}} If the charmer takes any offensive action against the charmed, the condition is automatically removed. | 
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-|{{ra>help?24|Help}} |**Choking** creatures aren't able to breathe or otherwise freely intake/vent gases. | 
-|::: |{{fa>minus-circle?18&align=left}} Lose 1 Endurance at the end of each turn (unless recovery is successful). If no Endurance remains, lose Vitality instead. \\ \\ {{fa>minus-circle?18&align=left}} For every 3 points of Escalation, Endurance lost to this condition increases by +1. \\ \\ {{fa>minus-circle?18&align=left}} Escalation continues to increase if anybody has this condition regardless of whether they are actually in active combat. | 
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-|{{ra>help?24|Help}} |**Dazed** creatures are stunned or distracted. | 
-|::: |{{fa>minus-circle?18&align=left}} Lost Flow does not regenerate automatically. \\ \\ {{fa>plus-circle?18&align=left}} Any other means of restoring lost Flow works normally. | 
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-|{{ra>help?24|Help}} |**Fatigued** creatures are utterly exhausted. | 
-|::: |{{fa>minus-circle?18&align=left}} Cannot restore lost Endurance or Vitality by any means. | 
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-|{{ra>help?24|Help}} |**Grabbed** creatures are being physically held on to. | 
-|::: |{{fa>minus-circle?18&align=left}} Grabber and grabbed are connected in some way; neither of them can move without dragging the other along for the ride. The distance between grabber and grabbed is always at maximum the same as the range of whatever ability caused the grab in the first place. \\ \\ {{fa>minus-circle?18&align=left}} If grabber or grabbed are small enough for the other to carry, they can be dragged. This might cause an impairment to movement. \\ \\ {{fa>minus-circle?18&align=left}} The grabber can choose to end the effect as a free action during their turn. | 
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-|{{ra>help?24|Help}} |**Poisoned** creatures are suffering a breakdown of internal processes caused by a foreign material. | 
-|::: |{{fa>minus-circle?18&align=left}} Lose 1 Endurance at the end of each turn (unless recovery is successful). If no Endurance remains, lose Vitality instead. \\ \\ {{fa>minus-circle?18&align=left}} For every 3 points of Escalation, Endurance lost to this condition increases by +1. \\ \\ {{fa>minus-circle?18&align=left}} Escalation continues to increase if anybody has this condition regardless of whether they are actually in active combat. | 
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-|{{ra>help?24|Help}} |**Prone** creatures are lying on the ground or otherwise very off-balance. | 
-|::: |{{fa>minus-circle?18&align=left}} Impairment to all movement. \\ \\ {{fa>minus-circle?18&align=left}} Incoming melee attacks deal +2 damage. \\ \\ {{fa>plus-circle?18&align=left}} Incoming projectile attacks have a failure chance of 3. | 
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-|{{ra>help?24|Help}} |**Slowed** creatures are hindered in their actions. | 
-|::: |{{fa>minus-circle?18&align=left}} Roll a trigger die at the beginning of each turn to determine how many actions can be taken. If 1-6, only one action can be taken that round instead of the normal two. | 
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-|{{ra>help?24|Help}} |**Stuck** creatures have been trapped in place somehow. | 
-|::: |{{fa>minus-circle?18&align=left}} Cannot take move actions. \\ \\ {{fa>plus-circle?18&align=left}} In addition to the normal method of recovery, the Stuck condition can also be removed from a subject by using any melee attack to remove whatever substance (ice, vines, spiderweb, goo, net, arrows, etc) is sticking the subject in place. This requires an action and a trigger die result of 7+; if the trigger die is 1-6, the action did nothing and the target is still stuck. | 
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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've lost a great deal of coordination. All attacks have a failure chance of 4, including attacks that normally have no failure chance. | 
-|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). 
  
miseries.1551292089.txt.gz ยท Last modified: 2019/02/27 11:28 by kyle