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Damage and Recovery

Page history last edited by Ian 14 years, 3 months ago


 

Lethal Damage

The Damage system been used is based on Baduin's modified system as well as the Condition Track. Taking a level of lethal damage causes Collateral Non-Lethal Damage. Fill an equivalent box of Non-Lethal damage when taking a level of Lethal damage.

 

http://i114.photobucket.com/albums/n259/iwatt/DamageConditiontrack.jpg

 

The different levels of lethal damage are:

Hurt (Hur): Persistent until after resting 1 minute, or successful application of Cure.

Wound (Wnd): Persistent until resting 1 hour, or successful application of Cure.

Disabled (Dis): Persistent until resting 8 hours, or successful application of Cure.

Dying (Dyi): Make a DC 10 Constitution Check each round. If failed, go to Dead and if successful by 10+, become Disabled.

Dead (Dea): You are Dead.

 

If a box is full, remember that the damage overflows to the enxt highest.

 

To recover from injuries the time requierment for the highest level injury must be fulfilled. In that case, the Character can use a recover action. After he succeeds, he must wait the necessary time for the next lethal condition.

 

Damaged Conditions

 

Non-Lethal

 

Non-Lethal damage causes

Dazed: Stunned for 1 round, move 1 step down the Condition Track.

Staggered (Sta): Stunned for 1 round, move 1 step down the Condition Track.

Unconcious (Unc): Unconcious, and persistent until 1 minute passes.

 

Fatigue

Strained (Str): Move 1 step down the Condition Track

Winded (Win): Move 1 step down the Condition Track

Fatigued (Fat): Move 1 step down the Condition Track, Persistent until resting 1 hour

Exhausted (Exh): Move 1 step down the Condition Track, Persistent until resting 8 hours

 

Poison and Disease

Disease: Move 1 or more steps down the Condition Track, Persistent until 2 successful saving throws in a row, or Cure Disease is applied.

Poison: Move 1 or more steps down the Condition Track, Persistent until Cure Poison or Successful Medicine Check is applied.

 

Non-Persistent Conditions

Some attacks (enfeeblement, fear, etc..) cause Non-Persistent Conditions.  These conditions can be removed by the Recovery Action.

 

Persistent Conditions

Persistent Conditions are those that can't be removed until certain prerequisites are fulfilled. After the prerequisistes are fulffilled, the Recover Action can be taken for that condition.

 

Recovery

 

Recover (Full Round Action)

During combat, a character can spend a full round action to recover from a non persistent condition. This is a DC 10 Constitution Check, not affected by the Condition Modifier.

 

Further Condition Damage

A creature that falls unconcious because of the condition track, but continues to take condition damage (from poison or disease), takes instead an automatic level of Lethal damage. In this manner diseases, poisons or suffocation can cause death after enough time elapses.

 

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