Damage
The Damage system been used is based on Baduin's modified system as well as the Condition Track.
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Damaged Conditions
Non-Lethal
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.
Damage Recovery
The different levels of lethal damage are:
Hurt (Hur): Persistent until after resting 1 minute, or successful application of Cure.
Wound: 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.
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