Conditions
Physical harm is not the only thing danger that characters face. There are several conditions that not just enemy attacks, but also life and the environment can inflict upon them.
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Minor Conditions
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Frozen
Whether natural or artificially produced, being Frozen does not usually end well. Effect - Each time Frozen is inflicted, once per round, the target loses 1 AP to spend for the next two rounds. If this reduces their AP down to 0 they freeze solid for 1d10 rounds. Special - Some attacks will inflict more than 1 AP damage per round. |
Poison
A toxin inflicts continuous damage to your system. Effect - Each turn the poison inflicts the damage noted for its duration at the start of each of your turns. |
Fatigued
Perhaps it's a lack of sleep, or perhaps you're fighting a sedative. Either way, exhaustion clouds your judgement and your aim. Effect - You take a -10 to all tests until you can rest. Each time this status is inflicted it adds another -10. At reaching -30 the character passes out. |
Bleed
A significant artery is opened, bleeding out until healing is given. Effect - The target takes the damage stated at the start of each turn until they are healed, by magic or medicine. |
Infection
Wounds and injuries can become infected, and some enemies deliberate cause such wounds. Effect - This effect can grow more severe, from levels 1 to 4. If it surpasses level 4 it becomes a Major Infection. For each rank, the characters takes a -5% to all rolls. |
Burned
The damage that fire causes can leave a lasting mark. Effect - Take a -10 to hit and half movement. |
Major Conditions
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Broken Limb
A broken bone is a massive problem. Effect - If the bone broken is in the arms then you cannot use the arm for any task - a weapon, shield, spellcasting or the like. If the broken limb is a leg then your speed is reduced to 1m per 2 AP, and you cannot do anything but the most basic move. This condition is removed with 6 weeks of care, or a powerful enough spell. |
Concussion
Serious head injuries limit the ability to fight. Effect - The character can't sustain spells or talents, and their AP pool is cut in half. |
Major Infection
A serious infection can risk life and limb. Effect - This ailment can increase in rank. It starts with a -20 penalty to all attributes and a -1 AP penalty. For every additional rank, the penalty to actions increases by 10% and the AP penalty by 1. This can lead to a situation where a character zero AP, at which point they start suffering 1d10+10 damage each hour until the infection is dealt with. |
Long-Term Conditions
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Adventuring is not the easiest occupation, and many people who choose it are not always in an ideal place mentally and physically. These health problems can have an effect on your character.
While we have attempted to translate health conditions into something the system can represent, but they are real conditions that real people have to deal with. Please treat these conditions respectfully.
Lost Limb
You have lost a limb at some point. This isn't going to stop you. Effect - Even with a prosthetic the character has issues. A character missing an arm or hand can use a two-handed weapon or shield, but they cost an additional 50% to be modified to the user and takes an additional 1AP to use. A character with a prosthetic leg cannot run. |
Paralysed
Your lower half does not function, or functions too poorly to make any difference. Effect - A paralysed character can only move 1m a turn, at a cost of 5 AP, and must use both hands to do so. They cannot dodge. If they use a wheelchair or similar device they can move as normal, and Dodge, but it costs an additional 1 AP. |
Lichdom
Lichdom is typically the result of a vile ritual, resulting in a creature of separated soul and body. Cause - Sacrifice the souls of at least three people in a personalised ritual. For many people this will include a loved one. Very rarely one of the victims of the Lichdom ritual will become, themselves, a Lich. Effect - +10 to all Attributes and +2 Armour. Liches cannot heal naturally or magically, but have Regeneration equal to 3 HP per round. If the Lich is destroyed then they will regenerate from their Soul Cage, the holding of their spirit. |
Environmental Conditions
Exposure
Extreme exposure to the elements is dangerous. Effect - For each level of Exposure, usually signified by going -10 degrees celsius below zero. For each level take a cumulative 2 damage and -1 AP per ten minutes of exposure. This can be negated with cold-weather gear. |
Heat Stroke
Heat Stroke is a danger - remember to hydrate. Effect - For every 10 degrees Celsius suffer 3 damage and take a -5% to all tests for every ten minutes of exposure. |