Conditions: Difference between revisions

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A flatfooted character is unaware of an attack, and looses all dodge defense. A flatfooted character may be aware of the attacker, but if they do not percieve the threat, they may still be flatfooted to the attack.
A flatfooted character is unaware of an attack, and looses all dodge defense. A flatfooted character may be aware of the attacker, but if they do not percieve the threat, they may still be flatfooted to the attack.
=Bleeding=
A character affected by a bleed has a substantial wound causing further harm. They suffer bonus dice in damage, which is reduced each round until the bleed stops. A 5d10 Bleed would deal an immediate 5d10 damage, then 4d10 the following round, etc until the effect had run it's course. Bleeding may be halted by magical healing bringing the target to full health, or by a successful Medicine check with a number of successes equal to the number of dice assigned for the next tick. (ex. Malatar bleeds for 2d10 damage before Yunone makes an attempt to bind his wound. Because he would receive 1d10 bleeding damage next round she only needs 1 success). A second bleed may not be applied while the target is already bleeding.
Note that characters Bleeding Out is handled differently (see below).
=Bleeding Out=
A character who has been reduced below their unconsciousness threshold (0 Health for characters without the Toughness Benefit) suffer 1 Point of Lethal damage each round until they are successfully bound (see Medicine Skill) or reach a negative health total equal to their maximum health.

Revision as of 18:18, 27 December 2016

Shaken

A shaken character takes a -2 penalty on all skill rolls. This is the lowest form of Fear.

Frightened

A frightened character takes a -4 penalty on all skill rolls and -2 dodge. This is the middle version of Fear.

Panicked

A panicked character must flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can’t take any other actions. If unable to flee, a panicked character cowers. A panicked character takes a -4 penalty on all skill rolls and -2 dodge. A panicked character can use special abilities, including spells, to flee; indeed, the character must use such means if they are the only way to escape. This is the highest version of Fear.

Cowering

If a panicked character is cornered or unable to flee they cower in place, unable to move or perform actions. They are not considered flat footed however, and gain their full (remaining) defense.

Flatfooted

A flatfooted character is unaware of an attack, and looses all dodge defense. A flatfooted character may be aware of the attacker, but if they do not percieve the threat, they may still be flatfooted to the attack.

Bleeding

A character affected by a bleed has a substantial wound causing further harm. They suffer bonus dice in damage, which is reduced each round until the bleed stops. A 5d10 Bleed would deal an immediate 5d10 damage, then 4d10 the following round, etc until the effect had run it's course. Bleeding may be halted by magical healing bringing the target to full health, or by a successful Medicine check with a number of successes equal to the number of dice assigned for the next tick. (ex. Malatar bleeds for 2d10 damage before Yunone makes an attempt to bind his wound. Because he would receive 1d10 bleeding damage next round she only needs 1 success). A second bleed may not be applied while the target is already bleeding.

Note that characters Bleeding Out is handled differently (see below).

Bleeding Out

A character who has been reduced below their unconsciousness threshold (0 Health for characters without the Toughness Benefit) suffer 1 Point of Lethal damage each round until they are successfully bound (see Medicine Skill) or reach a negative health total equal to their maximum health.