Difference between revisions of "Knockout Track"

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The '''Knockout Track''' consists of five stages. Creatures who become increasingly exhausted, ill, dazed, or punch-drunk move down the stages of the Knockout Track. Each consecutive stage instills harsher penalties to ''all'' skill checks, including Attack Rolls, Evasion Rolls, Damage Rolls, Guard Rolls, Casting Rolls, and Focus Rolls. Creatures who move down all five stages gain the ''unconscious'' condition (see ''Conditions'' below). A few effects that move creatures down the Knockout Track include a [[Called Shot]] to the head or abdomen (see ''Chapter 11: Combat''), falling off a building, and tiring Stamina Drain (see below).
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The '''Knockout Track''' consists of five stages. Creatures who become increasingly exhausted, ill, concussed, or sedated move down the stages of the Knockout Track. Each consecutive stage instills harsher penalties to ''all'' skill checks, including [[Attack Roll]]s, [[Evasion Roll]]s, [[Damage Roll]]s, [[Guard Roll]]s, [[Casting Roll]]s, and [[Focus Roll]]s. Creatures who move down all five stages gain the ''[[unconscious]]'' condition (see the ''Conditions'' section below).
  
 
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Creatures can also move back up the stages of the Knockout Track. When your body takes a beating, you carry your fatigue until you get a good night's sleep. When you awake the next morning, the penalties will have disappeared. You can also apply specialized items (see ''Chapter 11: [[Book:Equipment|Equipment]]'') or perform the [[Revive]] spirit art (see ''Chapter 17: Spirit Arts'') to move up the Knockout Track in advance of physical rest.
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When your body takes a beating, you carry the fatigue until you get a good night's sleep. With a little rest, creatures can move back ''up'' the stages of the Knockout Track (see the ''Resting and Recovery'' section below). You can also shake exhaustion with drugs (see the ''Contaminants'' section below) or by calling on the powers that be (see ''Chapter 17: Spirit Arts'').
 
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<noinclude>[[Category:Mortality]]</noinclude>
Effects in this game can also ''block'' stages of the Knockout Track. This signifies that no amount of rest or stimulant use can unburden a creature of the blocked stages; the penalties remain so long as the creature continues to be subjected to the effects imposing the penalties. When the creature is freed from the detrimental circumstances, the penalties vanish. A few effects that block stages of the Knockout Track include [[illness]] (see below), sedatives, magic spells (like [[Inflict Pain]]), spirit arts (like [[Sicken]]), and lethal Stamina Drain.
 

Latest revision as of 12:41, 14 March 2022

The Knockout Track consists of five stages. Creatures who become increasingly exhausted, ill, concussed, or sedated move down the stages of the Knockout Track. Each consecutive stage instills harsher penalties to all skill checks, including Attack Rolls, Evasion Rolls, Damage Rolls, Guard Rolls, Casting Rolls, and Focus Rolls. Creatures who move down all five stages gain the unconscious condition (see the Conditions section below).

Knockout Track
Status Penalty
Stage One −2
Stage Two −4
Stage Three −6
Stage Four −8
Stage Five Knocked-out

When your body takes a beating, you carry the fatigue until you get a good night's sleep. With a little rest, creatures can move back up the stages of the Knockout Track (see the Resting and Recovery section below). You can also shake exhaustion with drugs (see the Contaminants section below) or by calling on the powers that be (see Chapter 17: Spirit Arts).