Difference between revisions of "Knockout Track"

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As a character becomes increasingly exhausted, ill, dazed, or punch-drunk, she moves further down the [[Knockout Track]]. Each consecutive stage instills harsher penalties to ''all'' skill checks, including combative rolls like attacking, defending, and casting spells. There are several ways to gain Knockout penalties.
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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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The most common means of acquiring Knockout Track penalties is being battered or sickened.  This includes the [[Knockout]] tactic in combat, seasickness, and spells like [[Inflict Pain]]. When you move down the Knockout Track because of blunt trauma, nausea, or acute pain, the penalties last until you get a good night's sleep. You can also make a Healing check (see ''Chapter 6: [[Book:Skills|Skills]]''), apply specialized items (see ''Chapter 11: [[Book:Equipment|Equipment]]''), or cast the [[Revive]] spell (see ''Chapter 14: Spells'') to remove Knockout Track penalties gained in this manner.
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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>

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).