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 Attack Rolls, Evasion Rolls, Damage Rolls, Casting Rolls, and Focus Rolls. 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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Many circumstances in this game impose Knockout Track penalties temporarily. In this case, your body takes a beating and 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 make a Healing check (see ''Chapter 6: [[Book:Skills|Skills]]''), apply specialized items (see ''Chapter 11: [[Book:Equipment|Equipment]]''), or perform the [[Revive]] spirit art (see ''Chapter 17: Spirit Arts'') to remove Knockout Track penalties in advance of physical rest. Causes of temporary Knockout Track penalties 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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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>
Other circumstances impose Knockout Track penalties situationally. These penalties remain so long as you continue to be subjected to the effects imposing the penalties. When you free yourself from the detrimental circumstances, the penalties vanish. Causes of situational Knockout Track penalties include disease, sedatives, motion sickness, 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).