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, Guard 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, 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).  
  
 
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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 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 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 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).
  
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 illness (see below), sedatives, magic spells (like [[Inflict Pain]]), spirit arts (like [[Sicken]]), and lethal Stamina Drain.
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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.

Revision as of 14:01, 23 November 2020

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).

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 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: 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).

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.