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'' | + | 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 the ''Conditions'' section below). |
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− | + | When your body takes a beating, you carry your 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''). | |
− | Effects in this game can also ''block'' stages of the Knockout Track. This signifies that no amount of | + | Effects in this game can also ''block'' stages of the Knockout Track. This signifies that no amount of napping or coffee can unburden a creature of the blocked stages — the penalties remain so long as the creature continues to be subjected to the effect. When the creature is freed from the detrimental circumstances, the penalties vanish. |
Revision as of 02:37, 26 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 the Conditions section below).
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. 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).
Effects in this game can also block stages of the Knockout Track. This signifies that no amount of napping or coffee can unburden a creature of the blocked stages — the penalties remain so long as the creature continues to be subjected to the effect. When the creature is freed from the detrimental circumstances, the penalties vanish.