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