The following conditions don't provide any benefit. Usually they are gained during the game and characters will try to avoid them. But you are free to start the game with any of these conditions if you want.
You can gain the infection conditions during the use of the "battlefield surgery" skill but "hygienic stitching" can negate minor infections.
=Condition | Infection |
=Unique Rule | Two hours after you gain this condition you develop a fever; You are constantly weakened. |
=Shared Rule | At the end of the event this condition and all like it are replaced by a Recovering wounds condition |
=Condition | Minor Infection |
=Unique Rule | Four hours after you gain this condition you develop a fever; You are constantly weakened. |
=Shared Rule | At the end of the event this condition and all like it are replaced by a Recovering wounds condition |
You can gain the wounded condition during the use of the "battlefield surgery" skill.
=Condition | Wounded |
=Unique Rule | For one hour: If the wound is on your torso, you are dazed, else you can't use the injured limb. You can ignore this effect by spending 2 WP. |
=Unique Rule | If hit on the wounded body part, your HP reduces to -1 automatically. |
=Shared Rule | You shouldn't cover the wound with heavy or higher grade armour. The wound must remain bandaged. |
=Shared Rule | At the end of the event this condition and all like it are replaced by a Recovering wounds condition |
You gain the Recovering wounds condition when you end the event with a wound or infection. The amount of resources it takes to get rid of a Recovering wounds condition is determined by the amount of wounds, infections, diseases, WP, cost of living (hygiene) and a random factor.
=Condition | Recovering wounds |
=Unique Rule | At the ending of a event this condition replaces all wounded and infection conditions. |
=Unique Rule | In your next downtime period you must spend xℜ to lose this condition. |
You can gain the amputation conditions during the use of the "amputate" skill.
=Condition | Amputated Arm |
=Unique Rule | You're missing a hand and part of your arm. You can't carry or hold things that require the use of that arm. You can't use, learn or maintain skills that need two hands (ask a GM when in doubt) |
=Shared Rule | The first downtime period after you've received this condition you must spend 20ℜ getting used to the amputation. |
=Condition | Amputated Leg |
=Unique Rule | You can't run. Stumble effects cause you to Fall. You need a crutch or staff to stand and to walk. |
=Shared Rule | The first downtime period after you've received this condition you must spend 20ℜ getting used to the amputation. |
You can buy the "wooden leg" and "replacement hand" items in downtime to negate some of the effects of the amputation conditions.
=Item | Wooden Leg |
=Market price | 40¢ |
=Toughness | 1 |
=Unique Rule | You can stand and walk without using a crutch or a staff. |
=Shared Rule | You can only use this if you have an Amputated Leg. |
=Item | Replacement Hand |
=Market price | 40¢ |
=Toughness | 1 |
=Unique Rule | Use the replacement hand to hold things that don't require grip. You can use items that can be strapped to the arm such as a shield. |
=Shared Rule | You can only use this if you have an Amputated Arm. |
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