User Tools

Site Tools


dom6:afflictions

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision
Previous revision
Next revision Both sides next revision
dom6:afflictions [2024/04/15 01:21]
fenrir [Arm Afflictions] there is always a fallback attack, actually
dom6:afflictions [2024/04/26 17:35]
fenrir [Head Afflictions]
Line 37: Line 37:
   * **Losing an Eye**, or vision from that eye, sucks. The loss of depth perception comes with a -2 penalty to Attack Skill and Defence Skill, and a -3 penalty to Precision. This stacks, but only as many times as the person has eyes; once they are out of eyes, they are Blind. If a creature has additional eyes for some reason, they can't possibly lose more stats from missing eyes than what they would lack through Blindness.   * **Losing an Eye**, or vision from that eye, sucks. The loss of depth perception comes with a -2 penalty to Attack Skill and Defence Skill, and a -3 penalty to Precision. This stacks, but only as many times as the person has eyes; once they are out of eyes, they are Blind. If a creature has additional eyes for some reason, they can't possibly lose more stats from missing eyes than what they would lack through Blindness.
   * Speaking of, __**Blindness**__ from either brain damage or an unfortunate strike across the face comes with a -9 penalty to Attack Skill, Defence Skill, and Precision. A Blind mage can still engage in magical [[Research]], somehow, but certain magic is forbidden to them; ??The Eyes of God??, for example.   * Speaking of, __**Blindness**__ from either brain damage or an unfortunate strike across the face comes with a -9 penalty to Attack Skill, Defence Skill, and Precision. A Blind mage can still engage in magical [[Research]], somehow, but certain magic is forbidden to them; ??The Eyes of God??, for example.
-  * **Muteness** from brain damage (or a damaged tongue) reduces all of a commander's Leadership scores by 75%, and applies a negative "pathboost" penalty to each of their paths; this "boost" is half of their skill in each path, rounded up. If the ability to speak is restored, the old magic skill is restored.+  * **Muteness** from brain damage (or a damaged tongue) reduces all of a commander's Leadership scores by 75%, and applies a negative "pathboost" penalty to each of their [[magic]] paths; this "boost" is half of their skill in each path, rounded up. If the ability to speak is restored, the old magic skill is restored.
   * __**Dementia**__, or absentmindedness, weakens the subject's mind and their connection to things as they are. The demented fellow has a -2 penalty to [[Magic Resistance]], both their Leadership and their Research ability **reduced by 50%** (indicating time wasted staring at nothing), and occasionally waste their time in battle to stare at nothing.   * __**Dementia**__, or absentmindedness, weakens the subject's mind and their connection to things as they are. The demented fellow has a -2 penalty to [[Magic Resistance]], both their Leadership and their Research ability **reduced by 50%** (indicating time wasted staring at nothing), and occasionally waste their time in battle to stare at nothing.
   * To be "__**Feebleminded**__" is to suffer either serious brain damage or a severe cut in one's sense of self, such that **spellcasting is impossible**. Becoming feebleminded also breaks whatever Global Enchantments or Battlefield Enchantments you were upholding. Other effects include -5 Magic Resistance and -1 penalties to Attack Skill, Defence Skill, and Precision.   * To be "__**Feebleminded**__" is to suffer either serious brain damage or a severe cut in one's sense of self, such that **spellcasting is impossible**. Becoming feebleminded also breaks whatever Global Enchantments or Battlefield Enchantments you were upholding. Other effects include -5 Magic Resistance and -1 penalties to Attack Skill, Defence Skill, and Precision.
Line 47: Line 47:
   * A "**Never Healing Wound**" reduces maximum HP by **20%**, since healing magic and Regeneration can't fix it. Likewise, this makes future Afflictions 25% more likely to occur.   * A "**Never Healing Wound**" reduces maximum HP by **20%**, since healing magic and Regeneration can't fix it. Likewise, this makes future Afflictions 25% more likely to occur.
   * {{:abilities:disease.png?nolink }} __**Disease**__ from an infected wound is a horrifying fate, one that acts slowly but catches rather quickly in battle. The body becomes fixated on trying to fight the Disease, and thus **does not heal outside of battle**, though healing magic and Regeneration work during the heart-pounding thrill of combat. Every month, a diseased being slowly withers away, **losing HP** (though not //maximum// HP, fortunately) equal to 10% of their max. Lastly, **new Afflictions may form** each turn on Diseased units. You'll be happy to know that units in Dominions are very good at quarantining; Disease never spreads between units.   * {{:abilities:disease.png?nolink }} __**Disease**__ from an infected wound is a horrifying fate, one that acts slowly but catches rather quickly in battle. The body becomes fixated on trying to fight the Disease, and thus **does not heal outside of battle**, though healing magic and Regeneration work during the heart-pounding thrill of combat. Every month, a diseased being slowly withers away, **losing HP** (though not //maximum// HP, fortunately) equal to 10% of their max. Lastly, **new Afflictions may form** each turn on Diseased units. You'll be happy to know that units in Dominions are very good at quarantining; Disease never spreads between units.
-      * Units who are [[old-age|old]] have a chance to get Diseased at the start of the last month of the year (Turn 11, and every 12th turn after that). The chance of this happening increases with {{:misc:scales:death.png?15&nolink}}[[Scales|Death scales]] in their province, and decreases with Growth scales.+      * Units who are [[old-age|old]] have a chance to get Diseased at the start of the eleventh month of the year (Turn 10, and every 12th turn after that). The chance of this happening increases with {{:misc:scales:death.png?15&nolink}}[[Scales|Death scales]] in their province, and decreases with Growth scales.
  
 ===== Recovery ===== ===== Recovery =====
dom6/afflictions.txt · Last modified: 2024/05/03 18:41 by fenrir