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dom6:afflictions [2024/04/26 17:35] fenrir [Head Afflictions] |
dom6:afflictions [2025/08/15 23:00] (current) dewboy |
| [[..afflictions|{{:wiki:dom6_version.png?100 }}]] |
====== Afflictions ====== | ====== Afflictions ====== |
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Note that it is possible for an over 100% chance to get an Affliction; in this case, the unit may gain an additional one. If a human with 10 HP took a 15 HP hit, they would be guaranteed one Affliction and have a 50% chance of gaining another; which would only matter for the purposes of ??Bolt of Unlife??, ??Life after Death??, [[Twiceborn]], and other forms of coming back from zero HP, of course. One can only imagine how mangled a body would be after receiving ??Gifts from Heaven??, for instance, or how handicapped a ??Dragon?? would be after their human form took a bite from another Dragon. | Note that it is possible for an over 100% chance to get an Affliction; in this case, the unit may gain an additional one. If a human with 10 HP took a 15 HP hit, they would be guaranteed one Affliction and have a 50% chance of gaining another; which would only matter for the purposes of ??Bolt of Unlife??, ??Life after Death??, [[Twiceborn]], and other forms of coming back from zero HP, of course. One can only imagine how mangled a body would be after receiving ??Gifts from Heaven??, for instance, or how handicapped a ??Dragon?? would be after their human form took a bite from another Dragon. |
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| Afflictions have two broad categories: **Minor** and **__Major__**. |
| ^ Body Part ^ Minor Affliction ^ __Major Affliction__ ^ |
| | Any | **Battle Fright** | | |
| | | **Profuse Bleeding** | | |
| | Head | **Eye Loss** | **__Dementia__** | |
| | | **Mute** | **__Feeblemindedness__** | |
| | | | **__Blindness__** | |
| | Chest | **Chest Wound** | **__Diseased__** | |
| | | **Never-Healing Wound** | | |
| | Arm | **Weakened** | **__Lost an arm__** | |
| | Leg | **Limp** | **__Crippled__** | |
===== Hit Area ===== | ===== Hit Area ===== |
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Hit area is very important, as you can't lose an eye by being hit in the toe, or lose an arm through a cut to the face. The areas are **Head**, **Arms**, **Legs**, and **Torso**. The Torso is the most likely area to be hit and the Head is the least likely to be hit, if both the attacker and the defender are the same [[Size]]; bigger attackers have an easier time attacking the Head, however, smaller attackers have an easier time attacking the Legs, (unless their weapons are long enough to adjust). | Hit area is very important, as you can't lose an eye by being hit in the toe, or lose an arm through a cut to the face. The areas are **Head**, **Arms**, **Legs**, and **Torso**. The Torso is the most likely area to be hit and the Head is the least likely to be hit, if both the attacker and the defender are the same [[Size]]; bigger attackers have an easier time attacking the Head, however, while smaller attackers are limited to attacking lower parts of the body (if their weapon reach isn't wide enough). |
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====Unspecified Hit Area==== | ====Unspecified Hit Area==== |
* **Weakness**, whether through muscle damage or serious pain when swinging, reduces [[Strength]] by 4. | * **Weakness**, whether through muscle damage or serious pain when swinging, reduces [[Strength]] by 4. |
* A __**Lost Arm**__ deprives the subject of one of their [[items|item]] slots: a hand slot. Also, both commanders and troops lose the use of their shield (if they have one) or, if they were using a 2-handed weapon, they switch to their fallback attack (usually a Fist). If someone runs out of arms, they'll be reduced to "uselessly" kicking foes. | * A __**Lost Arm**__ deprives the subject of one of their [[items|item]] slots: a hand slot. Also, both commanders and troops lose the use of their shield (if they have one) or, if they were using a 2-handed weapon, they switch to their fallback attack (usually a Fist). If someone runs out of arms, they'll be reduced to "uselessly" kicking foes. |
* One interesting note is that, if a unit would take more than half their max HP in damage from a blow to the arm, it is capped at half their max HP. If the damage is from a {{:abilities:resist_slash.png?15&nolink}}**Slash**, however, the arm always pops off. | * One interesting note is that, if a unit would take more than half their max HP in damage from a blow to the arm, it is capped at half their max HP. If the damage is from a {{:abilities:resist_slash.png?15&nolink}}**Slash**, however, the arm always pops off. This damage-capping also applies to the legs, though they don't have an equivalent affliction, and to the head if it's not needed. |
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* 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 [[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. | * **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 a compulsion to waste 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. |
* **Losing your Head** is technically an affliction, yes, but the effect is death for most units. It's only attainable in the same fashion as the guaranteed arm loss; being hit with more than half your max HP's worth of damage in the area, by a {{:abilities:resist_slash.png?15&nolink}}Slash. | * **Losing your Head** is technically an affliction, yes, but the effect is death for most units. It's only attainable in the same fashion as the guaranteed arm loss; being hit with more than half your max HP's worth of damage in the area, by a {{:abilities:resist_slash.png?15&nolink}}Slash. |
* {{:abilities:recuperation.png?nolink }} **[[Recuperation]]** is a unit trait that allows units to "recuperate" (self-heal) from afflictions. They have a **chance** to recover from one or more of their afflictions at the start of each month. Old units with Recuperation //don't// have Recuperation, however. | * {{:abilities:recuperation.png?nolink }} **[[Recuperation]]** is a unit trait that allows units to "recuperate" (self-heal) from afflictions. They have a **chance** to recover from one or more of their afflictions at the start of each month. Old units with Recuperation //don't// have Recuperation, however. |
* {{:abilities:healer.png?nolink }} **[[Healer|Healers]]** can "heal" afflictions on themselves and on others in their province, but only as many as their trait's point value indicates. The Healer trait does not work on the [[Undead]], nor on [[Inanimate|Inanimates]]. There's also a version that only heals Diseases. | * {{:abilities:healer.png?nolink }} **[[Healer|Healers]]** can "heal" afflictions on themselves and on others in their province, but only as many as their trait's point value indicates. The Healer trait does not work on the [[Undead]], nor on [[Inanimate|Inanimates]]. There's also a version that only heals Diseases. |
* {{:abilities:immortal.png?nolink }} **Resurrection** through the [[Immortal]] trait, or through being recalled (as a [[Pretender God]]), comes with a single burst of Recuperation. Alternatively, some units [[shapechanger|change shape]] instead of dying in battle; in most cases where they **cannot** do this freely, this counts. | * {{:abilities:immortal.png?nolink }} **Resurrection** through the [[Immortal]] trait, or through being recalled (as a [[Pretender God]]), comes with a huge burst of Recuperation. Alternatively, some units [[shapechanger|change shape]] instead of dying in battle; in most cases where they **cannot** do this freely, this counts. |
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Interestingly, the Never Healing Wound is the most difficult affliction to recover from. | Interestingly, the Never Healing Wound is the most difficult affliction to recover from. |