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dom6:afflictions [2024/07/09 05:21] johnnydown Add Dom6 version marker |
dom6:afflictions [2026/07/29 18:34] (current) druwski correct the monthly disease effect |
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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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| * A "**Chest Wound**", presumably damage to the heart or lungs, reduces Strength by 1 and increases [[Encumbrance]] by 5. | * A "**Chest Wound**", presumably damage to the heart or lungs, reduces Strength by 1 and increases [[Encumbrance]] by 5. |
| * 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. Every month, a diseased being rolls its [[disease-resistance|Disease Resistance]], and a unit with none of it fails automatically. If it fails a roll: |
| | * it **loses HP** equal to a tenth of its base HP, rounded off at random; |
| | * it **regains none of its lost HP** that month; |
| | * and a **new Affliction may form**, at 10% if the unit has [[Regeneration]] and 15% if it does not. A [[cursed|Cursed]] unit adds **50 points** to whichever of those two applies, so a cursed diseased unit forms an affliction at **60%** with Regeneration and **65%** without. |
| | * [[Undead]] units are skipped entirely and never suffer any of it, and healing magic and Regeneration go on working during battle for everyone else. |
| | * The monthly loss is booked as a lasting wound, and a diseased unit is the one case where those wounds are **never wiped at the start of a month**, so the ceiling it can be healed back up to sinks a little further every month until the disease kills it. This is why the loss feels permanent, but it is not: cure the Disease and the whole accumulated total is returned on the following turn, unlike a **Never Healing Wound**. |
| | * You'll be happy to know that units in Dominions are very good at quarantining; Disease never spreads between units. The battlefield [[auras#plague|Plague]] is a separate effect that //does// spread, and being infected by it is not the same as being Diseased. |
| * 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. | * 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. |
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