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dom6:afflictions [2024/04/12 02:23]
fenrir [Arm Afflictions]
dom6:afflictions [2024/05/03 18:41] (current)
fenrir [Head Afflictions]
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 ====== Afflictions ====== ====== Afflictions ======
  
-{{:abilities:affliction.png?nolink }}Also known as **Battle Wounds**, Afflictions are the game's way to portray permanent side effects of grievous bodily harm. The odds of getting an affliction from an injury is determined by how much [[hit-points|HP]] was lostrelative to the max HP.+{{:abilities:affliction.png?nolink }}Also known as **Battle Wounds**, Afflictions are the game's way to portray permanent side effects of grievous bodily harm. Units recover their health every turn; Afflictions show the lasting consequences of battle injuries, [[Old Age]], and other dangers of the world. Afflictions vary widely in their effects.
  
-Just for an example, say a fellow with 100 max HP took 20 damage from an attack; they would have a 20% chance to get an affliction. What the affliction would be is determined by which part of his body he got hit in, however.+The odds of getting an affliction from an injury is determined by how much [[hit-points|HP]] was lost, relative to the max HP. 
 + 
 +Just for an example, say a fellow with 100 max HP took 20 damage from an attack; they would have a 20% chance to get an affliction.
  
 Certain traits modify the rate of being afflicted, and these are listed in order of application to the odds: Certain traits modify the rate of being afflicted, and these are listed in order of application to the odds:
   * {{:abilities:cursed.png?nolink }} Being **[[Cursed]] adds a flat 15%** to the chance of permanent injury. This is terrible for units who will be taking a large amount of hits, or for situations where damage is guaranteed.   * {{:abilities:cursed.png?nolink }} Being **[[Cursed]] adds a flat 15%** to the chance of permanent injury. This is terrible for units who will be taking a large amount of hits, or for situations where damage is guaranteed.
-  * {{:abilities:regeneration.png?nolink }} **[[Regeneration]] divides the chance** of permanent injury. 5% Regenration or lower has no effect, but every 5 percentage points above it adds 1 to the base denominator of 1. (For example, 10% Regeneration halves the rate of injury.) +  * {{:abilities:regeneration.png?nolink }} **[[Regeneration]] divides the chance** of receiving an affliction. 5% Regeneration or lower has no effect, but every 5 percentage points above it adds 1 to the base denominator of 1. (For example, 10% Regeneration halves the rate of affliction.) 
-  * {{:abilities:affliction_resistance.png?nolink }} **[[Affliction Resistance]]** has a chance to **set the chance of permanent injury to 0.5%**. The chance of an injury chance change is 1/2 for 1 point, 2/3 for 2 points, 3/4 for 3 points, et cetera.+  * {{:abilities:affliction_resistance.png?nolink }} **[[Affliction Resistance]]** has a chance to **set the chance of receiving an affliction to 0.5%**. The probability of an affliction chance change is 1/2 for 1 point, 2/3 for 2 points, 3/4 for 3 points, et cetera.
  
 +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.
 ===== Hit Area ===== ===== Hit Area =====
  
-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 the **Head**, the **Arms**, the **Legs**, and the **Torso**. The Torso is the most likely area to be hitand 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 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, smaller attackers have an easier time attacking the Legs(unless their weapons are long enough to adjust).
  
 ====Unspecified Hit Area==== ====Unspecified Hit Area====
 The following afflictions can be accrued by a hit in any area: The following afflictions can be accrued by a hit in any area:
   * **Battle Fright**, also known as "shell shock", PTSD, or good sense, reduces [[Morale]] by 5.   * **Battle Fright**, also known as "shell shock", PTSD, or good sense, reduces [[Morale]] by 5.
-  * {{:abilities:profuse_bleeding.png?nolink }} **Profuse Bleeding** is actually a temporary condition, but one that uses the affliction formula nonetheless. The sufferer gains 10 [[Fatigue]] and loses HP equal to 5% of their max (**rounded randomly**) each combat round, until it stops; it stops on its own with a 10% chanceplus the victim's Regeneration, divided by 2 underwater. Survivors of the battle stop bleeding.+  * {{:abilities:profuse_bleeding.png?nolink }} **Profuse Bleeding** is actually a temporary condition, but one that uses the affliction formula. The sufferer gains 10 [[Fatigue]] and loses HP equal to 5% of their max(rounded randomly)each combat round; it stops on its own with a 10% chance plus the victim's Regeneration, divided by 2 when underwater. Survivors of the battle stop bleeding.
 ====Arm Afflictions==== ====Arm Afflictions====
-The following afflictions can be accrued by a hit to the **Arm**. Note that underlined afflictions, in this caseare only half as likely to occur as the others; for example here, an Arm affliction has a 2-in-chance to be Weakness, a 2-in-chance to be Battle Fright, a 2-in-chance to be Profuse Bleeding, and a 1-in-chance to be the loss of said limb.+The following afflictions can be accrued by a hit to the **Arm**. Note that a unit has only a 1-in-3 chance of obtaining an __underlined__ afflictionand a 2-in-3 chance of obtaining one of the others. This is a categorical likelihood, however; for example here, an Arm affliction has a 2-in-chance to be Weakness, a 2-in-chance to be Battle Fright, a 2-in-chance to be Profuse Bleeding, and a 3-in-chance (~33%) to be the loss of said limb.
   * **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; in this case, one of their hand slotsThis still affects troops; those with generic equipment lose the use of their shield first (if they have one)or switch to their fallback attack (usually a Fist) if they were using a 2-handed weaponOne has only so many arms to loseof course.+  * A __**Lost Arm**__ deprives the subject of one of their [[items|item]] slots: a hand slotAlso, 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.
  
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   * **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 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.
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   * 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 =====
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   * {{: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.
  
 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.
dom6/afflictions.1712888613.txt.gz · Last modified: 2024/04/12 02:23 by fenrir