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dom6:age [2024/06/26 21:07] fenrir created |
dom6:age [2024/07/09 05:25] (current) johnnydown Add Dom6 version marker |
| [[..unit-age|{{:wiki:dom6_version.png?100 }}]] |
====== Age ====== | ====== Age ====== |
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{{:abilities:old_age.png?nolink }} **Age** is, in a gameplay sense, how many "Midwinters" a unit's body has seen. The first Midwinter in a game is Turn 10, the second is Turn 22, the third is Turn 34, and so on. Winter marks the passage of time for a fellow, being a period of "unnatural" coldness. | {{:abilities:old_age.png?nolink }} **Age** is, in a gameplay sense, how many "Midwinters" a unit's body has seen. The first Midwinter in a game is Turn 10, the second is Turn 22, the third is Turn 34, and so on. Winter marks the passage of time for a fellow, being a period of "unnatural" coldness. |
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Age matters most for those who are **Old**, of course. There isn't really a bonus for being young, but there is a penalty for being old. Every body has a "maximum age", however many years they can last before their warranty voids and they start to have problems. For most humans, this is 50. For most [[Undead]], this is 500. For [[Pretender God|Pretender Gods]], this is 1000 for the mages, 2500 for the titans and monsters, and 5000 for [[Inanimate|idols]]. | Age matters most for those who are **Old**, of course. There isn't really a bonus for being young, but there is a penalty for being old. Every body has a "maximum age", however many years they can last before their warranty voids and they start to have problems. For most humans, this is 50. For most [[Undead]], this is 500. For [[Pretender God|Pretender Gods]], this is 1000 for the mages, and 5000 for almost everyone else. |
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===== The Penalties of Being Old ===== | ===== The Penalties of Being Old ===== |
**Penalties** are rounded down to the nearest whole number; in other words, stats after the penalties are rounded up to the nearest whole number. | **Penalties** are rounded down to the nearest whole number; in other words, stats after the penalties are rounded up to the nearest whole number. |
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As you can see, cumulative aging bears diminishing problems, at least in this sense. the seven different levels have points to them, ranging from 0 to 6; let's call the point value of a unit's oldness "D". | As you can see, cumulative aging bears diminishing problems, at least in this sense. The seven different levels have points to them, ranging from 0 to 6; let's call the point value of a unit's oldness "D". |
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==== Other Problems ==== | ==== Other Problems ==== |
* First of all, **those with {{path>D3}} or higher have a 50% chance to ignore this entire step;** they wear the grayness well. | * First of all, **those with {{path>D3}} or higher have a 50% chance to ignore this entire step;** they wear the grayness well. |
* There's a 35% chance to get {{:abilities:disease.png?15&nolink}}**Diseased**. | * There's a 35% chance to get {{:abilities:disease.png?15&nolink}}**Diseased**. |
* If the unit isn't Diseased at this step (due to already being Diseased, for example), they get something else instead; there's a 25% chance to get a __Major Affliction__, and they'll get a Minor Affliction if they don't get a minor one. No one knows the exact math for what is selected; however, [[afflictions#Head-Afflictions|Head Afflictions]] seem to be more common than the others, at least on those who have one. | * If the unit isn't Diseased at this step (due to already being Diseased, for example), they get something else instead; there's a 25% chance to get a __Major Affliction__, and they'll get a Minor Affliction if they don't get a major one. No one knows the exact math for what is selected; however, [[afflictions#Head-Afflictions|Head Afflictions]] seem to be more common than the others, at least on those who have a head. |
* If the unit is Diseased, even if they literally just got the Disease, they take **1 point of damage**. This can apply its own Afflictions. | * If the unit is Diseased, even if they literally just got the Disease, they take **1 point of damage**. This can apply its own Afflictions. |
* If "A" is over 2, the unit takes **another 1 point of damage**, even if they aren't diseased. This has a separate chance to apply its own Afflictions. | * If "A" is over 2, the unit takes **another 1 point of damage**, even if they aren't diseased. This has a separate chance to apply its own Afflictions. |
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Just for an example, an **Old** human with a max age of 50 within has a 15% chance to run into problems each year, if they're within {{scales>G0}}; roughly a 5% chance to be Diseased, roughly a 7.5% chance to get some sort of minor affliction, and roughly a 2.5% chance to get some sort of major affliction (such as Feebleminded). If the unit is already Diseased, there's an 11.25% chance for a minor affliction and a 3.75% chance for a major affliction. If the old human has {{path>D3}}, they have only a 7.5% chance to run into problems each year. If the old human has no [[Death]] but {{path>N1}}, they have only a 10% chance to run into problems each year, due to their max age being 75. | Just for an example, an **Old** human with a max age of 50 has a 15% chance to run into problems each year, if they're within {{scales>G0}}; roughly a 5% chance to be Diseased, roughly a 7.5% chance to get some sort of minor affliction, and roughly a 2.5% chance to get some sort of major affliction (such as Feebleminded). If the unit is already Diseased, there's an 11.25% chance for a minor affliction and a 3.75% chance for a major affliction. If the old human has {{path>D3}}, they have only a 7.5% chance to run into problems each year. If the old human has no [[Death]] but {{path>N1}}, they have only a 10% chance to run into problems each year, due to their max age being 75. |
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===== Decay ===== | ===== Decay ===== |
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In a nutshell, the damage-per-round from Decay looks like this: | In a nutshell, the damage-per-round from Decay looks like this: |
* If "D" = 1, the damage is around **1.45** per round, plus 1 if they have Disease. | * If "D" = 1, the damage is **1** per round, plus 1 if they have Disease. |
* If "D" = 2, the damage is around **1.95** per round, plus 1, plus 1 if they have Disease. | * If "D" = 2, the damage is around **1.4** per round, plus 1, plus 1 if they have Disease. |
* If "D" = 3, the damage is around **2.45** per round, plus 1, plus 1 if they have Disease. | * If "D" = 3, the damage is **2** per round, plus 1, plus 1 if they have Disease. |
* If "D" = 4, the damage is around **2.95** per round, plus 1, plus 1 if they have Disease. | * If "D" = 4, the damage is around **2.4** per round, plus 1, plus 1 if they have Disease. |
* If "D" = 5, the damage is around **3.45** per round, plus 1, plus 1 if they have Disease. | * If "D" = 5, the damage is **3** per round, plus 1, plus 1 if they have Disease. |
* If "D" = 6, the damage is around **3.95** per round, plus 1, plus 1 if they have Disease. | * If "D" = 6, the damage is around **3.4** per round, plus 1, plus 1 if they have Disease. |
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==== Breaking out of Decay ==== | ==== Breaking out of Decay ==== |
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{{:dom6:stats:mr.png?nolink }} Each round, a Decaying unit has a 1% chance to get a chance to throw off the magic on them. If they win a [[DRN]] check with their [[Magic Resistance]] vs. **15**, they stop aging so rapidly. | {{:dom6:stats:mr.png?nolink }} Each round, a Decaying unit has a 1% chance to get a chance to throw off the magic on them. If they win or tie in a [[DRN]] check with their [[Magic Resistance]] vs. **15**, they stop aging so rapidly. |
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If the unit never manages to bust out, Decay persists for a maximum of **100** rounds. This includes rounds after the battle is won, or after the unit [[rout|leaves the battlefield]]. It is assumed that [[Twilight]] also ends Decay, though the writer of this page hasn't tested this yet. | If the unit never manages to bust out, Decay persists for a maximum of **100** rounds. This includes rounds after the battle is won, or after the unit [[rout|leaves the battlefield]]. It is assumed that [[Twilight]] also ends Decay, though the writer of this page hasn't tested this yet. |