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| residual_effects [2020/08/21 19:45] – [Fire, Acid, and Profuse Bleeding] dungeonmaster | residual_effects [2020/09/03 19:04] (current) – dungeonmaster |
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| ===== Mental Effects ===== | ===== Mental Effects ===== |
| If the state is something **cognitive, emotional, or personal**, the effect generally lasts for the duration governed by the [[standard_effects_degrees_levels|Standard Effects of Degrees and Levels]] section. Additional saves vs the Defense are allowed every third round of the effect (on that character's turn) to try to break free (with two successes indicating a success). | The effects of cognitive, emotional, or personal attacks generally lasts for the duration governed by the [[standard_effects_degrees_levels|Standard Effects of Degrees and Levels]] section. Additional saves vs the Defense are allowed every third round of the effect (on that character's turn) to try to break free (with two successes indicating a success). |
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| ===== Fire, Acid, and Profuse Bleeding ===== | ===== Profuse Bleeding ===== |
| If the state is something that would cause **perpetual damage**, such as **profuse bleeding, acid, or fire**, the damage taken from the previous round is treated as another attack every round thereafter until all dice are successfully defended against or the state of the character is changed (e.g. they jump in the nearby pond to douse the fire or diffuse the acid). | Profuse bleeding is generally caused by something magical that has that effect, although the GM could decide that hacking off a limb might have that effect as well. In determining residual damage, damage taken from the previous round is treated as another attack every round thereafter until all dice are successfully defended against or the state of the character is changed (e.g. a tourniquet or bandages are applied or some sort of healing spell is cast). |
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| In addition to damage to the character's person, ten rounds of continuous fire or acid damage should generally also destroy whatever was initially in contact with the acid or fire. If combat ends before this period is reached, the character has time to solve this problem. If they cannot, the item is damaged or destroyed, as the GM deems appropriate. | ===== Fire and Acid ===== |
| | Fire and acid are similar to profuse bleeding insomuch as the damage taken from the previous round is treated as another attack every round thereafter until all dice are successfully defended against or the state of the character is changed (e.g. they jump in the nearby pond to douse the fire or diffuse the acid). |
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| | In addition to damage to the character's person, fire or acid has the additional effect that ten rounds of continuous damage should generally also destroy whatever was initially in contact with it. If combat ends before this period is reached, the character has time to solve this problem. If they cannot, the item is damaged or destroyed, as the GM deems appropriate. |
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| <blockquote>Example: If a character is attacked by a fire-breathing dragon who rolls an attack of 10 dice the first round against the character's Burning Defense of 5 and has 6 of the attacking dice successful, the character would take 6 damage that first round. When it came to the end of the second round, if the character is still on fire (because they chose to attack instead of putting themselves out), they would have 6 dice rolled against the same Burning Defense of 5. Let's say this time they roll well and defend 5 of the 6. The end of the third round would still require a roll 1 die of Burning Attack against their 5 Burning Defense assuming they still haven't managed to douse the fire. And that all assumes that the dragon hasn't decided to blow fire a second time and start the cycle all over again.</blockquote> | <blockquote>Example: If a character is attacked by a fire-breathing dragon who rolls an attack of 10 dice the first round against the character's Burning Defense of 5 and has 6 of the attacking dice successful, the character would take 6 damage that first round. When it came to the end of the second round, if the character is still on fire (because they chose to attack instead of putting themselves out), they would have 6 dice rolled against the same Burning Defense of 5. Let's say this time they roll well and defend 5 of the 6. The end of the third round would still require a roll 1 die of Burning Attack against their 5 Burning Defense assuming they still haven't managed to douse the fire. And that all assumes that the dragon hasn't decided to blow fire a second time and start the cycle all over again.</blockquote> |
| <blockquote>Example: If a character is attacked by a black mamba, the bite might do 4 dice of damage (to see if it can get through the armor). If the bite was successful (i.e. scored at least one point of piercing damage), it might do 6 dice of poison damage. if they saved against 4 dice, there would be 2 dice to save against in the next round. But let's say the GM decides that black mamba poison has triple potency. In round two, the black mamba's poison would have 2 dice (from the previous round) X 3, meaning that the unlucky character would have to save against 6 dice yet again for round 2. This would continue, tripling residual dice each round, until the character saves against all dice, falls unconscious, or is cured. </blockquote> | <blockquote>Example: If a character is attacked by a black mamba, the bite might do 4 dice of damage (to see if it can get through the armor). If the bite was successful (i.e. scored at least one point of piercing damage), it might do 6 dice of poison damage. if they saved against 4 dice, there would be 2 dice to save against in the next round. But let's say the GM decides that black mamba poison has triple potency. In round two, the black mamba's poison would have 2 dice (from the previous round) X 3, meaning that the unlucky character would have to save against 6 dice yet again for round 2. This would continue, tripling residual dice each round, until the character saves against all dice, falls unconscious, or is cured. </blockquote> |
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| For a more advanced description, see the appendix entry for [[poison|Poison]]. | For a more advanced description, see [[poison|Poison in Detail]]. |
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| ===== Electrical ===== | ===== Electrical ===== |
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| ===== Disease ===== | ===== Disease ===== |
| Disease doesn't do additional damage, per se, but it definitely has residual effects. See [[disease|Disease]] for how to handle the residual effects of a disease attack. | Disease doesn't do additional damage, per se, but it definitely has residual effects. The standard effect of catching a disease is that the day following a successful attack from this type of disease, all proficient skills are performed as if non-proficient and all non-proficient skills can't be performed as all. (If a skill can only be performed as proficient, it can't be performed at all.) This lasts for three days or until cured. |
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| | See [[disease|Disease in Detail]] for other forms of disease in Dice Mob and how to handle them. |
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