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residual_effects

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Dice Mob Home > Dice Mob Rules

Residual Effects

Sometimes an attack causes damage long after the initial attack landed, including being charmed for a period of time or being lit on fire until the flames are quenched. For most of these effects, additional damage is taken until the state is remedied or fully saved against.

During combat, these effects are handled at the beginning of the player's turn the next round before any actions can be taken.

After combat has been concluded (assuming it was combat that caused the condition) and assuming that it is an effect that would happen every round of combat, the party is allowed a chance to alleviate the condition after which the effect is calculated. Then they are allowed another chance to alleviate the condition after which the effect is calculated again. This continues until the creature is healed or unconscious.

If this is an effect that happens at an interval other than every round (e.g. disease), it is performed as appropriate for that interval, usually as early in the next interval as makes sense.

We treat each of these effects below with links to more detailed documents for the more complicated or varied effects.

Mental Effects

The effects of cognitive, emotional, or personal attacks generally lasts for the duration governed by the 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).

Profuse Bleeding

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).

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).

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.

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.

Poison

If the state is poison, the damage taken from the previous round is similar to that of profuse bleeding, acid, or fire stated above, EXCEPT that the toxicity of the poison could double or triple the dice from the previous round for every perpetual round until all dice are successfully saved against or the creature is cured via magic or medical means.

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.

For a more advanced description, see Poison in Detail.

Electrical

If the state is electrical, the damage taken from the previous round is treated as another attack every round thereafter, just as in the perpetual damage case above, EXCEPT that the electricity arcs to a nearby person and they are the one who takes damage. This continues until all dice are defended against.

Freezing

If the attack is freezing, the character loses one die of initiative for the duration governed by the Standard Effects of Degrees and Levels section or until they are warmed up. Freezing effects are cumulative, so three successful freezing attacks against the same character would result in three less dice of initiative. Once initiative dice reach zero, all further successful freezing attacks directed in that character reduce the character's actions by one (with the action lost chosen by the player whose character is losing the action, for simplicity's sake).

Disease

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.

See Disease in Detail for other forms of disease in Dice Mob and how to handle them.

residual_effects.txt · Last modified: by dungeonmaster