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Post by calypsonymph on Apr 27, 2015 17:20:51 GMT
Hello all! If you have any questions about the rules, post them here. If this gets long enough, we might have enough of an excuse to turn this into it's own sub-forum, so feel free to ask away!
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Frag
Junior Member
Posts: 93
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Post by Frag on Apr 29, 2015 18:42:05 GMT
So....I been looking around, and am either stupid and or blind, but I can't find much at all about consequences and more importantly stress limits. Consequences I don't necessarily need to know, but stress limits would be kinda important to have tossed on my character sheet.
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Post by Admin on Apr 29, 2015 22:07:27 GMT
First up: Main thing on Stress and Consequences is on page 261.
Okay. Stress is given in the race packages, along with other things.
Physical Stress = Endurance + Strength.
Mental Stress = Reasoning + Willpower
Social Stress = Persuasion + Resource.
Life Force = Highest Psychic + a certain ability. (Varies via Race)
Stress boxes work like this. Each time you take a hit, you can eite take stress damage or get taken out. If you take stress you tick off one box. 3 stress, you tick off box 3. 2 stress, you tick off box 2. If that box is filled, you use the HIGHER one. So, if box 3 is filled, you use box 4. You can only tick one box per attack. So, a very large attack (Like, say, a 7 weapon attack)...you can't tick the 3 and 4 boxes. Stress clears after combat, assuming you can take a five minute rest or so. One exception is Social stress, which takes 24 hours to heal. So, you can generally aford to use a spell or two in each combat.
Now, as for consequences, Minor reduces stress by 2, Major by 4, Severe by 6, and Extreme by 8. Note that you cannot normally take multiple consequences per attack. There is one exception. If the highest available can't handle the attack...you can take multiple. GENERALLY, this means that if take more then 8 consequence damage. (And have no stress available). This will theoretically happen rarely, but means you can handle one 'supermove'.
Minor consequences heal pretty much instantly, like stress. Stuff like Winded, Irritated, Parking Ticket (For social), or Blood Blisters (For Life-Force).
Major consequences take about a day to heal. Stuff like Deep Cut, Worried, Warrent, or Internal (Chi) bleeding.
Severe(All of which are persistent), are thing you should be hospitalized for. Broken Bones, Terrified, Felony Warrent, Chi Anuresym.
Extreme(P) are consequences which are nigh-impossible to recover from. Severed Arm, Catonic, On Trial, Massive Bleeding
Now, while Minor Consequences disappear when stress boxes do...all others require treatment first. For normal consequences, Major takes a day, Severe(P) takes a week, and Extreme(P) takes a month. Social...takes longer. (1 week, 1 month, 3 months, 1 year).
Now, finally...there's a VERY easy way to avoid consequences or stress. Lose. You always have the option of being Taken Out, or Conceding the conflict. If you are Taken Out, the enemy decides what to do with you. if you Concede, besides Fate points (Plus FP for each consequence)...YOU get to decide what to do. You can concede as long as the dice have not yet been rolled. (Which means, in practice, you can only concede on your turn, do to it being a Forum roleplay).
Finally, a REALLY bad loss may give you the "Defeated(P)" consequence. For all intents and purposes, this means "Roll a new character". (Or, at least, a complete change to the character) Though, you can spend all FP to avoid this. This will VERY rarely be used. Anything from "IN jail for life", to "dead", to "Complete insanity", to "Mutated into a Lovecraftian Horror", to "Brainwashed MaidSlave". For you MSFHigh buffs? Getting Legionized is essentially a Defeated(P) consequence. Turned into a Zombie, Ghoul, Force-Fed Dryad fruit, etc.
That said, a Defeated(P) character can also choose to simply redo their sheet completely to handle the new changes, after sufficient treatment. (This previously happened to Lilitu, Demoness of Smoke, who was once the Demoness of Sparks).
And that's the rules! NOte, however, that Defeated(P) will be used INCREDIBLY sparingly.
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Post by beigegecko on Feb 28, 2017 21:20:58 GMT
I've been having some trouble understanding exactly how the rules for dealing consequences while avoiding mindscapes work for Influence thoughts/Mind Probe If the person you are trying to influence decides to take a consequence higher than you have primed them for, can you still give them a priming aspect in lieu of a consequence? Would that aspect allow you to give consequences lower than it specifically states, such as giving someone a major consequence when they have the aspect Primed for Extreme Consequence? It also says that if you get kicked out of the mind you start from scratch, is that referring to activating the power and/or priming aspects, or does it also include mental stress and consequences?
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Post by Admin on Mar 1, 2017 1:04:49 GMT
Beigegecko, the confusion is reasonable. The short answer? In this case, the attacker gets to choose the level of the consequence, as both of those specifically require all consequences to be done in order. So, the attacker would go through the consequences until there is no stress that can be used. A bit awkward, but it helps prevent Influence Thoguhts/Mind control from becomign overpowered. And, no. You must give consequences of the level you are primed. (Though, since 'primed' isn't used up until the consequence is given...by all rights you should already have that aspect.)
And it just refers to activating the power and/or priming aspects.
Basically? It's to replicate any scene where the hero is strapped to a chair and they SLOOOWLY break apart his mind, while the actor fakes writhing in pain as much as possible. Mind-whammies are HAAARD.
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