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supplementary_rules
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=====Leaving an Encounter====== * It is possible to leave an encounter once it has started. * Unless otherwise specified, it takes the following to leave an encounter: * 60s of fleeing whilst not being actively pursued * 60s of hiding whilst not being discovered. * Once you have left an encounter, place your fingers in the air and call [[:nonstandardcalls#disappearing_and_appearing|DISAPPEARING]]. * Once you have left an encounter, you cannot rejoin it. =====Afflictions===== * Afflictions are be characterized by three things: * The effect they have * How difficult they are to treat or remove * What sorts of ability can treat them. * When a GM comes up with a curse of affliction they should also assign it a potency and a type. * Skills will state which levels of potency they can cure. * The two main types of affliction are those of the body and those of the soul. * There are four potencies: feeble, strong, severe and chronic. * Afflictions of feeble potency are generally easy to remove for those who have the right skills. * This does not mean that their effects are small - just that they are easy to cure. * Conversely, chronic afflictions are effects which are, to all intents and purposes, permanent. * Removing chronic afflictions is more the realm of a character request LARP than something which a skill can achieve. * Certain abilities or effects reduce or increase the potency of afflictions. * The potency of an affliction can only ever go up or down one rank from its original potency.
supplementary_rules.1506856761.txt.gz
· Last modified: 2017/10/01 11:19 by
gm_seb
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