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Posted: Thu Jul 14, 2011 12:39 am
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Posted: Thu Jul 14, 2011 12:42 am
HEALTH The Health Trait measures a character's physical condition, from perfect health to death. As characters are wounded or otherwise impaired, they lose health levels, then regain them as they heal A character's Health Trait comprises seven different "health levels." and each level applies a different due pool penalty to any actions taken by the person in question. A character who is Hurt subtracts one die from her action dice pools, while a Crippled character subtracts five dice from her action dice pools. If health level penalties leave a character with no dice in a given dice pool, the character cannot take that action. However, a point of Willpower can be spent to ignore wound penalties for one turn. A character at the Incapacitated health level is utterly immobilized and can take no action of any kind except healing himself with blood points (if the character is a vampire or ghoul) or swallowing blood that is offered to him. A mortal who reaches this stage is a breath away from death; if she takes any more damage, she dies. If a Kindred suffers an aggravated wound after being Incapacitated, he dies the Final Death. A vampire at the Incapacitated health level with no more blood in his body immediately sinks into torpor. Note: Dice pool penalties from health level loss apply only to actions. They do not apply to purely reflexive dice pools, such as soak dice, most Virtue checks, or Willpower rolls to abort to another action. If a character is Wounded and suffers more nonaggravated damage, he may still soak with his full Stamina (+ Fortitude, if he has it). The health level penalties do apply to damage rolls for Strength-based attacks, but not for mechanical weapons like firearms. Ultimately, this rule must be adjudicated by the Storyteller and common sense. HEALTH LEVELSHealth Level--| Dice Pool Penalty| Movement PenaltyBruised ---------| -----------------------|Character is only bruised a bit and suffers no dice pool penalties due to damage. Hurt -------------| --------1 ------------|Character is superficially hurt and suffers no movement hindrance. Injured ---------| --------1 ------------|Character suffers minor injuries and movement is mildly inhibited (halve maximum running speed). Wounded ------| --------2 ------------|Character suffers significant damage and may not run (though he may still walk). At this level, a character may not move, then attack; he always loses dice when moving and attacking in the same turn. Mauled ---------| --------2 ------------|Character is badly injured and may only hobble about (three yards/turn). Crippled --------| --------5 ------------|Character is catastrophically injured and may only crawl (one yard/turn). Incapacitated -| ----------------------|Character is incapable of movement and is likely unconscious. Incapacitated vampires with no blood in their bodies enter torpor.
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Posted: Tue Jul 19, 2011 7:56 pm
Health Werewolves are more physically powerful than most living creatures, and they are immune to many of the ailments and diseases that plague their human and wolf cousins. As half-spirit beasts designed for battle, they're exceptionally hard to kill. Even so, it's a misconception to think that werewolves are immune to physical wounds. They can be wounded, but their wounds don't remain open long, thanks to their remarkable regenerative powers. The fact is that a werewolf can regenerate one health level of bashing damage per turn under any circumstances. If the damage is lethal, the Garou can still regenerate one health level per turn, although the player must roll Stamina (difficulty 8 ) if the Garou is involved in a strenuous or stressful situation such as combat. As the movies show, the one great weakness the Garou have is silver. A werewolf has no defense against Luna's metal. Next to silver, the most dangerous threats to Garou are fire, radiation and the attacks of other supernatural creatures. This most powerful and lasting of damage is referred to as aggravated damage. More information on damage appears in Chapter Six. The Health Trait is used to show the current status of a character. A Garou can absorb a lot of punishment, but continued abuse causes even werewolves to slow down physically and in their reaction time. This slow decline is indicated by the Health Trait, which shows dice penalties and condition notes for each level as a character slips towards death. For instance, a character who has been Hurt has a -1 modifier, which means that he has one less die to roll on all rolls, if a character has been mangled enough to warrant a health level of Crippled, he would lose five dice on all actions. At this point, the character is so beaten and suffering that it is difficult to focus on anything but the pain. A character who reaches Incapacitated is in very bad shape. Not only is he unable to react to what is going on around him, but he's very close to ending his fighting days. If the character were to take one more health level of damage, he would die. Gaia is very gracious to her children, and she has given them many advantages to continue the fight, but dead is dead, even to her. In the olden times, the Garou would simply honor the fallen and wish them well on their next journey. But in these, the End Times, each loss hurts much worse. A fallen warrior is one who will not be present at the final battle of the Apocalypse.
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Posted: Sun Jul 24, 2011 10:29 am
Health Given that mages are on the run not only from the Technocracy, but often from fearful mortals, magical monsters and each other, magicians have a nasty tendency to get banged up, shot, stabbed, scraped, burned, dropped from a height, folded, spindled and mutilated. The Health Trait tracks the effects of such injury and applies the necessary penalties to a mage who's trying to fight while his body's falling apart. Basic characters have seven health levels, shown on the character record. Each time the mage takes damage, he loses one or more of these health levels until magic or rest restores it. As the mage becomes more and more wounded, he suffers increasing penalties to movement and actions, reflected by penalties to her dice pools. Should a penalty remove the mage's dice pool completely, she can't even attempt the action in question — she's too badly wounded to try. Even experts have problems when they've got leaky holes in their torsos. Arete rolls are an exception to die penalties. The power to work enlightened magic is exempt from the injuries of the body. However, a mage who is Incapacitated or otherwise knocked unconscious cannot work magic at all (barring the use of some bizarre Mind Effects), See Chapter Eight for specifics on damage, but keep in mind: • Bashing damage, marked with a "/", represents battering and bruising. It heals quickly, and it is usually nonfatal. Mages can often "roll with the punch" and absorb some amount of such damage. • Lethal damage, marked with an "X", comes from stabs, slices, crushes, avulsions and other nasty and often-fatal attacks, including many forms of magic. Mages, as mortals, aren't terribly resistant to such damage, but they can heal it with magic. • Aggravated damage, marked with an "*", shows up when a mage suffers supernatural Pattern damage, like a Prime attack or injury from fire or extreme trauma. Such attacks not only tear apart the mage's body, but they are extremely difficult to heal with magic.
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Posted: Wed Jul 27, 2011 10:19 pm
Corpus What he touched was, according to his account, a mouth, with teeth, and with hair about it, and, he declares, not the mouth of a human being.— M.R. James, "Casting the Runes" A wraith's Corpus is her body, her physical manifestation in the Underworld. In addition, the term also refers to the relative health of that form. The more levels of Corpus a wraith has, the more solidly her ectoplasmic body holds together and the "healthier" she is. Wraiths who lose all of their Corpus tumble into a Harrowing, or sometimes Oblivion. Still, as Corpus is so easily regained, wraiths can absorb a tremendous amount of punishment. The appearance of a wraith's Corpus is determined largely by his subconscious image of himself. While most wraiths look as they did in life, some look better, some look worse, and some find themselves in Corpora that are utterly inhuman-looking. However, just because a wraith's Corpus has wings does not necessarily mean that he can fly; most modifications of this sort are strictly cosmetic, not functional. Furthermore, a wraith's clothes are also part of his Corpus — he awakens as a wraith wearing whatever he would subconsciously deem appropriate. Many wraiths will find their wardrobe changing to suit the situation without conscious effort or thought on their part, reflecting how thoroughly a wraith's form is drawn from his subconscious image of himself. Permanent CorpusPermanent Corpus is the measurement of the maximum number of Corpus Levels a wraith can possess. All wraiths begin with a permanent Corpus rating of 10, but this can go down if the wraith fails or botches Harrowings. This creates a vicious cycle: a wraith loses permanent Corpus, limiting his maximum temporary Corpus. This means that he loses all of his temporary Corpus more easily, pulling him into another Harrowing in which he can lose more permanent Corpus, and so on.... There is no known way to increase permanent Corpus, though some rumors have crept out as to the abilities of the Usurers and Masquers in this regard. As certain Malfeans and other dwellers in the Tempest demonstrably have Corpus ratings in excess of 10, there would seem to be some secret to regaining — or even increasing — permanent Corpus. Temporary CorpusThe Corpus track on the Wraith character sheet allows you to track how healthy your character is. The squares represent permanent Corpus; the circles represent temporary. Temporary Corpus can never exceed permanent. There are two basic ways to lose temporary Corpus: Interaction with the Skinlands and violence in the Underworld. Every time a wraith interacts violently with an object or structure in the Skinlands (a bullet, a rock, a wall, etc.), he checks off one circle on his character sheet, indicating that one level of Corpus damage has been taken. A wraith only takes one Corpus Level of damage no matter how severe the Skinlands impact; a wraith takes as much damage from a baseball as from a grenade's detonation. Immediately upon that impact, the wraith becomes Incorporeal and cannot be harmed by Skinlands objects for a number of turns equal to his Stamina. This explains how wraiths can walk through walls, parked cars and whatnot. Violence in the Underworld is a different matter; the number of successes a wraith's opponent achieves on his damage roll is the number of Corpus Levels the wraith must check off (subject to modification via a soak roll). This sort of damage does not cause a wraith to become Incorporeal, and wraiths are always solid to one another and all objects that exist in the Shadowlands. Wraiths can normally heal Corpus either by Slumbering or by spending Pathos. As each level of damage is healed, the check in that circle is erased.
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Posted: Sat Jul 30, 2011 5:00 pm
Health Changelings pass their lifetimes in normal human bodies. This means that damage and healing times most often affect them the way they would any mortal. Although changelings have access to some healing magic, they are largely dependent on their human bodies as their only shield against damage. A character's Health Trait measures how injured that character is. There are various levels of wounds, each applying a different penalty to the injured character. As the character becomes more injured, his ability to perform is hindered. Thus, a character who is Hurt loses one die from his Dice Pool; a character who is Crippled has five fewer dice to roll. If the Health penalties leave the character with no dice left to roll, then be cannot take that action. Bruised: (0) The character is only bruised and has no action penalties. Hurt: (-1) The character is mildly hurt; movement isn't hindered. Injured: (-1) The character has sustained a minor injury; there is little hindrance to movement. Wounded: (-2) The character has been seriously wounded; he cannot run, but can still walk. Mauled: (-2) The character has taken substantial damage; he can barely hobble. Crippled: (-5) The character is seriously injured and can only drag himself, unable to stand. Incapacitated: The character has been rendered unconscious or is so severely wounded that he is completely incapable of action or movement.
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