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* '''Theft''' - You may rob the target of up to 50 silver coins. | * '''Theft''' - You may rob the target of up to 50 silver coins. | ||
* '''Battering''' - Equivalent of dealing some heavy blows to the defeated with intention to seriously harm. Dealing 2d4 wounds. | * '''Battering''' - Equivalent of dealing some heavy blows to the defeated with intention to seriously harm. Dealing 2d4 wounds. | ||
* '''Blood Letting''' - Filling a vial with the defeated's blood. Dealing 2 wounds. | * '''Blood Letting''' - Filling a vial with the defeated's blood. Dealing 2 wounds and Bloodless condition for 8 hours. | ||
== Escalated Consequences == | == Escalated Consequences == | ||
Latest revision as of 14:14, 31 March 2026
Minor Consequences
Minor consequences are mechanical consequences that may be applied at any time.
- Petty Theft - You may rob the target of up to 20 silver coins.
- Beating - Equivalent of throwing in some additional punches or kicks to the defeated. Dealing 1 wound.
Major Consequences
Major consequences are mechanical consequences that may only be applied if the winning party had at max +1 advantage in numbers (i.e. in 1v1 or 3v2, but not in 3v1 or 6v3).
- Theft - You may rob the target of up to 50 silver coins.
- Battering - Equivalent of dealing some heavy blows to the defeated with intention to seriously harm. Dealing 2d4 wounds.
- Blood Letting - Filling a vial with the defeated's blood. Dealing 2 wounds and Bloodless condition for 8 hours.
Escalated Consequences
Escalated consequences are mechanical consequences that may only be applied if the previous level was already applied at least once by one of the victors against the defeated or by the defeated on one of the victors in previous fights (and at least one major consequence has to precede even the first escalated one) while also fulfilling the conditions for a major consequence.
Keep in mind that some of these consequences are drastic in nature and shall not be roleplayed in graphical detail without consent of everyone present in the scene. Use fade-to-black (FTB) when needed.
- Grievous Harm - Very serious beating of the defeated, leaving them severely injured. Dealing 5d6 wounds.
- Permanent Injury or Curse
- Maiming - Mutilation, or disabling of a limb or an eye. Causing permanent Maimed status. The victim has the right to choose disabling over removal. The victim will also get a Bloody Bundle item, that has to be handed over to the victor if requested.
- Hexing - Putting the victim under one of available Curses (Work in progress, currently unavailable).
- Life Threatening Injury - Seriously harming the defeated, leaving them to possibly die (they won't, but the victors show intention of leaving them to fate). Dealing 10d6+10 wounds.
- Execution - Character Kill (CK), end of story. Only possible with staff approval after having proven escalations from both sides, or when the victim repeatedly showed signs of No Value of Life (NVL) when other escalated consequences were enacted.
Consented Consequences
Consented consequences are non-mechanical consequences that may be applied only if the losing party actively consents to such consequences.
This can be any roleplay consequence as long as the losing party actively consents. Most common example would be holding the losing party hostage or interrogating them. Keep in mind that consent can be withdrawn at any time, which ends the scene.
Free Consequences
These consequences may be applied by the winning party and do not prevent another consequence from being applied.
- Unmasking - Removing an item of clothing, helmet, mask or other similar garment or item that obscures the face of the defeated character.