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Clarity Damage and Conditions: An Obscure Case of Situational Gameplay

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  • #16
    Incidentally, here is my near-complete cheat-sheet on the Clarity system (not included are perception penalties or determining track length). Did I miss anything?

    Code:
    DETERMINING CLARITY BREAK:
    - Look at Breaking Points chart (p.106)
      A Changeling's Seeming curse uses half Wyrd, rounded up
    - Add and remove dice based on Changeling's personal attachment (pp.104-5)
    
    APPLYING DAMAGE:
    - If there are any successes, roll Wyrd and apply that much damage
      If the success was Extraordinary, apply damage as severe, else mild
    - Modify damage roll by attached Touchstones (p.98)
      0:  +2 Dice
      1:  -1 Die
      2+: -2 Dice
    - Severe damage overwrites mild damage
    - Damage to the last three boxes creates conditions
      One normal condition max for *any amount* of mild damage per attack
      One persistent condition max for *any amount* of severe damage per attack
    - Damage that fills the Clarity track causes the Comatose condition instead
      Normal if mild damage, Persistent if severe damage
    - Comatose Changelings cannot take damage
    
    HEALING DAMAGE:
    - Spend time with a Touchstone (attached or otherwise)
      Heal 1 severe or all mild damage
      Do not resolve any conditions
    - Resolve a Clarity condition
      Normal condition: Heal 1 point of any damage
      Persistent condition: Heal 2 points of any damage(s)
    Last edited by Thenomain; 08-13-2019, 07:48 PM.

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    • #17
      Originally posted by Thenomain View Post
      Did I miss anything?
      A character's Seeming Curse gives them an additional breaking point whose associated Clarity attack comes with a base dicepool equal to half their Wyrd, rounded up; if any successes come up on that roll, the character rolls Wyrd (modified by Conditions, Touchstones, etc) to determine the amount of damage as normal. It does not roll fewer dice on the damage step than the character's other breaking points.


      Resident Lore-Hound
      Currently Consuming: Hunter: the Vigil 1e

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      • #18
        Originally posted by Satchel View Post
        A character's Seeming Curse gives them an additional breaking point
        Edited, thanks.

        if any successes come up on that roll, the character rolls Wyrd (modified by Conditions, Touchstones, etc)
        Ah, I missed that because it's all the way over on p.98. I didn't see a reminder of it in the Clarity Damage. Derp. Edited for that as well. Added "ST may decide damage is severe" as a reminder of Rule Zero.

        Look good?

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        • #19
          Originally posted by Thenomain View Post
          Ah, I missed that because it's all the way over on p.98. I didn't see a reminder of it in the Clarity Damage. Derp. Edited for that as well. Added "ST may decide damage is severe" as a reminder of Rule Zero.

          Look good?
          I don't personally agree with putting a declarative shortcut to exceptional success in a quick-reference sheet about the normal functioning of the rules, but apart from that the other big thing is that Touchstones and Conditions alter Clarity damage rolls — pretty much the only things that modify Clarity attack rolls outside of the chart are special Merits, some seeming bonuses from certain Contracts, and the effects of the Hedge on breaking points caused by things that aren't part of the Hedge.


          Resident Lore-Hound
          Currently Consuming: Hunter: the Vigil 1e

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          • #20
            Eh, I'll remove it, but the most important thing to me is that the mechanics are summarized correctly.

            I had someone ask me about the Comatose Condition whether or not it stopped physical damage as well. Context tells us that it's all about the clarity damage (tho if there's some other kind of psychological damage I'd probably call immunity to that as well).

            Writing summaries be hard, yo.

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