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?
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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)
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