Broken Equipment

Update History

Broken Equipment

Equipment Condition

Condition Name: Broken

Effect: A broken item is worse than useless, it's a liability

Duration: Until the item is repaired

Common Sources: 'Acid!' damage, some traps.

Repair Methods: The Mend Armor spell

While carrying around all of that gear, something is bound to break.

Description

This condition happens most often to shields, but any equipment carried by an adventurer can break.  

The Broken Equipment Condition

Anything that would give this condition will explicitly say so. If an item is given the Broken Equipment condition, you are unable to use it for its intended purpose until it has been repaired.

If a shield takes 4 or more cumulative points of damage from 'Acid!' it gains this condition automatically. Broken shields do not block/stop anything. In fact, should the shield be hit by any attack (even ones that are normally shield blockable), you automatically treat that attack as hitting the arm holding the shield.

To remove this condition the Broken item must be placed flat on the ground (or some other stable surface) and the player must role-play repairing it while casting the Mend Armor spell.

References

Removing Conditions

Most conditions persist until their duration concludes or the event ends, whichever happens first. However, if a condition explicitly states it outlasts an event, then its listed duration takes precedence.

When one condition modifies another, such as the Poisoned condition affecting a different condition, and the modified condition has a duration longer than an event, the Poisoned condition will also extend beyond the event.

For instance, a call for 'Poison Memory Loss!' results in the Lost Memories condition having a duration longer than a typical event. Consequently, the accompanying Poisoned condition from this call would also last for that extended period.

Beyond the passage of time, conditions can be negated by effects that specifically target them by name or by their effect type. When calls like 'Poison!' or 'Acid!' alter another call, they redefine the resulting effect's effect type.

'The Lost Memories condition is normally classified as a Compulsion spell. However, when a call like 'Poison Memory Loss!' occurs the call is modified by 'Poison!', so the Lost Memories condition is treated as a Poison effect.
Therefore, remedies for Compulsion effects (like Smelling Salts) or general spell dispels (such as the Dispel Magic spell) will not remove this condition. Instead, only effects that remove the Poisoned condition will also remove the Lost Memories condition in this specific instance.

Listing of Conditions

Condition Name

Effect Duration Common Sources Common Cures

Acid Residue

This condition does nothing by itself. It only modifies another condition changing how it is cured. Based on other call. Scarce items, some monsters Anything that cures the Poisoned condition.

Banished

You have been forced to dissipate into the elements and can't voluntarily end it. 10 Minutes The Banish spell Waiting

Bleeding Out

The character has a wound bleeding uncontrollably, they will die soon if not treated. 10 Minutes Torso Wounds Stabilization Concoction, the Heal Mortal Wound spell

Blunted

The character has been damaged in a way that will heal quickly. 10 Minutes Blunt attacks, the Resilience spell Waiting, the First Aid skill

Charmed

You are compelled to treat the source of the Charmed condition as a friend. 10 Minutes The Charm spell, dryads Waiting, Smelling Salts

Cursed

Set an enemy's body to a maximum of 1. 10 minutes The Curse spell, Spyderbyte, some creatures Waiting, the Heroism spell

Damaged Spark

Due to a damaged spark the character is immune to Restoration effects. Indefinitely Rare dangerous creatures Specific items, special plots.

Dead

The character is dead. More powerful magic is needed to heal them. Permanent Unless Healed Killing Blows, Bleeding Out The Revive spell

Destroyed Memories

This character's memories have been severely altered so they have forgotten 10 minutes of time. This is considerably harder to cure than the Lost Memories condition Event then Permanent. The Mindwipe Trap, The Memory Void ritual The Memory Void or Cleansing Rituals.

Diseased

A Diseased character has -1 Might, -1 Accuracy, -1 Body and must walk slowly. Indefinite The 'Disease!' call Rejuvenation Elixir, Theriac, Catholicon

Disengaged

The character no longer has any interest in the source of the condition 1 Minute The Disengage spell, Bug Repellent, Holy Water Waiting, Smelling Salts, being attacked by the source

Dissipated

This character has temporarily transformed their body into the elements for safety. 10 Minutes The Dissipate Spell Voluntarily ending the condition.

Dominated

Someone else can now control your actions. 10 Minutes The Dominate spell, The Primal Form spell, the Dreadlord spell Waiting, Smelling Salts

Enfeebled

You can't use any spells or rituals. 10 Minutes The Enfeeble spell Waiting, the Dispel Magic spell

Exhausted

Reduce your accuracy, might, and body by 1 each. You cannot move faster than walking speed. Event or until cured. Heroism Rejuvenation Elixir, Theriac, Catholicon

Ghastly Visage

An illusion disguises you as undead, allowing a character to convince predatory undead that they are one of them. 10 Minutes The Ghastly Visage spell Voluntarily ending it

Grounded

You can't dissipate, have your spark taken, or benefit from illusions. 10 Minutes Terran Roots?, Spirit Tar? Waiting, Dispel Magic

Helpless

You are unable to defend yourself. Variable Torso Wound and Terrorized conditions Removing the source.

Hexed

This condition augments another effect making it difficult to remove. Variable Fragile Traps, Hexed Items The Remedy ritual, waiting

Jinxed

This condition does nothing by itself. It only modifies another condition, changing how it is cured. Based on other call. Some Battle spells. 'Dispel Magic!', waiting.

Ley Transit

Your body turns to energy and you travel through the magic of the world to a predetermined location. Instant* The Leylines Spell Arriving at destination

Limb Wound

One or more of a characters limbs have been injured. Event Damage, Pit Traps The Restore Limb spell

Lost Memories

This character's memories have been altered so they have forgotten 10 minutes of time. Permanent after the next event. The Memory Loss spell The Memory Loss or Dispel Magic spells

Lycanthropy

If you are not cured by the end of the next event you'll become a werewolf. Permanent unless cured Werewolf claws Wolfsbane, Theriac, Catholicon

Natural Hazard

This condition does nothing by itself. It only modifies another condition, changing how it is cured. Based on other call. Some creatures. 'Dispel Magic!', waiting.

Pinned

A Pinned character cannot move their feet. 10 Minutes The Pin, Pin Wild, and Pin Undead spells, Tanglefoot Bags Waiting, Smelling Salts

Plagued

You have been infected by a plague and are now at risk of spreading it until you are cured. Until cured An infected person spreads a plague to you The Remedy ritual

Poisoned

You cannot heal body points or remove wounds while you have this condition. Event or if attached to another condition that condition's duration Goblin Iron weapons, Alchemicals The Purify Spirit spell, Theriac, Catholicons

Silenced

A Silenced character may not speak (other than to use calls). 1 minute The Silence spell, the Status Roleplaying skill Waiting, Smelling Salts

Smote

Characters who have been Smote have been Grounded and lost any Damage Requirement or Basic Kill Condition by an agent of the gods. Game Day Chosen of the Soldier and Grak Waiting, the Remedy ritual

Sparkless

The character's spark is missing. They are dead and can't be healed without getting their spark back. 1 Hour (Typically) Reap Spirit Mediums, killing the person with your spark

Stolen Spark

This character has used magic to take another beings spark. 1 hour Reap Spirit Mediums, time, death

Terrorized

A Terrorized character is frozen in place unable to move. 10 Minutes The Terror spell, Grip of Darkness Waiting, Getting Hit, Smelling Salts

Torso Wound

The character has received a grave injury and is unconscious. Event Damage, Boulders The Heal Mortal Wound spell, a Catholicon

Truthful

You find yourself unable to lie. 1 Minute Truth Serum Smelling Salts

Weakened

A Weakened character reduces their Might and Accuracy to 1. 10 Minutes The Weaken spell, the Scorpion's Kiss alchemical Waiting, Smelling Salts

The Mend Armor Spell effect

Casting this spell has one of the following effects:

The 'Acid!' Call

The 'Acid!' call sometimes inflicts damage. You'll know if it is dealing damage if a number is used. Always use the number '1!' if for some reason you are dealing '1 Acid!' damage, otherwise it will only inflict the Acid Residue condition and no damage.

Tag bags or arrows that call for 'Acid!' count as weapons and may always be blocked with a shield. However, when 'Acid!' damage hits a shield for a cumulative total of 4 damage it will break it, causing the Broken Equipment condition.

The 'Acid!' call can also be used to modify offensive effect calls. When this happens, the call is no longer counted as a spell (if it was) and it can now be blocked by shields. The attack now applies the Acid Residue condition in addition to whatever other conditions the other call applies. Any conditions applied by that call are now all removed when the Acid Residue condition is removed. Any defense which prevents 'Acid!' prevents the entire call.

Categories: Gameplay Rules | Calls | Acid Calls | Conditions | Equipment Conditions | Damage Types


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