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Broken Equipment | |
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Condition Name: | Broken
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Effect: | A broken item is worse than useless, it's a liability
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Duration: | Until the item is repaired
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Common Sources: | 'Acid!' damage, some traps.
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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 last until the duration listed on the condition runs out or the end of the event, whichever comes first. The exception to this is if a condition explicitly says it lasts for longer than an event. In these cases the condition will last for the duration listed.
For conditions that modify other conditions such as the Poisoned condition if the condition that is modified lasts longer than an event, the Poisoned condition will also last longer than an event.
![]() An example of this would be something calling for 'Poison Memory Loss!'. Because the Lost Memories condition has a duration longer than an event, the Poisoned condition that comes with this call would last longer as well. |
Other than time, conditions can be removed by things that remove either the condition by name or things that remove that condition based on it's effect type. When the 'Poison!' or the 'Acid!' call modify another call they change what effect type the second call is.
![]() 'The Lost Memories condition is normally a Compulsion spell. However, with the 'Poison Memory Loss!' call where it has been modified by 'Poison!' the Lost Memories condition counts as a Poison. Anything that would remove a Compulsion effect (like Smelling Salts) or a spell effect (like the Dispel Magic spell) will not remove this condition. Instead things that remove the Poisoned condition remove the Lost Memories condition. |
The Mend Armor Spell effect
Casting this spell has one of the following effects:
- Remove all damage to physical armor.
- Remove all damage to natural armor.
- Remove the Broken Equipment condition from broken item.
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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