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Page name: Fantasma Tutorial: Ailments [Exported view] [RSS]
2005-08-28 04:00:56
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Ailments



      In Fantasma, there are several different alterations of the basic structure of a character. These can be beneficial or harmful, but all are referred to as ailments despite some having positive effects. Ailments are reactions of a character to an environment, situation, or magical effect. List below are several categories with examples of such ailments, and ways to exploit or avoid such situations. Some spells or attributes can clear ailments, but some will simply just happen over and over again.


Environmental



Heat (Deserts)
      Heat is a dastardly effect on a character that acts much like fatigue (see below). However, heat is also a stacking effect, unlike fatigue, meaning that heat can drain a character into an unconscious state very quickly. Most desert races have some resistance to heat, however heat resistance only works so well. The effect is as such... Every physical action taken will drop strength by 1 (much like fatigue). Once strength = 0, the character is unconscious. However, heat effects can stack, meaning that the drop in strength per turn can be 2, 3, or more. Generally this will never get above a 1 or 2 without some significant magical interferrance in the environment.

* Counter: None only a resistance available to characters.

Cold (Tundra)
      Cold is a deadly effect on a character, because as with heat it can severely drop a character's effectiveness. However, the stats that drop in this instance are both speed and agility, the higher of the two stats is first to drop until they both hit 0. Once both stats = 0, the character is unconscious (Both heat and cold can kill characters if unconscious after a battle that ends in failure). Most wintery races have cold resistance, which is much more effective than a heat resistance in most cases because the cold resistance protects 2 stats instead of just 1. (Certain attributes like "Sprinting" can delay the onslaught of cold effects for a while, so long as stamina is available)

* Counter: None only a resistance available to characters.


Self-Inflicted



Fatigue (Stamina = 0)
      Overuse of stamina in a battle will cause an effect that will limit a character's performance drastically. This effect is known as fatigue, basically forcing the character to show signs of tiring. While in fatigue, the character's strength level drops by 1 per turn until it reaches 0, in which case the character is unconscious. While a character is unconscious, they could be eaten, imprisoned, or robbed. Neither of which is a beneficial circumstance.

* Counter: Resting for a turn will bring up stamina by 1, thus removing Fatigue effects.

Sorrow (Faith = 0)
      Overuse of faith in a battle will cause the effect known well to fancy spellcasters. This effect is known as sorrow, basically forcing the character into a state of regret and dispair. While in sorrow, the character's Magic level drops by 1 per turn until it reaches 0, in which case the character becomes "faithless". "Faithless" characters are basically braindead, in a state of waking that shows no signs of action. While an unconscious state can be recovered after battle, a "faithless" state can only be removed with certain indirect spells or by visage of an appropriate deity.

* Counter: Restoration or Miracle Spell. If a Disciple class, visiting a temple of your faith will remove Faithless state instantaneously.


Other



Poison
      Poison is an effect that drops the Health of a character by 1 per turn. Poisoned characters can die from poison, though is highly unlikely. Poison is also an ailment that does not retract after a battle, but will in fact stay with a character for many days.

* Counter: Antidotes are the main cure-all for poison effects, best used after a battle since Poison does not stack on itself.

Sleep
      Sleep is simply a form of resting that cannot be broken by the ailed character. Sometimes sleep is beneficial, allowing stamina to regenerate very rapidly. However, it is more often hazardous because a character could fall victim to inaction will in a heated conflict.

* Counter: Attack the character, weaker the attack the better.

Confusion
      Confusion is an ailment which plagues specialized characters. The forced action of random selection could have them striking at nothing but air. Even motion is random, so a character could wobble and swing in a chaotic path before ever finding themselves steady.

* Counter: Confusion is almost always temporary, lasting little longer than 3-4 turns. It is best to keep distance because there is a chance that the confused character will damage allies as well.

Fear
      Fear is a "mortal only" effect. Demons, Angels, and Automatons are uneffected by this spell. Fear essentially weakens a character's attack power, or removes a random non-permanent attribute from a character.

* Counter: None...

Anger
      Anger is an ailment that causes a character to be inable to change targets with their attacks. This can be somewhat negated if the character is versatile and/or deadly, however anger can become highly dangerous if a character is forced to attack a high armor or fast retreating monster while several other monsters are attacking that character.

* Counter: Taunting... the only way to counter anger is to piss off the character even more so than the previous target. Best used by a fast or agile character in a retreat, that way they can essentially lure their ally away from danger.

Bad Luck
      Bad Luck is a terrible ailment for any character to have, because it alters your roll in a negative way. The opposite version of this ailment is simply "Luck", and is quite a good ailment to have.

* Counter: None...


(More to be added...)


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