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Effects

4 bytes added, 02:01, 1 March 2021
= Tips =
 
=== Dealing with timed effects outside of combat ===
 
If a player character has active temporary ("x turns") effects and is outside of combat, the counter '''remains unchanged''' and only ticks down for every turn of combat.
 
However, any event which advances [[time]] by one period will '''wipe all active temporary effects''', such as [[waiting]], or reaching the destination at the end of a trip in the [[UA]].
 
=== For GMs ===
 
{{GMTip
|tiptext=Here are a few examples of special situations and tips for GMs on how to handle them.<br/>
* '''In general''': If a player character with active, temporary secondary effects spends any length of time in a town, intersection, or other civilized areas, the turn counter of these effects can be considered to fall to zero (and therefore deleted). If they're only passing through for a brief period of time, however, it's recommended to leave the counters as-is. This should be decided at the GM's convenience and discretion.
* '''(1) Cyanide Poisoning''': If a player character with Cyanide Poisoning somehow manages to reach a [[medic]] or a [[nurse]] before dying, consider giving them a [[Meds|Hydroxocobalamin]] syringe so that they can be cured immediately. If they must charge for the service, it should be no higher than [[File:Parallar symbol.png|10px]]'''200'''.
* '''(2) Nausea''': If characters force themselves (or are somehow forced) to use food while under nausea, the resulting effect should be to make these characters throw up and gain none of the effects or nutrition from the food.