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Caracterización molecular

In document UNIVERSIDAD AUTÓNOMA DE OCCIDENTE (página 31-37)

6) Hidayat y Ramadhani, (2019), reportaron a dos especies de Curvularia patógenas en sorgo en Indonesia, realizaron la identificación de cuatro

7.6 Caracterización molecular

The character has temporarily lost 1 or more Ability points, which has an impact on all Stats and Skills related to the lost Ability. An Ability reduced to zero caus- es the following effects: Strength zero causes the character to become Paralyzed; Agility zero causes the char- acter to become Convulsive; Constitution zero causes the character to become Dying; Intelligence, Wisdom, and Presence zero cause the character to become Catatonic.

Ablaze

The character is on fire and taking dam- age (see Fire Hazards p.69). A charac- ter that is Ablaze can spend an entire round attempting to smothering the fire by dropping Prone and making a Reaction Save.

Combat

Berserk

The character is out of control and attacks anyone and everyone within sight, using his most effective attacks to do so. He may not use Defense Actions and can only use Move Actions to get closer to potential targets. He will spend Surge Points when beneficial (including for Extra Attacks), but will not use Surge where it will cause Fatigue. Berserk char- acters never bother to reload, going for Close Quarter Combat after expending all Ranged Combat capabilities.

Blinded

The character cannot see, treats every- one as if they had full concealment, and must move at half speed to avoid injuring himself on obstacles in his path. Additionally, he cannot read or use the Spot skill, needs outside guidance to use the Drive, Pilot, or Operate Heavy Machinery skills, and suffers a -2 penal- ty to all die rolls.

Catatonic

The lights are on, but nobody's home. The character is lost in his own mind and unable to interact with the real world,

except to stare blankly and drool a lot. If left alone, the character will sit unmoving until he starves to death. Catatonic Characters are considered Helpless. Convulsive

The character loses all motor control functions and can do nothing more than lie in a limp, twitching heap, unable even to speak. He does not lose cognitive abil- ity however, and may use purely mental based powers if he has them. Convulsive characters are considered Helpless. Dead

Enough said; if you let your character get this far down on the Damage Flow, it's time to roll up a new one!

Deafened

A Deafened character cannot hear or use the Listen skill, suffers a -4 penalty to Initiative, and a -2 penalty to all Presence based skills from the distraction.

Disabled

A Disabled character is conscious and able to act, but is terribly wounded. He can take a single Action per round if

desired, but doing so changes his Status form Disabled to Dying after completion of the Action, unless he uses the Overcome Injury option of Surge. Disabled characters are not considered Helpless.

Diseased

The character is suffering the effects of some type of disease and may (at the GM's discretion) be contagious (See Disease p.69).

Dying

Dying characters are unconscious and easily killed by further damage. After a number of rounds equal to the charac- ter's CON, he must make an Endurance Save or die. Further rolls are required at the same interval until he dies, is Stabilized by an ally, or spends a Luck Point for the Escape Death option. Dying characters are considered Helpless. Exhausted

Characters who are Exhausted get only one Action per round, cannot Run, and suffer a -6 penalty to all Strength and Agility based skills.

Fatigued

Characters who are Fatigued cannot Run and suffer a -2 penalty to all Strength and Agility based skills.

Flat-Footed

A character who is Flat-Footed is off bal- ance or has not yet reacted to a combat situation. Characters get a +2 Situational Modifier when attacking those who are Flat-Footed.

Held

A Held character cannot move or take any Actions other than: Trying to break free or making a Close Quarter Combat Attack with empty hands, a small weapon, or a pistol. Breaking free requires a successful opposed Grapple or Escape roll. Characters Grappling or

Healing

Characters heal naturally from Conditions and Damage at the following rates. Damage or Condition Rate

Ability Damage Heals 1 Point Per Week For Each Ability Vitality Points Heals A Number Of Points Per Hour Equal To

CON

Wound Points Heals 1 Point Per Day

Disabled Requires a Surgery Roll + 12 Hours (Or) a MTN 10 or Crit Endurance Save after a number of weeks equal to (10 - CON). The roll may be made each week thereafter, should it fail. Stabilized See KO'd Condition

Held are considered Flat-Footed to those they are not Grappling.

Helpless

Helpless characters cannot move or Defend against incoming attacks. Opponents get +2 to hit Helpless charac- ters with Ranged Attacks and can only

miss a Close Quarter Attack on a Botch. Opponents may also use the Coup De Grace Attack on Helpless Characters if desired.

Injured

The character has lost Vitality Points and suffers any applicable Wound Penalties

to all die rolls. KO'd

A KO'd character is knocked Unconscious and is Helpless for at least a minute (10 rounds). After one minute, the character can make an Endurance Save each round to regain consciousness (with a +1 bonus each additional round until he succeeds).

Nauseated

Nauseated characters are unable to attack, use powers, or even concentrate on anything other than their roiling stom- ach distress. They may only take a single Action each round for either Movement or Defense, although they can still use surge for an additional Action (even an Attack Action) if desired.

Normal

The character is unharmed and may act normally.

Panicked

The character is overcome with fear and must do everything in his power to imme- diately leave the area. Once the charac- ter is at a safe distance (GM's discretion), he regains his composure and may once again act normally.

Paralyzed

The character loses all Strength and can do nothing more than lie unmoving, barely able to speak. Although unable to move, a Paralyzed character may still use purely mental based powers if he has them. Paralyzed characters are consid- ered Helpless.

Pinned

A Pinned character cannot move or take any Actions other than trying to break free from the Pin. Breaking free requires a successful opposed Grapple or Escape roll. A pinned character is considered Helpless to those not pinning him. The Grappler holding the Pin is considered

Combat

Flat-Footed to those he is not Grappling. Poisoned

The character is suffering the effects of some type of poison (See Poison p.70). Prone

The character is lying on the ground. He receives a -4 penalty to all Close Quarter Combat Attack rolls, while those attack- ing him with such receive a +2 bonus to their Attack rolls. Prone characters are harder to hit with Ranged Combat Attacks however; those targeting Prone characters with such attacks suffer a -2 penalty to their Attack rolls.

Shaken

The character experiences extreme anxi- ety over a particular situation, suffering a -1 penalty to all die rolls until the situa- tion is resolved.

Stabilized

The character is no longer Dying, becomes Disabled, but remains Unconscious. Stabilized characters are still considered Helpless.

Stunned

The character is confused or knocked senseless for a moment (but not out) and must take a round to regain his bearings. Stunned characters lose all concentration and get no Actions for one round, also losing the benefit of any prior Defense Actions taken. Stunned characters are not considered Helpless however.

Stunning effects do not stack. No one can accumulate more than a 1 round loss of action over the course of a single round. For example, a character who is surprised at the start of combat, Botches his initiative roll and hesitates, then gets hit with a successful stunning attack before his turn only loses one turn, not three.

Unconscious

The character is KO'd and Helpless for at

least a minute (10 rounds). After one minute, the character can make an Endurance Save each round to regain consciousness (with a +1 bonus each additional round until he succeeds). Wounded

The character has lost Wound Points and suffers any applicable Wound Penalties to all die rolls.

Extras

Extras are normal everyday people, inno- cent bystanders, and the untrained lackeys or thugs of important NPC's. The differ- ence between Extras and important NPC's is that Extras don't have Luck or Surge Points and go strait from zero Wound Points to Dying (no Disabled status).

Vehicle and

In document UNIVERSIDAD AUTÓNOMA DE OCCIDENTE (página 31-37)

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