Conditions, Consequencees and Results of Combat
In DownShift and the other SystemBooks, the way armor interacts with damage type, damage severity, and skills applications is based on the work first recorded here.
Military Conflict, as a category, interacts with
Conditions,
Consequences, and
Results.As has already been covered, Combat Success or Failure is pretty easy to reconcile... here is the link to the article on that subject:
ARMOR:
|
Cosmetic |
Padded |
Mail |
Brigantine |
Rigid |
Nomex |
Kevlar |
Plax |
Abrasion |
Reduced |
NONE |
NONE |
NONE |
NONE |
Reduced |
Reduced |
NONE |
Fracture |
FULL |
HALF |
Reduced |
HALF |
HALF |
FULL |
Reduced |
HALF |
Laceration |
FULL |
Reduced |
NONE |
HALF |
NONE |
HALF |
HALF |
NONE |
Puncture |
FULL |
Reduced |
Reduced |
HALF |
Reduced |
Reduced |
NONE |
NONE |
Avulsion |
FULL |
Reduced |
FULL |
FULL |
HALF |
FULL |
HALF |
HALF |
Alchemical |
Increased |
Reduced |
FULL |
HALF |
NONE |
Reduced |
FULL |
NONE |
Heat |
Increased |
Increased |
Reduced |
Reduced |
HALF |
NONE |
FULL |
Reduced |
Cold |
Reduced |
HALF |
Increased |
Reduced |
Increased |
NONE |
Reduced |
Reduced |
Radiation |
FULL |
FULL |
FULL |
FULL |
Reduced |
Reduced |
FULL |
FULL |
CONDITIONS
For clarity,
Conditions are the various States of Play the Persona may find themselves in during a Session and usually only remains a factor for a single Feature Scene, or even a single Stage. The
Conditions manifest as one or more modifiers to both Contested and Uncontested Skills Checks and Combat and affects specific Actors in the scene
Slick |
Cloyingly
Sticky |
Freezing
Sleet |
Muddy |
Unstable
Rocking |
High Seas |
Torrential
Rain |
Dense Fog |
Stinging
Sands |
Hailstorm |
Paralyzed |
Burning
Itching |
Very
Noisy |
Extreme
Heat |
Erratic
Winds |
Unslakable
Thirst |
Seething
Rage |
Cramped
Muscles |
Dense
Gravity |
Psychedelic
Light/ Sounds |
Maddening
Screams |
Hypnotized |
Disturbing
Laughter |
Awareness
Distortion |
Unfocused
Paranoia |
Inebriation |
Inconsolable
Sadness |
Stark
Fear |
SearingPain |
blinding Smoke |
Difficult
Terrain |
Confusion |
Prone |
lowed |
Hastened |
Sleep |
CONSEQUENCES
The lowest tier of 'in-game effects', Consequences reflect minor errors, inconveniences, and challenges brought on by minor miscalculations, missed die rolls, or effects of Conditions during a turn.
Best |
Better |
Good |
Bad |
Worse |
Worst |
Actual
Wound |
Doubled
Damage |
Extra
Damage |
Reduced
Damage |
Half
Damage |
Complete
Overswing |
Exploit
Weakness |
Identify
Weakness |
Sense
weakness |
Grip
Compromised |
Lose
your Grip |
Drop
Something |
Spring
Trap |
Lure
into Trap |
Draw off
Balance |
Overextended |
Unbalanced |
Falling |
Regain 10
Fatigue |
Regain 5
Fatigue |
Mitigate
Fatigue
Loss |
Fatigued -5 |
Fatigued -15 |
Fatigued -35 |
RESULTS
The middle tier of 'in-game effects. Results reflect changes in Conditions, aggregated Consequences, and minor Catastrophes that occur at the end of a STAGE. Generally, results can be good or bad, determined by the Stage 'win conditions' set by the Director and the 'Creativity Rating (CR) of the players in the Stage.
Best |
Better |
Good |
|
Bad |
Worse |
Worst |
Critical |
Wound2 |
Wound |
|
Reduce
Damage |
No wound |
No Hit |
Bonus Damage |
Overbear |
Chance to
Overbear |
|
Mutual
Impact |
Take the Worse |
Hurt one's self |
Objective
nets an
Outcome |
Objective
nets good
Consequence |
Objective
Attained |
|
Enemy
Detects
Objective |
Enemy
Recognizes
Objective |
Enemy Counters
Objective |
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