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Arabian Knights Rules
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==Conditions== Instead of using hit points, sanity, stamina, or any other numerical representation to show damage, players have a list of conditions their character may pop in and out of as a result of what happens within the story. Each condition is a separate negative effect on basic Functioning of the character, and so you can consult below for which functions are affected by each condition. The penalties from Conditions stack and add to each other with the exception of the Bruised/Injured/Dying (BID) Conditions. For these last three, you take the most severe penalty from from those of the three marked off. For each Condition, there is also a test which allows the player to lose the Condition. Players take a Major Action and make the Function test and may add the appropriate Specialization (adding any appropriate bonuses from gear) and get three successes to remove the condition. The BID conditions work a little differently. Players must remove the most severe condition first before moving the next condition. The Conditions as described below show the penalties for the first tier of play, and each of the following two tears increase the penalties by two. More information on the tiers can be found in the Advancements section. Tired: -2 to Interpersonal and Academics Test: Constitution (Stamina) Angry: -2 to Interpersonal and Academics Test: Constitution (Willpower) Confused: -2 to Coordination and Awareness Test: Awareness (Cognizance) Paralyzed: -2 to Coordination and Fight Test: Constitution (Strength) Sick: -2 to Constitution and Awareness Test: Constitution (Immune System) Bruised: -2 to All Functions Test: Constitution (Recover) Injured: -4 to All Functions Test: Constitution (Recover) Dying: -5 to All Functions Test: Constitution (Recover)
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