Prone: Difference between revisions

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(add flattening fire)
m (carapace doesn't cause immobilization anymore)
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{{effect|&Cprone|-6 Agility.\n-5 DV.\n-80 move speed.\nMust spend a turn to stand up.|Prone}}
{{effect|&Cprone|-6 Agility.\n-5 DV.\n-80 move speed.\nMust spend a turn to stand up.|Prone}}
If a creature is knocked prone, they require one turn to stand back up again. Creatures who have the [[Carapace]] mutation have a mutation level-based chance of being [[Immobilized]] instead of prone. If prone on an object that can be laid on, such as a {{favilink|bedroll}}, the creature's effect is renamed to {{qud text|&Clying on (object)&y|notxml}}.
If a creature is knocked prone, they require one turn to stand back up again. If prone on an object that can be laid on, such as a {{favilink|bedroll}}, the creature's effect is renamed to {{qud text|&Clying on (object)&y|notxml}}.


==Ways to go prone==
==Ways to go prone==

Revision as of 11:38, 28 October 2020

prone
ID

Prone

prone

-6 Agility.
-5 DV.
-80 move speed.
Must spend a turn to stand up.

If a creature is knocked prone, they require one turn to stand back up again. If prone on an object that can be laid on, such as a bedroll, the creature's effect is renamed to lying on (object).

Ways to go prone

Creatures can become prone in several ways:

Causes Save Type Difficulty
sewage eels tripping them over (as they appear) Agility 16
Shield Slam Strength Vs. Attacker's Strength 20
Bilge Sphincter's spewing Strength/Agility 17
Swipe (defensive stance) Strength/Agility 30
Moving while under the effects of a rubbergum injector 35% chance, no save
Flattening Fire none
Falling asleep none
Choosing to roll on the ground for firefighting none

Falling prone in harmful liquids can inflict multiple possible effects on the victim.

Liquid Effect on Prone
black ooze ironshank onset (if on even Z-levels) or glotrot onset (on odd Z-levels)
brown sludge attempt to rust 3 metal items equipped or in the inventory with a 75% chance
green goo inflicts level 10 poisoned with ♥ 1d2+23-4 (Avg: 3.5) damage per turn and a duration of (1d2+2)d2 turns if the toughness save of 30 fails