Prone: Difference between revisions
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Seems to be the case based on shield slam testing. Anything corresponding to my results in the code?
(no save falling from sky) |
(Seems to be the case based on shield slam testing. Anything corresponding to my results in the code?) |
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(9 intermediate revisions by 4 users not shown) | |||
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{{ | {{#cargo_store:_table=Effects|DisplayName={{qud text|&CLying on (object)|notxml}} | ||
|PlainName=&CLying on (object) | |||
|Type = 1111000000000000000010000000 | |||
|DontIndex=1}}<!-- | |||
== | Main body | ||
Creatures can | |||
-->{{effect|&Cprone | |||
|-6 Agility.\n-5 DV.\n-80 move speed.\nMust spend a turn to stand up. | |||
|Prone | |||
|type = 111000000000000000010000000 | |||
| gameversion = 2.0.201.73}} | |||
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}}. Creatures that do not have any body part that is feet-like, roots-like, nor contribute any mobility cannot be knocked prone. | |||
The [[Movement Speed]] penalty does not have any effect, as prone creatures cannot move and getting back up is an action dependent on [[Quickness]]. | |||
==Ways to go prone== | |||
Creatures can become prone in several ways: | |||
{| class = "wikitable" | {| class = "wikitable" | ||
! Causes | ! Causes | ||
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| Strength/Agility | | Strength/Agility | ||
| 17 | | 17 | ||
|- | |||
|[[Swipe]] (defensive stance) | |||
|Strength/Agility | |||
|30 | |||
|- | |||
| Moving while [[Tonics#Adverse reactions|overdosed]] on a {{favilink|rubbergum injector}} | |||
|35% chance, no save | |||
| | |||
|- | |||
|[[Flattening Fire]] | |||
|none | |||
| | |||
|- | |- | ||
| Falling [[asleep]] | | Falling [[asleep]] | ||
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| | | | ||
|- | |- | ||
| | | Choosing to roll on the ground for [[firefighting]] | ||
| none | | none | ||
| | | |