I have read through the primer and I did not notice any mechanism for dealing with stunning attacks. It is handled as a draining of the ABS, or some other mechanism?
Also I was thinking about L'na, or Churl for that matter with natural and even supernatural venoms and toxins. How will this be handled? Flying telekinetic serpents everywhere want to know.








If I am understanding the question correctly, I know that there are "bane" cards that will signify the occurence of stunning/poisoning/etc. , to remind the player of what effects their character will be suffering. (Theoretically) A L'na viper hits a human character with a magical poison, and say for the next three rounds, his swap buffer with drop by, say, 3 points, and will remain at whatever total it is dropped too until said character is healed. A bane card will be present to indicate what exactly the effect is, how long it lasts, what it will/will not effect, and what it does to the character, to remind everyone on the board. While it might actually depend of the ability in question (i.e. A L'na freezing spell will freeze anything that moves, but a poison spell might not affect a Klik) I'm sure they will print several different types of bane cards to deal with these effects.
Ofcourse, this is a lot of speculation. I saw bane cards in use at the demo on Sat. at Mobicon, and to my knowledge, this is the purpose for those cards.
Ben is correct - poisoning, entanglement, falling and so forth are all covered by Bane cards, which are in the Primer - section 2.5 as a matter of fact. Sneak preview! Here's a list of all of our current Bane cards:
disabled
helpless
dazed
impaired
immobile
insane
surprised
slowed
deaf
hobbled
staggered
prone
fatigued
demented
blind
exhausted
falling
blind - disability
Hope this helps!
mute bane card. Can't have those voiceless bard combos passing by (have a character idea for that one, too... ;)
Excellent idea, Corey. :)
demented heh... I suggest you not hit a player with that right before the DM has to leave the table for 30 mins.
Anywho. Could illnesses perhaps be introduced in future bane cards? I think biological warfare would be a legit strategy for some conceited Apoc highbred or some insane klik scientists. Along with some other things like... I don't know lycanthropy? ;)
But again, we're trying to keep the cards very modular, so that they would work in just about any setting, so what we've tried to do is boil down the bane cards into fundamental conditions. However, I don't see a problem with creating setting specific bane cards, like a vampirism and lycanthropy bane cards for a "Ravenloft" type setting...
Hurm... :)
Or more insanity type Bane Cards for a "Call of Cthulu" type setting. LOL.
What's the difference in one type of insanity verses another? I mean, I know there's a difference between paranoid and schizophrenic, but is it enough difference for someone to buy both cards? One of the things we DON'T want in Untold is card glut. :)
It was mostly a joke, but I could see some insanities adjusting certain stats, and others just completely taking over your character much like being possessed, or possibly others that cause you to take random actions, or others causing your character to change Race/Path/Power options. For example one could cause a Klik to think he was an Apoc, or better yet one that makes a L'na Twighlight think he is more of a Combatant than he is. But of course many of these can be done via existing cards but you might want a reminder as to where the effect came from.
But like I said it was mostly a joke.
Some good ideas in there... :P
Don't sweat it - usually awesome things evolve from just joking around - this game, for instance! :D
Stigs-
I seem to remember it gave such a lively conversation to an otherwise tranquil character. ;)