Conditions: Difference between revisions

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A number of adverse conditions can affect the way a character operates, as defined here. If more than one condition affects a character, apply both if possible. If not possible, apply only the most severe condition.
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Some adverse conditions can affect the way a character operates, as defined here. If more than one condition affects a character, apply both if possible. If not possible, apply only the most severe condition. All of these conditions can exist outside of combat. If combat is initiated, then the Team Initiative score is reduced by 1 for each condition here that at least 1 of the characters on the Team have.


===Ability Damaged===
===Blinded===
The character has lost 1 or more ability score points. The loss is temporary, and these points return at a rate of 1 per evening of rest. This differs from “effective” ability loss, which is an effect that goes away when the condition causing it goes away.
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The hero can’t see at all, and thus everything has total concealment to him or her which means the character has no advantaged and takes x3 Disadvantage when attempting to hit a target in melee or perform any check that involves Perception or Dexterity. The character can’t perform any activity (such as reading) that requires vision. Characters who are blind long-term (from birth or early in life) grow accustomed to these drawbacks and can overcome some of them (at the GM’s discretion).


===Ability Drained===
===Deafened===
The character has lost 1 or more ability score points. The loss is permanent.
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The Character can’t hear and takes a Disadvantage penalty on Initiative attempts and Perception checks. Passive Perception loses 1/2 the Characters Wisdom bonus round down. A character who is deafened long-term (from birth or early in life) grow accustomed to these drawbacks and can overcome some of them (at the GM’s discretion).


===Blinded===
===Entangled===
The hero can’t see at all, and thus everything has total concealment to him or her. The character has a 50% chance to miss in combat. Furthermore, the blinded character has an effective Dexterity of 3, along with a –4 penalty on the use of Strength-based and Dexterity-based skills. This –4 penalty also applies to Search checks and any other skill checks for which the GM deems sight to be important. The character can’t make Spot checks or perform any other activity (such as reading) that requires vision. Heroes who are blind long-term (from birth or early in life) grow accustomed to these drawbacks and can overcome some of them (at the GM’s discretion).
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An entangled character takes a disadvantage penalty on Attack Rolls add Dexterity saving throw. If the entangling bonds are anchored to an immobile object, the entangled hero can’t move. Otherwise, the character can move at half speed and can’t run or charge. A Character can be entangled by another Character for example if that Character is tackled. Also, Characters targeting an entangled target gain advantage.


===Cowering===
===Fatigued===
The hero is frozen in fear, loses his or her Dexterity bonus, and can take no actions. In addition, the character takes a –2 penalty to his or her Defense. The condition typically lasts 10 rounds.
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Heroes who are fatigued move at half speed. Furthermore, they take a disadvantage penalty too Strength and Dexterity saving throws and to Combat Melee Techniques like Charge or Overrun.  


===Dazed===
==== - Exhausted====
Unable to act, a dazed character can take no actions, but still gets the benefit of his or her normal Defense. This condition typically lasts 1 round.
Characters who are Exhausted can’t run or charge as well as all the other disadvantages of being Fatigued. After 8 hours of complete, uninterrupted rest, an exhausted character is no longer exhausted or fatigued.


===Dead===
=== Flat Footed ===
A character dies when his or her hit points drop to –10 or lower, or when his or her Constitution drops to 0.
Some times Character's are caught unaware of an attack or in some other way unable to react. This causes them to be considered 'Flat Footed'. When this happens a Character can no longer add their Dexterity bonus too their AC.


===Deafened===
===Frightened===
The hero can’t hear and takes a –4 penalty on initiative checks. The character can’t make Listen checks. Heroes who are deafened long-term (from birth or early in life) grow accustomed to these drawbacks and can overcome some of them (at the GM’s discretion).
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Fear grips the Character's mind and hinders there actions. The player takes disadvantage on all actions.  


===Disabled===
==== - Cowering====
The character has 0 hit points. The character can take only a single move action or attack action, and takes 1 point of damage after any action.
The Fear is so overcoming that the Character is frozen, loses his or her Dexterity bonus toward AC, Saving Throws, and skill checks, and takes double disadvantage on all actions. The condition typically lasts 10 rounds. A Wisdom check of a DC13 (plus any modifications deemed by the GM) can over comb the effects.  


===Dying===
==== - Panicked====
The character is near death and unconscious, with –1 to –9 wound points. The character can take no actions, and each round a dying character loses 1 hit point until he or she dies or becomes stable.
There is no hope in the mind of the Character. A panicked character flees as fast as possible.  I f unable to get away the character defends itself but cannot attack or perform any action other then one that could lead to escape.


===Entangled===
===Grappled===
An entangled character takes a –2 penalty on attack rolls in addition to a –4 penalty to Dexterity. If the entangling bonds are anchored to an immobile object, the entangled hero can’t move. Otherwise, the character can move at half speed, but can’t run or charge.
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When grappled, a hero can’t undertake any action other than attacking with his or her bare hands, attacking with a light weapon, or attempting to break free from his or her opponent. The character loses his or her Dexterity bonus to AC, except on attacks from characters with whom he or she is grappling. Learn more about Grappling [[Techniques#Combat_Techniques|here]].


===Exhausted===
==== - Pinned====
Heroes who are exhausted move at half speed and cannot run or charge. Furthermore, they take a –6 penalty to Strength and Dexterity. After 1 hour of complete, uninterrupted rest, an exhausted character becomes fatigued.
A pinned character is held immobile (but not helpless) in a grapple. The character loses his or her Dexterity bonus to AC.


===Fatigued===
===Helpless/Incapacitated/Unconscious===
Characters who are fatigued can’t run or charge and take a penalty of –2 to Strength and Dexterity. After 8 hours of complete, uninterrupted rest, a fatigued character is no longer fatigued.
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Paralyzed, sleeping, or unconscious characters are helpless. A helpless character has an effective AC of 5 + size modifier. An attacker can attempt a coup de grace against a helpless character.


===Flat-Footed===
Is sleeping/Unconscious the Character also has 1/4th round down there Passive Perception and cannot preform skill checks. If they are asleep because they went from the '''Exhausted''' condition into passing out from exhaustion, then it takes 10 hours instead of 8 for a full rest, and they gain no Passive Perception at all.
A character who has not yet acted during a combat is flat-footed, not reacting normally to the situation. A flat-footed character loses his or her Dexterity bonus to Defense and cannot make attacks of opportunity.


===Grappled===
===Prone===
When grappled, a hero can’t undertake any action other than attacking with his or her bare hands, attacking with a light weapon, or attempting to break free from his or her opponent. The character loses his or her Dexterity bonus to Defense, except on attacks from characters with whom he or she is grappling.
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Going prone or being knocked prone are different. If a Character 'Goes Prone' they can choose how to position themselves. However being knocked prone means that they are awkwardly pushed to the ground. Either way being prone is terrible for Melee. Any Character that is Prone gains a disadvantage in melee attacks cannot perform Combat Techniques and also gain Disadvantage on any Advance Class based Techniques. Standing up from being Prone is a Simple Action instead of a Move action. However, this means that they cannot perform a Full Round attack or a Bonus Attack. While being Prone, the person does gain an advantage bonus to Ranged attacks as long as the range is further than 10ft.  
===Helpless===
Paralyzed, sleeping, or unconscious characters are helpless. A helpless character has an effective Defense of 5 + size modifier. An attacker can attempt a coup de grace against a helpless character.


===Nauseated===
===Nauseated===
Characters who are nauseated are unable to attack or do anything else requiring attention or concentration. The only action such a character can take is a single move action per turn.
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Characters who are nauseated cannot take any advantage and take 2x disadvantage preforming any action that acquires attention. IE: Attack or Perception skill and so on.


===Panicked===
==== - Sickened  ====
A panicked character flees as fast as possible and cowers (see Cowering, above) if unable to get away. The character defends normally but cannot attack.
A Character becomes Sickened through infections, poisons, and diseases. The effect latest for a predetermined amount of time associated with that caused it. This is usually represented by a combination of other conditions. If not specified its just Nauseated. This can be 'cured' using [[Treat Injury|Treat Injury]] skill. The effected person also looses 1 con per day until better or dead.


===Paralyzed===
===Shaken===
Heroes who are paralyzed fall to the ground, unable to move (they have an effective, but not actual, Dexterity and Strength of 0). They are helpless.
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A shaken character takes a disadvantage penalty on attack rolls, saving throws, and skill checks.
===Pinned===
A pinned character is held immobile (but not helpless) in a grapple. The character takes a –4 penalty to Defense against melee attacks and loses his or her Dexterity bonus to Defense.


===Prone===
==== - Dazed====
An attacker who is prone (lying on the ground) takes a –4 penalty on melee attack rolls and can’t use bows or thrown ranged weapons. The character gains a +4 bonus to Defense against ranged attacks, but takes a –4 penalty to Defense against melee attacks.
Difficult to act, a dazed character can take no advantage and x2 disadvantage on all actions, but still gets the benefit of his or her normal AC. This condition typically lasts 1 round.


===Shaken===
==== - Stunned====
A shaken character takes a –2 penalty on attack rolls, saving throws, and skill checks.
A character who becomes stunned loses his or her Dexterity bonus, drops what he or she is holding, and can take no attack or move actions. The condition typically lasts 1 round.


===Stable===
==== - Paralyzed====
A stable character is no longer dying, but is still unconscious.
A character who is paralyzed cannot move at all. They are considered helpless.


===Stunned===
A character who becomes stunned loses his or her Dexterity bonus, drops what he or she is holding, and can take no attack or move actions. In addition, the character takes a –2 penalty to Defense. The condition typically lasts 1 round.


===Unconscious===
===Unstable/Dying===
An unconscious character is unable to defend him or herself. The character is helpless and typically falls prone.
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This happens whenever a Character's Hit Points is down to zero. Or a special poison, chemical, or techniques causes a Character to be unstable. Being unstable means the Character takes 1d4 Constitution damage every turn. Outside of combat the Character takes damage every 20 minutes. A Character can become stable again using a [[Treat_Injury#Stabilize_Dying_Character_.28DC_20.29|Stabilize]] Treat Injury skill check with a DC20.

Latest revision as of 01:03, 29 April 2018

Some adverse conditions can affect the way a character operates, as defined here. If more than one condition affects a character, apply both if possible. If not possible, apply only the most severe condition. All of these conditions can exist outside of combat. If combat is initiated, then the Team Initiative score is reduced by 1 for each condition here that at least 1 of the characters on the Team have.

Blinded


The hero can’t see at all, and thus everything has total concealment to him or her which means the character has no advantaged and takes x3 Disadvantage when attempting to hit a target in melee or perform any check that involves Perception or Dexterity. The character can’t perform any activity (such as reading) that requires vision. Characters who are blind long-term (from birth or early in life) grow accustomed to these drawbacks and can overcome some of them (at the GM’s discretion).

Deafened


The Character can’t hear and takes a Disadvantage penalty on Initiative attempts and Perception checks. Passive Perception loses 1/2 the Characters Wisdom bonus round down. A character who is deafened long-term (from birth or early in life) grow accustomed to these drawbacks and can overcome some of them (at the GM’s discretion).

Entangled


An entangled character takes a disadvantage penalty on Attack Rolls add Dexterity saving throw. If the entangling bonds are anchored to an immobile object, the entangled hero can’t move. Otherwise, the character can move at half speed and can’t run or charge. A Character can be entangled by another Character for example if that Character is tackled. Also, Characters targeting an entangled target gain advantage.

Fatigued


Heroes who are fatigued move at half speed. Furthermore, they take a disadvantage penalty too Strength and Dexterity saving throws and to Combat Melee Techniques like Charge or Overrun.

- Exhausted

Characters who are Exhausted can’t run or charge as well as all the other disadvantages of being Fatigued. After 8 hours of complete, uninterrupted rest, an exhausted character is no longer exhausted or fatigued.

Flat Footed

Some times Character's are caught unaware of an attack or in some other way unable to react. This causes them to be considered 'Flat Footed'. When this happens a Character can no longer add their Dexterity bonus too their AC.

Frightened


Fear grips the Character's mind and hinders there actions. The player takes disadvantage on all actions.

- Cowering

The Fear is so overcoming that the Character is frozen, loses his or her Dexterity bonus toward AC, Saving Throws, and skill checks, and takes double disadvantage on all actions. The condition typically lasts 10 rounds. A Wisdom check of a DC13 (plus any modifications deemed by the GM) can over comb the effects.

- Panicked

There is no hope in the mind of the Character. A panicked character flees as fast as possible. I f unable to get away the character defends itself but cannot attack or perform any action other then one that could lead to escape.

Grappled


When grappled, a hero can’t undertake any action other than attacking with his or her bare hands, attacking with a light weapon, or attempting to break free from his or her opponent. The character loses his or her Dexterity bonus to AC, except on attacks from characters with whom he or she is grappling. Learn more about Grappling here.

- Pinned

A pinned character is held immobile (but not helpless) in a grapple. The character loses his or her Dexterity bonus to AC.

Helpless/Incapacitated/Unconscious


Paralyzed, sleeping, or unconscious characters are helpless. A helpless character has an effective AC of 5 + size modifier. An attacker can attempt a coup de grace against a helpless character.

Is sleeping/Unconscious the Character also has 1/4th round down there Passive Perception and cannot preform skill checks. If they are asleep because they went from the Exhausted condition into passing out from exhaustion, then it takes 10 hours instead of 8 for a full rest, and they gain no Passive Perception at all.

Prone


Going prone or being knocked prone are different. If a Character 'Goes Prone' they can choose how to position themselves. However being knocked prone means that they are awkwardly pushed to the ground. Either way being prone is terrible for Melee. Any Character that is Prone gains a disadvantage in melee attacks cannot perform Combat Techniques and also gain Disadvantage on any Advance Class based Techniques. Standing up from being Prone is a Simple Action instead of a Move action. However, this means that they cannot perform a Full Round attack or a Bonus Attack. While being Prone, the person does gain an advantage bonus to Ranged attacks as long as the range is further than 10ft.

Nauseated


Characters who are nauseated cannot take any advantage and take 2x disadvantage preforming any action that acquires attention. IE: Attack or Perception skill and so on.

- Sickened

A Character becomes Sickened through infections, poisons, and diseases. The effect latest for a predetermined amount of time associated with that caused it. This is usually represented by a combination of other conditions. If not specified its just Nauseated. This can be 'cured' using Treat Injury skill. The effected person also looses 1 con per day until better or dead.

Shaken


A shaken character takes a disadvantage penalty on attack rolls, saving throws, and skill checks.

- Dazed

Difficult to act, a dazed character can take no advantage and x2 disadvantage on all actions, but still gets the benefit of his or her normal AC. This condition typically lasts 1 round.

- Stunned

A character who becomes stunned loses his or her Dexterity bonus, drops what he or she is holding, and can take no attack or move actions. The condition typically lasts 1 round.

- Paralyzed

A character who is paralyzed cannot move at all. They are considered helpless.


Unstable/Dying


This happens whenever a Character's Hit Points is down to zero. Or a special poison, chemical, or techniques causes a Character to be unstable. Being unstable means the Character takes 1d4 Constitution damage every turn. Outside of combat the Character takes damage every 20 minutes. A Character can become stable again using a Stabilize Treat Injury skill check with a DC20.