Conditions: Difference between revisions
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====Cowering==== | ====;Cowering==== | ||
The hero is frozen in fear, loses his or her Dexterity bonus toward AC, Saving Throws, and skill checks, and can take no actions. The condition typically lasts 10 rounds. A Wisdom check of a DC13 can over comb the effects. However if its a technique that has caused the condition then the DC is determined by that technique. | The hero is frozen in fear, loses his or her Dexterity bonus toward AC, Saving Throws, and skill checks, and can take no actions. The condition typically lasts 10 rounds. A Wisdom check of a DC13 can over comb the effects. However if its a technique that has caused the condition then the DC is determined by that technique. | ||
Revision as of 21:34, 20 March 2017
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. 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 character has a 50% chance to miss in combat. Furthermore, the blinded character has an effective Dexterity of 7, along with a Disadvantage penalty on the use of Strength-based and Dexterity-based skills. This Disadvantage penalty also applies to Perception checks and any other skill checks for which the GM deems sight to be important. The character can’t perform any 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).
Frightened
Temp
;Cowering
The hero is frozen in fear, loses his or her Dexterity bonus toward AC, Saving Throws, and skill checks, and can take no actions. The condition typically lasts 10 rounds. A Wisdom check of a DC13 can over comb the effects. However if its a technique that has caused the condition then the DC is determined by that technique.
Panicked
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.
Dazed
Unable to act, a dazed character can take no actions, but still gets the benefit of his or her normal AC. This condition typically lasts 1 round.
Deafened
The hero can’t hear and takes a Disadvantage penalty on initiative checks and Perception 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).
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.
Exhausted
Heroes who are exhausted move at half speed and cannot run or charge. Furthermore, they take a disadvantage too penalty to Strength and Dexterity saving throws. After 1 hour of complete, uninterrupted rest, an exhausted character becomes fatigued. If the character has 8 hours of complete, uninterrupted rest the exhausted character is no longer exhausted.
Fatigued
Characters who are fatigued can’t run or charge. After 8 hours of complete, uninterrupted rest, a fatigued character is no longer fatigued.
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.
Helpless
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.
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.
Pinned
A pinned character is held immobile (but not helpless) in a grapple. The character loses his or her Dexterity bonus to AC.
Shaken
A shaken character takes a disadvantage penalty on attack rolls, saving throws, and skill checks.
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.
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.