Conditions

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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. 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 not advantages and takes x3 Disadvantage when attempting to hit a target in melee or preform 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).

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 if unable to get away. The character defends as if they where Cowering but cannot attack or preform any action other then one that could possibly lead to escape.

Deafened


The Character can’t hear and takes a Disadvantage penalty on Initiative attempts and Perception checks. Passive Perception looses 1/2 the Characters Wisdom bonus round down. Character 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. A Character can be entangled by another Character for example if that Character is tackled.

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, a exhausted character is no longer exhausted or 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.

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.

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.