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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.


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).


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).


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.


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.


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.


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.


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.


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.


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.


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.


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.