Conditions: Difference between revisions

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===Flat-Footed===
===Flat-Footed===
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.
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 AC and cannot make attacks of opportunity.


===Grappled===
===Grappled===

Revision as of 03:44, 20 March 2016

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.

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).

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.

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.

Flat-Footed

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 AC and cannot make attacks of opportunity.

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 Defense, except on attacks from characters with whom he or she is grappling.

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

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.

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.

Paralyzed

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.

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

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.

Shaken

A shaken character takes a –2 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.

Stable

A stable character is no longer dying, but is still unconscious.

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

An unconscious character is unable to defend him or herself. The character is helpless and typically falls prone.