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# If more than one condition affects a character, apply both if possible. If not possible, apply only the most severe condition.
# If more than one condition affects a character, apply both if possible. If not possible, apply only the most severe condition.
# If combat is initiated, then the Team Initiative score is reduced by 1 for each unique condition here that at least 1 of the characters on the Team have.
# If combat is initiated, the Team's static Initiative base score is reduced by 1 for each unique condition listed here that at least one character on the Team possesses.
# If a condition has a time limit that is rounds in combat, then gaining the same condition extends the number of rounds to the new time.  
# If a condition has a time limit measured in rounds, gaining the same condition again extends the duration to the new time limit.
# If a condition has a time limit of 'until rest' or 'until next day'. Gaining the same condition if the condition is always 'until rest' or 'until next day', then if the condition is part of a chain of conditions, i.e., Winded/Fatigued/Exhuasted, then increase the severity of the condition.  
# If a condition has a duration of "until rest" or "until next day" and is part of a progression chain (e.g., Winded/Fatigued/Exhausted), gaining the same condition increases the severity of the condition to the next step in the chain.


===Blinded===
=== Blinded ===
----
----
The hero can’t see at all, and thus everything has total concealment to him or her, which means the character has no advantage 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 cannot see. Everything has total concealment from them, meaning the character can gain no Advantage and takes '''3Ad (Disadvantage)''' when attempting to hit a target in melee or performing any check involving Perception or Dexterity. The character cannot perform any activity requiring vision (such as reading). Characters who are blind long-term (from birth or early in life) may grow accustomed to these drawbacks and can overcome some of them at the GM’s discretion.


===Confused===
=== Confused ===
----
----
A confused character is mentally befuddled and cannot act normally. They cannot tell the difference between ally and foe, treating all individuals as enemies. While confused, the character takes a disadvantage on all Wisdom and Intelligence checks. If a confused character is attacked, they must spend their next turn attacking the individual who last attacked them until that individual is dead or out of sight. If not attacked, they act randomly (determined by the GM).
A confused character is mentally befuddled and cannot act normally. They cannot tell the difference between ally and foe, treating all individuals as enemies. While confused, the character takes '''1Ad (Disadvantage)''' on all Wisdom and Intelligence checks. If a confused character is attacked, they must spend their next turn attacking the individual who last attacked them until that individual is dead or out of sight. If not attacked, they act randomly (determined by the GM).


===Deafened===
=== 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).
The character cannot hear and takes '''1Ad (Disadvantage)''' on Initiative attempts and Perception checks. Their Passive Perception score is reduced by 1/2 of their Wisdom bonus (rounded down). A character who is deafened long-term (from birth or early in life) may grow accustomed to these drawbacks and can overcome some of them at the GM’s discretion.


===Entangled===
=== 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.
An entangled character takes '''1Ad (Disadvantage)''' on Attack Rolls and Dexterity saving throws. If the entangling bonds are anchored to an immobile object, the character cannot move. Otherwise, the character can move at half speed and cannot run or charge. A character can be entangled by another character (for example, if they are tackled). Characters targeting an entangled target gain **1Ad (Advantage)**.


===Winded===
=== Fatigue Track ===
----
----
This is identical to Fatigued, except that it only requires a 1-minute rest, or 'breather', to no longer be Winded. This Condition is meant to act as a short-term, in-combat-only penalty, although it can fit into different role-playing situations as the GM sees fit. If a Character gains Winded while already Winded, they become Fatigued.
The following conditions represent levels of physical and mental exhaustion. ['''Winded''' -> '''Fatigued''' -> '''Exhausted''']


==== - Fatigued====
; Winded
Fatigued heroes move at half speed. Furthermore, they take a disadvantage penalty on Strength and Dexterity saving throws and on all Combat Melee Techniques. All Melee Attacks gain -1, and there is a -2 temp penalty on Dexterity, resulting in lower AC and Skill rolling involving Dex, among other things. This requires 8 hours of rest to remove; the rest can be broken up into two 4-hour segments. This is automatically granted to any Character who spends a full day (14 hours+) working or being physically active without a nap or any special drug or energy pill/drink.
: This is identical to Fatigued, except that it only requires a 1-minute rest (a "breather") to remove. This condition acts as a short-term, in-combat penalty. If a character becomes Winded while already Winded, they become Fatigued.


==== - Exhausted====
; Fatigued
Characters who are exhausted can’t perform Bonus actions or Run or Sprint. They can no longer do Combat Melee Techniques. This extends on Fatigued by making All Melee Attacks have disadvantage and all Ranged Attacks have -2. There is now a -2 temp penalty on Strength score and -4 temp penalty on Dex. After 8 hours of complete, uninterrupted rest, an exhausted character is no longer exhausted or fatigued.
: Fatigued heroes move at half speed. They take '''1Ad (Disadvantage)''' on Strength and Dexterity saving throws and on all Combat Melee Techniques. All Melee Attacks suffer a -1 penalty, and the character takes a -2 temporary penalty to their Dexterity score (affecting AC and Dexterity-based skills). This requires 8 hours of rest to remove; the rest can be broken into two 4-hour segments. This is automatically granted to any character who spends a full day (14+ hours) working or being physically active without rest.


=== Flat Footed ===
; Exhausted
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.
: Exhausted characters cannot perform Bonus Actions, Run, or Sprint. They can no longer perform Combat Melee Techniques. All Melee Attacks take '''1Ad (Disadvantage)''' and all Ranged Attacks take a -2 penalty. The character takes a -2 temporary penalty to their Strength score and a -4 temporary penalty to their Dexterity score. Because they cannot take Bonus Actions, they cannot trigger **Extra Damage** (Major Hits). After 8 hours of complete, uninterrupted rest, an exhausted character is no longer exhausted or fatigued.


===Frightened===
=== Fear Track ===
----
----
Fear grips the Character's mind and hinders there actions. The player takes disadvantage on all actions.  
The following conditions represent escalating levels of psychological distress. ['''Frightened''' -> '''Cowering''' -> '''Panicked''']


==== - Cowering====
; Frightened
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.  
: Fear grips the character's mind and hinders their actions. The character takes '''1Ad (Disadvantage)''' on all actions.


==== - Panicked====
; Cowering
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.
: The fear is overwhelming. The character is frozen, loses their Dexterity bonus to AC, Saving Throws, and skill checks, and takes '''2Ad (Disadvantage)''' on all actions. This condition typically lasts 10 rounds. A Wisdom check (DC 13, plus GM modifiers) can be made each turn to **overcome** the effects.


===Grappled===
; Panicked
: A panicked character flees as fast as possible by the most direct route. If unable to escape, the character defends themselves but cannot attack or perform any action other than those leading to escape.
 
=== Flat-Footed ===
----
Sometimes characters are caught unaware or are otherwise unable to react. When a character is Flat-Footed, they can no longer add their Dexterity bonus to their AC.
 
=== Grapple Track ===
----
----
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]].
The following conditions represent physical restraint. ['''Grappled''' -> '''Pinned''']
 
; Grappled
: When grappled, a character cannot undertake any action other than attacking with their bare hands, attacking with a light weapon, or attempting to break free. The character loses their Dexterity bonus to AC, except against the character they are grappling. Learn more about Grappling [[Techniques#Combat_Techniques|here]].


==== - Pinned====
; Pinned
A pinned character is held immobile (but not helpless) in a grapple. The character loses his or her Dexterity bonus to AC.
: A pinned character is held immobile (but not helpless) in a grapple. The character loses their Dexterity bonus to AC against all attackers.


===Helpless/Incapacitated/Unconscious===
=== Incapacitation ===
----
----
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.
The following conditions represent a total loss of agency.


Is sleeping/Unconscious the Character also has 1/4th round down there Passive Perception and cannot perform 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.
; 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.
: While sleeping or unconscious, a character's Passive Perception is reduced to 1/4th (rounded down) and they cannot perform skill checks. If a character passes out from the **Exhausted** condition, they require 10 hours of rest to recover instead of 8, and they gain no Passive Perception while asleep.


===Prone===
=== Nausea Track ===
----
----
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 Character 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.
The following conditions represent internal sickness or toxicity. ['''Nauseated''' -> '''Sickened''']


===Nauseated===
; Nauseated
: Characters who are nauseated cannot gain Advantage and take '''2Ad (Disadvantage)''' on any action requiring attention (e.g., Attacks or Perception checks).
 
; Sickened
: A character becomes sickened through infections, poisons, or diseases. If not otherwise specified, the character is treated as Nauseated. This can be treated using the [[Treat Injury]] skill. While Sickened, the character **loses** 1 point of Constitution per day (rolled) until the condition is cured or they die.
 
=== Prone ===
----
----
Characters who are nauseated cannot take any advantage and take 2x disadvantage performing any action that acquires attention. IE: Attack or Perception skill and so on.
Going prone and being knocked prone are different. If a character chooses to go prone, they can position themselves strategically. If knocked prone, they are awkwardly pushed to the ground.
* Standing up from Prone is a '''Simple Action''' (instead of a Move action). However, using this Simple Action prevents the character from taking a '''Bonus Action''' that round.
* While Prone, Melee Attacks take '''1Ad (Disadvantage)''', and the character cannot perform Combat Techniques or Class-based Techniques.
* A Prone character gains '''1Ad (Advantage)''' on Ranged Attacks against targets further than 10ft away.
 
=== Shaken (Distraction) Track ===
----
The following conditions represent momentary lapses in focus or physical shock. ['''Shaken''' -> '''Dazed''' -> '''Stunned''' -> '''Paralyzed''']
 
; Shaken
: A shaken character takes '''1Ad (Disadvantage)''' on attack rolls, saving throws, and skill checks.
 
; Dazed
: A dazed character cannot gain Advantage and takes '''2Ad (Disadvantage)''' on all actions, though they retain their normal AC. This condition typically lasts 1 round.
 
; Stunned
: A character who is stunned loses their Dexterity bonus to AC, drops whatever they are holding, and cannot take attack or move actions. This condition typically lasts 1 round.


==== - Sickened  ====
; Paralyzed
A Character becomes Sickened through infections, poisons, and diseases. The effect the 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 affected person also looses 1 con per day until better or dead.
: A character who is paralyzed cannot move or act at all. They are considered helpless.


===Shaken===
=== Unstable / Dying ===
----
----
A shaken character takes a disadvantage penalty on attack rolls, saving throws, and skill checks.
This occurs when a character's Hit Points reach zero, or due to specific poisons or techniques.
* While Unstable, the character '''rolls''' a 1d4 for Constitution damage every turn in combat.
* Outside of combat, the character takes this damage every 20 minutes.
* A character can be stabilized using a [[Treat_Injury#Stabilize_Dying_Character_.28DC_20.29|Stabilize]] check (DC 20).
* The Character can move at walk speed only, and it is the only action they can take.
* Enemies by default no longer consider the Character a threat. However, evil characters or certain monsters may still wish to target a Unstable / Dying character.
 
== Expanded/Speciality Conditions ==
 
These conditions are less common and may be applied by specific environmental hazards, specialized weapons, or advanced techniques. They often serve as "default" or "fill-in-the-blank" rules; if an effect (like "burning") is applied without a specified damage value or duration, use the values listed below.
 
; Burning
: The character has caught on fire. They take '''1d6 Thermal damage''' at the start of each of their turns. This lasts for '''1d4 rounds''' or until the fire is extinguished. Extinguishing the fire requires a **Simple Action** and a successful **DC 15 Dexterity check** (or jumping into water).
 
; Electrified
: The character is surging with electrical energy. They take '''1d6 Electrical damage''' at the start of each of their turns and suffer '''1Ad (Disadvantage)''' on all Dexterity-based checks due to muscle spasms.


==== - Dazed====
; Bleeding
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.
: The character has a persistent wound. They take '''1d4 damage''' at the start of their turn, which ignores Damage Reduction (DR). This condition persists until the character receives any form of healing or a successful **DC 15 Treat Injury** check is performed.


==== - Stunned====
; Encumbered
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.
: The character is carrying too much weight. Their movement speed is halved, and they take '''1Ad (Disadvantage)''' on all Dexterity-based skill checks and saving throws.


==== - Paralyzed====
; Overloaded
A character who is paralyzed cannot move at all. They are considered helpless.
: The character is carrying an extreme amount of weight. Their movement speed is reduced to 5ft, they lose their Dexterity bonus to AC, and they take '''2Ad (Disadvantage)''' on all physical checks (Strength and Dexterity).


===Unstable/Dying===
; Invisible
----
: The character cannot be seen by the naked eye (usually via a cloaking device or mutation). They gain a **+30 bonus** to Stealth if immobile, or **+15** if moving. Attackers take '''3Ad (Disadvantage)''' on accuracy checks unless the character's position has been pinpointed by other senses or sensors.
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.
 
; Hidden
: The character is successfully using Stealth and has not been detected. They are considered **Flat-Footed** to any enemy that has not yet detected them.
 
; Irradiated
: The character is suffering from radiation exposure. They take '''1Ad (Disadvantage)''' on all Ability checks. Prolonged exposure may lead to permanent Constitution loss.
 
; Suffocating
: The character is out of breathable air (in a vacuum, underwater, or smoke-filled room). A character can hold their breath for a number of rounds equal to **twice their Constitution score**. After this, they must succeed on a **DC 15 Constitution check** each round (the DC increases by +1 each round) or fall **Unconscious** and become **Unstable/Dying**.
 
; Stasis
: The character is frozen in time or a containment field. They are '''Helpless''' but are immune to aging and all forms of damage (unless the stasis device itself is destroyed).
 
; Broken
: (Applied to objects or vehicles) The item is at or below half its total Hit Points. It takes a '''-4 penalty (or 2Ad)''' to all checks made using the item.
 
; Dilapidated
: (Applied to structures) The structure is falling apart. It provides only 1/2 its normal Damage Reduction (DR) and risks total collapse if it takes further damage.

Latest revision as of 01:34, 30 May 2026

Some adverse conditions can affect the way a character operates, as defined here. All of these conditions can exist outside of combat.

Rules

  1. If more than one condition affects a character, apply both if possible. If not possible, apply only the most severe condition.
  2. If combat is initiated, the Team's static Initiative base score is reduced by 1 for each unique condition listed here that at least one character on the Team possesses.
  3. If a condition has a time limit measured in rounds, gaining the same condition again extends the duration to the new time limit.
  4. If a condition has a duration of "until rest" or "until next day" and is part of a progression chain (e.g., Winded/Fatigued/Exhausted), gaining the same condition increases the severity of the condition to the next step in the chain.

Blinded


The character cannot see. Everything has total concealment from them, meaning the character can gain no Advantage and takes 3Ad (Disadvantage) when attempting to hit a target in melee or performing any check involving Perception or Dexterity. The character cannot perform any activity requiring vision (such as reading). Characters who are blind long-term (from birth or early in life) may grow accustomed to these drawbacks and can overcome some of them at the GM’s discretion.

Confused


A confused character is mentally befuddled and cannot act normally. They cannot tell the difference between ally and foe, treating all individuals as enemies. While confused, the character takes 1Ad (Disadvantage) on all Wisdom and Intelligence checks. If a confused character is attacked, they must spend their next turn attacking the individual who last attacked them until that individual is dead or out of sight. If not attacked, they act randomly (determined by the GM).

Deafened


The character cannot hear and takes 1Ad (Disadvantage) on Initiative attempts and Perception checks. Their Passive Perception score is reduced by 1/2 of their Wisdom bonus (rounded down). A character who is deafened long-term (from birth or early in life) may grow accustomed to these drawbacks and can overcome some of them at the GM’s discretion.

Entangled


An entangled character takes 1Ad (Disadvantage) on Attack Rolls and Dexterity saving throws. If the entangling bonds are anchored to an immobile object, the character cannot move. Otherwise, the character can move at half speed and cannot run or charge. A character can be entangled by another character (for example, if they are tackled). Characters targeting an entangled target gain **1Ad (Advantage)**.

Fatigue Track


The following conditions represent levels of physical and mental exhaustion. [Winded -> Fatigued -> Exhausted]

Winded
This is identical to Fatigued, except that it only requires a 1-minute rest (a "breather") to remove. This condition acts as a short-term, in-combat penalty. If a character becomes Winded while already Winded, they become Fatigued.
Fatigued
Fatigued heroes move at half speed. They take 1Ad (Disadvantage) on Strength and Dexterity saving throws and on all Combat Melee Techniques. All Melee Attacks suffer a -1 penalty, and the character takes a -2 temporary penalty to their Dexterity score (affecting AC and Dexterity-based skills). This requires 8 hours of rest to remove; the rest can be broken into two 4-hour segments. This is automatically granted to any character who spends a full day (14+ hours) working or being physically active without rest.
Exhausted
Exhausted characters cannot perform Bonus Actions, Run, or Sprint. They can no longer perform Combat Melee Techniques. All Melee Attacks take 1Ad (Disadvantage) and all Ranged Attacks take a -2 penalty. The character takes a -2 temporary penalty to their Strength score and a -4 temporary penalty to their Dexterity score. Because they cannot take Bonus Actions, they cannot trigger **Extra Damage** (Major Hits). After 8 hours of complete, uninterrupted rest, an exhausted character is no longer exhausted or fatigued.

Fear Track


The following conditions represent escalating levels of psychological distress. [Frightened -> Cowering -> Panicked]

Frightened
Fear grips the character's mind and hinders their actions. The character takes 1Ad (Disadvantage) on all actions.
Cowering
The fear is overwhelming. The character is frozen, loses their Dexterity bonus to AC, Saving Throws, and skill checks, and takes 2Ad (Disadvantage) on all actions. This condition typically lasts 10 rounds. A Wisdom check (DC 13, plus GM modifiers) can be made each turn to **overcome** the effects.
Panicked
A panicked character flees as fast as possible by the most direct route. If unable to escape, the character defends themselves but cannot attack or perform any action other than those leading to escape.

Flat-Footed


Sometimes characters are caught unaware or are otherwise unable to react. When a character is Flat-Footed, they can no longer add their Dexterity bonus to their AC.

Grapple Track


The following conditions represent physical restraint. [Grappled -> Pinned]

Grappled
When grappled, a character cannot undertake any action other than attacking with their bare hands, attacking with a light weapon, or attempting to break free. The character loses their Dexterity bonus to AC, except against the character they are grappling. Learn more about Grappling here.
Pinned
A pinned character is held immobile (but not helpless) in a grapple. The character loses their Dexterity bonus to AC against all attackers.

Incapacitation


The following conditions represent a total loss of agency.

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.
While sleeping or unconscious, a character's Passive Perception is reduced to 1/4th (rounded down) and they cannot perform skill checks. If a character passes out from the **Exhausted** condition, they require 10 hours of rest to recover instead of 8, and they gain no Passive Perception while asleep.

Nausea Track


The following conditions represent internal sickness or toxicity. [Nauseated -> Sickened]

Nauseated
Characters who are nauseated cannot gain Advantage and take 2Ad (Disadvantage) on any action requiring attention (e.g., Attacks or Perception checks).
Sickened
A character becomes sickened through infections, poisons, or diseases. If not otherwise specified, the character is treated as Nauseated. This can be treated using the Treat Injury skill. While Sickened, the character **loses** 1 point of Constitution per day (rolled) until the condition is cured or they die.

Prone


Going prone and being knocked prone are different. If a character chooses to go prone, they can position themselves strategically. If knocked prone, they are awkwardly pushed to the ground.

  • Standing up from Prone is a Simple Action (instead of a Move action). However, using this Simple Action prevents the character from taking a Bonus Action that round.
  • While Prone, Melee Attacks take 1Ad (Disadvantage), and the character cannot perform Combat Techniques or Class-based Techniques.
  • A Prone character gains 1Ad (Advantage) on Ranged Attacks against targets further than 10ft away.

Shaken (Distraction) Track


The following conditions represent momentary lapses in focus or physical shock. [Shaken -> Dazed -> Stunned -> Paralyzed]

Shaken
A shaken character takes 1Ad (Disadvantage) on attack rolls, saving throws, and skill checks.
Dazed
A dazed character cannot gain Advantage and takes 2Ad (Disadvantage) on all actions, though they retain their normal AC. This condition typically lasts 1 round.
Stunned
A character who is stunned loses their Dexterity bonus to AC, drops whatever they are holding, and cannot take attack or move actions. This condition typically lasts 1 round.
Paralyzed
A character who is paralyzed cannot move or act at all. They are considered helpless.

Unstable / Dying


This occurs when a character's Hit Points reach zero, or due to specific poisons or techniques.

  • While Unstable, the character rolls a 1d4 for Constitution damage every turn in combat.
  • Outside of combat, the character takes this damage every 20 minutes.
  • A character can be stabilized using a Stabilize check (DC 20).
  • The Character can move at walk speed only, and it is the only action they can take.
  • Enemies by default no longer consider the Character a threat. However, evil characters or certain monsters may still wish to target a Unstable / Dying character.

Expanded/Speciality Conditions

These conditions are less common and may be applied by specific environmental hazards, specialized weapons, or advanced techniques. They often serve as "default" or "fill-in-the-blank" rules; if an effect (like "burning") is applied without a specified damage value or duration, use the values listed below.

Burning
The character has caught on fire. They take 1d6 Thermal damage at the start of each of their turns. This lasts for 1d4 rounds or until the fire is extinguished. Extinguishing the fire requires a **Simple Action** and a successful **DC 15 Dexterity check** (or jumping into water).
Electrified
The character is surging with electrical energy. They take 1d6 Electrical damage at the start of each of their turns and suffer 1Ad (Disadvantage) on all Dexterity-based checks due to muscle spasms.
Bleeding
The character has a persistent wound. They take 1d4 damage at the start of their turn, which ignores Damage Reduction (DR). This condition persists until the character receives any form of healing or a successful **DC 15 Treat Injury** check is performed.
Encumbered
The character is carrying too much weight. Their movement speed is halved, and they take 1Ad (Disadvantage) on all Dexterity-based skill checks and saving throws.
Overloaded
The character is carrying an extreme amount of weight. Their movement speed is reduced to 5ft, they lose their Dexterity bonus to AC, and they take 2Ad (Disadvantage) on all physical checks (Strength and Dexterity).
Invisible
The character cannot be seen by the naked eye (usually via a cloaking device or mutation). They gain a **+30 bonus** to Stealth if immobile, or **+15** if moving. Attackers take 3Ad (Disadvantage) on accuracy checks unless the character's position has been pinpointed by other senses or sensors.
Hidden
The character is successfully using Stealth and has not been detected. They are considered **Flat-Footed** to any enemy that has not yet detected them.
Irradiated
The character is suffering from radiation exposure. They take 1Ad (Disadvantage) on all Ability checks. Prolonged exposure may lead to permanent Constitution loss.
Suffocating
The character is out of breathable air (in a vacuum, underwater, or smoke-filled room). A character can hold their breath for a number of rounds equal to **twice their Constitution score**. After this, they must succeed on a **DC 15 Constitution check** each round (the DC increases by +1 each round) or fall **Unconscious** and become **Unstable/Dying**.
Stasis
The character is frozen in time or a containment field. They are Helpless but are immune to aging and all forms of damage (unless the stasis device itself is destroyed).
Broken
(Applied to objects or vehicles) The item is at or below half its total Hit Points. It takes a -4 penalty (or 2Ad) to all checks made using the item.
Dilapidated
(Applied to structures) The structure is falling apart. It provides only 1/2 its normal Damage Reduction (DR) and risks total collapse if it takes further damage.