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Conditions: Difference between revisions

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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, 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.
# Some conditions are based on previous considerations, like Exhaustion is a more severe condition of Fatigue. If a character is already Fatigued and gains Fatigue again, they move up to Exhausted. If the gain is considered temporary, ie: 1d4 rounds, then extend the existing condition.
# 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 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.  


===Blinded===
===Blinded===

Revision as of 02:21, 19 April 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, 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.
  3. 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.
  4. 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.

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).

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).

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).

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.

Winded


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.

- Fatigued

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.

- Exhausted

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.

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.

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. 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.

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.

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.

Prone


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.

Nauseated


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.

- Sickened

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 skill. The affected 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.

- Paralyzed

A character who is paralyzed cannot move at all. They are considered helpless.

Unstable/Dying


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.