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Conditions: Difference between revisions

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* 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.
* 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 ===
== Expanded/Speciality Conditions ==
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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.
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.

Revision as of 03:09, 21 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, 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, meaning they cannot perform a Full Round attack or gain a Bonus Attack.
  • 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.