Conditions: Difference between revisions

no edit summary
No edit summary
No edit summary
Line 18: Line 18:


You gain the Bloodied condition when you have equal to or less than 1⁄2 your maximum HP.
You gain the Bloodied condition when you have equal to or less than 1⁄2 your maximum HP.




Line 28: Line 27:


A creature suffers Burning at the beginning of each of their turns, taking the amount of fire damage specified. This might be a set number or a die roll, such as Burning (1d4). The effect is ended by being doused in water or by rolling in dirt or mud by falling Prone and spending 3 AP.
A creature suffers Burning at the beginning of each of their turns, taking the amount of fire damage specified. This might be a set number or a die roll, such as Burning (1d4). The effect is ended by being doused in water or by rolling in dirt or mud by falling Prone and spending 3 AP.


'''Charmed'''
'''Charmed'''
Line 36: Line 33:


use the higher result. Unless stated otherwise, you know you were Charmed after this condition fades.
use the higher result. Unless stated otherwise, you know you were Charmed after this condition fades.


'''Chilled'''
'''Chilled'''


Moving and making weapon attacks cost 1 more AP than they would normally.
Moving and making weapon attacks cost 1 more AP than they would normally.


'''Concealed'''
'''Concealed'''


You are Concealed when you are not completely hidden, but Line of Sight is interrupted by fog, smoke, foliage, or other obscuring phenomena. Creatures are aware of exactly where you are but cannot see you clearly. While Concealed, you have TA on attacks provided that you can see your enemy clearly, and attacks against you have TD.
You are Concealed when you are not completely hidden, but Line of Sight is interrupted by fog, smoke, foliage, or other obscuring phenomena. Creatures are aware of exactly where you are but cannot see you clearly. While Concealed, you have TA on attacks provided that you can see your enemy clearly, and attacks against you have TD.


'''Cover'''
'''Cover'''
Line 56: Line 47:


When you have Total Cover, you cannot be targeted by ranged attacks or any effect that requires Line of Sight to you.
When you have Total Cover, you cannot be targeted by ranged attacks or any effect that requires Line of Sight to you.


'''Dazed'''
'''Dazed'''


Your current AP is reduced to 3, unless it was already 3 or lower. You gain no more than 3 AP at the start of your turns while Dazed and cannot use Reactive AP or carry over AP from previous rounds.
Your current AP is reduced to 3, unless it was already 3 or lower. You gain no more than 3 AP at the start of your turns while Dazed and cannot use Reactive AP or carry over AP from previous rounds.


'''Deafened'''
'''Deafened'''
Line 74: Line 61:


All attacks against a Demoralized creature gain TA.
All attacks against a Demoralized creature gain TA.


'''Engaged'''
'''Engaged'''
Line 81: Line 66:
A target that is Engaged provokes a 0 APC Reactive Attack when it leaves the reach of the creature that has Engaged it. If the attack hits, the creature takes damage as normal and its speed is reduced to 0 until the start of its next turn.
A target that is Engaged provokes a 0 APC Reactive Attack when it leaves the reach of the creature that has Engaged it. If the attack hits, the creature takes damage as normal and its speed is reduced to 0 until the start of its next turn.


'''Enthralled'''
You are '''Charmed''' and lose your sense of self, following the instructions from the creature that Enthralled you even to the point of putting yourself in danger. You will not intentionally harm the creature that Enthralled you, and will not take actions that will obviously lead to your death. For example, you might attack your ally, but you would not fall on your own sword. When the creature that Enthralled you targets your ANT, LOG, or WILL, or when it makes a check against you using its INT or CHA, it rolls 2d20 and uses the higher roll.




Line 86: Line 74:


Whenever you suffer Fatigue, immediately gain 1 Death Point and become Fatigued (you suffer 1 Death Point each time you suffer Fatigue, even if you were already Fatigued). While Fatigued, you do not remove your Death Points when you Recoup or Take a Rest. Instead, when you Take a Rest, you remove the Fatigued condition if you eat and drink the minimum amount needed to sustain you.
Whenever you suffer Fatigue, immediately gain 1 Death Point and become Fatigued (you suffer 1 Death Point each time you suffer Fatigue, even if you were already Fatigued). While Fatigued, you do not remove your Death Points when you Recoup or Take a Rest. Instead, when you Take a Rest, you remove the Fatigued condition if you eat and drink the minimum amount needed to sustain you.


'''Flanking'''
'''Flanking'''


If you are Flanking, you gain +1 TA against the creature that you are Flanking.
If you are Flanking, you gain +1 TA against the creature that you are Flanking.


'''Focused'''
'''Focused'''


You gain TA against a specific target. When you gain this condition, it will specify which target you gain TA against.
You gain TA against a specific target. When you gain this condition, it will specify which target you gain TA against.


'''Frightened'''
'''Frightened'''


You have TD while the source of fear is in sight, and cannot willingly move closer to the source of your fear.
You have TD while the source of fear is in sight, and cannot willingly move closer to the source of your fear.


'''Grappled & Grappling'''
'''Grappled & Grappling'''
Line 120: Line 100:


A creature who is Grappling can let go at any time without spending AP. Forced movement does not end the Grappled condition. If the creature who is Grappling is subjected to forced movement, the Grappled creature is moved with it. If the Grappled creature is subjected to forced movement, the Grappling creature decides if the Grappled creature moves or not.
A creature who is Grappling can let go at any time without spending AP. Forced movement does not end the Grappled condition. If the creature who is Grappling is subjected to forced movement, the Grappled creature is moved with it. If the Grappled creature is subjected to forced movement, the Grappling creature decides if the Grappled creature moves or not.


'''[[Grounded]]'''
'''[[Grounded]]'''


You cannot teleport or move to a different plane, nor can an external effect impose teleportation or plane shifting effects on you.
You cannot teleport or move to a different plane, nor can an external effect impose teleportation or plane shifting effects on you.


'''Helpless'''
'''Helpless'''


When you take melee damage, you lose all of your HP.
When you take melee damage, you lose all of your HP.


'''Paralyzed'''
'''Paralyzed'''


You are Helpless and your AP becomes 0. You gain 0 AP at the start of each of your turns while Paralyzed.
You are Helpless and your AP becomes 0. You gain 0 AP at the start of each of your turns while Paralyzed.


'''Petrified'''
'''Petrified'''
Line 148: Line 120:


You are Frightened when you can see the subject of your phobia. This effect is permanent until removed.
You are Frightened when you can see the subject of your phobia. This effect is permanent until removed.


'''Pinned'''
'''Pinned'''


You are Prone, Grappled, and gain an additional TD on attacks. Creatures making melee attacks against you gain TA, and creatures making ranged attacks against you gain TD.
You are Prone, Grappled, and gain an additional TD on attacks. Creatures making melee attacks against you gain TA, and creatures making ranged attacks against you gain TD.


'''Prone'''
'''Prone'''


You have TD on all attacks while prone, and cannot make attacks with 2-handed [[weapons]]. Additionally, melee attacks against you have TA, and ranged attacks against you have TD.
You have TD on all attacks while prone, and cannot make attacks with 2-handed [[weapons]]. Additionally, melee attacks against you have TA, and ranged attacks against you have TD.


'''Protected'''
'''Protected'''


You gain +2 to your AR and physical defenses while Protected.
You gain +2 to your AR and physical defenses while Protected.


'''Rallied'''
'''Rallied'''


You cannot be Demoralized, Frightened, or Shaken. If you are already suffering from one of these conditions, the effects are suppressed while you are Rallied.
You cannot be Demoralized, Frightened, or Shaken. If you are already suffering from one of these conditions, the effects are suppressed while you are Rallied.


'''Restrained'''
'''Restrained'''


A creature is Grappled. When attacking a Restrained creature, roll 2d20 and use the higher roll. Unless otherwise stated, escaping the Restrained condition is the same as escaping the Grappled condition, but requires 3 AP (Or two of an NPC’s [[actions]]).
A creature is Grappled. When attacking a Restrained creature, roll 2d20 and use the higher roll. Unless otherwise stated, escaping the Restrained condition is the same as escaping the Grappled condition, but requires 3 AP (Or two of an NPC’s [[actions]]).


'''Shaken'''
'''Shaken'''


You suffer a -2 penalty to all d20 rolls.
You suffer a -2 penalty to all d20 rolls.


'''Sickened'''
'''Sickened'''


Whenever rolling a d20, roll 2d20 and take the lower result.
Whenever rolling a d20, roll 2d20 and take the lower result.


'''Silenced'''
'''Silenced'''


You cannot vocalize. You automatically fail any roll that requires the ability to speak or use verbal components.
You cannot vocalize. You automatically fail any roll that requires the ability to speak or use verbal components.


'''Slowed'''
'''Slowed'''


Your speed is halved.
Your speed is halved.


'''Staggered'''
'''Staggered'''


You gain half the AP than you normally would at the start of each of your turns.
You gain half the AP than you normally would at the start of each of your turns.


'''Stunned'''
'''Stunned'''


Your current AP is reduced to 1, unless it was already 1 or lower. You gain only 1 AP at the start of your turns and your AP cannot be raised above 1 while Stunned. NPCs can only take one movement action on their turn.
Your current AP is reduced to 1, unless it was already 1 or lower. You gain only 1 AP at the start of your turns and your AP cannot be raised above 1 while Stunned. NPCs can only take one movement action on their turn.


'''Suffocating'''
'''Suffocating'''


After Suffocating for a number of rounds equal to your END + 1, you gain a Death Point at the start of each of your turns.
After Suffocating for a number of rounds equal to your END + 1, you gain a Death Point at the start of each of your turns.


'''Suppressed'''
'''Suppressed'''
Line 238: Line 184:


If the defender survives this attack, that creature and its allies are Partially Surprised and combat begins. If the creature that is attacked is reduced to 0 HP or knocked unconscious and the attacking creature is Unseen, the victim’s allies that are within 30 ft make an AWR/Perceiving check against the attacker’s DEX/Sneaking. If the attacker wins all skill contests, it remains Unseen and combat does not begin. Otherwise, roll [[Initiative]] and Partial Surprise rules apply to all Surprised creatures.
If the defender survives this attack, that creature and its allies are Partially Surprised and combat begins. If the creature that is attacked is reduced to 0 HP or knocked unconscious and the attacking creature is Unseen, the victim’s allies that are within 30 ft make an AWR/Perceiving check against the attacker’s DEX/Sneaking. If the attacker wins all skill contests, it remains Unseen and combat does not begin. Otherwise, roll [[Initiative]] and Partial Surprise rules apply to all Surprised creatures.


'''Surprised (Partial)'''
'''Surprised (Partial)'''
Line 246: Line 190:


Creatures that are not surprised have TA on the first two rounds of combat against creatures that were surprised.
Creatures that are not surprised have TA on the first two rounds of combat against creatures that were surprised.


'''Taunted'''
'''Taunted'''


You have TA attacking the creature that Taunted you, and have TD attacking other creatures.
You have TA attacking the creature that Taunted you, and have TD attacking other creatures.


'''Unconscious'''
'''Unconscious'''


The creature must roll three dice and take the lowest result to perceive checks that rely on sound. They automatically fail checks that rely on vision. A creature can be shaken awake by another creature who expends 1 AP as long as they have at least 1 HP. Taking any damage automatically ends this effect. An Unconscious creature is Helpless.
The creature must roll three dice and take the lowest result to perceive checks that rely on sound. They automatically fail checks that rely on vision. A creature can be shaken awake by another creature who expends 1 AP as long as they have at least 1 HP. Taking any damage automatically ends this effect. An Unconscious creature is Helpless.


'''Unseen'''
'''Unseen'''