Conditions: Difference between revisions

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Below are a list of conditions your character could have inflicted upon them.
Below is a list of conditions your character could have inflicted upon them.  


{| class="defaulttop"
Conditions affect a character in specific ways.
|+
 
|-
Their duration is indefinite unless noted otherwise.
! Status !! Effect
 
|-
==Stunned==
| Stunned || 
*Disadvantage on all rolls.
*Disadvantage on all rolls.
*Cannot take Reactions.
*Cannot take Reactions.
|-
 
| Bleeding || 
== Bleeding ==
*Take 1 damage at the end of your turn.
*Take 1 damage at the end of your turn.
== Prone ==
*+2 to Aiming rolls.
*While Prone, you have the Slowed condition.
*Melee attacks against you have Advantage.
== Blinded ==
* Disadvantage on Melee, Aiming, and Awareness rolls.
* Cannot use Reactions.
* You have no vision and automatically fail any check that relies solely on sight.
== Blurred Vision ==
*-3 to Melee, Aiming, and Awareness rolls.
== Weakened ==
*Disadvantage on any Physique rolls.
== Slowed ==
*Your Movement is halved
== Grappled ==
*Cannot use movement.
*You are Stunned.
== Grappling ==
*You are Slowed.
*Grappled target counts as an equipped item.
*Advantage on Physique-based rolls against the Grappled Target.
== Hidden ==
*You gain Advantage on attack rolls.
*Your Detection score is equal to '''10 + Agility + Stealth'''.
*You lose this condition by:  Using Movement or attacking.
== Horrified ==
*You cannot willingly move closer to the source of the Condition.
*While you can see the source, you have the Stunned Condition.
== Unconscious ==
*You are Prone.
*You have 0 AP.
*You have 0 movement.
== Aflame ==
At the end of your turn, take Fire Damage based on your Aflame level.
If a creature starts or ends their turn touching something that is Aflame, they have to make a '''Reflex roll''' against its '''Extinguish DC'''.
On a failure, they become Aflame at '''one level lower''' (if possible) than the source, for '''half''' '''of the remaining duration'''.
{|
|+
!
!Weak
!Medium
!Heavy
|-
|-
| Prone || 
|Extinguish DC:
*+2 to aiming rolls. Gain the Slowed condition while Prone.
|12
|-
|15
| Blinded || 
|18
*Disadvantage on Melee, Aiming and Awareness rolls.
*Cannot use Dodge Defense
*You have no vision and automatically fail any check that relies solely on sight.
|-
| Blurred Vision ||
*-3 to Melee, Aiming and Awareness rolls.
|-
| Weakened || 
*Disadvantage on any Physique Rolls.
|-
|-
| Slowed ||
|Damage
*Movement halved
|1
*Cannot use Dodge Defense.
|2
|3
|}
|}


[[Category: Dice System]]
[[Category: Dice System]]

Latest revision as of 13:35, 2 June 2026

Below is a list of conditions your character could have inflicted upon them.

Conditions affect a character in specific ways.

Their duration is indefinite unless noted otherwise.

Stunned

  • Disadvantage on all rolls.
  • Cannot take Reactions.

Bleeding

  • Take 1 damage at the end of your turn.

Prone

  • +2 to Aiming rolls.
  • While Prone, you have the Slowed condition.
  • Melee attacks against you have Advantage.

Blinded

  • Disadvantage on Melee, Aiming, and Awareness rolls.
  • Cannot use Reactions.
  • You have no vision and automatically fail any check that relies solely on sight.

Blurred Vision

  • -3 to Melee, Aiming, and Awareness rolls.

Weakened

  • Disadvantage on any Physique rolls.

Slowed

  • Your Movement is halved

Grappled

  • Cannot use movement.
  • You are Stunned.

Grappling

  • You are Slowed.
  • Grappled target counts as an equipped item.
  • Advantage on Physique-based rolls against the Grappled Target.

Hidden

  • You gain Advantage on attack rolls.
  • Your Detection score is equal to 10 + Agility + Stealth.
  • You lose this condition by: Using Movement or attacking.

Horrified

  • You cannot willingly move closer to the source of the Condition.
  • While you can see the source, you have the Stunned Condition.

Unconscious

  • You are Prone.
  • You have 0 AP.
  • You have 0 movement.

Aflame

At the end of your turn, take Fire Damage based on your Aflame level.

If a creature starts or ends their turn touching something that is Aflame, they have to make a Reflex roll against its Extinguish DC.

On a failure, they become Aflame at one level lower (if possible) than the source, for half of the remaining duration.

Weak Medium Heavy
Extinguish DC: 12 15 18
Damage 1 2 3