Conditions: Difference between revisions
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Below | 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. | *Disadvantage on all rolls. | ||
*Cannot take Reactions. | *Cannot take Reactions. | ||
== 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 | |||
|- | |- | ||
| | |Extinguish DC: | ||
|12 | |||
|15 | |||
|18 | |||
| | |||
| | |||
|- | |- | ||
| | |Damage | ||
|1 | |||
|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 |
