Conditions: Difference between revisions
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*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. | |||
== 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 Rolls, Aiming, and Awareness rolls. | |||
== Weakened == | |||
*Disadvantage on any Physique rolls. | |||
== Slowed == | |||
*Your Movement in 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. | |||
== Aflame == | |||
At the start 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: ==== | |||
Extinguish DC: 12 | |||
Damage: 1 | |||
==== Medium: ==== | |||
Extinguish DC: 15 | |||
Damage: 2 | |||
==== Heavy: ==== | |||
Extinguish DC: 18 | |||
Damage: 3 | |||
[[Category: Dice System]] | [[Category: Dice System]] | ||
Revision as of 16:21, 22 May 2026
Below are 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.
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 Rolls, Aiming, and Awareness rolls.
Weakened
- Disadvantage on any Physique rolls.
Slowed
- Your Movement in 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.
Aflame
At the start 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:
Extinguish DC: 12
Damage: 1
Medium:
Extinguish DC: 15
Damage: 2
Heavy:
Extinguish DC: 18
Damage: 3
