Conditions: Difference between revisions
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== Unconscious == | == Unconscious == | ||
*You | *You are prone | ||
*You have 0 ap | |||
*You have 0 movement. | |||
== Aflame == | == Aflame == | ||
At the | 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'''. | If a creature starts or ends their turn touching something that is Aflame, they have to make a '''Reflex roll''' against its '''Extinguish DC'''. | ||
Revision as of 05:41, 30 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.
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 |
