Conditions

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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