Condition

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Bleeding
Slowly hemorrhaging to death. Bleeding creatures take one point of damage directly from their HP every round. Each additional bleeding wound increases this damage by one point.
Blinded
Unable to see at all. Blind creatures automatically fail visual Perception checks and cannot benefit from or be harmed by spells, abilities or skill checks that rely on a creature with sight. Creatures without the Blind-Fighting Trump are at a −8 to combat maneuvers.
Burning
On fire and usually a bit panicky. Creatures who are partially aflame can extinguish the flames for 3 AP. A creature who is completely engulfed in flames must spend 6 AP to put out the flames. Spells, torches, chemicals, some weapons, and all other sorts of things can start a fire that can spread to a character. While a creature is burning, they will continue to take 8 damage each round until the fire is extinguished.
Confused
Unable to tell friend from foe. Confused creatures have a 50/50 chance to mistake allies for opponents.
Deafened
Unable to hear. Deafened creatures automatically fail auditory Perception checks and cannot benefit from or be harmed by spells, abilities, or skill checks that rely on hearing.
Distracted
Unfocused on the present situation. A distracted creature is focused on something other than its surroundings, like a stunning performance or an attractive bar patron. A distracted creature takes a −4 penalty to Perception checks. This makes it more difficult for them to realize someone is pickpocketing them, hiding near them, or sneaking up on them.
Grabbed
Held in a Grab by another creature, object, or force. A grabbed creature cannot use its movement Speed and takes −4 on Evasion Rolls.
Hampered
Unable to move at full speed. While a creature is hampered, its movement Speed is halved (so a creature with a Speed of 10 can only move 5 feet per AP). It must also divide the results of its Dash checks in half.
Immobilized
Heavily restrained by another creature, object, or force. An immobilized creature cannot use its movement Speed. It automatically fails Attack Rolls and Evasion Rolls. An immobilized spellcaster cannot perform gestures.
Incorporeal
Without physical matter; totally insubstantial. An incorporeal creature is not subject to normal laws of physics: one can pass through any substance and move in any direction at will. Since matter passes through them, physical attacks against them or from them always miss. However, magic spells which they cast or which target them function normally.
Infected
Afflicted with a natural or magical disease, complete with nasty symptoms and side-effects. Diseased creatures assume Knockout Track penalties, depending on the severity.
Mindless
Lacking conscious thought. A mindless creature operates solely on natural instinct. It possesses no discernible intelligence and cannot be reasoned with. Mindless creatures are denied the use of any Skill that requires some semblance of consciousness, which is basically every Skill used with Intellect, Insight, Charm, Presence, and Persuasion. However, mindless creatures are also immune to mental manipulation: they automatically pass Guts, Mind Control, Sanity, and Virtue checks.
Muted
Completely unable to speak. Creatures usually denied the use of the following skills at the GM's discretion: Taunt, Seduce, Leadership, Bluff, Negotiate, and sometimes Perform. A muted spellcaster cannot recite incantations; those who use Spellsong cannot cast at all.
Paralyzed
Unable to move at all. A paralyzed creature is completely still and may not engage in any action that requires physical movement. A paralyzed creature is also considered muted (see above).
Poisoned
Dosed with poison, toxin, or venom of a natural or magical nature. Poisoned creatures take a different amount of damage (depending on the severity) directly from their HP every round.
Prone
Off your feet and on the ground. Prone creatures suffer a −4 penalty on Attack Rolls and Evasion Rolls until they stand up. It takes 2 AP to stand up from a prone position.
Stunned
Physically stalled or in shock. Stunned creatures automatically go last in the Reaction order on their next turn.
Suffocating
Unable to breathe. A creature unable to breathe but not doing anything physically taxing (such as actively fighting in combat) can hold its breath one minute for each point of Endurance. After this, the creature is considered suffocating. Each round the creature remains suffocating, a Stamina roll against a DL of 15 must be made in order to keep from slipping one step down the Knockout Track. This DL increases by 1 each round. Once the creature becomes unconscious, if the suffocating conditions persist, the creature dies.
Unconscious
Out cold or fast asleep. An unconscious creature is oblivious to its surroundings, cannot participate in the initiative order, and counts as paralyzed (see above).
Wide-eyed
Surprised and unprepared for the action at hand. A wide-eyed creature automatically fails Evasion Rolls.