Difference between revisions of "Condition"

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;Bleeding
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A Condition is a status that remains applied to your character for some length of time. This could be measured in rounds, minutes, hours, days, or years. Some conditions are permanent. Each condition could be caused by any number of factors, so this section will list a condition’s effects but not necessarily its causes or means of removal.
: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.  
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;Blinded
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====Bleeding====
: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.
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{{:Bleeding}}
;Burning
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====Blinded====
: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. 
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{{:Blinded}}
;Confused
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====Burning====
:Unable to tell friend from foe.  Confused creatures have a 50/50 chance to mistake allies for opponents.  
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{{:Burning}}
;Deafened
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====Confused====
: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.
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{{:Confused}}  
;Distracted
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====Deafened====
: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.
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{{:Deafened}}
;Grabbed
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====Distracted====
:Held in a [[Grab]] by another creature, object, or force. A grabbed creature cannot use its movement Speed and takes −4 on [[Evasion Roll]]s.
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{{:Distracted}}
;Hampered
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====Grabbed====
: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.
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{{:Grabbed}}
;Immobilized
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====Hampered====
:Heavily restrained by another creature, object, or force. An immobilized creature cannot use its movement Speed. It automatically fails [[Attack Roll]]s and [[Evasion Roll]]s. An immobilized spellcaster cannot perform gestures.
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{{:Hampered}}
;Incorporeal
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====Immobilized====
: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.
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{{:Immobilized}}
;Infected
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====Incorporeal====
:Afflicted with a natural or magical disease, complete with nasty symptoms and side-effects. Diseased creatures assume Knockout Track penalties, depending on the severity.
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{{:Incorporeal}}
;Mindless
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====Infected====
: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.
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{{:Infected}}
;Muted
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====Mindless====
: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.
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{{:Mindless}}
;Paralyzed
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====Muted====
: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).
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{{:Muted}}
;Poisoned
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====Paralyzed====
: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.
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{{:Paralyzed}}
;Prone
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====Poisoned====
:Off your feet and on the ground.  Prone creatures suffer a −4 penalty on [[Attack Roll]]s and [[Evasion Roll]]s until they stand up. It takes 2 AP to stand up from a prone position.
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{{:Poisoned}}
;Stunned
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====Prone====
:Physically stalled or in shock.  Stunned creatures automatically go last in the Reaction order on their next turn.
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{{:Prone}}
;Suffocating  
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====Stunned====
: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. 
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{{:Stunned}}
;Unconscious
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====Suffocating====
: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).
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{{:Suffocating}}
;Wide-eyed
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====Unconscious====
:Surprised and unprepared for the action at hand. A wide-eyed creature automatically fails [[Evasion Roll]]s.
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{{:Unconscious}}
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====Wide-eyed====
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{{:Wide-eyed}}
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__NOTOC__

Revision as of 19:56, 17 August 2019

A Condition is a status that remains applied to your character for some length of time. This could be measured in rounds, minutes, hours, days, or years. Some conditions are permanent. Each condition could be caused by any number of factors, so this section will list a condition’s effects but not necessarily its causes or means of removal.

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 take a −8 penalty to combat maneuvers.

Burning

On fire and usually a bit panicky. 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 fifty-fifty 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 and takes a −4 penalty on Perception checks. It’s 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 sentience and no sense of reason. Mindless creatures are denied the use of any skill that requires some semblance of consciousness. It automatically fails any roll involving Intellect, Insight, Charm, Presence, or Persuasion. A creature with the mindless condition also gains the unfeeling condition.

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. Once a creature's oxygen supply is cut off, it becomes subject to Stamina Drain (DL 15; +1 every round; lethal).

Unconscious

Out cold or fast asleep. An unconscious creature is oblivious to its surroundings; its mind and body are disconnected. Unless the creature is animated by an outside force, it tends to remain stationary. An unconscious creature also gains the wide-eyed condition.

Wide-eyed

Surprised and unprepared for the action at hand. Wide-eyed creatures lack the capacity or time to react. A wide-eyed creature automatically fails Evasion Rolls.