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.
- 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.
- 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.
- 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. 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.