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Conditions.

Posted by Game MasterFor group 0
Game Master
GM, 13 posts
Sat 23 Apr 2022
at 05:55
  • msg #1

Conditions

Conditions alter a creature’s capabilities. Most conditions are impairments, but some can be advantageous. A condition lasts either until it is countered or the duration specified by the effect ends (if any). Multiple effects imposing the same condition don't stack, but you suffer only the worst among them.


CONDITIONS



CONDITION VALUES
Most conditions have values ranging from 1 to 4, with 4 being the most extreme version of that condition.



AFFLICTIONS
Afflictions are bundles of conditions. Every affliction that has more than one stage has a listed number of stages with a list of conditions and effects that occur upon each stage and an interval of time between each stage. The interval noted at each stage indicates the amount of time that passes after the start of the previous stage before a saving throw is made to resist the next stage's onset except for stage 1 which indicates how long after exposure/infection it begins. Most afflictions only have 3-5 stages.



SHOVING & COLLISIONS
Any time a creature is forcibly moved against their will, it's called "shoving" or "being shoved". Unless noted otherwise, shoving is treated as shifting for the purposes of triggering other actions.

If movement takes a target into or through an occupied space, the creator of the movement makes a Strength attack (if feat or basic action) or special attack (if power) against the Strength DC of the creature or object in the way.
Critical Hit: Secondary target is shoved along with primary for the full remaining distance ending movement adjacent to the initial target when it reaches its destination.
Hit: Secondary target is shoved along with primary for half the remaining distance ending movement adjacent to the initial target when it reaches its destination.
Miss: Initial target stops and takes damage as if they'd fallen half the remaining distance. The secondary target also takes this damage.
Critical Miss: Initial target stops, falls prone, and takes damage as if they'd fallen the remaining distance.
A creature can use a reaction to let the initial target pass by harmlessly. If it's an unavoidable effect, they must make a Dexterity save against the effect DC to dodge it or the attack functions normally.


RESISTING
A creature can take the Resist action to shake off a condition or affliction. This allows them to make a saving throw against DC10 + tier of effect or the effect's DC (whichever is greater).
Critical Success: The effect's remaining duration drops by 2 intervals. If it is permanent, you reduce the affliction stage/condition value by 2 for 1 interval.
Success:The effect's remaining duration drops by 1 interval. If it is permanent, you reduce the affliction stage/condition value by 1 for 1 interval (1 day unless noted otherwise).
Critical Failure: The effect's remaining duration increases by 1 interval. If it is permanent, you increase the affliction stage/condition value by 1 for 1 interval (1 day unless noted otherwise).

And interval is determined by the time listed on the effect. Most poisons have an interval of 1 round or 1 minute while most curses and diseases have an interval of 1 day or 1 week. If an effect has no interval, then exposure is the only way for it to get worse. For example, a Shadow's touch causes physical impairment but it can only worsen with multiple exposures.



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This message was last edited by the GM at 18:48, Tue 15 Aug 2023.
Game Master
GM, 46 posts
Sat 17 Jun 2023
at 23:37
  • msg #2

Conditions A-E


BLINDED
Most creatures have sight as their only acute sense. Acute senses allow you to "see" and pinpoint the direction, distance, and position of things you perceive automatically. Non-acute senses merely make you aware that things are nearby without these details. You can use the Search action, to learn these details with a non-acute sense but the DC is typically 15 or the target's Dexterity (Stealth) DC, whichever is greater. Treat creatures perceived only with non-acute senses are concealed at 1 value higher than their actual concealment.
  • Blinded 1-3 (Dazzled/Partial Sensory Loss): A creature suffering sensory loss suffers a penalty equal to this condition's value to all attack rolls, Wisdom-based saves, and Wisdom-based checks reliant on that sense. However, they gain a bonus equal to this value to saves against non-illusions that affect that sense. For example, a creature who's eyesight was Blinded 2 would have a +2 bonus to saves against a visual effect such as Medusa's Stonegaze attack but a -2 penalty to all other attacks, saves, and checks using eyesight.
  • Blinded 4 (Sensory Blindness/Total Sensory Loss): They automatically fail the saves and checks this condition penalizes and automatically pass saves it provides a bonus to.
  • Anosmiatic: An anosmiatic creature has trouble smelling and/or tasting. They are resistant or immune to olfactory effects.
  • Blinded: A blinded creature has trouble seeing. They are resistant or immune to visual effects.
  • Deafened: A deafened creature has trouble hearing. They also have trouble with any check that requires them to utilize speech or verbal components. They are resistant or immune to auditory effects.
  • Numbed: A numbed creature has trouble feeling tactile sensations. Tremorsense is disabled. They are resistant or immune to tactile effects. If immune, they are also clumsy 1.



BROKEN
An item dealt damage equal to or greater than its hardness worsens its broken condition by 1. It worsens by 2 if the damage was equal to or greater than double its hardness, 3 if it was equal to or greater than triple its hardness, and the item is destroyed if it was equal to or greater than quadruple its hardness. While broken, an item reduces all bonuses it provides by double its broken value (minimum +0). The user also suffers a penalty to all attack rolls, skill checks, and other d20 rolls made using the item equal to twice this condition's value.
Broken 3: A broken 2 vehicle is treated as fading. It can't move, though it retains existing inertia (see Vehicle Inertia). The engineering team makes repair checks every round to resist the condition from getting worse in place of a saving throw that would normally be made for a fading creature.
Broken 4: An item is destroyed if its broken condition value reaches 4. A destroyed item no longer functions and becomes a pile of raw materials worth 1/10th the original item's value. If it is a vehicle, it falls apart, exposing passengers to the environment and sinks, falls, crashes to the ground, etc. depending on the environment.

Massive Objects: Anything larger than Colossal cannot be damaged by anything smaller than its own size. However, certain areas of a target up to Colossal size can be damaged. If a certain number of Colossal-sized areas of a target are destroyed, its broken condition worsens by 1. The volume of the object divided by 200 (round up) is roughly the number needed. Some areas may be particularly effective or ineffective counting as multiple locations or not counting at all. Which locations need to be destroyed and how effective they are varies. Usually higher difficulties yield better results. For example, destroying a ship's engine room will likely result in its destruction regardless of size, but it is likely to be more difficult to get to, more heavily guarded, and generally tougher than other locations to destroy.



CLUMSY
The creature takes a penalty to Dexterity-based DCs and rolls equal to this condition's value. They take a penalty to all other DCs and rolls equal to half this condition's value (rounded down).



CHARMED
A charmed creature is compelled to act in a certain way. A charmed 1 creature cannot attack the subject that charmed them and cannot use reactions, free actions, or their first action every round to disobey the compulsion. In addition, the subject that charmed them has advantage on Charisma checks made against the charmed creature.
  • Compelled 2: The creature cannot take any actions that would be in violation to the compulsion.
  • Compelled 3: The creature must use their first 2 actions every round obeying the compulsion.
  • Compelled 4: The creature must use all their actions obeying the compulsion.



CONCEALED
A creature can be hidden at different For example, most creatures use sight so "obscured from view" would give most attackers disadvantage. However, if a creature had blind sight (echolocation), they could still attack the target normally. If a creature had an effect that "obscures sound" then it would effectively negate blind sight (echolocation) or if it had an effect that "obscures smell" then it would negate blind sight (scent) and so on and so forth. Obscuring blind sight automatically obscures blind sense of the same type as well.
  • Concealed 1 (Obscured): Attackers suffer a penalty to attack rolls and Perception checks against you equal to double this condition's value unless they have an acute sense that's unaffected by your concealment.
  • Concealed 2 (Invisible): Attackers know where you are, but can't see you.
  • Concealed 3 (Hidden): Attackers know you're present but don't know where you are. They'll likely search for you or attack at random trying to find you.
  • Concealed 4 (Undetected): Attackers don't know you're present and won't intentionally or knowingly target you.

Typically GMs determine if a creature is detected or undetected using secret rolls (usually Stealth and Perception).



CONFUSED
A confused 1 creature is staggered 1 and cannot willingly give or accept help, not even the Assist action or harmless effects. They also cannot use harmless effects on anyone but themselves.
  • Confused 2: Creature is disoriented 1 and cannot understand or communicate in any language perceiving and expressing everything as gibberish regardless whether its signed, spoken, telepathic, written, etc.
  • Confused 3: Creature is compelled 2 to attack the last creature that attacked them that they can perceive. If they don't perceive any attackers, they are compelled to attack the nearest creature they perceive. If they don't perceive any creatures, they are compelled to attack themselves but also defend from attack normally. If they choose to do nothing or can't obey the compulsion, they spout gibberish instead.
  • Confused 4: Creature is compelled 4 to follow the same behavior listed in confused 3.



COVERED
Cover functions as concealment except that attacks deal only half damage to you and the rest to the cover unless they are critical hits or precision effects that hit, then they function normally. Spread effects deal normal damage to targets unless its total cover that is equal to or greater in size. Siege effects deal double damage to objects.



DEAD
A dead creature's soul leaves their body. Dead creatures cannot benefit from healing, but their bodies can be repaired or artificially preserved to avoid decay. Effects that bring the dead back to life also restore the body, so resurrected creatures need not worry about rigor mortis, decomposition, and other conditions that affect dead bodies.



DEMORALIZED
The creature takes a penalty to Charisma-based DCs and rolls equal to this condition's value. They take a penalty to all other DCs and rolls equal to half this condition's value (rounded down).



DISORIENTED
A disoriented creature is slowed 1/2 this conditions value (round down), has a penalty to attack rolls and Perception checks equal to 1/2 this condition value (round up), and makes a Dexterity save every time they move or fall prone (DC11 + spaces they intend to move or effect DC, +5 DC if they don't move in a straight line or if they run or shift, or  whichever is greatest). If get a natural 1 or 2 on their attack roll or Acrobatic check, they move they aim for a random direction rolling 1d8: If they get 1, they aim north off-target by 1d3 increments. 2 = northeast, 3 = east, 4 = southeast, 5 = south, 6 = southwest, 7 = west, 8 = northwest.
  • Disoriented 2: Natural 4 or lower causes random direction.
  • Disoriented 3: Natural 6 or lower causes random direction.
  • Disoriented 4: Natural 8 or lower causes random direction.

Taking the Take Aim action reduces your effective Disoriented value by 1 until the end of your current turn.



DISTRAUGHT
The creature takes a penalty to Wisdom-based DCs and rolls equal to this condition's value. They take a penalty to all other DCs and rolls equal to half this condition's value (rounded down).



DRAINED
The creature takes a penalty to Constitution-based DCs and rolls equal to this condition's value. They take a penalty to all other DCs and rolls equal to half this condition's value (rounded down).



ETHEREAL
Ethereal creatures and objects are present in two planes of existence simultaneously. They can see both planes and gain the benefits and suffer the detriments of both planes' environments simultaneously. They are treated as incorporeal and invisible on one plane and corporeal and visible on the other. They can toggle their corporeality relationship with the planes as an action on their turn. Unless noted otherwise, an ethereal creature is incorporeal on the material plane and corporeal on the the other plane indicated by the effect that made them ethereal. While ethereal, a creature has twice the normal chance of running into random obstacles and encounters (since they could appear on either plane).



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This message was last edited by the GM at 15:20, Tue 15 Aug 2023.
Game Master
GM, 47 posts
Sat 17 Jun 2023
at 23:38
  • msg #3

Conditions F-L




FADING
A creature has this condition if they have 0 hit points or nonlethal damage equal to or exceeding their current hit points. A fading creature:
  • is Staggered 3
  • makes a Constitution save DC11 + number of consecutive rounds they've had this condition every round at end of their turn or fall unconscious
  • makes a Constitution save DC11 + half damage dealt every time they are damaged or die*
  • cannot awaken from unconsciousness
*If its nonlethal damage, they fall unconscious instead of dying.
*Unconscious creatures left alone can rest, losing this condition when their current hit points rises above their current nonlethal damage.



FASCINATED
A fascinated creature is blinded 1 (all senses) and staggered 1, except against subject they are fascinated by and anything that obstructs their view of the subject.
  • Fascinated 2: Blinded 1, Staggered 1, Flat-footed 1.
  • Fascinated 3: Blinded 2, Staggered 1, Flat-footed 2.
  • Fascinated 4: Blinded 2, Staggered 1, Flat-footed 4.



FATIGUED
A fatigued creature is clumsy, drained, slowed, and weakened X and flat-footed and staggered 1/2 X. At Fatigued 4, you're also immobilized and unable to lift any more weight. A creature that is encumbered by weight is treated as fatigued based on the weight they carry.



FLAT-FOOTED
A creature is flat-footed if they're caught off-guard, flanked, prone, or otherwise unable to defend from attack. A flat-footed creature is staggered 1 and attackers have bonus on attack rolls against them equal to this condition's value.
  • Flat-footed 2 (Off-guard): All attacks against the flat-footed creature are unavoidable.
  • Flat-footed 3 (Surrounded): All attacks against the flat-footed creature that hit automatically threaten a critical hit.
  • Flat-footed 4 (Helpless): All attacks against the flat-footed creature that hit automatically threaten and confirm a critical hit.



FRIGHTENED
This condition always comes with a value. A frightened creature is demoralized X and compelled X by the subject of fear but only while they can perceive it. While they cannot perceive the subject of fear, the detriments of these conditions are suppressed. The compulsion is to move away from the subject of fear as quickly as possible unless noted otherwise.



GRAPPLED
A grappled creature is being held in place. They are flat-footed X against everything outside their reach, flat-footed 1/2 X against everything else, clumsy and weakened X for any rolls involved in performing any concentration, somatic, or two-handed actions, cannot become undetected by the effect/creature grappling them while within their reach, and must succeed in a Strength saving throw against the effect DC in order to move:
Critical Success: They can move normally.
Success: They can move but are slowed (this condition's value).
Critical Failure: They fall prone.
*The effect DC is a grappler's Strength DC if you're being physically held by creature or object. If there are multiple grapplers, use the highest DC.
*Forcibly moving a grappled creature also requires the effect's attack roll to beat this DC. On a critical success the grappled creature is separated from the grappler. On a regular success, the grappler can choose to move with the forcibly moved creature.
  • Grappled 2 (Entangled): Concentration, material, somatic, two-handed, and verbal actions all provoke attacks of opportunity from the grappler. This is in addition to any already provoked by such actions.
  • Grappled 3 (Restrained): Unable to perform any actions that require somatic components or that require the use of two-hands working together.
  • Grappled 4 (Pinned): Helpless.



INCORPOREAL
An incorporeal creature has no body and is immune to physical attacks and interaction but also cannot make physical attacks or perform physical interaction. They can still speak and cast spells that don't require material components. Incorporeal creatures can pass through walls and other physical objects as if they weren't there but not through other incorporeal creatures and objects, such as antimatter, darkmatter, hardlight, or force effects (such as holograms or black holes).



INVISIBLE
An invisible creature cannot be seen and all creatures are blinded against them unless they are able to perceive targets with a precise sense other than sight (such as Blind Sight or See Invisibility). They are automatically hidden without having to attempt a Stealth check, though they take an automatic 1 on their effective Stealth check when not attempting to hide.



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This message was last edited by the GM at 04:10, Tue 20 June 2023.
Game Master
GM, 48 posts
Sat 17 Jun 2023
at 23:38
  • msg #4

Conditions M-S


PETRIFIED
A petrified creature is held in a state of suspended animation within a solid material, usually stone. Unless noted otherwise, they're unconscious, don't age, pause all other ongoing effects affecting them, and are now treated as an object instead of a creature until this condition is removed. The object's hardness is 10 and it has an amount of hit points equal to the petrified creature's maximum hit points unless noted otherwise. If the object is destroyed, the petrified creature inside dies.



PRONE
A prone creature suffers a -2 penalty to melee attacks and is flat-footed 2 against any attacks made by foes if they are within that foe's melee reach. A prone creature moves incredibly slowly requiring ten times the normal time to enter or exist a melee or scene. They can use an action to stand up and cease to be prone.



PULLED/PUSHED
Some shoving effects are ongoing rather than instantaneous and pull or push you towards an epicenter (which is the creator of this condition unless noted otherwise). This condition always comes with a value. Every round at the start of their turn, a pulled/pushed creature is shifted a number of spaces towards/away from the epicenter equal to this condition's value. In addition, a creature takes a penalty equal to the condition value to...
  • ...all their base speeds while moving away from/towards the epicenter.
  • ...all attack rolls against anything further from/closer to the epicenter than them.
  • ...range increments for attacks made against anything further from/closer to the epicenter than them. (to a minimum range of 1).
*If the effect imposing this condition is a compulsion, emotion, enchantment, or mental effect, then the pulled creature cannot be shifted by this condition any further than their base speed would allow. For example, if they were prone they'd only shift up to half their base speed and if their base speed were less than this condition value they'd only shift a distance up to their base speed.



SILENCED
A silenced creature cannot speak or use verbal components and has disadvantage on any rolls that require the use of their mouth such as bite attacks, breath weapon attacks, the Swallow Whole ability.
  • Silenced 2: Cannot consume, drink, eat, imbibe, swallow, or take any action requiring the use of their mouth such as bite attacks, breath weapon attacks, or the Swallow Whole ability.
  • Silenced 3: Cannot breathe and are forced to hold their breath upon acquiring this condition.
  • Silenced 4: Each round of holding breath counts as two rounds against how long you can hold your breath.



SLOWED
A slowed 1 creature has a -5 penalty to checks made to enter or exit a melee, obstacle, or scene and loses any bonuses they have to such checks from special abilities. This increases to -10 at slowed 2 and -15 at slowed 3. A slowed creature that fails their attempt to enter or exit a melee, obstacle, or scene falls prone.



STAGGERED
A staggered creature cannot take actions outside their turn including free actions and reactions. They also increase their multiaction penalty by this condition's value, even if it would normally be 0. A staggered 5 creature cannot take any actions and is stunned every round at the start of their turn.



STUNNED
This condition is always instantaneous. When stunned, a creature drops whatever it's holding, if anything. If not holding anything or if the effect was a critical hit, they fall prone. A creature that suffers a penalty to any roll (ex. Clumsy) and gets a critical failure on that roll, is stunned.



STUPEFIED
The creature takes a penalty to Intelligence-based DCs and rolls equal to this condition's value. They take a penalty to all other DCs and rolls equal to half this condition's value (rounded down).



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This message was last edited by the GM at 17:03, Sat 30 Dec 2023.
Game Master
GM, 51 posts
Tue 20 Jun 2023
at 03:59
  • msg #5

Conditions T-Z



UNCONSCIOUS
An unconscious creature is helpless, unaware of their surroundings, and cannot take any actions. So long as they have at least 1 hit point, they can still make a Perception check at disadvantage every round to hear, feel, or smell something that would normally draw their attention such as an attacker, battle, etc. If they succeed, they are awakened by the effect. Certain effects may keep a creature unconscious despite their Perception checks.



WEAKENED
The creature takes a penalty to Strength-based DCs and rolls equal to this condition's value. They take a penalty to all other DCs and rolls equal to half this condition's value (rounded down).



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This message was last edited by the GM at 04:10, Tue 20 June 2023.
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