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.