Condition Summaries in Genetic Disorder | World Anvil
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Condition Summaries

  • Ability Damaged lost 1 or more ability score points. This loss is temporary.
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  • Ability Drained: Character has lost 1 or more ability score points. This loss is permanent.
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  • Blinded: The hero cannot see at all, thus everything has total concealment. 50% chance to miss in combat, effective Dex of 3, along with a -4 penalty on Strength and Dexterity based skills. This also applies to Search checks, or any check that relies on sight. Cannot make Spot checks or perform activities that require sight. Exception: Heroes who are blind long-term grow accustomed to the drawbacks, and can overcome some of them.
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  • Cowering: Frozen in fear; loses Dexterity Bonus, and can take no actions. Takes a -2 Penalty to Defense. Condition typically lasts 10 rounds. (Transcriber's Note: That's so many??? Why so many???)
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  • Dazed: Unable to act, but still have normal Defense. Condition usually lasts 1 round.
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  • Dead: You die when you drop to -10 or less, or when your Con score drops to 0.
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  • Deafened: You cannot hear, and take -4 penalty of initiative. Cannot make Listen checks. Exception: Heroes who are deaf long-term grow accustomed to the drawbacks, and can overcome some of them.
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  • Disabled/Gravely Injured:0 HP. You can take a single move or attack action, but take 1 point of damage as a result.
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  • Dying: You are near death and unconscious, with -1 to -9 HP. You can take no actions, and each round you lose 1 HP until you either Die or Become Stable.
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  • Entangled: -2 Penalty on attack rolls in addition to -4 to Dex. If the thing entangling you is attached to an immobile object, you cannot move. Otherwise, you can move at half speed; no running or charging.
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  • Exhausted: You move at half speed, and cannot run or charge. You also take a -6 penalty to Strength and Dexterity. After 1 hour of complete, uninterrupted rest, an Exhausted character becomes Fatigued.
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  • Fatigued: You cannot run or charge, and take a penalty of -2 to Strength and Dexterity. After 8 hours of complete, uninterrupted rest, you are no longer Fatigued.
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  • Flat-Footed: Someone who has not yet acted during combat, not reacting normally to the situation. Loses Dexterity bonus to Defense.
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  • Grappled: Cannot take any action other than attacking with bare hands, attacking with a light weapon, or attempting to break free. Loses Dexterity bonus to defense, except on attacks from the character they are grappling with.
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  • Helpless: Paralyzed, Sleeping or Unconscious. Effective Defense of 5 + Size Modifier. An attacker can attempt a Coup De Grace against a helpless character.
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  • Nauseated: Unable to attack or do anything else requiring attention or concentration. You can only take a single move action per turn.
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  • Panicked: Flees as fast as possible, and cowers if unable to get away. Defends normally, but cannot attack.
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  • Paralyzed: Fall to the ground, unable to move. Effective, but not actual, Dexterity and Strength of 0. Helpless.
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  • Pinned: Immobile, but not Helpless, in a grapple. Takes a -4 penalty to defense against melee attacks, and loses Dexterity bonus to Defense.
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  • Prone: Lying on the ground. -4 penalty on melee attack rolls, and cannot use bows or thrown ranged weapons. +4 bonus to Defense against ranged attacks, but -4 Penalty to Defense against Melee.
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  • Shaken: -2 Penalty on Attack rolls, saving throws, and skill checks.
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  • Stable: No longer Dying, but still Unconscious.
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  • Stunned: Loses Dexterity Bonus, drops what they're holding, and can take no attack or move actions. Also takes a -2 penalty to Defense. Condition typically lasts 1 round.
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  • Unconscious: Unable to defend themselves. Helpless, and typically falls prone.

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