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Conditions

There are many different conditions in the Unbound system that provide bonuses and penalties. These conditions are broken up into different tiers depending on their impact. In addition some conditions may be broken up into thematic groups as they work in similar ways.   Finally any condition that is applied by an ability that gives the target a save is put into a general category of either Body, Mind, or Soul, based on what type of save is required for the ability. The type of save a condition is applied with may give bonuses against the condition depending on abilities the target possesses.  

Condition Effects

Condition Effects are broken up into two categories, negative and positive depending on the effects they apply.
 

Negative Effects

Disadvantage: Any character with Disadvantage rolls twice and takes the better worse on applicable D20 rolls.
  Active Reduction: Conditions that apply Active Reduction give the specified penalty to Attacks and Skill checks.
  Defensive Reduction: Conditions that apply Defensive Reduction give the specified penalty to AC, CMD, and Saves.
  Dire Reduction: Conditions that apply Dire Reduction give the specified penalty to all D20 rolls, as well as AC and CMD.
  Hampered: Conditions that apply Hampered give the specified penalty to AC and CMD.
  Unbalanced: Conditions that apply Unbalanced give the specified penalty to Attacks.
  Weakened: Conditions that apply Weakened give the specified penalty to Damage.
  Clouded: Conditions that apply Clouded give the specified penalty to Skill Checks.
  Fractured: Conditions that apply Fractured give the specified penalty to Saves.
 

Positive Effects

Advantage: Any character with Advantage rolls twice and takes the better result on applicable D20 rolls.
  Active Enhancement: Conditions that apply Active Empowerment give the specified bonus to Attacks and Skill checks.
  Defensive Enhancement: Conditions that apply Defensive Empowerment give the specified Bonus to AC, CMD, and Saves.
  Mythic Enhancement: Conditions that apply Mythic Enhancement give the specified bonus to all D20 rolls, as well as AC and CMD.
  Limber: Conditions that apply Limber give the specified bonus to AC and CMD.
  Steady: Conditions that apply Steady give the specified bonus to Attacks.
  Strengthened: Conditions that apply Strengthened give the specified bonus to Damage.
  Inspired: Conditions that apply Inspired give the specified bonus to Skill Checks.
  Reinforced: Conditions that apply Reinforced give the specified bonus to Saves.
 

Negative Conditions

  Blind: Blind is a Tier 3 condition that takes away a character's physical sight. The character is unable to make visual perception checks, and has Hampered 2, and disadvantage on Attacks and Precision Skills for the duration of the condition. Additionally they are unable to notice any visual details as appropriate.
  Deafened: Deafened is a Tier 3 condition that takes away the character’s physical hearing. The character is unable to make auditory perception checks, has 10% increased spell failure chance if the spells have verbal components, and has Defensive Reduction 2.
  Mute: Mute is a Tier 3 condition that takes away a character’s ability to talk. The character is unable to communicate with their voice and may automatically fail spellcasting if their spellcasting has verbal components (See spellcasting rules).   Grappled: Grappled is a Tier 2 condition that restricts a character’s physical movement and physical abilities. The character is unable to move away from the source of their grapple condition, and has Active Reduction 2 and Hampered 2 against anyone that is not the source of the grapple. In addition characters can not use a two handed weapon, and must make a Concentration check to cast magic.
  Pinned: Pinned is a Tier 4 condition that restricts a character’s physical movement and physical abilities. The character can take no actions other than trying to break free while pinned, and has Dire Reduction 4. (For more information on Pin and Grapple, see the Grapple Rules)
  Intoxication (Slight): Slight Intoxication is a Tier 1 condition that impacts a character's physical and cognitive functions. The character has Active Reduction 1 in addition to other effects based on the source of the Intoxication.
  Intoxication (Moderate): Moderate Intoxication is a Tier 3 condition that impacts a character's physical and cognitive functions. The character has Active Reduction 2, and advantage on checks against fear and pain in addition to other effects based on the source of the Intoxication.
  Intoxication (Heavy): Heavy Intoxication is a Tier 5 condition that impacts a character's physical and cognitive functions. The character has Active Reduction 4, advantage on checks against fear and pain, and does not fall unconscious from damage until they reach half their negative hit points. However they must make a DC 15, + Number of Applications from the source of intoxication, Constitution + Fellowship check every minute or fall unconscious until the source of intoxication wears off. This is in addition to all other effects of the source of intoxication.
  Prone: Prone is a Tier 2 condition that causes a character to fall on the ground. The character has Hampered & Unbalanced 4, They can not move normally, see movement rules for more information. Prone characters do not gain the hampered penalty against ranged attacks that are further than 5 feet away from them, and instead ranged attacks take disadvantage against prone characters.
  Shaken: Shaken is a Tier 1 condition that is a fear effect that causes a character to tremble with fear. The character has Hampered 2.
  Frightened: Frightened is a Tier 2 condition that is a fear effect that causes a character to be terrified. The character has Defensive Reduction 2.
  Panicked: Panicked is a Tier 3 condition that is a fear effect that causes a character to flee from their source of fear. The character has Dire Reduction 2, and they must get away and break line of sight with the source of their fear as quickly but safely as possible.
  Horrified: Horrified is a Tier 4 condition that is a fear effect that causes a character to flee from the source of fear without regard to their safety. The character has Dire Reduction 3, they must flee from the source of their fear as fast as they can, without regard to safety. In addition they drop any items they were carrying.
  Cowering: Cowering is a Tier 5 condition that is a fear effect that causes a character to collapse and become unresponsive until the source is gone. The character has Dire Reduction 4, and falls prone and is flat footed against the source of the fear. In addition the character can take no actions other than laying on the ground cowering until the condition ends.
  Fatigued: Fatigued is a Tier 3 condition that saps the character of their strength and energy. The character has Active Reduction 2, Weakened 4, and they can not charge or run.
  Exhausted: Exhausted is a Tier 5 condition that saps the character of their strength and energy. The character has Active Reduction 4, Weakened 8, and they only have one basic action per turn.
  Entangled: Entangled is a Tier 1 condition that inhibits the character’s physical movement. The character has Unbalanced 2. Entangle can typically be removed with a strength or escape artist check, with a DC equal to the original DC of the effect.
  Entangled (Anchored): Entangle (Anchored) is a Tier 3 condition that inhibits the character’s physical movement. The character has Unbalanced 3, and they can not move until unanchored. Entangle can typically be removed with a strength or escape artist check, with a DC equal to the original DC of the effect.
  Dazzled: Dazzled is a Tier 1 condition that inhibits a character’s ability to react. The character has Active Reduction 1.
  Dazed: Dazed is a Tier 3 condition that inhibits a character’s ability to react. The character has Defensive Reduction 2, and they can take no actions except movement actions.
  Stunned: Stunned is a Tier 4 condition that inhibits a character’s ability to react. The character has Defensive Reduction 3, and they can take no actions, in addition they drop any held items.
  Paralyzed: Paralyzed is a Tier 5 condition that inhibits a character’s ability to react and move. The character has Dire Reduction 4, and is Helpless.
  Staggered: Staggered is a Tier 2 condition that inhibits a character’s ability to act. The character may only take one basic action while staggered, not both.
  Disabled: Disabled is a Tier 4 condition that inhibits a character’s ability to act. The character may only take one basic action while disabled and has Dire Reduction 2. In addition If they take a basic action to attack or cast a spell they lose 1 Hit Point.
  Sickened: Sickened is a Tier 1 condition that causes the character to feel ill. The character has Active Reduction 1, and Weakened 2.
  Nauseated: Nauseated is a Tier 3 condition that makes the character physically ill. The character has Active Reduction 2, Weakened 2, Staggered, and they can not take attack or spellcasting actions.
  Unconscious: Unconscious is a Tier 4 condition that renders a character unable to act or perceive. The character can take no actions, and is helpless.
  Helpless: Helpless is a Tier 4 condition that makes a character unable to defend themselves. The character is unable to defend themselves or take any actions, and is a valid target for coup de grace.
  Dying/Defeated: Dying/Defeated is a Tier 3 condition that represents a character being in a state where they are no longer in fighting shape and may be actively bleeding out. The character has their movement halved, and whenever they take a basic action the character takes a point of damage that can not be resisted.
  Cursed: Varies by Curse
  Diseased: Varies by Disease
  Poisoned: Varies by Poison
  Broken Item: Broken Item is a Tier 2 condition. Items with the broken condition give a -3 to any checks or stats the item gives.
  Disabled Item: Disabled Item is a Tier 3 condition. Disabled items can not be used and provide no benefits for the duration of the condition.
  Destroyed Item: Destroyed Item is a Tier 4 condition. Destroyed items can not be used and provide no benefits, in addition 50% of the materials of the item are rendered useless.
  Confused: Confused is a Tier 3 condition that alters how a character acts. While confused the character has a 25% chance to do nothing, 25% chance to act normally, 25% chance to hit themselves, and a 25% chance to attack their nearest ally. This is rolled at the start of the characters turn for the duration of the condition.

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