Chapter 3: Conditions
There are many, many circumstances under which a character may become somehow
impaired, such as losing their sight or ability to move, or gaining an awful feeling in
their body or mind that makes performing actions more difficult. Listed and described
here are several such conditions and their effects on a creature. Several conditions
refer to another condition in their description; in such cases, the effects stack with
each other.
Blinded:
- A blinded creature cannot see;
- all attacks against them have advantage;
- all attacks by them have disadvantage;
- they automatically fail all sight-based skill and
ability checks.
Charmed:
- All social skill and ability checks when made by the
charmer to the charmed have advantage;
- the charmed creature cannot willingly attack the charmer.
Deafened:
- A deafened creature cannot hear;
- they automatically fail all hearing-based skill
and ability checks;
- they are immune to sonic damage.
Frightened:
- A frightened creature makes all of their skill and ability
checks with disadvantage while they can see the source of their
fear;
- they cannot willingly move closer to the source of their fear;
- if the source of their fear makes an Intimidation check against them,
the source automatically succeeds on the check.
Grappled:
- A grappled creature cannot move and cannot benefit to
any bonuses to their Speed;
- attacks made against a grappled creature by the creature
grappling them have advantage;
- the condition ends if something forcibly removes the
victim from the grappler’s grasp or if the grappler lets
them go.
Invisible:
- A creature that is invisible cannot be visually
perceived unless by special exception;
- alternatively, they can still be perceived by
disturbances in their environment, such as the noises they
make or any tracks they leave behind;
- they have advantage on sight-based Stealth checks;
- attacks that they make against creatures who cannot see
them have advantage;
- attacks against them by creatures who cannot see them
have disadvantage.
Paralyzed:
- A paralyzed creature cannot take any actions or reactions;
- their Dodge score is reduced to 0;
- attacks against them have advantage;
- they automatically fail Reflex saves.
Petrified:
- A petrified creature is also considered paralyzed;
- they cannot regain or lose Health;
- they are immune to poison and psychic damage;
- they automatically pass all
Willpower saves;
- their Fortitude
score becomes 5 (+5);
- their Natural Armor becomes 20;
- if they take any final damage, they start to break apart,
the severity of which being up to the amount of final
damage taken and the GM’s discretion.
Prone:
- A prone creature can only crawl unless they take 2 seconds
to stand up;
- all of their attacks have disadvantage (except Firearm
weapon attacks, which have advantage);
- melee attacks against them have advantage, while ranged
attacks against them have disadvantage, unless the ranged attack is made
within 2 meters of them.
Restrained:
- A restrained creature is also considered grappled,
however they can no longer take any actions other than Speech;
- their Dodge score is reduced by half;
- all attacks against them have advantage.
Sickened:
- All of a sickened creature’s checks, attacks, and saves
are made with disadvantage;
- all attacks against them have advantage.
Slowed:
- A slowed creature takes twice as much time to do anything, their
Move/sec is halved, and the number of
reactions at their disposal is reduced by half, rounded down;
- their Dodge score is reduced by half, rounded down to the nearest half;
- their attacks are made with disadvantage.
Stunned:
- A stunned creature cannot take actions or reactions,
though they may be able to speak falteringly/in stutters;
- their Dodge score is reduced by half, rounded down to the nearest half;
- attacks against them have advantage;
- they make all saves with disadvantage.
Unconscious:
- An unconscious creature cannot take actions or
reactions;
- they automatically fail saves;
- their Dodge score is reduced to 0;
- attacks against them have advantage;
- they are completely unaware of their surroundings;
- they drop whatever they are holding;
- they fall prone unless something physically
prevents them from doing so;
- unless otherwise stated by a special exception, they wake up
whenever they take damage or another creatures takes 1-3 seconds to
wake them.