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rules:homebrew:heartbreaker:mechanics_conditions

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Conditions



Conditions

Bloodied

Creatures are bloodied when they have fewer than half their maximum hitpoints.
Being bloodied carries no inherent penalties but may open up for new actions, or be vulnerable to other actions.

Disabled [Body Part]

The target loses the use of the disabled body part. All checks and activities that rely on the disabled body part automatically fail.

Eyes All other creatures are considered to be Invisible. (50% concealment, cannot apply dex to AC against them.)
Ears All other creatures automatically succeed stealth checks unless observed.
Arms Actions relying on a disabled arm fails. A shield in a disabled arm stops providing AC.
Legs Cannot run. Move speed halved.

If no duration is given assume it fades after the next Normal Rest after the creature has healed 10 HP.

[Degree] Encumbered

Usually imposed by carryweight
Light - No penalties.
Medium - Dex penalty. Slowed 5' (AC penalty, penalty to mobility skills)
Heavy - Larger Dex Penalty. Slowed 10' (Prevents certain actions?)

[Degree] Fatigued

Minorly Fatigued: A Minorly Fatigued creature cannot run and takes a -2 penalty to Strength and Dexterity.
Nominally Fatigued: A Nominally Fatigued creature an neither run nor charge and takes a -4 penalty to Strength and Dexterity.
Majorly Fatigued: A Majorly Fatigued creature moves at half speed and takes a -6 penalty to Strength and Dexterity. After 1 hour of complete rest, a Majorly Fatigued creature becomes fatigued.
Fully Fatigued: A Fully Fatigued character is unconcious

If no duration is given assume it fades after a Normal Rest.

[Degree] Feared

A Feared creature takes a -2 penalty to attack rolls, saving throws, skill checks, and attribute checks.
Minorly Feared: A Minorly Feared creature can take actions normally.
Nominally Feared: A Nominally Feared creature will not attack the source of its fear but may take any other actions normally.
Majorly Feared: A Majorly Feared creature flees from the source of its fear as best it can. If unable to flee, it may fight.
Fully Feared: A Fully Feared creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can’t take any other actions. In addition, the creature takes a -2 penalty to AC. If cornered, a Fully Feared creature cowers in fear and takes no actions.
A Feared creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.

If no duration is given assume it fades after 10 minutes.

[Degree] Impaired

Minorly Impaired: The target cannot make Minor actions.
Nominally Impaired: The target cannot make Move actions.
Majorly Impaired: The target cannot make Standard actions.
Fully Impaired: The target cannot make actions.

If no duration is given assume it fades after 10 minutes.

Slowed [X]ft.

The target has X feet less movement speed for as long as the condition lasts.

If no duration is given assume it fades after 10 minutes.

Unconscious

An unconscious creature is considered to have a dexterity score of 0. Creatures performing an attack action against an unconscious creature (but not full-attack) automatically critically hit if they hit the unconscious creature.

(Missing Name) [X]

A creature that suffers from (Missing Name) takes X damage if they voluntarily move.

Diseases

Diseases have 3 stages and a listed effect in each stage. You acquire a disease in it's first state and each day you make a fort save against a DC determined by the disease. If you succeed it does not progress to the next stage. Long term care automatically improves the stage of the disease by one step after you've rolled.

Mummy Rot -2 stackable penalty to all physical stats -4 stackable penalty to all physical stats -8 stackable penalty to all physical stats

Poisons

Poisons have an effect each round listed in the poison. It has a duration also listed in the poison.
Resist Poison reduces damage dealt by poisons, but some creatures could reduce the duration of poisons. If a poison has a duration of 0 rounds it has no effect on the target.

rules/homebrew/heartbreaker/mechanics_conditions.txt · Last modified: 2019/05/14 17:48 (external edit)