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Conditions

1) The document describes various basic conditions in a roleplaying game that modify a character's abilities and actions, such as compelled, controlled, dazed, and normal. 2) It also lists combined conditions that represent sets of basic conditions tied to a common descriptor, like asleep (defenseless, stunned, unaware), blind (hindered, visually unaware, vulnerable), and dying (incapacitated, near death). 3) Each condition modifies a character's actions, defenses, movement, awareness, or ability to take actions in a different way to represent different gameplay effects on that character.

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0% found this document useful (0 votes)
29 views

Conditions

1) The document describes various basic conditions in a roleplaying game that modify a character's abilities and actions, such as compelled, controlled, dazed, and normal. 2) It also lists combined conditions that represent sets of basic conditions tied to a common descriptor, like asleep (defenseless, stunned, unaware), blind (hindered, visually unaware, vulnerable), and dying (incapacitated, near death). 3) Each condition modifies a character's actions, defenses, movement, awareness, or ability to take actions in a different way to represent different gameplay effects on that character.

Uploaded by

Murat Aslan
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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BASIC CONDITIONS

Each basic condition describes a single game modifier. They are the “building blocks” of conditions,
much as ef-fects are the basic building blocks of powers. Indeed, many power effects reference these
basic conditions in the descriptions of what they do. See the Powers chapter for details.
Compelled: A compelled character is directed by an outside force, but struggling against it; the
character is lim-ited to a single standard action each turn, chosen by an-other, controlling, character.
As usual, this standard action can be traded for a move or even free action. Controlled supersedes
compelled.
Controlled: A controlled character has no free will; the character’s actions each turn are dictated by
another, controlling, character.
Dazed: A dazed character is limited to a single standard action per round, although the character may
use that action to perform a move or free action, as usual. Stunned supersedes dazed.
Debilitated: The character has one or more abilities lowered below –5. (See Debilitated Abilities in
the Abilities chapter.)
Defenseless: A defenseless character has active defense bonuses of 0. Attackers can make attacks on
defenseless opponents as routine checks (see Routine Checks). If the attacker chooses to forgo the
routine check and make a normal attack check, any hit is treated as a critical hit (see Critical Hits,
page 172). Defenseless characters are often prone, providing opponents with an additional bonus to
attack checks (see Prone, later in this section).
Disabled: A disabled character is at a –5 circumstance penalty on checks. If the penalty applies to
specific checks, they are added to the name of the condition, such as At-tack Disabled, Fighting
Disabled, Perception Disabled, and so forth. Debilitated, if it applies to the same trait(s), supersedes
disabled.
Fatigued: Fatigued characters are hindered. Characters recover from a fatigued condition after an hour
of rest.
Hindered: A hindered character moves at half normal speed (–1 speed rank). Immobile supersedes
hindered.
Immobile: Immobile characters have no movement speed and cannot move from the spot they
occupy, although they are still capable of taking actions unless prohibited by another condition.
Impaired: An impaired character is at a –2 circumstance penalty on checks. If the impairment applies
to specific checks, they are added to the name of the condition, such as Fighting Impaired, Perception
Impaired, and so forth. If it applies to the same trait(s), disabled super-sedes impaired
Normal: The character is unharmed and unaffected by other conditions, acting normally.
Stunned: Stunned characters cannot take any actions.
Transformed: Transformed characters have some or all of their traits altered by an outside agency.
This may range from a change in the character’s appearance to a complete change in trait ranks, even
the removal of some traits and the addition of others! The primary limit on the transformed condition
is the character’s power point total cannot increase, although it can effectively decrease for the
duration of the transformation, such as when a pow-erful super hero is turned into an otherwise
powerless mouse or frog (obviously based on considerably fewer power points).
Unaware: The character is completely unaware of his surroundings, unable to make interaction or
Percep-tion checks or perform any action based on them. If the condition applies to a specific sense or
senses, they are added to the name of the condition, such as visu-ally unaware, tactilely unaware (or
numb), and so forth. Subjects have full concealment from all of a character’s unaware senses.
COMBINED CONDITIONS
Combined conditions are sets of basic conditions tied to a common descriptor. They’re essentially a
kind of “short-hand” for talking about a group of basic conditions that go together in a particular
circumstance, much like a power is a collection of basic effects. The individual conditions making up
a combined condi-tion can be resolved individually. For example, if an effect that removes the dazed
condition is used on a staggered character (who is dazed and hindered), then the character is no longer
dazed, only hindered. Similarly, if an effect im-poses a condition that supersedes part of the combined
condition, only that part changes. So an effect that stuns a staggered character means the character is
now stunned (superseding dazed) and hindered. Similarly, an effect that immobilizes a staggered
character leaves the target dazed and immobile (superseding the hindered element of the combined
condition).
Asleep: While asleep, a character is defenseless, stunned, and unaware. A hearing Perception check
with three or more degrees of success wakes the character and removes all these conditions, as does
any sudden movement (such as shaking the sleeping character) or any effect allowing a resistance
check.
Blind: The character cannot see, so everything effectively has full visual concealment from him. He is
hindered, visually unaware, and vulnerable, and may be impaired or disabled for activities where
vision is a factor.
Bound: A bound character is defenseless, immobile, and impaired.
Deaf: The character cannot hear, giving everything total auditory concealment from him. This may
allow for surprise attacks on the unaware character (see Surprise Attack in the Action & Adventure
chapter). Interaction with other characters is limited to sign-language and lip reading (see Interaction
Skills in the Abilities chapter).
Dying: A dying character is incapacitated (defenseless, stunned, and unaware) and near death. When
the char-acter gains this condition, immediately make a Fortitude check (DC 15). If the check
succeeds, nothing happens. With two degrees of success, the character stabilizes, re-moving this
condition. If the check fails, the character re-mains dying. Three or more total degrees of failure mean
the character dies: so three failed Fortitude checks or one or two checks adding up to three degrees.
Dying charac-ters make a Fortitude check each round until they either die or stabilize. Another
character can stabilize a dying character with a successful Treatment check (DC 15) or use of a
Healing effect (see the Powers chapter).
Entranced: An entranced character is stunned, taking no actions other than paying attention to the
entrancing effect. Any obvious threat automatically breaks the trance. An ally can also shake a
character free of the condition with an interaction skill check (DC 10 + effect rank).
Exhausted: Exhausted characters are near collapse. They are impaired and hindered. Characters
recover from an exhausted condition after an hour of rest in comfortable surroundings.
Incapacitated: An incapacitated character is defenseless, stunned, and unaware. Incapacitated
characters gener-ally also fall prone, unless some outside force or aid keeps them standing.
Paralyzed: A paralyzed character is defenseless, immo-bile, and physically stunned, frozen in place
and unable to move, but still aware and able to take purely mental ac-tions, involving no physical
movement whatsoever.
Prone: A prone character is lying on the ground, receiving a –5 circumstance penalty on close attack
checks. Opponents receive a +5 circumstance bonus to close attack checks but a –5 penalty to ranged
attack checks (effective-ly giving the prone character total cover against ranged attacks). Prone
characters are hindered. Standing up from a prone position is a move action.
Restrained: A restrained character is hindered and vulnerable. If the restraints are anchored to an
immobile object, the character is immobile rather than hindered. If restrained by another character, the
restrained character is immobile but may be moved by the restraining char-acter.
Staggered: A staggered character is dazed and hindered.
Surprised: A surprised character is stunned and vulnerable, caught off-guard, unable to act, and less
able to avoid attacks.

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