Conditions: Difference between revisions

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An average character who is able to draw in breath before being submerged, can stay submerged for 20 rounds without issue. However, during a struggle this is reduced to 5 rounds. After 5 consecutive rounds submerged the target begins to lose 1 Lethal per round. This continues until they are dead, or brought out of the water. In the case where a character reaches negative health values from drowning a successful Medicine roll will purge the water from their lungs and stabilize them (as per bleeding).
An average character who is able to draw in breath before being submerged, can stay submerged for 20 rounds without issue. However, during a struggle this is reduced to 5 rounds. After 5 consecutive rounds submerged the target begins to lose 1 Lethal per round. This continues until they are dead, or brought out of the water. In the case where a character reaches negative health values from drowning a successful Medicine roll will purge the water from their lungs and stabilize them (as per bleeding).
lol


==Fear==
==Fear==

Revision as of 12:05, 2 April 2020

Conditions

Perception

Flatfooted

A flatfooted character is unaware of an attack and loses all dodge defense. A flatfooted character may be aware of the attacker, but if they do not perceive the threat, they may still be flatfooted to the attack.

Blinded

Invisible

Mobility

Grappled

A grappled character is restrained and reduced to 0 Speed. They may not cast spells with somatic components, or attack with Medium or larger weapons. On their turn a grappled target may attempt to break the grapple with an opposed roll using Unarmed Combat or Escape Artist, whichever is higher vs. the grappler's Unarmed Combat. While engaged in a grapple both the attacker and defender are considered Flatfooted.

Prone

A Prone character is on the ground and gains a +2 Partial Cover bonus from Ranged or Thrown Weapons. Standing up from Prone is a Move Action.

Fatigued

Bleeding

A character affected by a bleed has a substantial wound causing further harm. They suffer bonus dice in damage, which is reduced each round until the bleed stops. A 5d10 Bleed would deal an immediate 5d10 damage, then 4d10 the following round, etc until the effect had run its course. Bleeding may be halted by magical healing bringing the target to full health, or by a successful Medicine check with a number of successes equal to the number of dice assigned for the next tick. (ex. Malatar bleeds for 2d10 damage before Yunone makes an attempt to bind his wound. Because he would receive 1d10 bleeding damage next round she only needs 1 success). A second bleed may not be applied while the target is already bleeding.

Note that characters Bleeding Out is handled differently (see below).

Bleeding Out

A character who has been reduced below their unconsciousness threshold (0 Health for characters without the Toughness Benefit) suffer 1 Point of Lethal damage each round until they are successfully bound (see Medicine Skill) or reach a negative health total equal to their maximum health.

Drowning

An average character who is able to draw in breath before being submerged, can stay submerged for 20 rounds without issue. However, during a struggle this is reduced to 5 rounds. After 5 consecutive rounds submerged the target begins to lose 1 Lethal per round. This continues until they are dead, or brought out of the water. In the case where a character reaches negative health values from drowning a successful Medicine roll will purge the water from their lungs and stabilize them (as per bleeding).

Fear

Shaken

A shaken character takes a -2 penalty on all skill rolls. This is the lowest form of Fear.

Frightened

A frightened character takes a -4 penalty on all skill rolls and -2 dodge. This is the middle version of Fear.

Panicked

A panicked character must 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. If unable to flee, a panicked character cowers. A panicked character takes a -4 penalty on all skill rolls and -2 dodge. A panicked character can use special abilities, including spells, to flee; indeed, the character must use such means if they are the only way to escape. This is the highest version of Fear.

Cowering

If a panicked character is cornered or unable to flee they cower in place, unable to move or perform actions. They are not considered flat-footed however, and gain their full (remaining) defense.

Elemental

Frost

Targets affected by Frost suffer a -3 Speed debuff. This debuff stacks up to 3 times and is reduced by 1 stack every round the target is not hit by a Frost effect. If a target has 3 Frost stacks, another application of Frost makes them Frozen (speed reduced to 0). Frost effects apply even if the damage dealt is negated by Ward.

Shock

Targets affected by Shock, if at least 1 Point of damage is dealt, even if that damage is negated by Ward, suffer an additional 1 Point of bonus non-lethal damage. This additional non-Lethal damage is also subject to any remaining Ward. Shock only causes this additional damage to Living targets (e.g. Constructs & Undead are immune). Additionally, the bonus non-lethal damage caused by Shock will travel through conductive materials such as water or metal to apply to all targets touching the material within a number of yards equal to the Rank of the power or enchantment.

Concussion

Targets affected by Concussion damage, if at least 1 Point of damage is dealt (even if that damage is negated by Ward), suffer an additional 1 Point of bonus non-lethal damage. This additional non-Lethal damage is also subject to any remaining Ward.

Burning

At the beginning of each new round, targets affected with Burning suffer Fire damage. The first round they suffer 1d10, this increases to 2d10 at the beginning of the second round, and 3d10 damage on the 3rd round, after which the effect ends. Burning may not be applied to targets who are already burning. Burning targets may take a Move Action to drop prone and roll to put out the fire and prevent further damage. Dousing burning targets in water can also prevent further damage.

Combustion

A target currently affected by Burning may be Combusted which consumes the Burning debuff dealing an immediate 3d10 Fire damage.

Immunities

In general, being completely immune to an effect or condition is rare. In most cases, an immunity is actually a limited immunity and provides its immunity only against effects which are equal to the determining Rank and lower. An immunity granted in this way does not negate attacks or the determination of damage, but instead that damage simply is not applied to vigor or health. Immunities do not prevent damage from being applied to Wards.

True universal immunities should fall under one of the following categories:

Thematically Immune

There are a number of cases in which immunity is granted due to specific story or thematically appropriate reasons. The draeken race's immunity to magic for example.

That Just Isn't Possible

There are a number of cases in which immunity exists simply because it isn't actually possible for the effect to apply. For example undead are immune to death magic. Death Magic requires a living target, and undead aren't living. Another example is that undead can't drown, or suffocate. They don't have lungs. Other examples reach into the absurd, such as air is immune to being a target of Hold Person. There are a wide range of immunities which are not explicitly spelled out, and common sense should be used.

It's Actually Part of Them

There are a number of cases in which immunity exists simply because of natural evolution, of design or genetics, or something else. For example a fish is immune to drowning in water because it has specific genetically provided organs to breathe underwater. These cases are not explicitly spelled out, but common sense should be used.