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Character Conditions<br />
There are any number of conditions that can have adverse affects on a character.<br />
Use the following definitions and modifiers to facilitate game play.<br />
Ability Damaged: implies that the character has lost at least one point of an ability score.<br />
The loss is temporary and these lost points return at a rate of 1 per day.<br />
Ability Drained: implies that the character has lost at least one point of an ability score.<br />
This loss is permanent.<br />
Blinded: implies that the character cannot see. The character has a 50% miss chance on<br />
all attack rolls as well as a –4 to all rolls. The character’s effective dexterity drops to a 3.<br />
Blindness can be temporary or permanent, curable or not as the story allows.<br />
Cowering: the hero is frozen in fear, losing all Dexterity bonuses and cannot take any<br />
actions. Attackers gain a +2 bonus to hit cowering enemies. Effect length varies.<br />
Dazed: unable to act, a dazed character can take no actions but can defend themselves<br />
normally. Typically lasts for 1 round.<br />
Deafened: the character cannot hear and suffers a –4 to initiative checks and cannot<br />
make Listen checks. Length of the condition may vary.<br />
Dead: a character is dead when their Hit Points drop to –10 or lower or when the<br />
Constitution score drops to 0 or lower.<br />
Exhausted: characters that are exhausted suffer a -6 to Strength and Constitution, move<br />
at half speed and can only attack once per round. Lasts until the character has had 6<br />
rounds of consecutive rest.<br />
Fatigued: Can't run or charge, -2 to STR and -2 DEX. 8 hours rest to remove this condition. If the<br />
character is affected by Fatigue a second time, they become exhausted.<br />
Helpless: paralyzed, sleeping or unconscious characters are considered helpless. Any<br />
attack against a helpless character is automatically successful and deals maximum<br />
possible damage.<br />
Knocked Out: when a character takes more subdual damage than they have Hit Points<br />
they are knocked out and rendered helpless for 1<strong>d20</strong> minutes. Subdual damage can only<br />
be dealt by melee weapons (to include unarmed attacks). When attempting to deal<br />
subdual damage an attacker receives a –4 penalty to all attack rolls.<br />
Panicked: effects are the same as Cowered, but characters that are Panicked will attempt<br />
to flee if at all possible.