Difference between revisions of "Conditions"
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(list of conditions a character can experience) |
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Revision as of 10:58, 2 December 2014
Powers, monsters, traps, and your very surroundings can all cause conditions. A condition imposes a penalty, a vulnerability, a hindrance, or a combination of things.
- Addled
- You do not get a standard action on your turn.
- You still have your other actions and can still use reaction abilities.
- Blinded
- You're helpless.
- You can't see any target (your targets have total concealment).
- You take a -10 Penalty to perception checks.
- You can't threaten squares.
- Fatigue
- You have taken enough damage to become Fatigued.
- Some effects care whether or not you are Fatigued.
- Covered
- The next attack that would hit you hits your covering ally instead.
- If you're no longer adjacent to your covering ally, you are no longer covered.
- Dazed
- You're helpless.
- You can take either a standard action, a move action, or a minor action on your turn (you can also take free actions that aren't attacks). You can't take opportunity actions.
- You can't threaten squares.
- Deafened
- You can't hear anything.
- You take a -10 penalty to Perception checks.
- Disabled
- You can't use powers that include attacks.
- You can't make basic attacks.
- Disempowered
- You can't obtain a CM bonus from a power.
- Dominated
- You're dazed.
- The dominating creature chooses your action. The only powers it can make you use are at-will powers.
- Dying
- You're unconscious.
- You make a death saving throw every round.
- Exhausted
- Damage you receive is deducted from your Life Points (LP).
Most commonly, you become exhausted for having 0 HP.
- If you take any actions, you become slowed and dazed.
- Helpless
- Various conditions make you helpless.
- Attacks made against you get +1 CM.
- Immobilized
- You can't move or shift.
- You can still (usually) be forcibly moved with a push, pull, slide or (someone else's) shift but will remain immobilized in the new square.
- Pinned
- Your next move action does nothing.
- Once you have spent a move action this way, you are no longer Pinned.
- If you are forcibly moved with a push, pull, slide or (someone else's) shift, you are no longer pinned.
- Prone
- You get a -2 penalty to all defenses against melee attacks.
- You get a +2 bonus to all defenses against ranged attacks from non adjacent enemies.
- You're lying on the ground.
- If you were flying, you either fall to the ground or nothing happens depending on the effect that caused you to go prone.
- You may drop prone from standing as a minor action.
- Restrained
- You're helpless.
- You can't move or even be moved by most forced movement.
- Slowed
- Your speed is 2.
- You can't increase your speed.
- If your speed was already less than two, it doesn't change.
- Stunned
- You're helpless.
- You can't take actions. (You still have a turn for beginning of turn and end of turn effects)
- You don't threaten squares.
- Surprised
- You're helpless.
- You aren't aware of the combat that you're in.
- You don't threaten squares.
- Taunted
- Your maximum CM is fixed at 1 for any attack that does not include the creature that taunted you.
- You can only be taunted by one creature at a time; a new taunt supersedes an old one.
- A mark ends when you are no longer aware of the taunter, or when the taunter dies or falls unconscious.
- Unconscious
- You're helpless.
- You take a -5 penalty to all defenses.
- You can't take actions. (You still have a turn for beginning of turn and end of turn effects)
- You fall prone.
- You are unaware of your surroundings.
- You don't threaten squares.
- Weakened
- Your maximum CM is fixed at 1.
- Wounded
- You have taken some damage to Life Points.
- Some effects care if you are Wounded.