This page is read only. You can view the source, but not change it. Ask your administrator if you think this is wrong. ====== Status Conditions ====== ===== Movement Penalties ===== <WRAP round box> ==== Hindered ==== A hindered character's total move speed is halved. A 5ft move now requires a half action instead of a Swift Action. </WRAP> <WRAP round box> ==== Immobilized ==== An immobilized character can not voluntarily move from the spot they occupy and have no movement speed, but may take other actions freely </WRAP> ===== Action Penalties ===== <WRAP round box> ==== Winded ==== A Winded character does not start with a Swift Action on their turn. </WRAP> <WRAP round box> ==== Staggered ==== A staggered character may not take Full Round actions </WRAP> <WRAP round box> ==== Stunned ==== A stunned character may not take Full Actions, and is limited to only one Half Action per round (this includes losing their Swift Action). They can not gain extra actions when affected by this condition. </WRAP> <WRAP round box> ==== Paralyzed ==== A Paralyzed character may not take any actions aside from Swift, Free or Not Actions. </WRAP> <WRAP round box> ==== Frozen ==== A Frozen character may not take any actions. This includes speaking or even thinking. </WRAP> ===== Morale Penalties ===== <WRAP round box> ==== Shaken ==== A shaken character takes -2 on all attack rolls and damage rolls. These penalties are doubled if rolls are against the source of the fear. Spellcasters must make a Concentration check to cast at a DC 5 lower than normal. </WRAP> <WRAP round box> ==== Terrified ==== A terrified character takes -4 on all attack rolls and damage rolls. These penalties are doubled if rolls are against the source of the fear. Spellcasters must make a Concentration check at the normal DC for the spell's tier. </WRAP> <WRAP round box> ==== Panicked ==== A panicked character takes -4 on all attack rolls and damage rolls as well as being stunned unless they flee from the source of the fear. These penalties are doubled if rolls are against the source of the fear. Spellcasters must make a Concentration check at a DC 5 higher than normal. </WRAP> ===== Defense Penalties ===== <WRAP round box> ==== Impaired ==== An impaired character takes a -4 to AC and -4 on any Parry attempts. </WRAP> <WRAP round box> ==== Vulnerable ==== A vulnerable character takes a -8 to AC and -8 on Parry attempts. </WRAP> <WRAP round box> ==== Helpless ==== A Helpless character takes a -16 to AC and -16 on Parry attempts </WRAP> <WRAP round box> ==== Surprised ==== An impaired character takes a -4 to AC and -4 on any Parry attempts. </WRAP> <WRAP round box> ==== Unaware ==== An impaired character takes a -8 to AC and -8 on any Parry attempts. </WRAP> <WRAP round box> ==== Compromised (Save) ==== A compromised character takes a -4 to Reflex, Fortitude or Will </WRAP> ===== Health Penalties ===== <WRAP round box> ==== Fatigued ==== A fatigued character take a -2 on all dice rolls </WRAP> <WRAP round box> ==== Exhausted ==== An exhausted character take a -4 on all dice rolls. Exhausted characters may not take the Run or Charge action. </WRAP> <WRAP round box> ==== Sickened ==== A sickened character is Hindered and Staggered </WRAP> <WRAP round box> ==== Nauseated ==== A nauseated character is Hindered and Stunned </WRAP> <WRAP round box> ==== Prone ==== A Prone character is Hindered and Impaired against melee attacks. Against ranged attacks they are considered to be Defended. </WRAP> <WRAP round box> ==== Dying ==== A character gains this condition when their body or head wounds are below 0. The character falls Prone and can take no actions and are unconscious. Each round they must make a Fortitude save DC 10 in order to remove this condition, they take a penalty to this check equal to the amount of negative wounds they have on the Head or Body. After rolling the save, if the Dying condition is still present the character loses 1 more wound. If a character has more then their Constitution score in negative wounds, they gain the Dead condition. </WRAP> <WRAP round box> ==== Dead ==== This character has died, they no longer can be healed or take actions. They are capable of taking further damage (limited by limb destruction rules located at [[game_systems:combat:health|Health]]). A character with this condition is now considered an object for the purpose of talents and spells. </WRAP> ===== Positive Defensive Status Effects ===== <WRAP round box> ==== Braced ==== A Braced character gains +2 AC and +2 on Parry attempts. </WRAP> <WRAP round box> ==== Defended ==== A Defended character gains +4 AC and +4 on Parry attempts. </WRAP> <WRAP round box> ==== Fortified ==== A Defended character gains +8 AC and +8 on Parry attempts. </WRAP> <WRAP round box> ==== Stead-Fast (Save) ==== A Stead-Fast character gains +2 to Reflex, Fortitude or Will. </WRAP> ===== Positive Offensive Status Effects ===== <WRAP round box> ==== Focus ==== A character with Focus gains +1 on attacks and damage (including damage dealing spells) </WRAP> <WRAP round box> ==== Resolve ==== A character with Focus gains +2 on attacks and damage (including damage dealing spells) </WRAP> <WRAP round box> ==== Determination ==== A character with Focus gains +4 on attacks and damage (including damage dealing spells) </WRAP>