Conditions
Blinded
To have the blinded condition is to lose the function of your primary sense organ, which for humans is lightsense. When blinded:
- The creature automatically fails any check that requires their primary sense.
- Any chk(TC) against the creature has advantage, while any chk(TC) by the creature is at disadvantage.
Dulled
The dulled condition refers to losing a secondary sense (one that is below 10), this is most commonly the sense of hearing (audiosense).
Confused
Confused represents a number of conditions that are different in flavour, but amount to the same results with respect to the rules.
The creature can be confused in the following ways:
- they don’t know friend from foe, and they are either completely unaware of how they have arrived at their place and time;
- they are entirely consumed by an hallucination;
- they have entered a schizophrenic episode, which may involve paranoia, believing that their allies are really agents of foes, or that they are on a secret mission toward some outlandish objective; or
- they have been possessed through neurological or psychic means.
A confused creature cannot take re-acts, and can only take main-acts or bonus-acts of their volition if they overcome their mishap(insanity) level on a d12.
They have disadvantage on all Focus, Perception, Resolve, Insight skill rolls, and cannot perform knowledge or engineering skills.
The confused condition can be applied at mishap(insanity-1) or more, with each level increasing the likelihood of the creature not being able to perform main-acts and bonus-acts.
Unless stated by the effect applying the mishap(insanity), the duration of the confused state starts at 1 round for level 1, and increases in duration in time increments, so that mishap(insanity-2) is 1 minute, mishap(insanity-3) is 1 scene and so on.
Dazed
A dazed creature suffers a disadvantage on all checks and saves.
Enthralled
An enthralled creature places all their focus on the source of their enthralment, and have disadvantage on all checks that are not related to the source of their enthralment.
The very first chk(TC) against the creature is made at advantage, and breaks the enthralment.
Frightened
A frightened creature has disadvantage on skill rolls except saves while the source of the fear is within line of sight or the conditions that generated the fear are ongoing.
A frightened creature cannot willingly move closer to the source of fear.
Incapacitated
An incapacitated creature cannot take main-acts or re-acts, and automatically fails sv(Agility).
Paralysed
A paralysed creature is incapacitated (see the condition) and also cannot move or speak.
- The creature automatically fails sv(Strength).
- Any chk(TC) against the creature has advantage, and any successful chk(TC) against the creature has the highest result (critical).
Prone
A prone creature’s only movement option is to crawl, unless they stand up and end the condition.
- The creature has disadvantage on any melee chk(TC), as well as any ranged chk(TC) that involve throwing the weapon or knocking an arrow.
- Any melee chk(TC) against the creature have advantage, but any ranged chk(TC) have disadvantage.
Restrained
A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
- Any chk(TC) against the creature has advantage, and any chk(TC) by the creature are at disadvantage.
- The creature has disadvantage on all sv(Agility).
Sickened
A biological creature can be sickened through poisoning or disease, while a machine can be sickened through electrocution. Sickening is also the result of same failed mishap rolls.
A sickened creature has disadvantage on all checks.
Poisoned
A poisoned creature has all the characteristics of a sickened creature, plus they are unable to heal any resource. In addition, they acquire mishap(poison) at a level depending on what gave them this condition.
Stunned
A stunned creature is incapacitated (see the condition), can't move, and can speak only falteringly.
- The creature automatically fails sv(Strength).
- chk(TC) against the creature have advantage.
Unconscious
An unconscious creature is incapacitated (see the condition), can't move or speak, and is unaware of its surroundings
- The creature drops whatever it's holding and falls prone.
- The creature automatically fails sv(Strength) and sv(Agility).
- Any chk(TC) against the creature has advantage, and any successful chk(TC) against the creature has the highest result (critical).