Appendix 3 - Conditions in The World of Cartyrion | World Anvil

Appendix 3 - Conditions

Many things that can happen to adventurers as well as NPCs and creatures will affect their ability to function normally in some way. These effects are called Conditions. Some are beneficial in some ways; most are detrimental; some can be both.

Befuddled
When a creature suffers from this condition, they are unable to think clearly or concentrate. Spellcasting of any kind is impossible. Use of scrolls, wands, staves, or any other item that involves the controlled release of magical energies are also prohibited. Magical weapons and armor still impart their bonuses, but any effect that requires "triggering" cannot be invoked.

Creatures affected by this condition suffer reductions to their INT, AWA, and WIL scores for as long as the effect persists. For each of these abilities, scores of +3 or more are immediately reduced to 0. Scores of +2 or less are reduced by 3 points, with a minimum result of -5.

If a creature begins its combat turn with this condition, it can attempt an ability check to shake the condition. If the condition is magically imposed, a WIL check is attempted. If it is the result of a physical imposition (i.e. poisons), a CON check is performed instead. The DC for this check will be determined by the Gamemaster, based on the source and nature of the imposition of the condition. If successful, the condition is removed, and the creature can perform their combat turn actions and movement normally. If it fails, they remain affected.
Blinded
A creature that is Blinded loses the ability to visually perceive the world around them. The inability to see an opponent hampers combat effectiveness; the inability to see terrain or obstacles will make even movement challenging. Spells that require the caster to see a target (whether that target is a creature or a fixed point in space) cannot be cast.

A creature attempting any combat attack while Blinded must first roll a 1d20 to determine whether they are lucky enough to strike their target. If melee combat is already in progress (i.e. damage has been done to or by the combat target in the prior round), a result of 11 or higher indicates a successful melee attack. In all other cases, including first strikes on new targets or any ranged attacks, a 19 or higher is required to succeed.

An affected creature can move at half speed without penalty; it is presumed they are "feeling their way" as they go. If more than half movement speed is attempted, a DEX check at DC15 is required to avoid stumbling and falling Prone. (The Gamemasater may adjust this DC up or down depending on terrain and other conditions.)

No round-by-round ability check is available to remove this effect, but some magical spells will negate it.
Clumsy
When a creature suffers from this condition, they lose agility, coordination, and fine motor skills. In some cases, this may prevent the casting of spells that require Gesture components, or hamper the ability to use magical items.

Creatures affected by this condition suffer reductions to their DEX score for as long as the effect persists. Scores of +3 or more are immediately reduced to 0. Scores of +2 or less are reduced by 3 points, with a minimum result of -5. If this results in a score of -2 or less, spellcasting that involves Gesture components is prohibited. It is impossible to move with any degree of stealth while Clumsy. All attempts to disarm traps, pick locks, pick pockets, or perform any sleight of hand maneuvers will automatically fail. An affected creature holding an item in its hand must end each combat round with a DEX check at DC 5; a failure indicated the item has slipped from their grasp.

If a creature begins its combat turn with this condition, it can attempt an ability check to shake the condition. If the condition is magically imposed, a WIL check is attempted. If it is the result of a physical imposition (i.e. poisons), a CON check is performed instead. The DC for this check will be determined by the Gamemaster, based on the source and nature of the imposition of the condition. If successful, the condition is removed, and the creature can perform their combat turn actions and movement normally. If it fails, they remain affected.
Deafened
A creature that is Deafened loses the ability to hear the world around them. This does not hampers combat effectiveness unless the creature relies on sound rather than sight or another sense for primary target location. It does, however, make it impossible for anyone affected by this condition to cast spells requiring an Audible component, or to be affected by any spell that requires they hear the caster.

No round-by-round ability check is available to remove this effect, but some magical spells will negate it.
Enfeebled
When a creature suffers from this condition, they lose strength, and the ability to carry items or fend off physical effects is diminished.

Creatures affected by this condition suffer reductions to both their STR and CON scores for as long as the effect persists. Scores of +3 or more are immediately reduced to 0. Scores of +2 or less are reduced by 3 points, with a minimum result of -5. The maximum number of Injury Points that can be sustained is temporarily reduced, as is the capacity to carry Inventory items. (Both are reduced according to the temporary CON score resulting from the effect.) Note that if the creature is already injured, and the reduction of Injury Points would bring it to 0 or less, it is instead adjusted to a value of 1. (Imposition of the Enfeebled condition cannot directly cause Death.)

If a creature begins its combat turn with this condition, it can attempt an ability check to shake the condition. If the condition is magically imposed, a WIL check is attempted. If it is the result of a physical imposition (i.e. poisons), a CON check is performed instead. The DC for this check will be determined by the Gamemaster, based on the source and nature of the imposition of the condition. If successful, the condition is removed, and the creature regains any lost inventory capacity and Maximum Injury Points. (Note that if the "minimum of 1 Injury Point" situation occured, the restoration of Maximum Injury Points does not heal actual injuries sustained before the condition was applied.)
Exhausted
When a creature is reduced to zero Stamina Points it becomes Exhausted. Unless the effect or attack which resulted in the final draining of Stamina Points indicates otherwise, they remain conscious, but have diminished capacity to function physically. If the DEX score is positive, it is ignored when calculating total defense against attacks. Positive STR scores cannot be used for ability checks, nor do they contribute to damage dealt during combat. (Physical armor continues to mitigate damage.) The creature's movement speed is halved as well.

This condition persists until either the character rests - with no physical activity or movement - for a period of 10 minutes, or some magical means is used to restore some Stamina Points to the creature. A 10 minute rest period will restore the creature to their Stamina Point maxiumum.
Hastened
A character or creature that is Hastened is capable of making twice the normal number of attacks in a given combat turn, and is capable of moving at twice their normal speed. (This applies to all movement types the character or creature possesses.) Spellcasters are capable of casting two spells in their turn provided neither has a Gesture component. (The Gestures required for spellcasting require sufficient precision that they cannot be hurried.)

A magical Slowed effect will immediately end this condition; both conditions cancel each other out. Otherwise, the effect inducing the Hastened condition will specify the parameters for ending it.
Paralyzed
A creature that is Paralyzed remains fully conscious, and completely aware of events going on around them, but is unable to act in any manner. They fall Prone immediately upon gaining the condition. Any further attacks focused on a Paralyzed creature result in Direct Damage, even if the the creature has Stamina Points remaining.

Paralyzation can be removed magically. Otherwise, the effect causing the Paralyzation will indicate the parameters for how or if this condition wears off.
Petrified
A Petrified creature has literally been turned to stone - almost certainly as the result of some magical effect. While Petrified, a creature is Unconscious, but does not gain the opportunity to remove the unconsciousness with a saving throw. While in this condition, a creature is immune to all Piercing and Slashing damage, and gains a +4 Armor Bonus against all other forms of damage. Should damage be suffered, though, it is treated as Direct Damage.

When a creature is Petrified, all items worn or carried - magicaal or otherwise - are also turned to stone and cannot be removed from the creature.

Petrification can be removed magically. Otherwise, the effect causing the Petrification will indicate the parameters for how or if this condition wears off. When the Petrification effect is lifted, the creature has 0 Stamina Points (and hence is Exhausted. Any Injury Points incurred prior to or during the time it was Petrified remain. All items that were petrified along with the creature are restored to the conditions they were in before petrification.
Prone
A Prone creature is lying more or less flat on the ground. This has several effects on their combat abilities. A Prone creature gains a +2 bonus to Defense Points against ranged attacks (but not area-of-effect attacks), but suffers a -2 penalty to Defense Points against melee attacks. A Prone character may make a melee or ranged attack, but suffers a -2 penalty to all damage done such attacks. Prone character cannot use their DEX bonus on saving throws or ability checks.

A Prone creature may use half its Movement to regain its feet. Alternatively, it may crawl or roll up to a quarter of its normal Movement distance.
Restrained
A Restrained creature is one that is held, grappled, or otherwise restricted from its full range of movement. A Restrained creature cannot apply any DEX ability score greater than zero to attacks or defense. STR and AWA scores will continue to affect attacks in their usual manner. Spells requiring a Gesture or Material component cannot be cast.

At the beginning of the creature's combat turn, an Ability Check using STR or DEX (creature's choice), can be attempted to break free. The creature's DEX score can be applied to this check. If successful, the creature uses its combat turn action to break free, and may then use its movement to complete its turn. If it fails, the character or creature is unable to move during its turn, but it may still make an attack, cast a spell with only Audible components, or perform some other action that does not involve movement or free use of arms.
Slowed
A creature that is Slowed is only capable of moving at half their normal speed. (This applies to all movement types the character or creature possesses.) Furthermore, a Slowed creature cannot attack in the combat turn immediately following their gaining the condition, and may only attack every second combat turn thereafter while the condition applies.

A magical Hastened effect will immediately end this condition; both conditions cancel each other out. Otherwise, the effect inducing the Slowed condition will specify the parameters for ending it.
Terrified
The Terrified condition is always imposed by a single creature or item that the target is aware of. For the duration of the effect, the Terrified creature can not make any willing movement that will bring it closer to the source of the effect, nor can the target attack the source directly. Any AWA ability checks related to the source are unaffected, but any AWA checks focused on anything or anyone other than the source of the condition cannot take advantage of any positive AWA ability score bonus.

At the beginning of any combat turn in which the creature is already Terrified, a WIL ability check (DC 15) must be made. On success, the creature may move wherever they wish within their range, as long as it is not closer to the source, and they may attack any target other than the source. If the Ability Check fails, the creature must use its full movement to flee directly away from the source, and can only attack a target that is in its escape path as it attempts to flee.

This condition remains as long as the creature can detect the presence of the source, and for 2 combat rounds afterward. "Detect the presence" means having a line of sight, or, if appropriate, being with some other sensory range of the source.
Unconscious
When a creature is rendered Unconscious, they immediately fall Prone. They are no longer capable of moving or acting on their own in any manner on their turns. They are unaware of their surroundings and events going on around them.

Unless the effect causing the condition indicates otherwose, at the beginning of its combat turn, a creature may attempt a CON Ability check to determine whether they regain consciousness. Typically, the DC for this check is 15, but certain magical effects may call for different DC levels. If the creature regains consciousness, they may take their normal combat turn. Note that upon regaining consciousness, the character is still Prone.

Credits

The Laurels and Loot Rule System is published by Bob O'Brien
It is available to all in accordance with the Creative Commons (Attribution) license
(Creative Commons 4.0 International License)

Laurels and Loot Rules are derived in part from the following sources:
Knave 2.0 TTRPG System Rules published by Ben Milton
in compliance with
(Creative Commons 4.0 International License)


The banners on these pages was composed with art attributed to:
b0red from Pixabay (treasure chest image)
Gordon Johnson from Pixabay (laurels image)

The side panels are composed with art attributed to:
Evelyn Chai from Pixabay (dungeon passage)


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