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 character or creature suffers from this condition, they are unable to think clearly or concentrate. If a character or creature begins its combat turn with this condition, it first attempts an INT or WIS ability check (whichever offers the best bonus) to shake the condition. If successful, the condition is removed, and the character or creature can perform their combat turn actions and movement normally. If it fails, they are unable to cast spells, read scrolls, or cause a magical item to generate an effect. Magically enhanced weapons will continue to deliver their regular damage bonuses, but any special effects (e.g. extra elemental damage) cannot be willingly triggered. Furthermore, INT or WIS bonuses cannot be applied to any other saving throws or ability checks.
Clumsy
A clumsy character or creature suffers an impairment in their control of precise movements and actions. If a character or creature begins its combat turn with this condition, it first attempts a DEX ability check to negate the condition. If successful, the condition is removed and the combat turn can proceed normally. If it fails, the character or creature cannot apply their DEX bonus to any action or movement they attempt, nor any saving throw or ability check they attempt. While Clumsy, their DEX bonus will not contribute to Defense Points when they are attacked. Finally, at the end of their combat turn, they must roll a D20, and on a 1-5, they drop an item they are holding. If they are holding a separate item in each hand, the player can choose which is dropped.
Exhausted
When a character or creature with remaining injury slots is reduced to zero Stamina Points they become exhausted. Unless otherwise specified by 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. When calculating Defense Points to mitigate attacks, the DEX Bonus is not used. (Actual Armor does continute to mitigate damage.) This condition persists until either rest or magical intervention restores some Stamina Points to the character or creature.
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.) The effect inducing the Hastened condition will specify the parameters for ending it.
Paralyzed
A character or creature that is Paralyzed remains fully conscious, and completely aware of events going on around them, but is completely unable to act in any manner. They fall Prone immediately upon gaining the condition. Any further attacks focused on a Paralyzed character or creature result in Direct Damage, even if the the character or 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 character or creature has literally been turned to stone - almost certainly as the result of some magical effect. While paralyzed, a character is Unconscious, but does not gain the opportunity to remove the unconsciousness with a saving throw. However, they are completely immune to all damage types except Bludgeoning. Any subsequent Bludgeoning damage sustained is treated as Direct Damage. Petrification can be removed magically. Otherwise, the effect causing the Petrification will indicate the parameters for how or if this condition wears off.
Prone
A prone character is lying more or less flat on the ground. This has several effects on their combat abilities. A prone character gains a +2 bonus to Defense Points against ranged (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. Finally, prone character cannot use their DEX bonus on saving throws or ability checks.
Restrained
A restrained character or creature is one that is held, grappled, or otherwise restricted from its full range of movement. At the beginning of the character or creature's combat turn, an STR or DEX ability check (whichever has a higher bonus), can be attempted to break free. If successful, the combat turn can proceed normally. If it fails, the character or creature is unable to move during its turn, and it is unable to apply its DEX bonus to any saving throws or ability checks. (It is permitted to use its STR bonus on checks and saves that call for it.)
Slowed
A character or 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 character or 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. The effect inducing the Slowed condition will specify the parameters for ending it.
Unconscious
When a character or 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. At the beginning of its combat turn, a character or creature may attempt a Constitution Saving Throw to determine whether they regain consciousness. Typically, the DC for this saving throw is 15, but certain magical effects may call for different DC levels. If the character or 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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