1 Bruised - clockworkamazon.com Cards mk2.pdf · Bruised A character who fails a Toughness check by one degree or less is bruised. Bruised characters suffer a cumulative –1 penalty
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BruisedA character who fails a Toughness check by one degree or less is bruised. Bruised characters suffer a cumulative –1 penalty to all future damage resistance checks.
DazedA character who fails a Toughness check by two degrees is dazed. A dazed character is limited to free actions and a single standard action per turn, although the character may use that action to perform a move, as usual. Stunned supersedes dazed.
IncapacitatedA character who fails a Toughness check by four degrees is incapacitated. An incapacitated character is defenseless, stunned, and unaware. Incapacitated characters generally also fall prone, unless some outside force or aid keeps them standing.
Defenseless characters have active •defense bonuses of 0.
Stunned characters cannot take any •actions, including free actions.
Unaware characters can’t make •interaction or Perception checks or perform any action based on them.
CompelledA compelled character is directed by an outside force, but struggling against it; the character is limited to free actions and a single standard action per turn, with both types of action being chosen by another, controlling character. As usual, this standard action can be traded for a move action. Controlled supersedes compelled.
DazedA dazed character is limited to free actions and a single standard action per turn, although the character may use that action to perform a move, as usual. Stunned supersedes dazed.
DefenselessDefenseless characters have active defense bonuses of 0. Attackers can make attacks on defenseless opponents as routine checks. If the attacker chooses to forgo the routine check and make a normal attack check, any hit is treated as a critical hit. Defenseless characters are often prone, providing opponents with an additional bonus to attack checks.
DisabledA disabled character is at a –5 circumstance penalty on checks. Ifthepenaltyappliestospecificchecks, they are added to the name of the condition, such as Attack Disabled, Fighting Disabled, Perception Disabled, and so forth. Debilitated, if it applies to the same trait(s), supersedes disabled.
ImmobileImmobile characters have no movement speed and cannot move from the spot they occupy, although they are still capable of taking actions un-less prohibited by another condition.
ImpairedAn impaired character is at a –2 circumstance penalty on checks. If the impairment applies to specificchecks,theyareaddedto the name of the condition, such as Attack Impaired, Fighting Impaired, Perception Impaired, and so forth. If it applies to the same trait(s), disabled supersedes impaired.
TransformedTransformed characters have some or all of their traits altered by an outside agency. This may range from a change in the character’s appearance to a complete change in trait ranks, even the removal of some traits and the addition of others! The
UnawareThe character is completely unaware of his surroundings, unable to make interaction or Perception checks or perform any action based on them. If the conditionappliestoaspecificsense or senses, they are added to the name of the condition, such as visually unaware, tactilely unaware (or numb), and so forth. Subjects have full concealment from all of a character’s unaware senses.
VulnerableVulnerable characters are limited in their ability to defend themselves, halving their active defenses(roundupthefinalvalue). Defenseless supersedes vulnerable.
AsleepWhile asleep, a character is defenseless, stunned, and unaware. A hearing Perception check with three or more degrees of success wakes the character and removes all these conditions, as does any sudden movement (such as shaking the sleeping character) or any effect allowing a resistance check.
Defenseless characters have active •defense bonuses of 0.
Stunned characters cannot take any •actions, including free actions.
Unaware characters can’t make •interaction or Perception checks or perform any action based on them.
BlindThe character cannot see. Everything effectively has full visual concealment from him. He is hindered, visually unaware, and vulnerable, and may be impaired or disabled for activities where vision is a factor.
Hindered characters move at half •normal speed (–1 speed rank).
Impaired characters are at a –2 •circumstance penalty on checks.
Unaware characters can’t make •interaction or Perception checks or perform any action based on them.
DeafThe character cannot hear, giving everything total auditory concealment from him. This may allow for surprise attacks on the unaware character. Interaction with other characters is limited to sign-language and lip-reading.
Unaware characters can’t make •interaction or Perception checks or perform any action based on them.
DyingA dying character is incapacitated (defenseless, stunned, and unaware) and near death. When the character gains this condition, immediately make a Fortitude check (DC 15). If the check succeeds, nothing happens. With two degrees of success, the character stabilizes, removing this condition. If the check fails, the character remains dying. Three or more total degrees of failure mean the character dies.
EntrancedAn entranced character is stunned, taking no actions other than paying attention to the entrancing effect. Any obvious threat automatically breaks the trance. An ally can also shake a character free of the condition with an interaction skill check (DC 10 + effect rank).
Stunned characters cannot take any •actions, including free actions.
ExhaustedExhausted characters are near collapse. They are impaired and hindered. Characters recover from an exhausted condition after an hour of rest in comfortable surroundings.
Impaired characters are at a –2 •circumstance penalty on checks.
Hindered characters move at half •normal speed (–1 speed rank).
IncapacitatedAn incapacitated character is defenseless, stunned, and unaware. Incapacitated characters generally also fall prone, unless some outside force or aid keeps them standing.
Defenseless characters have active •defense bonuses of 0.
Stunned characters cannot take any •actions, including free actions.
Unaware characters can’t make •interaction or Perception checks or perform any action based on them.
ParalyzedA paralyzed character is defenseless, immobile, and physically stunned, frozen in place and unable to move, but still aware and able to take purely mental actions, involving no physical movement whatsoever.
Defenseless characters have active •defense bonuses of 0.
Immobile characters have no •movement speed and cannot move.
Stunned characters cannot take any •actions, including free actions.
ProneA prone character is lying on the ground, receiving a –5 circumstance penalty on close attack checks. Opponents receive a +5 circumstance bonus to close attack checks but a –5 penalty to ranged attack checks (effectively giving the prone character total cover against ranged attacks). Prone characters are hindered. Standing up from a prone position is a move action.
Hindered characters move at half •normal speed (–1 speed rank).
RestrainedA restrained character is hindered and vulnerable. If the restraints are anchored to an immobile object, the character is immobile rather than hindered. If restrained by another character, the restrained character is immobile but may be moved by the restraining character.
Hindered characters move at half •normal speed (–1 speed rank).
Vulnerable characters halve their •active defenses.