Condition
Poisons, spells, and brute force can all inflict negative side effects without producing major wounds. To represent these side effects in-game, heroes suffer from conditions that affect checks or cause other problems until removed.
Poisons, spells, and brute force can all inflict negative side effects without producing major wounds. To represent these side effects in-game, heroes suffer from conditions that affect checks or cause other problems until removed.
Certain drugs, poisons, injuries, illnesses, spells, demonic powers, and even a creature called the ikanaria butterfly can all influence a hero’s mind and cause the condition Confused. The duration for this condition is given in the description of the respective cause. Remove one level of Confusion every hour, unless directed otherwise. …
Heavy gear and armor can weigh heroes down, restricting their mobility. Encumbered characters suffer penalties to applicable skill checks, based on their current level of Encumbrance. Applicable skills are indicated as such in their descriptions. When heroes discard weight, their levels of Encumbrance go away. When calculating encumbrance due to load, remember to ignore the weight of the hero’s armor, which is already factored into its Encumbrance value. …
Terribly monstrous creatures, certain magical spells, and the disadvantage Fear of… can all induce Fear. Creatures react to fear in very different ways. Some won’t let the cause of their panic out of their sight, others try to back away or even flee, and still others clumsily try to get rid of the cause. Catatonia is an example of a very strong reaction. The negative effects of this condition persist as long as the cause remains close by. When the cause is removed, Fear lowers by 1 level every 5 minutes, unless stated otherwise. …
Wounds, poison, magical spells, and other troubles might cause heroes Pain, which in the worst cases leaves them incapacitated as well. Heroes can suffer from this condition simply from losing life points (LP), and gain a level of Pain every time their LP drop by 25% of the total amount. Thus, a hero gains a level of Pain at 75% LP, a second level at 50%, and a third at 25%. Heroes gain the fourth level of Pain when their LP drop to 5 or lower. To remain active when suffering 4 levels of Pain, the character must make a Self-Control (Stay Conscious) check with a penalty of –4. When healing, one level of Pain goes away every time a hero’s LP rise back above these benchmarks (5 LP, 25%, 50%, and 75%). …
terror, you might someday find yourself unable to move. As the condition Paralysis takes hold, your limbs and tongue grow stiff until, in the worst cases, the entire body becomes unresponsive. The victim remains conscious and able to breathe, but cannot act. Unless directed otherwise, remove one level of Paralysis every hour. …
When Blessed Ones use large numbers of karma points (KP) within a short period of time, they acquire a condition called Rapture. Every passing hour reduces Rapture levels by 1. For more about Rapture, see Chapter 11: Works of the Gods, page 314. …
Whether from wine, drugs, exhaustion, or a good brawl, a hero might gain levels of Stupor and suffer disorientation and lethargy. However, the effects of Stupor do not last very long. Remove 1 level of Stupor for every 3 full hours of rest, unless directed otherwise. …