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general:conditions [2022/01/13 00:13]
trbatpanda
general:conditions [2022/06/03 12:28] (current)
trbatpanda
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 | [[general:​conditions:​weakened|Weakened]] | Debuff, Movement | ++ Info | A weakened creature deals only half damage with melee attacks, and has disadvantage on Athletics and Acrobatics checks. A weakened creature'​s speed is reduced by 10 feet, to a minimum of half its base speed. ++ | TODO |  | [[general:​conditions:​weakened|Weakened]] | Debuff, Movement | ++ Info | A weakened creature deals only half damage with melee attacks, and has disadvantage on Athletics and Acrobatics checks. A weakened creature'​s speed is reduced by 10 feet, to a minimum of half its base speed. ++ | TODO | 
 | [[general:​conditions:​blinded|Blinded]] | Debuff | ++ Info | A blinded creature can’t see and automatically fails any ability check that requires sight. Attack rolls against the creature have advantage, and the creature’s Attack rolls have disadvantage. ++ | TODO |  | [[general:​conditions:​blinded|Blinded]] | Debuff | ++ Info | A blinded creature can’t see and automatically fails any ability check that requires sight. Attack rolls against the creature have advantage, and the creature’s Attack rolls have disadvantage. ++ | TODO | 
-| [[general:​conditions:​hindered|Hindered]] | Debuff, Stackable, Movement | ++ Info | A Hindered target is slowed by 5 feet per stack. The hindering effect is capped at -20ft movement. ​ Stack lasts until the next round has ended. ++ | TODO |+| [[general:​conditions:​hindered|Hindered]] | Debuff, Stackable, Movement, Parameterised (\_c = -20)  ​| ++ Info | A Hindered target is slowed by 5 feet per stack. The hindering effect is capped at \_cft movement. ​ Stack lasts until the next round has ended. ++ | TODO |
 | [[general:​conditions:​deafened|Deafened]] | Debuff | ++ Info | A deafened creature can’t hear and automatically fails any ability check that requires hearing. ++ | TODO | | [[general:​conditions:​deafened|Deafened]] | Debuff | ++ Info | A deafened creature can’t hear and automatically fails any ability check that requires hearing. ++ | TODO |
 | [[general:​conditions:​incapacitated|Incapacitated]] | Debuff | ++ Info | An incapacitated creature can’t take Actions, Bonus Actions or Reactions. ​ ++ | TODO |  | [[general:​conditions:​incapacitated|Incapacitated]] | Debuff | ++ Info | An incapacitated creature can’t take Actions, Bonus Actions or Reactions. ​ ++ | TODO | 
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 | [[general:​conditions:​disorientated|Disorientated]] | Debuff | ++ Info | A creature that is disoriented finds it very difficult to determine direction. During an attack, before rolling to hit roll 1d4. The result determines which of the cardinal directions to attack in. (Correlating as followed; 1-North 2-East 3-South 4-West.) If you use a melee weapon, you attack the tile intended (normally 5ft forward, however this can be extended reach) in whatever direction that was rolled. If you use a ranged weapon, unless there is a target an equal distance to where you where aimed in the direction you fire, the shot goes wild, otherwise you hit the new target like normal. The effect lasts until the end of creatures next turn ++ | TODO |  | [[general:​conditions:​disorientated|Disorientated]] | Debuff | ++ Info | A creature that is disoriented finds it very difficult to determine direction. During an attack, before rolling to hit roll 1d4. The result determines which of the cardinal directions to attack in. (Correlating as followed; 1-North 2-East 3-South 4-West.) If you use a melee weapon, you attack the tile intended (normally 5ft forward, however this can be extended reach) in whatever direction that was rolled. If you use a ranged weapon, unless there is a target an equal distance to where you where aimed in the direction you fire, the shot goes wild, otherwise you hit the new target like normal. The effect lasts until the end of creatures next turn ++ | TODO | 
 | [[general:​conditions:​bound|Bound]] | Debuff, Movement | ++ Info | A bound creature cannot physically move. ++ | TODO | | [[general:​conditions:​bound|Bound]] | Debuff, Movement | ++ Info | A bound creature cannot physically move. ++ | TODO |
-| [[general:​conditions:​sloth|Sloth]] | Debuff, Curse | ++ Info | Reduces (level\*10) movement speed. Sloth is a curse. ++ | TODO |  +| [[general:​conditions:​sloth|Sloth]] | Debuff, Curse, Parameterised (level) ​| ++ Info | Reduces (level\*10) movement speed. Sloth is a curse. ++ | TODO |  
-| [[general:​conditions:​frail|Frail]] | Debuff, Curse | ++ Info |  Reduces your AC by (level\*3). Frail is a curse. ++ | TODO |  +| [[general:​conditions:​frail|Frail]] | Debuff, Curse, Parameterised (level) ​| ++ Info |  Reduces your AC by (level\*3). Frail is a curse. ++ | TODO |  
-| [[general:​conditions:​despair|Despair]] | Debuff, Curse | ++ Info | When below a third of your max health, for every hit taken that deals damage, take (1\*level)% of your current health as shade damage. Despair is a curse. ++ | TODO |  +| [[general:​conditions:​despair|Despair]] | Debuff, Curse, Parameterised (level) ​| ++ Info | When below a third of your max health, for every hit taken that deals damage, take (1\*level)% of your current health as shade damage. Despair is a curse. ++ | TODO |  
-| [[general:​conditions:​fumble|Fumble]] | Debuff, Curse | ++ Info | Your hit rolls become unlucky. hit rolls gain a -3\*(level-1). Fumble is a curse. ++ | TODO | +| [[general:​conditions:​fumble|Fumble]] | Debuff, Curse, Parameterised (level) ​| ++ Info | Your hit rolls become unlucky. hit rolls gain a -3\*(level-1). Fumble is a curse. ++ | TODO | 
-| [[general:​conditions:​hex|Hex]] | Debuff, Curse | ++ Info | Vis costs increased by level*50%. Hex is a curse. ++ | TODO |+| [[general:​conditions:​hex|Hex]] | Debuff, Curse, Parameterised (level) ​| ++ Info | Vis costs increased by level*50%. Hex is a curse. ++ | TODO |
 | [[general:​conditions:​unencumbered|Unencumbered]] | Offensive | ++ Info | Enables you to perform certain tasks impossible to do while armed, for example: Allows the use of Hollow Palm Techniques ++ | Gain this condition automatically when both hands are free (No gauntlets/​Weapons) | | [[general:​conditions:​unencumbered|Unencumbered]] | Offensive | ++ Info | Enables you to perform certain tasks impossible to do while armed, for example: Allows the use of Hollow Palm Techniques ++ | Gain this condition automatically when both hands are free (No gauntlets/​Weapons) |
 | [[general:​conditions:​thin\_blood|Thin Blood]] | Debuff, Movement, Trigger | ++ Info | While under this effect there is a 50% chance to not loose a bleed stack when you normally would. ++ | This condition is normally gained after being poisoned. (See Rathadel: Red Empress Petal or Rathadel: Vial of Windbane) | | [[general:​conditions:​thin\_blood|Thin Blood]] | Debuff, Movement, Trigger | ++ Info | While under this effect there is a 50% chance to not loose a bleed stack when you normally would. ++ | This condition is normally gained after being poisoned. (See Rathadel: Red Empress Petal or Rathadel: Vial of Windbane) |
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 | [[general:​conditions:​berserk|Berserk]] | Buff, Stackable | ++ Info | The user deal [1] extra DMG for every Beserk stacks they have, however, they also take [1d4] DMG for every stack they have at the end of the chain, this damage cannot be reduced by blocks or dodges. Berserk stacks reset at the start of their next turn. ++ | [[rathadel:​techniques:​death\_snow|Death Snow]] | | [[general:​conditions:​berserk|Berserk]] | Buff, Stackable | ++ Info | The user deal [1] extra DMG for every Beserk stacks they have, however, they also take [1d4] DMG for every stack they have at the end of the chain, this damage cannot be reduced by blocks or dodges. Berserk stacks reset at the start of their next turn. ++ | [[rathadel:​techniques:​death\_snow|Death Snow]] |
 | [[general:​conditions:​cold\_skin|Cold Skin]] | Debuff, Stackable | ++ Info | For every stack of Cold Skin a target has, they recieve a [-1] DMG reduction penalty. At the start of the targets turn, 1 stack of Cold Skin is removed. ++ | [[rathadel:​techniques:​death\_snow|Death Snow]] | | [[general:​conditions:​cold\_skin|Cold Skin]] | Debuff, Stackable | ++ Info | For every stack of Cold Skin a target has, they recieve a [-1] DMG reduction penalty. At the start of the targets turn, 1 stack of Cold Skin is removed. ++ | [[rathadel:​techniques:​death\_snow|Death Snow]] |
-| [[general:​conditions:​spite|Spite]] | Buff, Stackable, Offensive, Parameterised (\_d) | ++ Info | You may add the damage dice _d to your attack damage as bludgeoning damage. If you receive a new Spite stack with a different damage dice size, _d becomes the larger dice for all stacks. Lose 1d4 Spite at the end of each turn. ++ | [[rathadel:​techniques:​graceful\_determination|Graceful Determination]],​ [[rathadel:​techniques:​brute\_force|Brute Force]] |+| [[general:​conditions:​spite|Spite]] | Buff, Stackable, Offensive, Parameterised (\_d) | ++ Info | You may add the damage dice \_d to your attack damage as bludgeoning damage. If you receive a new Spite stack with a different damage dice size, \_d becomes the larger dice for all stacks. Lose 1d4 Spite at the end of each turn. ++ | [[rathadel:​techniques:​graceful\_determination|Graceful Determination]],​ [[rathadel:​techniques:​brute\_force|Brute Force]] ​
 +| [[general:​conditions:​entropic\_cloaking | Entropic Cloaking]] | Buff, Stackable, Defensive | ++ Info | An entity with Entropic Cloaking reduces all Domain Qi/​Willpower based damage taken to zero and mitigates any effects created by Domain Qi or Willpower. 1 stack of Entropic Cloaking is lost per turn. ++ | Can consume Entropic Darkness to apply Entropic Cloaking to yourself or those you are touching at a 1:1 rate as a reaction. | 
 +| [[general:​conditions:​shunned | Shunned]] | Curse | ++ Info | A somewhat strange curse that has no inherent effect, but can gain effects from other sources. ++  | TODO | 
 +| [[general:​conditions:​incalescence | Incalescence]] | Curse, Debuff, Parameterised (\_s, \_c)  | ++ Info | At the end of every turn a entity with this curse rolls 1d20. On an odd number, they gain a stack of [[general:​conditions:​ignited|ignite]]. On an even number they gain a stack of [[general:​conditions:​hindered|Hindered (_c)]]. If they roll a 20, they instead gain the [[general:​conditions:​shocked|shocked]] condition. These stacks last until the curse ends. You cannot gain over (\_s) stacks of ignite from this curse. ++  | TODO | 
 +| [[general:​conditions:​hyperbolic\_pandemonium | Hyperbolic Pandemonium]] | Curse, Buff, Debuff, Trigger, Offensive, Defensive, Movement, Dodge | ++ Info | At the start of every turn a entity with this curse gains a random effect from [[general:​conditions:​hyperbolic\_pandemonium:​effect\_table|Hyperbolic Pandemonium Effect table]] until the start of their next turn. ++  | TODO | 
 +| [[general:​conditions:​greater\_consequence | Greater Consequence]] | Curse, Debuff, Stackable , Trigger | ++ Info | The next time a night timeslot passes after combat ends, enter death saving throws. After entering death saving throws, for every four stacks of Greater Consequence gained over the fight, fail one death save. ++  | TODO | 
 +| [[general:​conditions:​corrosion | Corrosion]] | Debuff, Defensive, Parameterised (\_d), Stackable | ++ Info | At the of your turn, roll a dice with \_d sides. If the value rolled is that dices lowest value, your AC has a -1 penalty. Corrosion stacks disappear after 2 turns have passed without gaining another corrosion stack. Corrosion stack ac penalties decrease by 1 at the end of each turn you have no corrosion stacks. If your AC falls to 0, corrosion instead deals 2d20 acid damage to you instead. ++  | TODO |
  
  
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 |[[general:​conditions:​tags:​movement|Movement]] ​ |++ Info | A condition that has the movement tag influences the targets movement in either a positive or negative way.++ ​ | |[[general:​conditions:​tags:​movement|Movement]] ​ |++ Info | A condition that has the movement tag influences the targets movement in either a positive or negative way.++ ​ |
 |[[general:​conditions:​tags:​offensive|Offensive]] |++ Info | A condition that has the offensive tag boosts the targets attacking capabilities in some way. ++  | |[[general:​conditions:​tags:​offensive|Offensive]] |++ Info | A condition that has the offensive tag boosts the targets attacking capabilities in some way. ++  |
-|[[general:​conditions:​tags:​parameterised|Parameterised]] ​ |++ Info | A condition that has this tag requires one or multiple ​parameters of some type that defines ​its behaviour.++ ​ |+|[[general:​conditions:​tags:​parameterised|Parameterised]] ​ |++ Info | A condition that has this tag requires one or more parameters of some type that define ​its behaviour. Parameter'​s with an value assignment assume that value to be the default if no parameter is given. ++  |
 |[[general:​conditions:​tags:​stackable|Stackable]] | ++ Info | A condition with this tag can have its effects applied to a target multiple times. The nature of how a condition stacks is defined in the condition. ++ | |[[general:​conditions:​tags:​stackable|Stackable]] | ++ Info | A condition with this tag can have its effects applied to a target multiple times. The nature of how a condition stacks is defined in the condition. ++ |
-|[[general:​conditions:​tags:​trigger|Trigger]] ​ | ++ Info | A condition that has the trigger tag activates an effect after certain conditions are met. These tend to be negative effects, but can also be positive.++  ​| TODO +|[[general:​conditions:​tags:​trigger|Trigger]] ​ | ++ Info | A condition that has the trigger tag activates an effect after certain conditions are met. These tend to be negative effects, but can also be positive.++ ​ |
  
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