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| [[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: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: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 | | ||