====== Conditions ====== [ [[wfrp4:start|Main]] ] [ [[wfrp4:combat|Combat Main]] ] p167 ^ Multiple Conditions ^ | You can be subject to the same Condition more than once; indeed, sometimes you will receive multiples of the same Condition from a single event. If this occurs, any penalties suffered are stacked. So if you have 3 //Bleeding// Conditions, you're losing a worrying 3 Wounds per Round; or if you have 3 //Fatigued// Conditions, you suffer -30 to all Tests. You can also be subject to multiple different Conditions at once. When this occurs, the effects do //not// stack; you suffer the highest of the penalties and apply it. So if you had the //Exhausted// and //Prone// Conditions, you would suffer a -20 penalty to all active Tests, not -30. | ^ Name ^ Description ^ | Ablaze | At the end of each round, suffer 1d10 Wounds, modified by TB and Armor Points, with a minimum of 1 Wound suffered. Each extra //Ablaze// Condition adds +1 to the Damage suffered (so 3 //Ablaze// Conditions result in 1d10+2 Damage suffered). One //Ablaze// Condition can be removed with a successful **Athletics** (difficulty varies) Test, with each SL removing an extra //Ablaze// Condition. | | Bleeding | Lose 1 Wound at the end of every round. -10 to Test to resist Festering Wounds, Minor Infection, or Blood Rot. If you reach 0 Wounds, gain the //Unconscious// Condition. At this point, you have 10% chance of dying per //Bleeding// Condition you have. You cannot regain consciousness until all //Bleeding// Conditions are removed. Remove Bleeding Conditions with successful **Heal** (varying difficulty) Test, with extra SL removing additional //Bleeding// Conditions; or with any spell or prayer that heals Wounds, with one Condition removed per Wound healed. Once all //Bleeding// Conditions are removed, gain 1 //Fatigued// Condition. | | Blinded | You suffer a -10 penalty to all Tests involving sight, and any opponent attacking you gains +10 bonus to hit you. One //Blinded// Condition is removed at the end of every other round. | | Broken | On your turn, your Move and Action must be spent running away to LoS the enemy. You receive -10 penalty to do anything but run away. If you aren't engaged with an enemy at the end of each round, you may attempt a **Cool** (difficulty varies) Test to remove the //Broken// Condition. If you spend a full round out of sight of any enemy, you may remove 1 //Broken// Condition. Once all //Broken// Conditions are removed, gain 1 //Fatigued// Condition. | | Deafened | You suffer -10 penalty to all Tests involving hearing, and any opponent attacking you in close combat from the flank or rear gains +10 bonus to hit you (this does not scale with multiple //Deafened// Conditions). One //Deafened// Condition is removed at the end of every other round. | | Entangled | On your turn, you may not take a Move action, and all actions involving movement of any kind suffer a penalty of -10 (including Grappling). For your Action, you can remove an //Entangled// Condition if you win an **Opposed Strength** Test against the source of the entanglement, with each SL removing an extra //Entangled// Condition. | | Fatigued | You suffer a -10 penalty to all Tests. Removing a //Fatigued// Condition requires rest, a spell, a divine effect, or a specific set of circumstances defined by what gave you the //Fatigued// Condition to begin with (such as carrying too much). | | Poisoned | All Test to remove poison have their difficulty determined by the type of poison (). At the end of each round lose 1 Wound. Also, suffer a -10 penalty to all Tests. If you reach 0 Wounds when //Poisoned//, you cannot heal any Wounds until all //Poisoned// Conditions are removed. If you fall //Unconscious// when //Poisoned//, make an **Endurance** (difficulty varies) Test a number of rounds equal to your TB or die horribly. p172. At the end of each round you may attempt an **Endurance** (difficulty varies) Test. Success removes a //Poisoned// Condition, and so does each SL. A **Heal** (difficulty varies) Test provides the same results. Once all //Poisoned// Conditions are removed, gain 1 //Fatigued// Condition. | | Prone | On your turn, your Move action can only be used to stand up or crawl at half your Movement in yards (if you have 0 Wounds remaining, you can only crawl). You suffer -20 to all Tests involving Movement of any kind, and any opponent trying to strike you in Melee Combat gains +20 to hit you. //Prone// Conditions do not stack. You lose the //Prone// Condition when you stand up. | | Stunned | You are incapable of taking an Action on your turn but are capable of half your Movement Action. You can defend yourself in opposed Tests, but not with Language (Magick). You suffer a -10 penalty to all Tests. If you have any //Stunned// Conditions, any opponent trying to strike you in Melee combat gains +1 Advantage before rolling the attack. At the end of each round you may attempt a **Challenging (+0) Endurance** Test. If successful, remove 1 //Stunned// Condition, with each SL removing additional //Stunned// Conditions. Once all //Stunned// Conditions are removed, gain 1 //Fatigued// Condition. | | Surprised | You can take no Action and Movement Action on your turn, and you cannot defend yourself in opposed Tests. Any opponent in Melee Combat with you gains +20 to hit. The //Surprised// Condition does not stack. You lose the //Surprised// Condition at the end of the first round or after the first attempt to attack you. | | Unconscious | When you lose the //Unconscious// Condition, you gain the //Prone// and //Fatigued// Conditions. |