wfrp4:conditions
Conditions
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p167
Multiple Conditions |
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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 |
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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. |
wfrp4/conditions.txt · Last modified: 2019/09/17 14:06 by tara