Character Condition Summary

A number of adverse conditions can affect the way a charater operates. To facilitate the understanding of how these conditions affect a character, the following standard definitions apply. If more than one condition affect a character, apply both if possible. If not possible, apply only the most severe condition.

Condition Summery:

Ability Damage:
The character has lost 1 or more ability score points. The loss is temporary, and these points return at a rate of 1 per day. Note that is this different from “effective” ability loss, which is an effect that goes away when the condition causing it (fatigue, entanglement, or whatever) goes away.

Ability Drain:
The character has lost one or more ability score points. The loss is permanent.

Blind:
The hero can’t see at all, and thus everything has full concealment to him. He has a 50% chance to miss in combat. He has an effective Dexterity of 3, along with a -4 penalty on the use of Strength-based and Dexterity-based skills. This -4 penalty also applies to Search and any other skill check for which the GM deems sight to be important. He can’t make Spot checks or perform any other activity (such as reading) that requires vision. Heroes who are blind long-term (from birth or early in life) grow accustomed to these drawbacks and can overcome some of them (GM discretion).

Cowering:
The hero is frozen in fear, loses her entire Dexterity bonus, and can take no combat or movement actions. Foes gain a +2 bonus to hit cowering heroes.

Dazed:
Unable to act, a dazed character can take no actions but can defend against attacks normally (using his normal Defense and Dexterity modifier, if any). The condition typically lasts 1 round.

Deafened:
The hero can’t hear and suffers a -4 penalty on initiative checks. He can’t make Listen checks. Heroes who are deafened long term (from birth or early in life) grow accustomed to these drawbacks and can overcome some of them (GM discretion).

Dead:
A character dies when his or her wound points drop to -10 or lower. A character also dies when his Constitution drops to 0.

Dying:
The character is near death and unconscious, with -1 to -9 wound points. She can take no actions, and each round a dying character loses 1 wound point until she dies or becomes stable.

Entangled:
An entangled character suffers a -2 penalty on attack rolls and a -4 penalty to effective Dexterity. If the bonds are anchored to an immobile object, the entangled hero can’t move. Otherwise, he can move at half speed, but can’t run or charge.

Exhausted:
Heroes who are exhausted move at half normal speed and suffer an effective penalty of -6 to Strength and Dexterity.

Fatigued:
Characters who are fatigued can’t run or charge and suffer an effective penalty of -2 to Strength and Dexterity.

Grappled
When grappled, a hero can’t move or undertake any action more complicated than making an attack with his bare hands, an attack with a Small or Tiny weapon, or an attempt to break free from his opponent.

Helpless:
Paralyzed, sleeping, or unconscious characters are helpless. Any attack against a helpless character is automatically a critical hit. If the helpless character survives the attack, he must make a Fortitude save (DC 10 + the damage dealt) or die.

Knocked Out:
A character who takes wound damage in a round and fails a Fortitude save (DC 5 + the number of wound points lost in the round) falls to the ground and can take no actions. The condition typically lasts 1d4+1 rounds.

Panicked:
Must flee at top speed. Cowers if unable to get away. Defends normally but does not attack. (A cowering charcter, being unable to attack, typically uses the total defense action in combat).

Paralyzed:
Heroes who are paralyzed fall to the ground, unable to move (they have an effective, but not actual, Dexterity and Strength of 0). They are helpless.

Prone:
Lying on the ground. An attacker who is prone suffers a -4 penalty on melee attack rolls and can’t use primitive, heavy, or thrown ranged weapons. Melee attacks against a prone defender have a +4 circumstance bonus, and ranged attacks against a prone defender have a -4 penalty.
Legless Creatures
Ranged attacks against prone creatures that don’t have legs (such as Hutts) suffer only a -2 penalty, because going prone does not significantly reduce their profile. Such creatures get a +4 stability bonus when opposing trip checks, knockdown attacks, and similar actions that involuntarily impose the prone condition.

Stable:
The hero is no longer dying, but is still unconscious.

Stunned:
The hero loses her entire Dexterity bonus, drops what she is holding, and can take no attack or move actions. In addition, each attacker gains a +2 bonus on attack rolls against that hero. The condition typically lasts 1 round.

Unconscious:
The hero is unable to defend himself. He is helpless.

Wounded:
A character who takes wound damage is fatigued and must make a Fortitude save to avoid becoming knocked out.

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