Formatting code for ConditionSummary


show source only

{{image url="http://i144.photobucket.com/albums/r172/Nimea/ParthosBanner14.jpg"}}
__**[[HomePage Home]]**__, __**[[Rules Rules]]**__, __**[[http://www.parthosrpg.com/mboard/ Message Boards]]**__, __**[[www.parthosrpg.com/aim.php The Parthenon (AIM)]]__, __[[www.parthosrpg.com/aol.php The Parthenon (AOL)]]**__

Back to __**[[Combat]]**__


===__**Condition Summary**__===

**Blinded**
The character is blind. He is unable to perceive his surroundings visually and suffers -50 CA and MA for any spell which requires line of sight. [[ProfessionalSkills Blindfighting]], if known, will mitigate these penalties at HTH range. If the character has Parry, its efficacy is halved, as he cannot see incoming blows to intercept or avoid them. The character cannot use any skill dependent on sight (such as Read Magic, Pick Locks, Traps/Snares, etc).

**Cowering**
The character is paralyzed by fear. He cannot take any action, even to run away from the source of his terror, and automatically fails any saves vs. Agility. Attacks against a cowering character gain a +10 bonus to hit, and he suffers -10 to all saves.

**Dazed**
The character is semi-stunned and loses all actions remaining for that round. The character can make Agility saves normally and attacks gain no benefit to hit a dazed character. This condition typically lasts only one round.

**Deafened**
The character has temporarily lost his hearing. Deafened creatures receive a -25 to MA for spells with V components and scroll readings, 25% failure chance for items that have command phrases to activate (requiring a roll of 75 or lower), and also have their Blind Fighting skill halved, if applicable.

**Entangled**
The character is unable to move freely, but still retains some mobility. All movements, weapon attacks, and S-component spellcasting suffer a -50 initiative penalty and a -25 CA or MA penalty. The character moves at half his normal rate per action.

**Exhausted**
The character is on the verge of collapse due to weariness and physical strain. He moves at half normal speed and cannot run; if a zephyr, he cannot fly. The character's MA, CA, Strength, Agility, and Endurance (except for saves vs. death) are halved. If forced to engage in strenuous physical activity past this point, he must save vs. End every half-hour or collapse unconscious; failing this check by more than 50 points indicates that the character dies from the strain. An exhausted character who can rest completely for at least one hour becomes fatigued instead.

**Fascinated**
The character is entranced by some supernatural or magical effect. He does nothing but remain still and watch or listen to the magical effect until it ends or he is interrupted, and suffers a -25 penalty to any Perception checks while so distracted. Any obvious threat (such as someone drawing a weapon) or physical disturbance breaks the fascination effect.

**Fatigued**
The character is deeply wearied. He moves at half normal speed; running (and flying, if he is a zephyr) requires great effort and is only 75% as fast as normal. He suffers a 25% penalty to MA, CA, Strength, Agility and Endurance (except for saves vs. death); all fractions round down. If forced to engage in strenuous physical activity, or moderate activity for more than End/20 hours past this stage (fractions round down), the character becomes exhausted instead. After eight hours of complete rest, the character is restored to normal condition.

**Frightened**
A frightened character will retreat from the source of his fear if he can, and will continue to do so at least until it is no longer in sight. If unable to retreat and forced to fight, the character suffers -15 MA and CA due to the distraction of its fear, and must save vs. Will to target the source of its fear (failure indicates that the action is lost instead).

**Nauseated**
The character is disgusted to the point of physical sickness. He suffers -25 MA, CA, and Speed, and a -50 penalty to detection checks (usually Perception and Intuition, but this may also apply to IQ checks) as well as rolls for skills requiring concentration and fine manual dexterity.

**Panicked**
The character is completely terrified. He will flee from the source of his fear as fast as he is able and may drop objects he is holding. If cornered and unable to flee, he cowers instead. A panicked character can take no actions except to flee or cower as long as this condition lasts. Attacks directed at a panicked character gain +10 to hit, and he suffers a -10 penalty to all saves.

**Paralyzed**
A paralyzed character is unable to move or speak, although he is still capable of thought and can use whatever abilities are available to him by thought alone. A flying character that is paralyzed will fall to the ground; a swimming one will likely sink.

**Petrified**
The character has been turned to stone. He is totally unaware of his surroundings and events that occur while he is petrified; he is effectively unconscious, and cannot be reached by telepathy or other mental communications. If pieces are broken off a petrified character but affixed before he is restored to flesh (for example by cementing them back into place), they will be instantly healed as part of the restoration. Otherwise, a petrified character who is restored to flesh will be missing whatever parts were broken off while he was stone, which may result in his being crippled or dead.

**Prone**
The character has been knocked off his feet and to the ground. He suffers -20 CA, loses Weapon Speed (if known), and can Parry at only half efficacy (if known). He is unable to attack with any melee weapon larger than a BC8 and cannot use any missile weapon except shuriken, throwing daggers, and crossbows (which cannot be reloaded while the character is prone). Getting back to one's feet is a standard action.

**Staggered**
The character is partly stunned. He may take only one action per round, which occurs on base init (any natural Speed is lost). The character loses any Weapon Speed or Parry, cannot cast spells at all (although it is still possible to read scrolls or invoke stored spells), and suffers -50 CA.
Valid XHTML 1.0 Transitional :: Valid CSS :: Powered by WikkaWiki