Conditions
Occasionally characters suffer effects from attacks, traps, or special abilities. These types of effects are called conditions.
Table: Conditions
| Name | Description |
|---|---|
| Bleeding | Taking physical damage over time |
| Blinded | Provides disadvantage to all actions that require a target |
| Bloodied | The character has taken damage to their health |
| Burning | Taking fire damage over time |
| Cover | Hiding behind cover. Provides disadvantage to ranged attackers |
| Crippled | Movement speed reduced by half |
| Encumbered | Disadvantage to use strength and dexterity, halved movement speed |
| Harmed | The character has lost at least half of their endurance |
| Incapacitated | Unable to take any actions |
| Poison | Losing health over time |
| Prone | On the ground. Provides disadvantage to ranged attackers, advantage to melee attackers, and advantage to stealth |
| Sickness | Gives a penalty to all tests, can cause loss of health |
| Stunned | Lose an action at the start of next turn. Interrupts actions and breaks concentration |
| Unconscious | Become prone. Incapacitated while unconscious |
By default, conditions are temporary and a character cannot have multiple instances of the same condition unless otherwise specified. Usually this means that the newest or most powerful instance of a condition takes precedence.
Example
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Normally when a condition is applied, it will specify a duration or a circumstance that allows the condition to expire. If it does not, then it is usually lasts for the duration of the scene or until it loses relevance.