Conditions

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There are many different conditions in the Unbound RPG that provide bonuses and penalties. These conditions are broken up into different tiers depending on their impact. In addition some conditions may be broken up into thematic groups as they work in similar ways.

Finally any condition that is applied by an ability that gives the target a Save is put into a general category of either Body, Mind, or Soul, based on what type of Save is required for the ability. The type of Save a Condition is applied with may give bonuses against the condition depending on abilities the target possesses. 

Condition Effects

Condition Effects are broken up into two categories, negative and positive depending on the effects they apply.

Negative Effects
  • Active Reduction: Conditions that apply Active Reduction give the specified penalty to Attacks and Skill checks.
  • Clouded: Conditions that apply Clouded give the specified penalty to Skill Checks.
  • Defensive Reduction: Conditions that apply Defensive Reduction give the specified penalty to AC, CMD, and Saves.
  • Dire Reduction: Conditions that apply Dire Reduction give the specified penalty to all d20 rolls, as well as AC and CMD.
  • Disadvantage: Any character with Disadvantage rolls twice and takes the better worse on applicable d20 rolls.
  • Fractured: Conditions that apply Fractured give the specified penalty to Saves.
  • Hampered: Conditions that apply Hampered give the specified penalty to AC and CMD.
  • Unbalanced: Conditions that apply Unbalanced give the specified penalty to Attacks.
  • Weakened: Conditions that apply Weakened give the specified penalty to Damage.
Positive Effects
  • Active Enhancement: Conditions that apply Active Empowerment give the specified bonus to Attacks and Skill checks.
  • Advantage: Any character with Advantage rolls twice and takes the better result on applicable d20 rolls.
  • Defensive Enhancement: Conditions that apply Defensive Empowerment give the specified Bonus to AC, CMD, and Saves.
  • Inspired: Conditions that apply Inspired give the specified bonus to Skill Checks.
  • Mythic Enhancement: Conditions that apply Mythic Enhancement give the specified bonus to all d20 rolls, as well as AC and CMD.
  • Limber: Conditions that apply Limber give the specified bonus to AC and CMD.
  • Reinforced: Conditions that apply Reinforced give the specified bonus to Saves.
  • Steady: Conditions that apply Steady give the specified bonus to Attacks.
  • Strengthened: Conditions that apply Strengthened give the specified bonus to Damage.

Negative Conditions

Action
  • Confused: Confused is a Tier 3 condition that alters how you act. While Confused you have a 25 percent chance to do nothing, 25 percent chance to act normally, 25 percent chance to hit yourself, and a 25 percent chance to attack your nearest ally. This is rolled at the start of your turn for the duration of the condition.
  • Dazed: Dazed is a Tier 3 condition that inhibits your ability to react. You have Defensive Reduction 2, and can take no actions except Movement actions.
  • Dazzled: Dazzled is a Tier 1 condition that inhibits your ability to react. You have Active Reduction 1.
  • Disabled: Disabled is a Tier 4 condition that inhibits your ability to act. You may take only one Basic Action while Disabled and you have Dire Reduction 2. In addition If you take a Basic Action to attack or cast a spell you lose 1 Hit Point.
  • Helpless: Helpless is a Tier 4 condition that makes you unable to defend yourself. You are unable to defend yourself or take any actions, and you are a valid target for Coup de Grace.
  • Prone: Prone is a Tier 2 condition that causes you to fall on the ground. You are Hampered & Unbalanced 4, you cannot move normally, see Movement rules for more information. While Prone, you do not gain the Hampered penalty against ranged attacks that are further than 5 feet away from you, instead ranged attacks suffer Disadvantage against you.
  • Staggered: Staggered is a Tier 2 condition that inhibits your ability to act. You may take onlt one Basic Action while Staggered, not both.
  • Unconscious: Unconscious is a Tier 4 condition that renders you unable to act or perceive. You can take no actions, and are Helpless.
Drink
  • Intoxication 1 (Slight): Slight Intoxication is a Tier 1 condition that impacts your physical and cognitive functions. You have Active Reduction 1 in addition to other effects based on the source of your Intoxication.
  • Intoxication 2 (Moderate): Moderate Intoxication is a Tier 3 condition that impacts your physical and cognitive functions. You have Active Reduction 2, and Advantage on checks made against Fear and Pain, in addition to other effects based on the source of your Intoxication.
  • Intoxication 3 (Heavy): Heavy Intoxication is a Tier 5 condition that impacts your physical and cognitive functions. You have Active Reduction 4, Advantage on checks made against Fear and Pain, and you do not fall Unconscious from damage until you reach half of your negative Hit Points; however, you must make a special Fellowship modifier + Constitution modifier check with a of DC 15 + Number of Applications from the source of Intoxication, every minute or fall Unconscious until the source of your Intoxication wears off. This is in addition to all other effects of the source of your Intoxication.
Fear
  • Fear 1 (Shaken): Shaken is a Tier 1 condition that is a fear effect that causes your to tremble with fear. You have Hampered 2.
  • Fear 2 (Frightened): Frightened is a Tier 2 condition that is a fear effect that causes you to be terrified. You have Defensive Reduction 2.
  • Fear 3 (Panicked): Panicked is a Tier 3 condition that is a fear effect that causes you to flee from the source of your fear. You have Dire Reduction 2, and you must get away and break line of sight with the source of your fear as quickly and as safely as possible.
  • Fear 4 (Horrified): Horrified is a Tier 4 condition that is a fear effect that causes you to flee from the source of your fear without regard for your own safety. You have Dire Reduction 3, you must flee from the source of you fear as fast as they can, without regard to your own safety; in addition, you drop any items that you were carrying.
  • Fear 5 (Cowering): Cowering is a Tier 5 condition that is a fear effect that you to collapse and become unresponsive until the source of your fear is gone. You have Dire Reduction 4, fall Prone, and are Flat-Footed against the source of your fear; in addition, you can take no actions other than laying on the ground cowering until your cowering condition ends.
Held
  • Entangled: Entangled is a Tier 1 condition that inhibits your physical movement. You have Unbalanced 2. Entangle can typically be removed with a Strength or Escape Artist check, with a DC equal to the original DC of the effect.
  • Entangled (Anchored): Entangle (Anchored) is a Tier 3 condition that inhibits your physical movement. You have Unbalanced 3, and you cannot move until unanchored. Entangle can typically be removed with a Strength or Escape Artist check, with a DC equal to the original DC of the effect.
  • Grappled: Grappled is a Tier 2 condition that restricts your physical movement and physical abilities. You are unable to move away from the source of your Grappled condition, and you have Active Reduction 2 and Hampered 2 against anyone that is not the source of your Grapple; in addition, you cannot use a two-handed weapon, and must make a Concentration check to cast magic while Grappled.
  • Paralyzed: Paralyzed is a Tier 5 condition that inhibits your ability to react and move. You have Dire Reduction 4, and are Helpless.
  • Petrified: Petrified is a tier 5 condition that makes you unable to act. While petrified, you have been physically turned to stone and are also considered Unconscious. If you are broken or cracked while Petrified, as long as the pieces are returned to their original place before the Petrification is undone, you are unharmed. You are treated as an object while Petrified with the same Hardness and HP calculation of stone.
  • Pinned: Pinned is a Tier 4 condition that restricts your physical movement and physical abilities. You can take no actions other than trying to break free while Pinned, and you have Dire Reduction 4. (For more information on Pin and Grapple, see the Grapple Rules).
  • Stunned: Stunned is a Tier 4 condition that inhibits your ability to react. You have Defensive Reduction 3, and you can take no actions, in addition you drop any held items.
Item
  • Broken Item: Broken Item is a Tier 2 condition. Items with the broken condition give a -3 penalty to any checks or statistics that the item gives.
  • Destroyed Item: Destroyed Item is a Tier 4 condition. Destroyed items cannot be used and provide no benefits; in addition, 50 percent of the materials of the item are rendered useless.
  • Disabled Item: Disabled Item is a Tier 3 condition. Disabled items cannot be used and provide no benefits for the duration of the condition.
Life
  • Cursed: Curses range in condition tier starting at 1 going up to 5. This is determined by the individual curse for the purpose of condition removal.
  • Defeated: Defeated is a Tier 3 condition that represents you being in a state where you are no longer in fighting shape and may be actively bleeding out. You have your Movement speed halved, and whenever you take a Basic Action you suffer a point of damage that cannot be reduced in any way.
  • Dying: Dying is a Tier 5 condition that has you begin to die. You are Helpless and Unconscious, and you must make a Constitution check to Stabilize each round, see Hit Point and Damage rules for more information.
Sense-Based
  • Blind: Blind is a Tier 3 condition that takes away your physical sight. You are unable to make visual Perception checks, and you have Hampered 2, and Disadvantage on Attacks and Precision Skills for the duration of the condition. Additionally you are unable to notice any visual details as appropriate.
  • Deafened: Deafened is a Tier 3 condition that takes away your physical hearing. You are unable to make auditory Perception checks, you have a 10 percent increased Spell Failure Chance if your spells have Berbal components, and you have Defensive Reduction 2.
  • Mute: Mute is a Tier 3 condition that takes away your ability to talk. You are unable to communicate with your voice and may automatically fail spellcasting if your spellcasting has Verbal components (See spellcasting rules).  
Sickness
  • Diseased: Diseases range in condition tier starting at 1 going up to 5. This is determined by the individual disease for the purpose of condition removal.
  • Nauseated: Nauseated is a Tier 3 condition that makes you physically ill. You have Active Reduction 2, Weakened 2, Staggered, and you cannot take the attack or spellcasting actions.
  • Poisoned: Poisons range in condition tier starting at 1 going up to 5. This is determined by the individual poison for the purpose of condition removal.
  • Sickened: Sickened is a Tier 1 condition that causes you to feel ill. You have Active Reduction 1, and Weakened 2.
Stamina
  • Fatigue: Fatigue is a condition that saps your strength and energy. The tier of this condition is equal to half of your Fatigue step, rounded up. You have a penalty to all physical checks equal to your Fatigue step and Weakened equal to your fatigue step. For additional effects of Fatigue see the Fatigue Rules in the Storyteller’s Handbook for more information on Fatigue mechanics.

Coup De Grace

As a Multi Action, using two Basic Actions, you can use a weapon in melee to deliver a coup de grace (pronounced “coo day grahs”) against a Helpless creature. You can also use a ranged weapon such as a bow, crossbow or spell, provided that you are adjacent to your target.

You automatically hit with this special attack and your attack counts as a critical hit. If your target survives the damage, they must make a Body Save (DC 10 + damage dealt) or die. You also get your extra Sneak Attack damage, in addition to any effects triggered by Sneak Attacks or critical hits, against the target when delivering a Coup de Grace. Delivering a Coup de Grace provokes Attacks of Opportunity from threatening creatures.

You cannot deliver a Coup de Grace against a target that is immune to critical hits. You can deliver a Coup de Grace against a creature with Total Concealment, but doing this requires four consecutive Basic Actions as part of a Multi Action, two to “find” your target, once you have determined what square they are in, and two to deliver your Coup de Grace.

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