Rule: Ailments

Ailments are lingering effects that alter or impede a character’s capabilities.   Contracting Ailments
  • Ailments can be contracted in multiple ways.
    You will be given one by your GM if the situation warrants it.
Removing Ailments
  • Some Ailments have specific condition to be removed, others can varie and will be dependent on the source of the Ailment.
    For example, eating will stop you from starving, but a powerful hex blinding you might require an equally powerful counter-spell or time to wear off.
 
Overburdened

Overburdened

Carrying an excessive load not only slows you down, it also makes your movements strained or awkward. Your back won’t thank you either.
  When Overburdened…   To remove this Ailment…
 
Starved

Starved

Hunger is a constant threat, and as an aventurer you are more likely than most to find yourself short of food.
  When Starved…
  • For each day of missed food, your maximum Hearts Total is reduced by 1.
  To remove this Ailment…
  • When you consume a ration, your Hearts Total is restored by 1 day’s nutrition, up to the number day's of missed food.

 
Fatigued

Fatigued

If you adventure for prolonged periods of time without rest you will inevitably tire. Fatigue is a concern when you skip, or are unable to sleep.
  When Fatigued…
  • For each day of missed sleep you suffer a -1 Penalty to any Attack, Check or Contest rolls you make.
  • Once the accrued Penalty exceeds half your Lvl (rounded up), you will collapse involuntarily and cannot be roused for a 24 hours period (equivalent to a Downtime (Sleep all day )), and will wake up refreshed.
    This can exceptionaly happen outside a settlement, because of your extreme fatigue.
  To remove this Ailment…
 
   
Prone

Prone

A mighty blow or a sneaky trip has left you lying flat on the ground.
Get up quickly or you’ll be an easy target.
  When Prone…   To remove this Ailment…
  • You need to get back up, by sacrificing 15 feets of movement in your turn (or an ally can help you by sacrificing his own 15 feets of movement).

 
Restrained

Restrained

You are tied up, shackled, or otherwise prevented from using your limbs. Perhaps you’re bound by a length of rope or maybe gripped by a muscular tentacle.
  When Restrained…
  • You cannot take any Actions that require the precise use of your restrained limbs.
    Your GM will decide whether you can Move and what Actions or Abilities you are still able to perform.
  To remove this Ailment…
  • Your GM may allow a successful Strength or Dexterity Check to wiggle or break free of your bonds if they can be overcome in this way.

 
Blinded / Deafened

Blinded / Deafened

Many things can cause a temporary, or permanent, loss of the senses such as being close to an earsplitting roar or being blindfolded by guards.
  When Blinded / Deafened…
  • You incur a Disadvantage on all rolls that depend on the affected sense until the Ailment is removed.
  • Your GM will also apply other appropriate restrictions connected to your loss of sense.
    For example, if Deafened verbal communication would be inhibited.

 
Disoriented

Disoriented

You are muddled. Maybe you are hallucinating or have had your perception altered in some way. In this confused state your actions don’t always match up with your intentions.
  When Disoriented…
  • Any Attack, Check or Contest rolls require you to make an Insight Check beforehand.
    If you fail the Insight Check but succeed on the next roll, your GM will describe your ‘success’ as having an undesirable or unpredicted outcome.
    For example, a ‘successful’ Attack might hit a random target in the range.
  To remove this Ailment…
  • You must use your Action to attempt to regain your senses.
    This requires a successful Insight Check.

 
Terrified

Terrified

Some beast can reduce the bravest soul into a quivering wreck.
  When Terrified…
  • You suffer a Disadvantage on Attack, Check or Contest rolls that involve interacting with the source of your terror.
  • At the start of each of your turn, make a Constitution Check to end Terrified. If the source of your terror is in sight range, roll at Disadvantage (except on the first turn).
  To remove this Ailment…
  • You must succeed the Terrified Constitution Check.

 
Suffocated

Suffocated

You are being asphyxiated. Whether it’s thick smoke or an extended period below the water, you’ll die if you don’t get air soon.
  When Suffocated…
  • You can hold your breath for a number of Turns equal to half your Constitution Aptitude (rounded down).
  • If you suffer Damage while Suffocated, you lose 1 Turn of holding breath.
  • If you fail to escape from the source of the Suffocation, you will fall unconscious, and if in the next Turn you are still Suffocated, you will die.
  To remove this Ailment…
  • Escape the source of Suffocation to breath fresh air.

 
Petrified

Petrified

A fantastical power roots you to the spot and slowly immobilizes you.
Maybe you’re frozen stiff or perhaps your flesh is turned to stone.
  Being Petrified…
  • Petrification takes 3 Turns to completely Petrifie you (unless otherwise noted):
    • Stage 1: You are now unable to use your legs.
    • Stage 2: You are now unable to use your arms.
    • Stage 3: You are fully Petrified!
  When Petrified…
  • You are unable to move or perceive anything while Petrified.
  • Your Petrified weight is dependant on the material you’ve become!
  • You are treated as an inanimate object if you've been transmutated into another material:
    • Having 8 Hearts Total (separated from your own Hearts).
      • At 0 Hearts, you die (Injury: Messy death).
    • Having a Defense Rating of (10 for Glass-like, 14 for wood, 16 for stone, 18 for metal or 20 for anything purly magical).

 
Rotted

Rotted

You start to rot or decay and begin to produce a fetid odor. A painful death awaits, or worse, transformation into a horrifying mess.
  When Rotted…
  • You have Advantage to intimidate and Disadvantage to socialise, on Aura Check or Contest (if an adversary caused you to be Rotted, he's unaffected).
  • You must make a Constitution Check at each start of your Turn:
  •  
  • You must make a Constitution Check when you lose Heart by Rotted while you are already at 0 Heart.
    • Success: You stop being Rotted.
    • Failure: Death or a disturbing fate specified by the cause of the rotting, or by your GM.

 
 
 
Attention!
Cette page n'a pas encore été rédigé...
 
Attention!
Cette page est en construction...
 

Powered by World Anvil