Mutants&masterminds Condition Cards

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1

Bruised

A character who fails a Toughness check by one degree or less is bruised. Bruised characters suffer a cumulative –1 penalty to all future damage resistance checks.

Design by C. Frasier [email protected] Mutants and Masterminds © 2011 Green Ronin Publishing, LLC.

2

Dazed

A character who fails a Toughness check by two degrees is dazed. A dazed character is limited to free actions and a single standard action per turn, although the character may use that action to perform a move, as usual. Stunned supersedes dazed.

Design by C. Frasier [email protected] Mutants and Masterminds © 2011 Green Ronin Publishing, LLC.

3

Staggered

A character who fails a Toughness check by three degrees is staggered. A staggered character is dazed and hindered. • Dazed characters are limited to free actions and a single standard action per turn. • Hindered characters move at half normal speed (–1 speed rank).

Design by C. Frasier [email protected] Mutants and Masterminds © 2011 Green Ronin Publishing, LLC.

4 Incapacitated A character who fails a Toughness check by four degrees is incapacitated. An incapacitated character is defenseless, stunned, and unaware. Incapacitated characters generally also fall prone, unless some outside force or aid keeps them standing. • Defenseless characters have active defense bonuses of 0. • Stunned characters cannot take any actions, including free actions. • Unaware characters can’t make interaction or Perception checks or perform any action based on them.

Design by C. Frasier [email protected] Mutants and Masterminds © 2011 Green Ronin Publishing, LLC.

2 Compelled A compelled character is directed by an outside force, but struggling against it; the character is limited to free actions and a single standard action per turn, with both types of action being chosen by another, controlling character. As usual, this standard action can be traded for a move action. Controlled supersedes compelled.

Design by C. Frasier [email protected] Mutants and Masterminds © 2011 Green Ronin Publishing, LLC.

3 Controlled A controlled character has no free will; the character’s actions each turn are dictated by another, controlling, character.

Design by C. Frasier [email protected] Mutants and Masterminds © 2011 Green Ronin Publishing, LLC.

1

Dazed

A dazed character is limited to free actions and a single standard action per turn, although the character may use that action to perform a move, as usual. Stunned supersedes dazed.

Design by C. Frasier [email protected] Mutants and Masterminds © 2011 Green Ronin Publishing, LLC.

2

Stunned

Stunned characters cannot take any actions, including free actions.

Design by C. Frasier [email protected] Mutants and Masterminds © 2011 Green Ronin Publishing, LLC.

3 Debilitated The character has one or more abilities lowered below –5.

Design by C. Frasier [email protected] Mutants and Masterminds © 2011 Green Ronin Publishing, LLC.

2 Defenseless Defenseless characters have active defense bonuses of 0. Attackers can make attacks on defenseless opponents as routine checks. If the attacker chooses to forgo the routine check and make a normal attack check, any hit is treated as a critical hit. Defenseless characters are often prone, providing opponents with an additional bonus to attack checks.

Design by C. Frasier [email protected] Mutants and Masterminds © 2011 Green Ronin Publishing, LLC.

2

Disabled

A disabled character is at a –5 circumstance penalty on checks. If the penalty applies to specific checks, they are added to the name of the condition, such as Attack Disabled, Fighting Disabled, Perception Disabled, and so forth. Debilitated, if it applies to the same trait(s), supersedes disabled.

Design by C. Frasier [email protected] Mutants and Masterminds © 2011 Green Ronin Publishing, LLC.

1

Fatigued

Fatigued characters are hindered. Characters recover from a fatigued condition after an hour of rest. • Hindered characters move at half normal speed (–1 speed rank).

Design by C. Frasier [email protected] Mutants and Masterminds © 2011 Green Ronin Publishing, LLC.

1

Hindered

Hindered characters move at half normal speed (–1 speed rank). Immobile supersedes hindered.

Design by C. Frasier [email protected] Mutants and Masterminds © 2011 Green Ronin Publishing, LLC.

2

Immobile

Immobile characters have no movement speed and cannot move from the spot they occupy, although they are still capable of taking actions un-less prohibited by another condition.

Design by C. Frasier [email protected] Mutants and Masterminds © 2011 Green Ronin Publishing, LLC.

1

Impaired

An impaired character is at a –2 circumstance penalty on checks. If the impairment applies to specific checks, they are added to the name of the condition, such as Attack Impaired, Fighting Impaired, Perception Impaired, and so forth. If it applies to the same trait(s), disabled supersedes impaired.

Design by C. Frasier [email protected] Mutants and Masterminds © 2011 Green Ronin Publishing, LLC.

3 Transformed Transformed characters have some or all of their traits altered by an outside agency. This may range from a change in the character’s appearance to a complete change in trait ranks, even the removal of some traits and the addition of others! The

Design by C. Frasier [email protected] Mutants and Masterminds © 2011 Green Ronin Publishing, LLC.

3

Unaware

The character is completely unaware of his surroundings, unable to make interaction or Perception checks or perform any action based on them. If the condition applies to a specific sense or senses, they are added to the name of the condition, such as visually unaware, tactilely unaware (or numb), and so forth. Subjects have full concealment from all of a character’s unaware senses.

Design by C. Frasier [email protected] Mutants and Masterminds © 2011 Green Ronin Publishing, LLC.

1 Vulnerable Vulnerable characters are limited in their ability to defend themselves, halving their active defenses (round up the final value). Defenseless supersedes vulnerable.

Design by C. Frasier [email protected] Mutants and Masterminds © 2011 Green Ronin Publishing, LLC.

1

Weakened

The character has temporarily lost power points in a trait. Debilitated supersedes weakened.

Design by C. Frasier [email protected] Mutants and Masterminds © 2011 Green Ronin Publishing, LLC.

3

Asleep

While asleep, a character is defenseless, stunned, and unaware. A hearing Perception check with three or more degrees of success wakes the character and removes all these conditions, as does any sudden movement (such as shaking the sleeping character) or any effect allowing a resistance check. • Defenseless characters have active defense bonuses of 0. • Stunned characters cannot take any actions, including free actions. • Unaware characters can’t make interaction or Perception checks or perform any action based on them. Design by C. Frasier [email protected] Mutants and Masterminds © 2011 Green Ronin Publishing, LLC.

3

Blind

The character cannot see. Everything effectively has full visual concealment from him. He is hindered, visually unaware, and vulnerable, and may be impaired or disabled for activities where vision is a factor. • Hindered characters move at half normal speed (–1 speed rank). • Impaired characters are at a –2 circumstance penalty on checks. • Unaware characters can’t make interaction or Perception checks or perform any action based on them.

Design by C. Frasier [email protected] Mutants and Masterminds © 2011 Green Ronin Publishing, LLC.

2

Bound

A bound character is defenseless, immobile, and impaired. • Defenseless characters have active defense bonuses of 0. • Immobile characters have no movement speed and cannot move. • Impaired characters are at a –2 circumstance penalty on checks.

Design by C. Frasier [email protected] Mutants and Masterminds © 2011 Green Ronin Publishing, LLC.

3

Deaf

The character cannot hear, giving everything total auditory concealment from him. This may allow for surprise attacks on the unaware character. Interaction with other characters is limited to sign-language and lip-reading. • Unaware characters can’t make interaction or Perception checks or perform any action based on them.

Design by C. Frasier [email protected] Mutants and Masterminds © 2011 Green Ronin Publishing, LLC.

*

Dying

A dying character is incapacitated (defenseless, stunned, and unaware) and near death. When the character gains this condition, immediately make a Fortitude check (DC 15). If the check succeeds, nothing happens. With two degrees of success, the character stabilizes, removing this condition. If the check fails, the character remains dying. Three or more total degrees of failure mean the character dies.

Design by C. Frasier [email protected] Mutants and Masterminds © 2011 Green Ronin Publishing, LLC.

2 Entranced An entranced character is stunned, taking no actions other than paying attention to the entrancing effect. Any obvious threat automatically breaks the trance. An ally can also shake a character free of the condition with an interaction skill check (DC 10 + effect rank). • Stunned characters cannot take any actions, including free actions.

Design by C. Frasier [email protected] Mutants and Masterminds © 2011 Green Ronin Publishing, LLC.

2 Exhausted Exhausted characters are near collapse. They are impaired and hindered. Characters recover from an exhausted condition after an hour of rest in comfortable surroundings. • Impaired characters are at a –2 circumstance penalty on checks. • Hindered characters move at half normal speed (–1 speed rank).

Design by C. Frasier [email protected] Mutants and Masterminds © 2011 Green Ronin Publishing, LLC.

3 Incapacitated An incapacitated character is defenseless, stunned, and unaware. Incapacitated characters generally also fall prone, unless some outside force or aid keeps them standing. • Defenseless characters have active defense bonuses of 0. • Stunned characters cannot take any actions, including free actions. • Unaware characters can’t make interaction or Perception checks or perform any action based on them.

Design by C. Frasier [email protected] Mutants and Masterminds © 2011 Green Ronin Publishing, LLC.

3

Paralyzed

A paralyzed character is defenseless, immobile, and physically stunned, frozen in place and unable to move, but still aware and able to take purely mental actions, involving no physical movement whatsoever. • Defenseless characters have active defense bonuses of 0. • Immobile characters have no movement speed and cannot move. • Stunned characters cannot take any actions, including free actions.

Design by C. Frasier [email protected] Mutants and Masterminds © 2011 Green Ronin Publishing, LLC.

2

Prone

A prone character is lying on the ground, receiving a –5 circumstance penalty on close attack checks. Opponents receive a +5 circumstance bonus to close attack checks but a –5 penalty to ranged attack checks (effectively giving the prone character total cover against ranged attacks). Prone characters are hindered. Standing up from a prone position is a move action. • Hindered characters move at half normal speed (–1 speed rank).

Design by C. Frasier [email protected] Mutants and Masterminds © 2011 Green Ronin Publishing, LLC.

1 Restrained A restrained character is hindered and vulnerable. If the restraints are anchored to an immobile object, the character is immobile rather than hindered. If restrained by another character, the restrained character is immobile but may be moved by the restraining character. • Hindered characters move at half normal speed (–1 speed rank). • Vulnerable characters halve their active defenses.

Design by C. Frasier [email protected] Mutants and Masterminds © 2011 Green Ronin Publishing, LLC.

1

Staggered

A staggered character is dazed and hindered. • Dazed characters are limited to free actions and a single standard action per turn. • Hindered characters move at half normal speed (–1 speed rank).

Design by C. Frasier [email protected] Mutants and Masterminds © 2011 Green Ronin Publishing, LLC.

2

Surprised

A surprised character is stunned and vulnerable, caught off-guard and therefore unable to act, and less able to avoid attacks. • Stunned characters cannot take any actions, including free actions. • Vulnerable characters halve their active defenses.

Design by C. Frasier [email protected] Mutants and Masterminds © 2011 Green Ronin Publishing, LLC.

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