Sandbox:Condition

From AP Wiki

Conditions last until they are either overcome, treated, or expired.

Conditions that can be overcome require the affected creature to take an action.

  • Confused - all actions require more successes
  • Prone - movement range reduced to reach
  • Restrained - movement range reduced to reach
  • Scared - avoid a creature, object, or location
  • Stuck - movement range reduced to reach
  • Stunned - must break before taking other actions
  • Suffocating - reduce number of action die

Conditions that can be treated will persist until a proper treatment is applied.

These are treated with a first aid kit.

  • Burned - all damage taken is increased
  • Poisoned - take recurring damage
  • Sick - gain recurring fatigue, can’t recover fatigue
  • Unconscious - can’t take any actions

These are treated with something else

  • Blinded - all actions require more successes
  • Charmed - friendly towards charmer
  • Controlled - follow controller’s commands
  • Crippled - can’t use cripple limb(s)
  • Fatigued - reduce number of action die
  • Filthy - negative social consequences
  • Petrified - can’t take any actions
  • Soaked - negative social consequences, susceptible to freeze, resistant to burn

Conditions that expire have a set duration until the effect ends.

  • Deafened - can’t hear, reactions require more successes
  • Distracted - can’t react to next action
  • Enraged - can only attack
  • Frozen - reduce number of action die
  • Invisible - can't be seen by others
  • Pacified - can not attack
  • Paralyzed - can’t take any actions
  • Silenced - can't create any sounds
  • Slowed - reduce number of action die
  • Stopped - can’t take any actions


More conditions

  • Blessed - heal every turn
  • Cursed - can't heal
  • Doomed - die after some time / situation
  • Sealed - can’t use magic
  • Vulnerable - lose damage resistance / condition immunities
  • Protected - gain damage resistance / condition immunities
  • Sleep - unconscious, reduces fatigue
  • Haunted - sleep does not fatigue
  • Taunted - can only attack one target
  • Bonded - share damage, healing, conditions, etc. with a target
  • Siphoned - damage taken heals another creature
  • Hovering - not affected by rough terrain, ground effects / spells
  • Amplified - next attack deals more damage / more likely to hit
  • Transformed - turned into a different creature
  • Drunk - Causes various positive and negative effects, excessive drinking results in unconscious
  • Bouncing
  • Charging
  • Digging
  • Diving
  • Flying
  • Shaded
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