Conditions

See Aspects for how the Difficulty of these rolls is determined.

See D&D 5E's Conditions

^ All Conditions are Aspects, and as such can be invoked for advantage or disadvantage. So ignore any of those that only grant advantage or disadvantage.

Conditions are different from normal Aspects in that they allow or prevent an action or otherwise change the rules of the game – like temporary Stunts. A Condition cannot be invoked for a bonus at the same time it is being used to enable a type of action. For example, one cannot say "I invoke my Flight Condition for a bonus in aerial maneuvers". However one COULD say "I invoke the giant wings from my Flight Condition for a bonus on intimidating this guard by unfurling them wide and making myself look huge and powerful".

Examples:

  • Blinded – cannot perform any action that requires sight
  • Haste – can act twice per turn, but with a -2 penalty on the second action
  • Flight – can reach places only accessible by air, prevent damage from falling
  • Water Breathing – …
  • Shell – gain a [ tier 1/2/3 ] physical armor that lasts only a short time. Cannot invoke this aspect in the same turn you benefit from the armor's protection. The strength of the armor determines it's difficulty. Does NOT stack with existing armor, take the higher amount.
  • Blade – gain a [ tier 1/2/3 ] physical weapon that lasts only a short time. Cannot invoke this aspect in the same turn you benefit from the weapon's protection. The strength of the weapon determines it's difficulty. Does NOT stack with existing weapons, take the higher amount.
  • Blind Sense
  • Aetherial - cannot be effected except by magic and metamagic
  • Bound – cannot move or perform any action that requires bodily movement. Can still use your mind, your voice, and magic.
  • Unconscious
  • Telepathic

Conditions

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