Inflict (Condition)

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INFLICT (CONDITION)
Type: AttackAction: One (active)
Range: TouchDuration: Instant (lasting)
Resistance: See Below (staged)Cost: 1 point per rank

You can inflict a harmful condition on a target. Choose one of the following types of affliction, and which resistance your opponent uses to resist (Fortitude or Will; if Defense resists, see "Flaws" below). You cannot change the condition you inflict once you select this FX:

  • All Attacks.
  • Any one Resistance (Defense, Fortitude, Toughness, Will).
  • All Non-Combat, Non-Resistance Skill checks.
  • Any one Ability Score (Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma).
  • All forms of Movement.
  • One allowed action each round.

On a successful attack with this FX, you inflict a -2 penalty to all checks involving that attribute. If you selected Movement as one of the attributes targeted, the target moves at half of his normal speed. If you selected Action as one of the attributes targeted, the target loses one action each round.

If you exceed your target's resistance by 5 or more, you inflict a -5 penalty to all checks involving the affected attributes. If you selected Movement as one of the attributes targeted, the target is completely immobilized and cannot move from that spot (though he can still defend himself normally). If you selected Action as one of the attributes targeted, the target loses both of his actions each round.

If you exceed your target's resistance by 10 or more, the target is rendered helpless. This may be because the target is held completely still, or has fallen on the ground screaming in terror, or is simply unconscious now.

The target gets a check each round to recover from a condition with the same resistance skill used to resist the initial FX, with a +1 bonus per previous check. The DC to recover is equal to 10 + your ranks in Inflict (Condition).

For suggestions as to how you can use this FX to create different, distinct conditions, see conditions for inspiration.

FX Feats

  • Progression: If your Inflict Condition FX has a duration of Continuous, each rank of this FX feat which you take increases the duration of the FX by one step on the Time and Value Progression Table.
  • Reversible: You can reverse the effect of your Inflict Condition FX at will, removing any conditions caused by it.
  • Sedation: Once you have rendered someone unconscious, you can keep them unconscious.

Extras

  • Additional Affliction (+1): Each time you select this extra, your Inflict (Condition) FX targets one additional Attribute. The saving throw does not change.
  • Duration: A target cannot make recovery checks to recover from a Concentration duration FX until you allow your concentration to lapse (by failing to take an action to maintain the FX). If your FX is sustained duration, you can deny the target a recovery check indefinitely so long as you're able to take a free action. If your FX is Continuous in duration, then the target is unable to make a recovery check ever unless you allow it!
  • Image:Tactical.jpg Gain Combat Advantage (+1): If your game uses the Combat Advantage option, your Inflict FX allows you to gain combat advantage over your foe. If you overcome your target's resistance, in addition to the normal penalties your FX inflicts, he is off-balance. If you overcome your target's resistance by 5 or more, he is vulnerable. If you overcome your target's resistance by 10 or more, he is flat-footed.
  • Sleep: This +0 modifier leaves targets rendered unconscious by your FX in a deep sleep instead, well suited for "sleep enchantments" or certain psychic FX.
  • Wracking (+1): Your affliction is especially painful or harmful. Each round beyond the first that the victim fails to recover, your affliction deals half of its ranks in damage (rounded down). This could represent a burning, agonizing poison or a snare that constricts and tightens around the target.

Flaws

  • Defense Resists (-1): Your Inflict (Condition) FX is resisted with a Defense Resistance instead of a Fortitude or Will Resistance.
  • Instantaneous (-1): Your Inflict (Condition) FX is not a lasting condition, and the target automatically recovers after one turn (suffering the effects for only a single round).
  • Minimal (–1): Your Inflict (Condition) FX cannot inflict more than the minimal result.
  • Permanent: Permanent is not an appropriate flaw for Inflict (Condition). For conditions which can linger for an extended period of time, use the Progression FX feat.
d20 Advanced: Part I
Chapter I: The Basics What is d20 Advanced? | The Basics | Gameplay | Hero Dice | Character Points | Details & Characteristics | Drawbacks
Chapter II: Abilities Generating Ability Scores | The Abilities | Altering Ability Scores | Movement | Size
Chapter III: Skills Skill Basics | How Skills Work | Skill Descriptions | Combat Skills | Resistances | Creating Skills
Chapter IV: Feats Acquiring Feats | Feat Descriptions | Fighting Styles | Creating Feats
Chapter V: FX FX Components | FX Types | Using FX | Noticing FX | Countering FX | FX Descriptions | FX Feats | FX Modifiers | Extras | Flaws | FX Drawbacks | Drawback Descriptions | FX Structures | Creating FX | Improving and Adding FX
Chapter VI: Gear Equipment | General Equipment | Weapons | Armor | Vehicles | Structures | Devices | Constructs | Wealth
Part I: Characters | Part II: Action | Part III: Running the Game

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