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# Appendix A: Conditions
[[02 🔵 Blinded]]
[[03 🟡 Charmed]]
[[04 🔵 Cover]]
[[05 🔵 Deafened]]
[[06 🔵 Exhaustion]]
[[07 🔵 Flanked]]
[[08 🔵 Frightened]]
[[09 🟡 Grappled]]
[[10 🔵 Incapacitated]]
[[11 🟡 Invisible]]
[[12 🟡 Paralyzed]]
[[13 🟡 Petrified]]
[[14 🔵 Prone]]
[[15 🟡 Restrained]]
[[16 🔵 Silenced]]
[[17 🔵 Stunned]]
[[18 🔵 Surprised]]
[[19 🔵 Threatened]]
[[20 🔵 Unconscious]]
[[21 🔵 Wet]]
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# Blinded
- A blinded creature can't see and automatically fails any skill check that requires sight.
- Attack rolls against a blinded creature have advantage, and a blinded creature's attack rolls have disadvantage.
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# Charmed
- A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects.
- 🟡The charmer has advantage on any ability check to interact socially with the creature.
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# Cover
- When a creature is attacked while in cover, from the direction of the cover, any damage taken is dealt to the cover rather than the character.
- Cover only protects characters when they are attacked from the same direction as the cover. If your back is to a wall you can still be stabbed in the stomach.
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# Deafened
- A deafened creature can't hear and automatically fails any ability check that requires hearing.
-
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# Exhaustion
Exhaustion measures a characters ability to function at the standard level.
Every day that players don't complete a long rest they must make 2 Exhaustion Checks.
When a player completes an Uncomfortable Long Rest they must make 1 Exhaustion Check.
A creature suffers the effect of its current level of exhaustion as well as all lower levels. This means that with 3 levels of Exhaustion a character suffers the consequences of level 1, 2, and 3.
Some special abilities and environmental hazards can also cause a player to need to make an exhaustion check.
# Exhaustion Checks
The difficulty of an Exhaustion check is based on the number of checks that have been made since the last Comfortable Long Rest. Exhaustion checks are a Stamina + Resolve check. The difficulty is equal to 2 + twice the number of checks rolled since the previous Comfortable Long Rest. When a character completes a Comfortable Long rest the number of checks made resets to 0 and the character decrease their exhaustion level by 1.
# Exhaustion Levels
| Level | Consequence |
| ----- | ------------------------------------------ |
| 1 | -2 to Physical and Mental Checks and Saves |
| 2 | Disadvantage on skill checks |
| 3 | Speed halved |
| 4 | Willpower maximum halved |
| 5 | Health maximum halved |
| 6 | Disadvantage on attack rolls and saves |
| 7 | -2 to Spiritual checks |
| 8 | Speed reduced to 0 |
| 9 | Willpower reduced to 0 |
| 10 | The character dies |
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# Flanked
A character is flanked when two or more enemies are causing the character to be threatened. All melee attacks against a flanked character have advantage.
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# Frightened
- A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
- The creature can't willingly move closer to the source of its fear.
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# Grappled
- A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
- The condition ends if the grappler is incapacitated.
- The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by some effect.
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# Incapacitated
- An incapacitated creature can't take actions.
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# Invisible
- An invisible creature is impossible to see without the aid of magic or a special sense. A creature with the invisible condition can always attempt to hide (🟡) and has advantage on [[02 🔵 Skill Descriptions#Stealth|Stealth]] checks to do so. The creature's location can be detected by any noise it makes or any tracks it leaves.
- Attack rolls against an invisible creature have disadvantage, and an invisible creature's attack rolls have advantage.
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# Paralyzed
- A paralyzed creature is incapacitated and can't move or speak.
- The creature automatically fails Physical checks and saves.
- Attack rolls against a paralyzed creature have advantage.
- Any attack that hits a paralyzed creature is a critical hit of the attacker is within 5 feet of the creature.
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# Petrified
- A petrified creature is transformed, along with any nonmagical objects it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging.
- The creature is incapacitated, can't move or speak, and is unaware of its surroundings.
- Attack rolls against a petrified creature have advantage.
- The creature automatically fails Physical checks and saves.
- The creature has resistance to all damage.
- The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized.
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# Prone
- A prone creature's only movement options are to crawl or to stand up.
- The creature has disadvantage on attack rolls.
- An attack roll against the prone creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
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# Restrained
- A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
- Attack rolls against a restrained creature have advantage, and a restrained creature's attack rolls have disadvantage.
- The creature has disadvantage on Agility checks and saves.
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# Silenced
- A silenced creature is unable to make noise and can not be detected by audio means.
- The creature can not communicate verbally.
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# Stunned
- A stunned creature is incapacitated, can't move, and can speak only falteringly.
- The creature automatically fails Physical checks and saves.
- Attack rolls against a stunned creature have advantage.
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# Surprised
- A surprised creature doesn't receive AP until the end of its first turn in combat.
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# Threatened
When a character is within melee range of one or more enemies that character is threatened. A threatened character has disadvantage on all ranged attacks.
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# Unconscious
- AN unconscious creature is incapacitated, can't move or speak, and is unaware of its surroundings.
- The creature drops whatever it's holding and falls prone.
- The creature automatically fails Physical checks and saves.
- Attack rolls against an unconscious creature have advantage.
- Any attack that hits an unconscious creature is a critical hit if the attacker is within 5 feet of the creature.
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# Wet
- A creature that is wet has vulnerability to Cold and Electric damage.
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# Appendix B: Statuses
Bleeding
Burning
Freezing
Shock
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# Slashing Wounds
# Bludgeoning Wounds
# Piercing Wounds
# Other Wounds
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# Armor Properties
## Loud
Gives penalty when trying to sneak
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# Weapon Types
## Melee Weapon Types
| Weapon Type | Base Damage Dice | Base Damage Type | Optimal Range |
| ----------------- | ---------------- | -------------------- | ------------- |
| Hand | d4 | Bludgeoning | 0 to 5 feet |
| Clubs | d6 | Bludgeoning | 0 to 5 feet |
| Flails | d6 | Slashing | 0 to 5 feet |
| Knives | d4 | Slashing or Piercing | 0 to 5 feet |
| One handed axes | d6 | Slashing | 0 to 5 feet |
| One handed mauls | d6 | Bludgeoning | 0 to 5 feet |
| One handed swords | d6 | Slashing or Piercing | 0 to 5 feet |
| Polearms | d8 | Slashing | 6 to 15 feet |
| Spears | d8 | Piercing | 0 to 5 feet |
| Two handed axes | d10 | Slashing | 0 to 5 feet |
| Two handed mauls | d10 | Bludgeoning | 0 to 5 feet |
| Two handed swords | d10 | Slashing or Piercing | 0 to 5 feet |
## Ranged Weapon Types
| Weapon Type | Base Damage Dice | Base Damage Type | Optimal Range | Capacity |
| ---------------------- | ---------------- | ---------------- | ------------- | -------- |
| Automatic Rifles | d8 | Ballistic | 31 to 60 feet | 12 |
| Blowguns | d4 | Piercing | 16 to 30 feet | 1 |
| Bows | d8 | Piercing | 31 to 60 feet | 1 |
| Crossbows | d8 | Piercing | 31 to 60 feet | 1 |
| Handguns | d6 | Ballistic | 6 to 15 feet | 6 |
| Rifles | d8 | Ballistic | 31 to 60 feet | 8 |
| Shotguns | d12 | Ballistic | 6 to 15 feet | 6 |
| Slings | d4 | Piercing | 6 to 15 feet | 1 |
| SMGs | d4 | Ballistic | 6 to 15 feet | 16 |
| Spears | d8 | Piercing | 16 to 30 feet | 1 |
| Throwing Blades | d6 | Slashing | 16 to 30 feet | 1 |
| Throwing Blunt Objects | d4 | Bludgeoning | 16 to 30 feet | 1 |
## Exotic Weapons
| Weapon Type | Base Damage Dice | Base Damage Type | Max Attacks |
| ----------- | ---------------- | ---------------- | ----------- |
| Launchers | | | |
### Single Shot DVs Based on Range
| Weapon Type | 0 to 5 feet | 6 to 15 feet | 16 to 30 feet | 31 to 60 feet | 61 to 100 feet | 101 to 200 feet | 200 to 400 feet | 401 to 800 feet |
| ---------------------- | ----------- | ------------ | ------------- | ------------- | -------------- | --------------- | --------------- | --------------- |
| Automatic Rifles | 24 | 21 | 18 | 15 | 20 | 25 | 30 | 35 |
| Blowguns | 21 | 18 | 15 | 20 | 25 | 30 | 35 | 40 |
| Bows | 24 | 21 | 18 | 15 | 20 | 25 | 30 | 35 |
| Crossbows | 24 | 21 | 18 | 15 | 20 | 25 | 30 | 35 |
| Handguns | 18 | 15 | 20 | 25 | 30 | 35 | 40 | 45 |
| Rifles | 24 | 21 | 18 | 15 | 20 | 25 | 30 | 35 |
| Shotguns | 18 | 15 | 20 | 25 | 30 | 35 | 40 | 45 |
| Slings | 18 | 15 | 20 | 25 | 30 | 35 | 40 | 45 |
| SMGs | 18 | 15 | 20 | 25 | 30 | 35 | 40 | 45 |
| Spears | 21 | 18 | 15 | 20 | 25 | 30 | 35 | 40 |
| Throwing Blades | 21 | 15 | 20 | 25 | 30 | 35 | 40 | 45 |
| Throwing Blunt Objects | 21 | 18 | 15 | 20 | 25 | 30 | 35 | 40 |
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# Appendix D.4 Weapons
## Melee Weapons
| Name | Weapon Type | Damage Dice | Damage Type | Properties | Min Strength | Material Cost | Material Type |
| -------------- | ----------- | ----------- | ----------- | ---------- | ------------ | ------------- | ------------- |
| Brass Knuckles | Hand | 1d4 | Bludgeoning | Simple | 2 | | |
## Ranged Weapons
| | |
| --- | --- |
| | |
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| Name | Description |
| ----------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
| Melee | Melee weapons can not be used to make ranged attacks and their range is equivalent to the reach of the character using them. The typical reach of a character is 5 feet. |
| Ranged | Ranged weapons can not effectively make melee attacks. If a character makes a melee attack with a ranged weapon treat the weapon as an improvised weapon. |
| Autofire | When a ranged weapon has the Autofire property it can be used to take an Autofire Action. |
| Reload | Indicates that the weapon needs to be reloaded when it runs out of ammo. If a ranged weapon does not have this property it is automatically reloaded after each attack and the character using the weapon does not need to take the [[03 🔵 Actions#Reload Weapon (I)\|Reload Weapon]] action after running out of ammo. |
| Non-lethal | When a weapon has the non-lethal property it always deals superficial damage. Non-lethal weapons can be used to deal lethal damage but suffers a -2 penalty to attack rolls when attempting to deal lethal damage. |
| Damage Type | Some weapons have a damage type property that indicates what type of damage the weapon deals as base damage. This property overwrites the standard damage type of the weapon. |
| Reach | Some weapons grant the character additional reach when interacting with characters and objects while using the weapon. These weapons have the Reach property followed by a number equal to the additional distance in feet that the character can reach when using the weapon. |
| Finesse | If you have proficiency with the weapon type you can add Agility to your damage instead of Strength. |
| Heavy | Use Strength instead of Agility when rolling to hit a target. |
| Thrown | This weapon can be thrown and considered a ranged weapon. |
| | |
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# Materials
| Name | Category | Strength | Bulk | Properties |
| --------- | ----------- | -------- | ---- | -------------------------------------- |
| Iron | Hard, Metal | | | Conductive (Electric 4, Temperature 2) |
| Steel | Hard, Metal | | | Conductive (Electric 4, Temperature 2) |
| Bronze | Hard, Metal | | | Conductive (Electric 4, Temperature 2) |
| Copper | Hard, Metal | | | Conductive (Electric 4, Temperature 2) |
| Tin | Hard, Metal | | | Conductive (Electric 4, Temperature 2) |
| Pewter | Hard, Metal | | | Conductive (Electric 4, Temperature 2) |
| Zinc | Hard, Metal | | | Conductive (Electric 4, Temperature 2) |
| Brass | Hard, Metal | | | Conductive (Electric 4, Temperature 2) |
| Aluminum | Hard, Metal | | | Conductive (Electric 4, Temperature 2) |
| Gold | Hard, Metal | | | Conductive (Electric 4, Temperature 2) |
| Silver | Hard, Metal | | | Conductive (Electric 4, Temperature 2) |
| Hard wood | Hard, Wood | | | Flammable |
| Soft wood | Wood | | | Flammable |
| Rubber | | | | Resistant (Electric 6) |
| Obsidian | Hard, Stone | | | Brittle |
| Rock | Hard, Stone | | | |
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# Material Properties
## Conductive
Conductive is a general property that can be applied to Electric, Fire, and Cold damage types.
When a material with this property makes contact with something that deals Electric damage all creatures touching the material receives the Electric damage.
This comes in to play most often with armor. Typically you only take damage if the base damage of an attack gets through the armor. But if the armor is Conductive and the attack deals electric damage you will take that electric damage if the attack hits. If the base damage gets through the armor you take the electric damage twice. Once for the conductive property and once from the damage getting through the armor.
## Corrosive
Whenever something with the Corrosive property deals damage to a material that damage is doubled. If no damage would be dealt but there is contact the material will take one damage.
In combat this means that when an attack gets through armor it deals 2 damage to the armor instead of 1 and if the attack hits but doesn't get through the armor the armor will still take one point of damage.
## Corrosion Resistant
## Flammable
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- Healing Kit