Damage given/taken, roll bonuses, movement, and other aspects of a character's stats in combat can be affected by Conditions, Status Effects, Weaknesses, and Resistances.

Table of Contents

CONDITIONS

STATUS EFFECTS

WEAKNESSES + RESISTANCES

CONDITIONS

Prone - You are knocked down from a standing position. When you are prone, all attacks you make are at disadvantage, and all attacks made against you are made with advantage. To become unprone you must use all of your movement on your next turn. You still get to use your Action, bonus action and reactions on your turn.

Blind - Your character can no longer see, temporarily. All attacks are made at disadvantage. Perception checks related to sight are made at disadvantage.

Deafened - You can no longer hear, temporarily. Perception checks related to hearing are made at disadvantage. Dexterity checks (Acrobatics / balance) checks are made at disadvantage.

Restrained - Your movement drops to 0, you are unable to make attack actions or cast spells. In order to escape, the GM may ask for a check of their choosing based on the nature of the restraint.

            Strength Check - Break out of rope, grapples, or the Frozen status

Dexterity Check (Sleight of Hand) - Slip out of rope, pick lock on handcuffs

Dexterity Check (Acrobatics) - Slip out of grapple

 

Bleed - The target is bleeding and takes 15% DMG to their base HP until the bleeding is stopped.

Wasted - Target is intoxicated. All skill checks except for Charisma are made at disadvantage. Any penalties from the Pain status are ignored. Movement speed is reduced by half.

Pain - All roll bonuses reduced according to GM discretion until the character receives appropriate medical attention or makes a successful END/LVL roll against a situational DC

STATUS EFFECTS

A status effect is a condition triggered in combat by a spell, skill, or item that alters the targeted character for a limited duration. Status effects can be positive or negative. The status effects in Midnight City Chronicles are:

Negative Status Effects

Sleep - The target is completely asleep until they take damage OR 5 rounds have elapsed. EVA is reduced to 4. A creature can use their action to wake up another creature affected by sleep.

Poison - The target takes 15% DMG to their total base HP for 3 rounds or until cured. Once per round the target may make an END roll against a DC 15. If the roll 15 or greater the poison is expelled from the target. The target may use the antidote item to negate this status.

Burn - The target is set on fire and takes 15% DMG to their total remaining HP for 3 rounds or until the fire is extinguished. The target may use their action to extinguish the fire.

Void - The target cannot cast any spells for 3 rounds. The target may make a WIL roll against a DC of 10 + the spell caster’s WIL bonus.

Berserk - The target can only use physical attacks for 3 rounds. Their EVA is reduced by 2. Once per round the target may make an INT roll against DC15 to remove the berserk status.

Fear - The target is unable to attack the entity that inflicted the Fear status, and must use their movement action each round to maintain a minimum of MEDIUM distance away from the entity. The effect lasts for 3 rounds or until countered by Inspiring Speech, etc. CHA/LVL to save

Stun - A target hit with the Stun condition loses their action, reaction, bonus action and movement for one turn. The following turn the target must make an END roll against DC15

Null - The target's electronic systems, including cybernetic limbs and implants, are rendered useless for 3 rounds. Once per round the target may make an INT roll against DC15 to remove the Null status.

Addiction / Withdrawal - After the second use of a drug within the same quest the user must make an END roll against a DC of 15 or risk becoming addicted. If the user fails the roll, they must continue to use the drug at least once more per quest / day or else suffer the Withdrawal status. Withdrawal forces all rolls to be made with disadvantage. Addiction is remedied between quests.

Positive Status Effects

Might - The target's strength is increased by 20 for 2 rounds (equivalent to +10 DMG and +2 to roll)

Haste - The target's dexterity is increased by 20 for 2 rounds (equivalent to +1 EVA and +2 to roll)

Awareness - The target's perception is increased by 20 for 2 rounds (equivalent to +10 DMG and +2 to roll)

Vigor - The target's willpower is increased by 20 for 2 rounds (equivalent to +10 DMG and +2 to roll)

Lucky - The target gets a +1 to a single roll of their choice.

Protect - Non-magical damage is reduced by 50% for 2 rounds

Shell - Magical damage is reduced by 50% for 2 rounds

Wall - All damage is reduced by 50% for 2 rounds

WEAKNESSES + RESISTANCES

If a creature or item is weak to a particular element, it means they will sustain 50% more damage when attacked with that element.

Example:

IceKing is weak to Fire.

Frank the Mage casts Fire I. Frank does 20 base damage with spells, +20 for the Fire I damage, meaning he does 40 damage with Fire I. Because IceKing is weak to Fire, Frank does an additional 20 damage (40 x 0.5), for a total of 60 damage against IceKing.

If a creature or item is resistant to a particular element, it means damage against them will be reduced by 50%

Example:

FireKing is resistant to Fire.

Frank the Mage casts Fire I. Frank does 20 base damage with spells, +20 for the Fire I damage, meaning he does 40 damage with Fire I. Because FireKing is resistant to Fire, Frank does only 20 damage (40 x 0.5) against FireKing.

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