YiffieMon:Conditions

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If a creature has a condition at any time during their current action they are considered to have the highest level experienced during that turn for that action.

Bleeding[edit]

Creature can not gain levels of a stage of Bleeding while he has a higher stage of Bleeding and he looses all levels of a lower Bleeding stage when he gains a level of a higher stage of Bleeding

A Healing Skill Check can remove Bleeding from a creature.

  • On a But Success
remove one level.
  • on a Normal Success
remove the Target's ConB or one, which ever is more.
  • On a Sever Success
remove all levels,
  • On a Critical Success
the Target can subtract the Actor's Healing Skill from all Con Checks and from all Healing Skill Checks made against the target until the target makes an action that doesn't evolve a Healing Skill Check against himself. the the Actor may make another Healing Action as An Action of Opportunity.

A creature can make an attempt at this Healing Check himself but if he is Staggered he must first make a successful Int Check for each attempt, adding any penalties he has to his Con Checks to this Check, on any success he my make a Will Check and subtract it's success amount from all his future Int Checks to attempt to remove any Fatigue Bleeding stage until goes a full action without having any Fatigue Bleeding condition. On a Severe Success he subtracts the success amount from his Healing roll, On a Critical Success he subtracts the success amount from his Healing roll and all his future Int Checks to attempt to remove any Fatigue Bleeding condition until goes a full action without having any Fatigue Bleeding condition.

Bleeding 1[edit]

At the end of the Creature's turns he takes (The length of that turn)/1+ConB points of Bleed Damage

Bleeding 2[edit]

At the end of the Creature's turns he takes (The length of that turn)D6-(The length of that turn)*ConB or (The length of that turn)* (levels of Bleeding 2), whichever is more, points of Bleed Damage

Bleeding 3[edit]

At the end of the Creature's turns he takes (The length of that turn)D10-(The length of that turn)*ConB or (The length of that turn)* ((levels of Bleeding 3)*2), whichever is more, points of Bleed Damage

Blundering[edit]

Blundering 1[edit]

A creature can looses a level of Blundering 1 when he makes a Critical Success on a Attack Skill Check

Creature has to make a move check when he leaves the Treat Area of an Attacker with a Difficulty Level of the Attacker's OCV minus the Actor's OCV,

  • On Critical Failure
the Actor is [[Threaten By <Attacker> 1]] the that entered until your have spent 1 consecutive Init outside of any move Actions.
The Actor provokes an Attack of Opportunity from the Attacker that is resolved immediately
  • On Critical Success
you loose a level of Blundering 1

Blundering 2[edit]

A creature can looses a level of Blundering 2 when he makes a Critical Success on a Attack Skill Check

Creature has to provokes an Attack of Opportunity when he leaves the Treat Area of an Attacker.

Off Footed[edit]

A creaute looses a level of Off Footed for every consecutive Init he stays outside of any move Actions.

If an Off Foot creature makes a move check he treats the results as following:

  • Critical Failure
Critical Failures are resolved normally.
  • Normal Failure and But Success,

the it is resolved as a normal Critical Success

  • On a Normal Success
Resolved as a But Success
On a Severe Success
Resolved as Normal Failures.
  • Critical Success
Removes a level of Off Footed
the it is resolved as a normal Critical Success

Building up The Fight[edit]

All Checks to remove the creature's Fighting Defensively are aways at least a Normal Success and remove 1 level of Building up The Fight.

Fatigue Bleeding[edit]

Creature can not gain levels of a stage of Fatigue Bleeding while he has a higher stage of Fatigue Bleeding and he looses all levels of a lower Fatigue Bleeding stage when he gains a level of a higher stage of Fatigue Bleeding

A healing skill check can remove Fatigue Bleeding from a creature.

  • On a But Success
remove one level.
  • on a Normal Success
remove the Target's ConB or one, which ever is more.
  • On a Sever Success
remove all levels,
  • On a Critical Success
the Target can subtract the Actor's Healing Skill from all Con Checks and from all healing checks made against the target until the target makes an action that doesn't evolve a Healing Check against himself. the the Actor have make another healing as An Action of Opportunity.

A creature can make an attempt at this healing check himself but must first make a successful Int Check for each attempt, adding any penalties to his Con Checks if he is Staggered, on any success he my make a Will Check and subtract it's success amount from all his future Int Checks to attempt to remove any Fatigue Bleeding stage until goes a full action without having any Fatigue Bleeding condition. On a Severe Success he subtracts the success amount from his Healing roll, On a Critical Success he subtracts the success amount from his Healing roll and all his future Int Checks to attempt to remove any Fatigue Bleeding condition until goes a full action without having any Fatigue Bleeding condition.

Fatigue Bleeding 1[edit]

Creature takes subdual damage equal to 1D10-ConB or 2 which ever is greater plus their level of Fatigue Bleeding 1.


Fatigue Bleeding 2[edit]

A Creature can not gain levels of Fatigue Bleeding 2 while he has Fatigue Bleeding 3 and he looses all levels of Fatigue Bleeding 2 when he gains a level of Fatigue Bleeding 3 Creature takes subdual damage equal to 1D10-ConB or 2 which ever is greater plus their level of Fatigue Bleeding 2.

A healing skill check can remove Fatigue Bleeding 2 creature

A creature can make an attempt at this healing check himself but must first make a successful Int Check for each attempt, adding any penalties to his Con Checks if he is Staggered, on any success he my make a Will Check and subtract it's success amount from all his future Int Checks to attempt to remove any Fatigue Bleeding condition until goes a full action without having any Fatigue Bleeding condition. On a Severe Success he subtracts the success amount from his Healing roll, On a Critical Success he subtracts the success amount from his Healing roll and all his future Int Checks to attempt to remove any Fatigue Bleeding condition until goes a full action without having any Fatigue Bleeding condition.

Fatigue Bleeding 3[edit]

Creature takes subdual damage equal to 1D6-ConB or 1 which ever is greater plus their level of Fatigue Bleeding 3.

A healing skill check can remove Fatigue Bleeding 3 creature

A creature can make an attempt at this healing check himself but must first make a successful Int Check for each attempt, adding any penalties to his Con Checks if he is Staggered, on any success he my make a Will Check and subtract it's success amount from all his future Int Checks to attempt to remove any Fatigue Bleeding condition until goes a full action without having any Fatigue Bleeding condition. On a Severe Success he subtracts the success amount from his Healing roll, On a Critical Success he subtracts the success amount from his Healing roll and all his future Int Checks to attempt to remove any Fatigue Bleeding condition until goes a full action without having any Fatigue Bleeding condition.

Fighting Defensively[edit]

A creature can gain the first level of Fighting Defensively at will.

If a Creature only has 1 level he can loose it at will. If he has more than one level he has to wait 1 Init then make a Will Check

A creature with Fighting Defensively can not assign Penalies from his Threaten By Pool


  • On a Critical Failure
the Creature gains a level of Fighting Defensively
  • On a Normal Failure

This space intentionally left blank.

  • On a But Success
The creature gains a level of Building up The Fight


Flanking[edit]

A target is Flanked By a creature if the creature Threaten By the target and any angle made with the target between another creature that Threaten By the Target is greater than or equal to 120 degrees. I target is considered Flanked to level one less than the number of creatures that he is Flanked By

Off Guard[edit]

Off Guard 1[edit]

A creature can looses a level of Off Guard 1 when he makes a Critical Success on a Attack Skill Check

Creature has to make a move check ever time an Attacker enters his Treat Area with a Difficulty Level of the Actor's OCV minus the Attacker's OCV,

  • On Critical Failure
the Actor is [[Threaten By <Attacker> 1]] the that entered until you have spent 1 consecutive Init outside of any move Actions.
The Actor provokes an Attack of Opportunity from the Attacker that is resolved immediately
    • If the Attack of Opportunity hits
You stop moving
  • On Critical Success
you loose a level of Off Guard 1

Off Guard 2[edit]

A creature can looses a level of Off Guard 2 when he makes a Critical Success on a Attack Skill Check

Creature has to provokes an Attack of Opportunity from every Attacker that enters his Treat Area

  • If the Attack of Opportunity hits
You stop moving


Staggered[edit]

A staggered creature subtracts their Staggered levels from the Base Line of all Con Checks

Every time a creature gains a level of Staggered he must make a Con Check

Staggered 1[edit]

A creature who's Hit Point Value minus Subdual Damage negative gains a level of the staggered condition. gains another level of staggered for each for each multiple of Damage Tolerance that total fails below.

Staggered 2[edit]

At the end of ever one of their turns the Creature makes a Con Check.

When the creautee makes a Critical Success on a Con Check he removes 1 level of [[Staggered 2]

On a Critical Failure[edit]

A staggered creature must make a Con Check to take any action on a Critical Success they subtract their success amount form future Con Checks until they fail on or no longer Staggered

Prone[edit]

When a creature falls Prone he has to make an attack skill check and if he fails he provokes an Attack of Opportunity.


Stopped[edit]

A Stopped Creature can't make any move actions, He can continue his current Move Action in which he gains Stopped until he stops.

If a Stopped Creature is forced to move he makes at least one Move check for ever Move he travel

Stopped 1[edit]

A creature losses a level of Stopped 1 For every 1 consecutive Init without making a move .

Stopped 2[edit]

A creature losses a level of Stopped 2 after waiting 1 Init after the end his turns that he has not spent waiting.

Threaten By[edit]

A creature has as many levels of Threaten By as he has [[Threaten By <Attacker>]] conditions

Threaten By <Attacker>[edit]

A creature has a level of [[Threaten By <Attacker>]] for each level of [[Threaten By <Attacker> 1]], [[Threaten By <Attacker> 2]] and [[Threaten By <Attacker> 3]]

Threaten By <Attacker> 1[edit]

A Creature has a level of [[Threaten By <Attacker> 1]] while the Attacker makes an Attack against him

Threaten By <Attacker> 2 & 3[edit]

A creature add the number of level of [[Threaten By <Attacker> 2]] and [[Threaten By <Attacker> 3]] to his Skill Checks If the Attacker is making a Wait or Melee Assist action, the penalty that applies to the target is the highest of the values of that actor's at the start of the target's turn or when the target made any attack skill rolls or accumulated an Attack of Opportunity.

If the Actor made any other action the bonus/penalty that applies to the target is the highest of the value that was ever assign to him by the actor during the target's turn.