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    Dec 2006

    Default Re: [M&M 3e] House Rules/System Overhaul (PEACH)

    Condition List

    Conditions are assigned a tier from 0 to 4. Tier 0 conditions cause minor or situational penalties, are easy to recover from, or have limited effect on combat. Tier 1 conditions impose a notable but not severe combat penalty. Tier 2 conditions cause a major combat penalty, significant enough that a character so afflicted should strongly consider escape or surrender. Tier 3 conditions make it functionally impossible for the character to contribute effectively to further combat. Tier 4 conditions leave the character essentially at the mercy of its foes.

    Many conditions are grouped into related trees, each containing one condition of Tiers 1 through 4, in order. Attacks that impose an entire tree make it somewhat easier to escalate the condition and somewhat harder for targets to recover.

    Dazing Tree

    Conditions from the Dazing Tree restrict the target's actions.

    Dazed: Can only take a single move or standard action each round.

    Staggered: Can only take a single move action each round.

    Stunned: Cannot take any action (including free actions or reactions).

    Unconscious: Stunned, Defenseless, and Unaware.

    Fatigue Tree

    Conditions from the Fatigue tree hamper most of the target's general capabilities. Fatigue is not inherently harder to recover from than any other condition. The lasting nature of things like Extra Effort comes from being designated an Exertion Condition, not from the Fatigued/Exhausted conditions themselves.

    Fatigued: The target's Speed Rank, and the Mass Rank that it can lift, are halved or reduced by 1, whichever is worse. Routine tasks take one additional Time Rank to perform, or the character's Quickness rank is halved, whichever is worse. Finally, the Time Rank between Recovery checks for any conditions upon the character increases by 1, or its Regeneration rank is halved, whichever is worse.

    Exhausted: As Fatigued, but the modifications are doubled (effects that are halved are quartered, ranks reduced by 1 are reduced by 2, etc).

    Depleted: All of the character's Abilities, defenses, skills, and measures are reduced to -5.

    Spent: Depleted and Stunned.

    Impairment Tree

    Conditions from the Impairment tree penalize the target's checks, including Resistance checks, but not Recovery checks.

    Impaired: -2 penalty on all checks except Recovery checks.

    Disabled: -5 penalty on all checks except Recovery checks.

    Impotent: As Disabled, and the best result you can receive on checks is one degree of failure.

    Incapacitated: Impotent, Staggered, and Defenseless.

    Influence Tree

    Conditions from the Influence Tree exert control over the target.

    Influenced: The target is forced to act in accordance of a certain course of action, chosen at the time the condition is inflicted. This must be an action that the target would reasonably take, and not contrary to the target's personality or goals, either long-term or immediate. For example, you couldn't force someone to attack its friends, but you could force it to attack its most heavily defended enemy. Likewise, you couldn't force a target to stop fighting outright, but you could force it to take on a supportive role or focus on personal defense rather than attacking directly.

    Compelled: As Influenced, but the controlling character may choose what the target does with its move action each round, as long as that action is in accordance with the stated course (note that the target's other actions must still be in line with the stated course, but it can still choose exactly how it goes about doing it).

    Controlled: As Compelled, but the controlling character can choose either the target's move or standard action each round, and while the chosen course cannot be against the target's nature or loyalties, it can prevent the target from working directly towards its goals (for example, you still can't make it attack an ally, but you could make it stop fighting or run away). If this control persists beyond the scene in which it is established, you must spend a Hero Point for each Controlled NPC that aids you in any given scene.

    Commanded: As Controlled, but there is no limit to what commands you can give to the target, you are not limited to a single course of action, and you can control all of the target's actions. If this control persists beyond the scene in which it is established, you must spend a Hero Point for each Commanded NPC that aids you in any given scene.

    Injury Tree

    Conditions from the Injury Tree cause continual harm and can eventually lead to death.

    Injured: You receive a Bruise in any round that you make a Resistance Check, whether it succeeds or fails, and in addition to any effects of the check itself. Powers that reduce penalties sustained do not affect those gained from Injury Tree conditions.

    Wounded: As Injured, but you take a Bruise every time you make a Resistance Check. Also, each round, roll a Fortitude Check, DC 5 (this is a Resistance Check). For every three points you succeed by, the time until the next check is delayed one Time Rank. If you accrue three or more total degrees of failure on these checks before removing this condition, you die.

    Critical: As Wounded. Also, the Fortitude check DC becomes 15, and you must make another one every time you take a move or standard action. The checks prompted by actions are not delayed by degrees of success, and successes on them do not affect the time between the normal checks.

    Dying: Critical, Staggered, and Disabled.

    Suppression Tree

    Conditions from the Suppression Tree restrict the target's powers.

    Suppressed: The target must make a power rank check against the Recovery DC of this condition to activate a non-innate power.

    Drained: As Suppressed, but the target can only use one rank of power per point check succeeds by. Upon receiving this condition, the target must immediately check for current active powers.

    Neutralized: All non-innate powers deactivate and cannot be reactivated.

    Powerless: Neutralized, Staggered, and Disabled.

    Vulnerability Tree

    Conditions from the Vulnerability Tree leave the target more susceptible to attack.

    Vulnerable: Attacks against the target get a +5 bonus.

    Defenseless: The DC to hit the target with an attack is set to 10 and modified only by external circumstances (such as cover). Opponents can attack the target as a Routine Check or make Finishing Attacks against the target.

    Helpless: As Defenseless, and if the target fails a Resistance check, it automatically suffers the worst possible result.

    Exposed: Helpless, Drained, and Disabled.

    Stacking Conditions

    Stacking Conditions are all considered Tier 0. Unlike most conditions, they fully stack, increasing the penalty taken each time they are applied.

    Bruised: For each instance of this condition, the target takes a -1 penalty on resistance checks against Damage and Injury Tree conditions (this applies to all Resistance checks, but only against Damage effects and Injuries). Further, powers that remove conditions (such as Healing and Regeneration) must remove all Bruises before removing more severe conditions.

    Crippled: For each instance of this condition, the Time Rank required for any form of recovery is increased by 1.

    Hampered: For each instance of this condition, the target takes a -1 penalty on Recovery checks.

    Hindered: For each instance of this condition, the target's Speed Rank for all movement modes is lowered by 1.

    Weakened: For each instance of this condition, one of the target's traits (based on the power that imposed the condition) loses one rank. Powers have a minimum rank of 0. Abilities, stats, and skills have a minimum rank of -10. An Ability that is reduced to -10 is considered Debilitated.

    Disruption Conditions

    Disruption Conditions are always considered Tier 0. Unlike most conditions, Disruption Conditions don't use any standard recovery method. Disruption Conditions either apply an instant effect and then end, or last until the character takes an appropriate action (generally a move action of some kind).

    Disarmed: The target is forced to drop a held item, or a loose worn item. If the attacker has a free hand, it can grab the disarmed item. The condition ends immediately; the character does not need to remove it and can recover the dropped item by picking it up as a move action (or taking it from the enemy with another Disarm or by similar means).

    Pushed: The target is forcibly moved a Distance Rank equal to the number of points it fails to resist the attack by minus three, to a maximum equal to the attack's rank minus the target's Mass Rank. If the target strikes another creature or object, it suffers Damage of a rank equal to the remaining Distance Rank, as does the struck subject. If the subject fails to resist by at least two degrees, the push continues (and the new subject is pushed as well) with its Distance Rank reduced by the subject's Mass Rank, minimum 0. The condition ends immediately, but the character can always move back to its old position by normal means unless something else prevents it.

    Prone: -5 penalty on melee attack rolls. Attackers in Close range get +5 to hit. Attackers at further than Close range take -5 to hit. -2 penalty on Land Speed Rank. Standing up from prone is a move action.

    Miscellaneous Conditions

    Miscellaneous conditions are other conditions that don't heave enough in common with other conditions to fall into their own group.

    Mute (Tier 0): The character cannot speak.

    Restricted (Tier 0): The character cannot move its arms and hands, or similar limbs (including wings).

    Revealed (Tier 0): The target loses all Concealment.

    Immobile (Tier 1): The character cannot move from its current space, except by means of teleportation. It also cannot change its current facing or orientation. If another character attempts to move the character, it must roll a Strength or Movement Rank check against the Recovery DC to do so; success breaks the condition, failure stops the movement.

    Unaware (Tier 2): All of the character's senses become useless, losing all sensory effects. This can be limited to visual senses only as a Tier 1 condition, or to a single non-visual sense type as a Tier 0 condition. A character with no Accurate senses treats all foes as being Hidden. A character with no Acute senses cannot make Interaction or Investigation checks. A character with no Ranged senses cannot make Perception checks.

    Dead (Tier X): The character is dead, incapable of action or recovery. Death can only be removed by a Resurrection effect. Barring that, the character is removed from play. The Dead condition cannot be directly inflicted by normal effects; it comes about due to sufficient failures against Injury conditions or Finishing Attacks.

    Complex Conditions

    Complex conditions are special conditions based on one or more of the above conditions. Generally speaking, a significant limitation on a condition results in a complex condition one Tier lower. Two conditions of a given Tier generally amount to a complex condition one Tier higher. The following complex conditions are some common examples, but players and GMs may create their own complex conditions as well.

    Entranced (Tier 2): The target is considered Stunned, but the condition can be removed by an ally as a move action, and is immediately removed if the character has to roll a Resistance check.

    Restrained (Tier 2): The target is considered Vulnerable, Impaired, Hindered, and Restricted.

    Asleep (Tier 3): The target is Unconscious (Stunned, Defenseless, and Unaware). However, it can be awakened by an ally as a move action, and it immediately awakens if it has to roll a Resistance check.

    Bound (Tier 3): The target is considered Defenseless, Immobile, Impaired, and Restricted.

    Paralyzed (Tier 3): The character is considered Stunned (for purposes of physical actions only) and Defenseless.
    Last edited by Quellian-dyrae; 2015-03-02 at 02:30 AM.
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