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Glossary and Conditions

Conditions

There are various harmful or beneficial conditions that can affect characters during the game.

Bleeding

Beginning 10 counts after you receive this condition and every 10 counts thereafter while you have this condition, you must make a Resistance (Vit) check against the effect's TN or receive a wound equal to the level of the bleeding. If you succeed on two checks, the level of bleeding is reduced by one step, or the effect is removed if it was already light. The effect can be reduced by one level with a successful Treat Condition action against the same TN.

You can have multiple bleeding effects at once. Each requires its own checks to resist or treat.

Blinded

You cannot see. You suffer a -5 penalty to your Defense, all attack rolls, and any other checks involving vision, such as most Acrobatics, Athletics, Mechanics, Perception, Performance, and Stealth checks. You automatically fail any checks relying solely on vision. If you attempt to run, you must make an Acrobatics (Prc) check against TN 14 or trip and fall. In combat, you must guess the location of your targets and automatically miss if you choose the incorrect location. If you make a ranged attack, you need only select a direction and range increment, and the first creature in that region becomes the target of the attack. You cannot execute any skills with the Precise or Reactive keywords.

If you remain blinded for a long time, you grow accustomed to it and can overcome some of the drawbacks. After every number of weeks equal to 8 - your Perception, reduce your penalty by 1, to a minimum of -2. If you are both blinded and deafened, your penalty is always -5.

Burning

Beginning 10 counts after you receive this condition and every 10 counts thereafter while you have this condition, you must make a Resistance (Vit) check against the effect's TN or receive a wound equal to the level of the burning effect. If you are engulfed in water, the effect ends. If you take cold damage at least equal to the effect's TN, it is reduced by one level. The effect can be reduced by one level with a successful Treat Condition action against the same TN. If you are prone, you can roll on the ground to gain a +3 bonus to the check.

Deafened

You cannot hear. You suffer a -2 penalty on your initiative check at the start of combat and on Perception checks usually aided by hearing. You automatically fail any checks relying solely on sound and hearing. You are immune to auditory-based effects, but not concussive sonic effects.

If you remain deafened for a long time, you grow accustomed to it and can overcome some of the drawbacks. After a number of weeks equal to 8 - your Perception, reduce your penalty to -1. If you are both blinded and deafened, your penalty is always -2.

Exhausted

You are unable to heal wounds or fatigue by resting. This condition ends when you complete a long rest.

Helpless

You are paralyzed, bound, sleeping, unconscious, or otherwise completely at an opponent's mercy. You use your immobile defense. An attacker can choose to double the normal execution time of his attack in order to automatically hit and deal a wound of whatever level he selects.

Hobbled

You are unable to run and your base walking speed is halved. A short rest or a successful Treat Condition action against the effect's TN ends the effect.

Immobile

You are unable to move from your space under your own power and use your immobile defense instead of your standard defense. You can still be moved from your space by external effects unless you are fastened to an immobile object.