Conditions

Conditions

Asynchronous RPG does not track character and enemy positions or have rules for movement. This is to avoid the need to track and continually update where things are in relation to each other or have to read a bunch of posts to know what you can attack. In order to maintain some of the tactical challenge position and movement bring to other RPGs we use enemy conditions. 


Conditions add a wrinkle to attacking an enemy. It can simulate distance, for example. An enemy with the Elevated condition requires an extra action to attack with a melee weapon. As well as position, an enemy with Guarded cannot be attacked until whatever is guarding them is defeated. 


Conditions List

Below is a list of conditions that can be used in the game. GMs should feel free to experiment and make up their own as well! 


Armored: -2 damage melee

Clear Mind: can’t be taunted or lose actions

Cover: extra action to attack

Damage Reduction (X): damage taken from attacks is reduced by X. 

Danger (type X): Attackers take X damage per attack. Type = melee, ranged, or all.

Deflect (X): The first X attacks to hit this target do not deal damage.

Distant: cannot be attacked by melee

Elevated: extra action to reach with a melee attack

Evasive: (5 or 6)(6) requires a 6 or 5 or 6 to hit

Fleeting: will leave battle if possible (when in parenthesis)

Formless: cannot be targeted

Guarded (enemy): Cannot be attacked until (enemy) is eliminated

Hackable (X to Y): X = what roll is needed, Y = what happens with success; (4+ to disable) or (5 or 6 to open access menu) 

Haste: able to attack the turn it appears

Invisible: enemy is unseen until it attacks

Modular: Parts of the enemy can be targeted separately 

Prone: -1 ranged damage, +1 melee damage

Regen (X): gains X health at the start of turn

Stealth: cannot be targeted until it attacks

Stored: when defeated something is released

Tough: (5 or 6)(6) requires a 6 or 5 or 6 to damage