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