Status Conditions

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Many attacks inflict Status Conditions on a character. These are separated into the categories below - Mental, Physical, and Elemental. The source of a Status Condition will usually indicate when the effect ends. That can be:

  • At the end of the target’s next turn - which is as it says.
  • At the end of the round - at the end of the current round.
  • After one full round - at the end of the same Initiative tick the Status Condition was inflicted, on the following round.
  • Save ends - at the end of each turn, the character rolls Save Check - a 1d20 roll to which they add any modifiers they have affecting Save Checks. On a 10+, they succeed, and the effect is removed.
  • Persistent - lasts until it’s cured by some means or the battle is over.

Mental Status Conditions

Confused: Confused characters add the Recoil keyword on all attacks they make, and if a Confused character takes Movement during their turn or uses a Ranged attack, they become Prone at the end of their turn unless they spend 1 AP.

Enraged: Enraged characters cannot use Maneuvers and Tricks, may only take one action that consumes AP each turn, take +1 Bane to all Accuracy Rolls, and set their Resolve to 4.

Marked: Marked characters take +1 Bane to all Accuracy rolls on attacks that do not include the character who marked them as a target. Whenever a Marked target uses a ranged attack or starts movement, even a Disengage, while adjacent to the character who marked them, the Marking character may use a Punish Attack against them.

Sleep: Sleeping characters are Vulnerable and cannot take any actions on their turn, unless those Actions would cure Sleep or are explicitly allowed to be made while Asleep. Whenever a sleeping user is hit by an attack while Asleep, they wake up. Allies may spend 1 AP as a Maneuver to shake awake an adjacent sleeping user. When cured of Sleep, the character is Slowed for 1 round.

Physical Status Conditions

Blinded: This character adds +1 Bane to all Accuracy rolls, can only draw line of sight to adjacent squares, and is treated as Vulnerable against attacks that originate outside of its line of sight.

Flinched: This character has their Initiative reduced by -2 for the rest of the Scene, then becomes Vulnerable until the end of the round. Flinched is not a true status in itself and does not stay on the target. It is just a shorthand for the above effects.

Paralyzed: This character does not gain a Movement Action during their turn but instead can spend 1 AP to gain one Movement Action. This character also sets its Evasion to 4.

Prone: A prone character is Slowed and takes +1 Bane to Accuracy rolls to use all melee attacks. All ranged attacks take +1 Bane to Accuracy Rolls against Prone characters, and all melee attacks take +1 Boon against them. A Prone character can use a Movement Action to right themselves. Unlike other physical afflictions, Prone is “cured” by being switched.

Slowed: A Slowed character has their Movement halved and cannot Disengage or take the Sprint Maneuver.

Stuck: A Stuck character cannot take a Movement Action to Disengage or Move and sets its Evasion to 4.

Vulnerable: Treat all of the target’s Defense values as 4. Vulnerable is usually a fleeting effect that lasts no longer than one full round.

Weakened: All damage the target deals is resisted one step further, and it sets its Vigor to 4.

Elemental Status Conditions

Chilled: Chilled targets are Slowed and take +1 Bane to Accuracy Rolls. When a Chilled target uses or is hit by a Fire-Type attack, remove the Chilled condition. When a Chilled target becomes Soaked, remove the both conditions, and they become Frozen.

Frozen: Frozen targets are Stuck. All attacks against Frozen targets get +6 to Critical Hit Range. You or an adjacent ally may end the Frozen condition on you by spending 2 AP. This cost is reduced to 1 AP for characters that know a Strike Move that can deal Super-Effective damage against Ice. This counts as a Maneuver. You also lose Frozen when you are hit by any Strike.

Ongoing Damage X (Type): At the end of their turn, if the target or their Partner spent AP, the target loses X HP. This ignores Damage Reduction and type effectiveness. The Type is only used for effects that trigger off of having Ongoing Damage of a Type and for immunity for the following cases:

  • Poison and Steel Types are immune to Ongoing Damage (Poison)
  • Fire Types are immune to Ongoing Damage (Fire)

Oiled: When an Oiled target is hit by a Fire-Type attack, the user of the attack also targets all squares adjacent to the Oiled target that were not already targeted by the attack. This ignores the Friendly Quality. Then, remove the Oiled condition.

Soaked: Soaked targets take +5 damage from Electric-Type attacks and resist Fire-Type attacks one step further. When a Soaked target is hit by a Fire-Type attack, remove the Soaked condition. When a Soaked target is Chilled, remove both conditions, and they become Frozen.