Conditions

Conditions in the Atlas System are similar yet different to those in 5e, and have been altered to fit with a series of 5e houserules that expand and improve the basic conditions.

## Official Conditions

**Blinded:**

* A *Blinded* creature cannot see and automatically fails any ability check or that relies on sight
* Attack rolls made against a *Blinded* creature have Advantage (or a +5 to hit).
* A *Blinded* creature can attempt to locate creatures through other means, such as hearing, smell, blindsight, or electroreception.
* A player who controls a *Blinded* PC may not look at the battlemat, and are instead described events by the DM.
* When a *Blinded* PC acts, the DM describes what they can sense, and the player can adapt accordingly (the rest of the players may not “cheat” and describe the room to the *Blinded* PC’s player, but they may attempt to aid the *Blinded* PC in-character on their turn)

A *Blinded* PC can announce their attack as normal, but it automatically misses if it is a ranged attack that requires the target to be seen. All melee attacks have Disadvantage (or -5 to hit), and automatically miss if the *Blinded* PC targets an empty space (they may accidentally target a space containing an ally!).

**Deafened:**

* A *Deafened* creature cannot hear and automatically fails any ability check that requires hearing.
* A *Deafened* creature has trouble speaking and needs to make a DC 13 Charisma Check to speak properly.

**Exhausted/Fatigued:**

* As 5e.

**Frightened:**

* As 5e.

**Grappled:**

* As 5e.

**Incapacitated:**

* As 5e.

**Invisible:**

* An *Invisible* creature is impossible to see without the aid of special senses.
* An *Invisible* enemy’s miniature is removed from the battlemat to the PCs.
* An *Invisible* creature is able to be attacked with Disadvantage (or a -5 to hit) if it is in the same square as the targeted square, otherwise the attack misses.
* An Invisible creature that is also *Burning*, *Wet*, *Bleeding*, etc, has its grid location revealed and is no longer *Invisible*, just harder to hit with Disadvantage (or a 5e to hit).
* An Invisible creature has Advantage (or a +5 to hit) on attack rolls against creatures that cannot see it (it loses this bonus if it is *Burning*, *Wet*, *Bleeding*, etc).

**Paralyzed:**

* As 5e.

**Petrified:**

* As 5e.

**Prone:**

* As 5e.

**Restrained:**

* As 5e.

**Stunned:**

* As 5e.

**Unconscious:**

* As 5e.

## Custom Conditions

**Agonized:**

* Usually inflicted by especially heinous attacks or through torture.
* An *Agonized* character is *Incapacitated.*
* An *Agonized* character has Disadvantage on Intelligence, Wisdom and Charisma Checks and Saves.
* An *Agonized* character automatically fails any Save related to the *Frightened* Condition.

**Bleeding:**

* Usually inflicted by **Piercing** or **Slashing** damage.
* At the start of the *Bleeding* creature’s turn, it takes 1d4 **Bleed** damage (stackable with itself).
* If a *Bleeding* creature takes **Fire** damage, it loses the *Bleeding* condition (as if the fire damage had cauterized the wounds).
* A *Bleeding* creature can remove a number of levels of *Bleed* from either themselves or an ally within 5ft as an Action on their turn. They can remove a number equal to their Intelligence Modifier, or their Intelligence Modifier plus their Proficiency Modifier if they have Proficiency in the **Medicine Skill***.*

**Envenomed:**

* Usually inflicted by **Poison** damage (instead of the Poisoned condition).
* An *Envenomed* creature takes 1d4 **Poison** damage (stackable with itself) at the start of its turn.

**Guarded:**

* Usually gained through martial class features.
* A *Guarded* creature has Advantage on (or a +5 bonus to) saves to avoid being knocked prone or moved from its position.
* A *Guarded* creature has an additional Reaction that it can only use to make an attack of opportunity.
* A creature loses its *Guarded* condition if it becomes *Staggered*.

**Burning:**

* Usually inflicted by **Fire** damage.
* A *Burning* creature takes 1d4 **Fire** damage (stackable with itself) at the start of its turn. This effect does not apply if the attack that dealt **Fire** Damage already has rules for igniting the enemy.
* A *Burning* creature has [Resistance I] to **Cold** damage.

If a Burning creature does any one of the following, it loses the *Burning* condition:

* Gains the **Wet** Condition.

* The creature is buffeted by a shockwave or gust of wind that is strong enough to put out the flame. This could either be from **Thunder** Damage equal to or greater than the total **Fire** Damage you have taken from being immolated, or from a gust of wind strong enough to put out the blaze (DM Discretion).

* Spends its action to smother the flames while Prone (stop drop and roll). This does not apply to affects that add an increased level of Fire that requires saves, such as the Metahuman's Pyro Lung ability.

**Corrosive Burning:**

* Inflicted by **Acid** Damage
* A *Corrosive Burning* creature takes 1d6 **Acid** Damage (Stackable with itself) at the start of its turn.
* A *Corrosive Burning* creature has [Vulnerability I] to all non-**Acid** Damage.

If a Corrosive Burning creature does any of the following, it loses the *Corrosive Burning* condition:

* Gains the *Wet*Condition.
* Is doused in a *Basic* solution to neutralize the acid.
* Spends its action and movement to desperately remove all traces of **Acid** from their body.

**Muted:**

* A *Muted* creature cannot speak.

**Staggered:**

* Usually inflicted by **Bludgeoning** damage.
* A *Staggered* creature has Disadvantage on (or a -5 penalty to) avoid being knocked prone or moved from its position.
* A *Staggered* creature has one less Reaction.
* A *Staggered* creature cannot benefit from its Armour Damage Reduction.
* A *Staggered* creature cannot become *Guarded*.

**Shaken:**

* A *Shaken* creature has Disadvantage on (or a -5 penalty to) saves to avoid being *Frightened*.

**Wet:**

* Usually inflicted by water.
* A *Wet* creature has [Resistance I] to **Fire** damage. After a Wet creature takes **Fire** damage, it loses the *Wet* condition (as if the fire had evaporated the water).
* A *Wet* creature is immune to the *Burning* condition.
* A *Wet* creature has [Vulnerability I] to **Lightning** damage (as if the water had conducted the electricity).