Conditions

### **Addiction**

Until consumption of the addictive agent: All Cowardice received is doubled. No courage can be regained by natural means. This lasts for Xd4 days. X is defined as the days which you have been addicted for, this can not be less than 1 and the total cannot exceed 20.

### **Dazed**

You grant combat advantage. You can act or move, but not both.

### **Frightened**

You have disadvantage on Ability Checks and Attack Rolls while the source of its fear is within Line of Sight. You cannot move closer to your source of fear.

### **Blinded**

A blinded creature can’t see and automatically fails any ability check that requires sight. Attack Rolls against the creature have advantage, and the creature’s Attack Rolls have disadvantage.

### **Paranoid**

You are dazed and every round you become frightened of a random enemy.

### **Dominated**

You cannot harm the caster, the caster can choose one of your actions

### **Enamoured**

On their turn must move towards the source of entrancements, if they are at the source, they must use their actions to interact with the source

### **Intoxicated**

You are intoxicated for 1d4 hours. Until the end of this time: Dexterity, Intuition, and Lucidity are all set to -2. Strength is set to +2. You must make a Dex DC7 check every time you do any action. On a failure you do not do that action. You can not be paranoid while Intoxicated. Though paranoia may still ensue after the condition cedes.

### **Radiation Sickness**

After contact with any matter in Tartarus, several symptoms can be displayed. If any radioactive particulates have contacted skin Type D Radiation Sickness will be displayed. If any radioactive particulates are inhaled, Type C Radiation Sickness will be displayed.

If in the presence of materials emitting ionizing radiation (Note: Materials that emit ionizing radiation is NOT the same as radioactive materials) for more than 1 minute Type B Radiation Sickness will be displayed. If presence continues without interruption for more than 10min Type A Radiation Sickness will be displayed. Any contact with materials emitting ionizing radiation will display Type A Radiation Sickness, however, this will not cause unconsciousness.

All Types of Radiation Sickness are stackable and are strictly increasingly linear. In other words a Type of sickness inherits all conditions from the Types underneath it. As well as only moving in one direction. You can not have Type A Radiation Sickness inhale radioactive ash and then have Type D Radiation Sickness.

#### **Type D**

Type D Radiation Sickness has minor short-term effects: Headaches, Fevers, Dizziness, and Disorientation.

Mechanically this translates to all skill checks taking disadvantage.

#### **Type C**

Type C Radiation Sickness has major short-term effects: Skin Burns, Nausea, Vomiting, Diarrhea, Low Blood Pressure, and red vomit and diarrhea from internal bleeding.

#### **Type B**

Type B Radiation Sickness has relatively minor long-term effects: Hair Loss, Cancer, and Immunodeficiency.

Note: Cancer is a new condition gained if Type B Radiation Sickness is contracted.

#### **Type A**

Type A Radiation Sickness has major long-term effects: Unconsciousness, Anemia, Death.

Death is randomly granted and can range from immediate death (mass internal abrasion), to several days. To determine the time of death a d4 is rolled, on a 4, the victim will die immediately, every other face is that amount of days left (so a 2 leaves the victim 2 more days before death)

#### **Treatment**

Radiation Sickness has no currently known medical treatment. However evacuation and quarantine from all radioactive materials is essential for recovery.

Resting for 1 month will cure Type B Radiation Sickness, however this will not cure the Cancer accumulated.

Resting for 3 days will cure Type C Radiation Sickness.

Resting for a couple of hours will cure Type D Radiation Sickness.

### **Cancer**

All cancer is treated as equally lethal, and it is entirely dependent on the DM and player what specific kind of cancer is effecting them.

### **Paranoid**

Paranoia results in false visions and experiences. Figments of the imagination can and will harm you.

If you fall unconsciousness while paranoid, or are granted the paranoid condition while already paranoid: You must make a DC 7 LUC skill challenge, You must gain 3 Successes before you gain 3 + LUC failures (If Lucidity is negative, you must add this, however the failure amount can not be less than 1).

Upon failure of the challenge: Usually upon death, the dead are resurrected in the World Below. But you will not share the same fate. Instead your consciousnesses is lost to time and your body laid to rot. There is no known method of resurrecting the lost, and no soul to chase in the Underworld.

Upon success of the challenge: You can either be placed into a catatonic state for 1d6+LUC days, upon waking your paranoia will be gone.