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Turn Anatomy Conditions

1. Start Turn Blinded


• You grant Combat Advantage
Ongoing damage and regeneration occurs. • You cannot see targets (targets have Total Concealment, you take a -5 penalty
Some effects end. to Attack Rolls)
2. Actions • You take a -10 penalty to Perception
• You can't Flank an enemy
In any order, one of each:
Dazed
Standard Action • You grant Combat Advantage
• Basic Attack • You can take either a Standard Action, a Move Action, or a Minor Action (You
can take Free Actions as normal). You cannot take Immediate Actions or
• Use a Power that requires a Standard Action Opportunity Actions.
• Substitute a Move or Minor Action • You can't Flank an enemy
• Perform complicated tasks and actions Deafened
• You can't hear anything
Move Action • You take a -10 penalty to Perception
• Walk (move up to your speed) Dominated
• Shift (move 1 square without provoking OAs) • You can't take actions. Your dominator chooses one action for you to take
(Standard, Move, Minor, or Free). The dominator may only choose anything
• Run (move your speed +2, -5 to all attacks, grant CA) that may be used at-will.
• Crawl (move at half speed while Prone) • You grant Combat Advantage
• Use a Power that requires a Move Action • You can't Flank an enemy
• If the dominator tries to force you over a ledge or into difficult terrain, you get a
• Some skill checks (Acrobatics, Stealth) saving throw to avoid the terrain.
• Subsitute a Minor Action Dying
Minor Action • You are Unconscious
• You make a Death Saving Throw every round. Failing three Death Saving
• Use a Power that requires a Minor Action Throws before a rest results in death, as does reaching a negative Bloodied
• Use your Second Wind value in Hit Points
• The condition ends as soon as you receive healing (you are conscious but
• Drawing a weapon, opening/closing a door, remain Prone, and your Hit Points return to 1).
opening/closing a chest, drop prone, etc. Helpless
Free Action • You grant Combat Advantage
• You may the target of a Coup de Grace
• Use a Power that requires a Free Action
Immobilized
• Talking, dropping something, ect. • You cannot move from your square
• Can be performed during other combatant's turns as well • You can be forced to move by a push, pull, slide or teleport
3. End Turn Marked
• You take a -2 penalty to Attack Rolls for any attack that doesn't target the
Make Saving Throws for some ongoing effects. Roll 2d10 (10 or creature that Marked you
higher breaks the effect, 9 or lower fails). • You may be the subject of only one Mark at a time. Newer Marks supersede
End some effects, as specified. older Marks.
• A Mark ends when its creator dies or is knocked unconscious

Brutal Affronts and Grave Blunders Petrified


• You have been turned to stone
Whenever you roll doubles on your 2d10s while attempting Combat • You are unconscious
or Skill Rolls, you may choose to accept the result, or you attempt to • You gain Resist 20 to all damage
confirm a Brutal Affront. • You don't age
• If you decide to confirm a Brutal Affront, roll a 1d10. On a roll of 5 or better, Prone
you confirm the roll. On a roll of 4 or worse, you suffer a Grave Blunder. • You grant Combat Advantage to enemies making melee attacks against you
• On a Brutal Affront, you deal maximum damage for your attack. Then, you • You get a +2 bonus to all defenses against ranged attacks from non-adjacent
apply all of your Brutal Affront effects. enemies
• On a Grave Blunder, your attack fails completely. You then suffer all of your • You're lying on the ground (If you're flying, you safely descend a distance
Grave Blunder effects. equal to your Fly Speed. If you don't reach the ground, you Fall).
• You take a -2 penalty to Attack Rolls
Opportunity Actions Restrained
• You can't move unless you teleport. You can't be pushed, pulled, or slid
You may act on another combatant's turn: • You take a -2 penalty to Attack Rolls
• You may attack when a enemy leaves a square adjacent to you. • You grant Combat Advantage
• You may attack when an adjacent enemy makes a Ranged or Area attack. Slowed
• You may only take one Opportunity Action on each combatant's turn. • Your Speed becomes 2. This Speed applies to all movement modes, but it
• An Opportunity Action interrupts the Action that triggered it (meaning the OA does not apply to teleportation or to a push, pull or slide. You can't increase
happens before but doesn't necessarily negate the Action). your Speed above 2, and your Speed doesn't increase if it was lower than 2. If
you're Slowed while moving, stop moving if you've already moved more than 2
Immediate Actions •
squares.
You can't benefit from bonuses to Speed, although you may use powers or
You may react on another combatant's turn under certain actions that allow you to move farther than your Speed.
circumstances: Stunned
• You may perform an Immediate Action or an Immediate Interrupt. • You grant Combat Advantage
• You can only take one Immediate Action between your turns. • You can't take Actions
• An Interrupt occurs before the Action resolves, while a Reaction occurs after • You can't Flank an enemy
the Action resolves. • You fall if you're Flying, unless you can Hover
Surprised
Combat Advantage •

You grant Combat Advantage
You can't take Actions
All opponents with Combat Advantage against you gain a +2 bonus • You can't Flank an enemy
to their attack if they have line of sight. Unconscious
• CA is granted to flankers when a combatant if Flanked. • You're Helpless
• CA is granted when the combatant is Blinded, Dazed, Dominated, Helpless, • You take a -5 penalty to all defenses
Restrained, Stunned, or Surprised, among other effects. • You can't take Actions
• CA is granted when the combatant is prone and subject to a melee attack. • You fall Prone if possible
• You can't Flank an enemy
• You are unaware of your surroundings
Weakened
• Your attacks deal half damage. Ongoing damage and damage that isn't
generated by an attack roll are not affected.
Skills Miscellaneous Actions
This list details Skill uses that are specific to or frequently used in Aid Another
combat. • As a Standard Action, you make make a Aid Another action. Choose an
adjacent individual and make a Skill or Ability Check against a DC of 10 + half
Monster Knowledge Checks your level. If your check succeeds, the target receives a +2 bonus the next
• Remember Monster Knowledge: As a Free Action, you may time they make the same Skill or Ability Check. If you fail the check, the target
attempt to remember a piece of knowledge concerning your a monster using takes -1 penalty the next time they make the same Skill or Ability Check. You
one skill (Nature, Science, or Skaian Lore). The DC of the check varies can only use Aid Another to affect an individual Skill or Ability Check once.
depending on what information you are attempting to reveal. If you succeed, Aid Attack
you may identify the creature's type, typical temperment, and keywords, as • As a Standard Action, you make make a Aid Attack action. Choose an
well as the monster's resistances, vulnerabilities, and powers. If you fail, you adjacent enemy and an ally. Before the end of your next turn, the next time the
don't recall anything. The DM may allow you to reroll a Knowledge check if ally makes an attack against that enemy, they receive a +2 bonus to that
new information comes to light. Attack Roll. You may use Aid Attack to affect each Attack Roll only once per
- Nature: Animals and plants turn.
- Science: Robots, Ectobiological creatures, Machines Aid Defense
- Skaian Lore: Underlings, Carapacians, Horroterrors
• As a Standard Action, you make make a Aid Defense action. Choose an
Heal adjacent enemy and an ally. Before the end of your next turn, the next time the
ally is the target of an attack by that enemy, they receive a +2 bonus to all
• Stabilized the Dying: As a Standard Action, you may attempt to defenses. You may use Aid Defense to affect each Attack Roll only once per
stabilize a dying comrade. Make a Healing Check opposed by a DC of 15. If turn.
you succeed, the character can stop making Death Saving Throws until he or
she takes damage. The character's hit point total doesn't change as a result of Bull Rush
being stabilized. • As a Standard Action, you may make a Bull Rush action (Mangrit vs.
Fortitude). If you succeed, push an adjacent target 1 square and then shift 1
• Grant a Saving Throw: As a Standard Action, you may attempt to help square into the space it left.
an ally make a Saving Throw. Make a Healing Check opposed by a DC of 15. • You can push a target up to one size category larger than you.
If you succeed, the character can immediately make a saving throw, or the Charge
target gains a +2 bonus to a saving throw at the end of their next turn. • As a Standard Action, you make make a Charge action. Move up to your
Speed towards a target. The movement must end at least 2 squares from your
• Use Second Wind: As a Standard Action, you may attempt to help an starting position. Then make a Melee Basic Attack or Bull Rush against the
ally use their Second Wind. Make a Healing Check opposed by a DC of 10. If target with a +1 bonus to the Attack Roll.
you succeed, that ally can use their Second Wind without having to spend an • Once you complete a Charge, your turn ends.
Action. • If something happens along the way that prevents you from completing the
Trolling Charge, the action is lost.
Coup de Grace
• Gain Combat Advantage: As a Standard Action once per encounter, • As a Standard Action, you make a Coup de Grace action. You may make an
you may use Trolling to try to gain Combat Advantage by feinting. Make a attack using any attack power, including a basic attack, against a Helpless
Trolling Check opposed by the target's Insight check. If you succeed, you gain target. If the attack hits, it is automatically a Brutal Affront, regardless of the
Combat Advantage against the target until the end of your next turn. roll. If the attack inflicts damage greater than or equal to the target's Bloodied
• Create a Diversion to Hide: As a Standard Action once per value, the target dies.
encounter, you may use Trolling to try to create a diversion to hide. Make a Escape
Trolling check opposed by the Passive Insight of any enemy that can see you. • As a Move Action, you can make an Escape action. While grabbed or suffering
If you succeed, make a Stealth check opposed by the Passive Perception of from an immobilizing effect, make an Acrobatics or Athletics check. If you are
any enemy present. If the Stealth check succeeds against an enemy, you are immobilized by an effect that allows for escapes, you must beat the effect's
hidden from that enemy until the end of your next turn or until you attack. DC. If you are escaping from a grab, you must beat the combatant's Reflex or
Fortitude respectively.
• Intimidate Enemy: As a Standard Action, you may attempt to Intimidate • If you are grabbed or immobilized by multiple effects, make a single check.
an enemy. Make a Trolling check opposed by the target's Will save. If you are The check is opposed by the highest DC of those effects, plus 2 for each
Intimidating multiple enemies, make a separate check against each target's additional effect up to a total of 8.
Will save. Each target must be able to see and hear you. If you succeed, you • If you succeed in escaping from a grab or immobilizing effect, you may shift 1
force the target to surrender or cow it into taking another action. If you fail, you square.
cannot attempt to intimidate the same enemy during the same encounter.
Grab
• As a Standard Action, you can make a Grab action (Strength vs. Reflex). If you
All Attack Types Modifiers succeed, the target becomes grabbed by you until the end of your next turn.
You may take a Minor Action to Sustain the grab another turn.
Combat Advantage against foe +2
• A grabbed creature is immobilized as long as the grab persists, and can be
Attacker is prone -2
forced to move by the grabber.
Target has normal cover -2
Target has superior cover -5 Second Wind
• As a Minor Action, you may make a Second Wind action. You regain hit points
Melee Attacks equal to your Bloodied Value and gain a +2 bonus to all defenses until the start
of your next turn.
Charge attack +1 • You must take a Short or Extended Rest before you can use your Second
Target has concealment -2 Wind action again.
No line of sight -5 Squeeze
• You may reduce your size to fit into a space smaller than 1 square (if you are
Ranged Attacks Large or larger, you may reduce the number of squares you occupy to 1).
While perform the Squeeze action, you move at half speed, you a -5 to all
Long range -2
attacks and grant Combat Advantage until you return to your normal space.
Target is prone -2
You may end a Squeeze as a Free Action.
Target has concealment -2
No line of sight -5 Stand Up
• As a Move Action, you may make the Stand Up action. While you are Prone,
you may get up and cease being Prone. If you are in an unoccupied space,
you stand up in that space. If your space is occupied by another creature, you
Inventory Items and Modi get up and shift 1 square. If there is no adjacent square to move to, you
cannot stand up.
Some items in your inventory have special rules regarding their use. Total Defense
• You may switch weapons with a Minor Action. When you swtich weapons,
• As a Standard Action, you may make a Total Defense action. Until the start of
their Traits begin functioning on your next turn. Any prior traits stay active until
your next turn, you have a +2 to all defenses.
your next turn.
• Switching between Armor is a Minor Action. When you activate the Encounter
Power of a piece of Armor, you switch to that Armor. Switching between the
traits of an Armor and Shield is a Minor Action as well.
Dying
• You may only use one Yellow item per turn. Once you use an Item of Blue When your current hit points drop to half of your maximum, you are
Rarity, you may not use any other items during the same turn. If you suffer a considered Bloodied. This affects some powers. When your current
Grave Blunder while using a Blue Item, you take 1d12 points of damage. hit points drop to zero or lower, you fall Unconscious and are Dying.
• Drawing an item from your Sylladex is a Free action. • Make a Death Saving Throw. Three failed Saves (not necessarily in a row)
• Whenever your Sylladex requires a roll against a DC, use a d10 for the roll. result in Death. An ally may be able to stabilize or heal you, preventing you
• Reaching Meleekind weapons have Reach 1. from making any more Saving Throws.
• Opportunity Attacks against a target using Heavy Meleekind weapons gain a • If your HP reaches a negative number equal to your Bloodied value, you die.
+1 bonus to their attack roll.
nd th
For use with the Homestuck RPG: 2 Edition. Consult the D&D 4 Edition Quick Start Rules for the base rules of D&D 4e. Designed by aerialAstronomer.

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