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Eons 62 - Conditions & Critical Hits
Eons 62 - Conditions & Critical Hits
Eons 62 - Conditions & Critical Hits
CRITICAL HITS
The critical hit mechanism in the core Severe Conditions
rules, along with the associated status Some conditions are more serious than
tracks, are intended not to be too others. A condition described as severe can
punishing. However, some people prefer only be shaken off by rolling a 6.
their critical effects more up front and
center. This article presents an alternate
system of conditions designed to be a little
Persistent Conditions
Psionic/Psychic Dazed
Radiation Sick
Slashing Bleeding
Sonic/Sound Deaf
Unholy Sick
AFRAID
Confused
• You cannot approach the source of • You drop any items you are holding
your fear. and cannot tell friend from foe.
• You must flee the source of your fear, • Roll 1d6 to determine your condition
or simply cower if that is not each turn: (1) afraid, (2) angry, (3)
possible. forgetful, (4) manic, (5) drunk, (6)
dazed.
ANGRY
actions other than moving directly • You can only take one action per
towards an enemy. round.
• You must attack the nearest foe. If • You cannot take any actions.
none are available, you must attack
the nearest ally. DEAF
BLIND
BURNING*
CHARMED
Fatigued
• Environments, as before, can inflict
• You can only take one action per persistent conditions. An hourly
round and your carry increment is attribute check is required to avoid
halved. being subject to a condition.
• Your maximum HEALTH is halved, • Spells which inflict conditions only
in addition to the above effects. use the Moderate (2 MP) and
Extreme (4 MP) costs, which inflict
Forgetful
the first and second bullet-pointed
• You cannot use any of your skills or conditions respectively.
spells. • Compulsion spells can cause
• You cannot remember anything, Charmed.
including who you are or who your • Enchantment spells can cause
allies are. Afraid, Angry, Confused, Forgetful,
Manic, Sleeping.
Immobilized
• Infliction spells can cause Blind,
• You cannot move from your current Deaf, Fatigued, Forgetful, Sick.
square. • Some abilities of effects might say
• You cannot take any actions, and “the target is rendered Terrified [16]”
your physical DEFENSEs drop to 10. or similar. Ignore the number; it’s
now just a 50% chance. The actual
Manic
condition may have changed name,
• You cannot take hostile or aggressive but should be easy to match up.
actions.
• You are convulsed with laughter and
can take no other actions. SLEEPING
Sick