STAR TREK 2d20
  1. #1

    C&C & FGU series: C&C ruleset using the EFFECTS menu list

    This article covers all known conditions listed in the C&C ruleset under the EFFECTS menu. I tested each effect in combat and notated what works or doesnt work. I also added the correct recommended bonus's or negatives based on the D&D 3x SRD. Of course all this should be adjusted based on how you run your game. But I figured this would be helpful using the EFFECTS menu when running C&C on Fantasy Grounds.

    Unfortunately, some of the effects that was coded by the original C&C programmer was incorrect.
    Some of the effects are not working at all.
    Some of the effects are not on that list at all.
    So I pulled up the effects list in the 3e SRD for descriptions and suggested bonus's. Changed those bonus's or penalties to the C&C version.
    So, the list I ended up making should be all effects in what I could determine is the C&C version.

    CONDITIONS

    Blinded (preset) AC:-5 -10 ATK
    The character cannot see. He takes a -5 penalty to Armor Class, loses his Dexterity bonus to AC (if any), moves at half speed, and takes a -4 penalty on Search checks and on most Strength- and Dexterity-based skill checks.

    Bleeding (preset no effect)

    Confused (preset no effect)
    A confused character’s actions are determined by rolling d% at the beginning of his turn: 01-10, attack caster with melee or ranged weapons (or close with caster if attacking is not possible); 11-20, act normally; 21-50, do nothing but babble incoherently; 51-70, flee away from caster at top possible speed; 71-100, attack nearest creature (for this purpose, a familiar counts as part of the subject’s self). A confused character who can’t carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused character. Any confused character who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. A confused character does not make attacks of opportunity against any creature that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked).

    Cowering (preset not work) AC:-2
    The character is frozen in fear and can take no actions. A cowering character takes a -2 penalty to Armor Class and loses her Dexterity bonus (if any).

    DAZED (preset) -2 AC
    The creature is unable to act normally. A dazed creature can take no actions

    DEAFENED (no effect)
    The character cannot hear, giving everything total auditory concealment from him. This may allow for surprise attacks on the unaware character. Interaction with other characters is limited to sign-language and lip-reading.

    Defenseless / Helpless (preset) -10 AC
    A helpless character is paralyzed, held, bound, sleeping, unconscious, or otherwise completely at an opponent’s mercy. A helpless target is treated as having a Dexterity of 0 (-5 modifier). Melee attacks against a helpless target get a +4 bonus (equivalent to attacking a prone target). Ranged attacks gets no special bonus against helpless targets. Rogues can sneak attack helpless targets.

    As a full-round action, an enemy can use a melee weapon to deliver a coup de grace to a helpless foe. An enemy can also use a bow or crossbow, provided he is adjacent to the target. The attacker automatically hits and scores a critical hit. (A rogue also gets her sneak attack damage bonus against a helpless foe when delivering a coup de grace.) If the defender survives, he must make a Fortitude save (DC 10 + damage dealt) or die.

    ENTANGLED (preset not work) -2 ATK -4 Dex
    The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature moves at half speed, cannot run or charge, and takes a -2 penalty on all attack rolls and a -4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a Concentration check (DC 15 + the spell’s level) or lose the spell.

    EXHAUSTED (custom effect) -6 Str & Dex
    An exhausted character moves at half speed and takes a -6 penalty to Strength and Dexterity. After 1 hour of complete rest, an exhausted character becomes fatigued. A fatigued character becomes exhausted by doing something else that would normally cause fatigue.

    Fatigued (customer effect) -2 Str & Dex
    A fatigued character can neither run nor charge and takes a -2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued.

    Frightened (preset not work) -2 ATK, ABIL, Saves
    A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature takes a -2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.

    Grappled (preset not work) -4 ATK, -10 AC
    Engaged in wrestling or some other form of hand-to-hand struggle with one or more attackers. A grappling character can undertake only a limited number of actions. The defender is held and cannot act except to attempt to break the hold. The defender is considered prone and defenseless. The defender can break the hold by making his own successful grappling attack.

    Incorporeal (preset no effect)
    Having no physical body. Incorporeal creatures are immune to all non-magical attack forms. They can be harmed only by other incorporeal creatures, +1 or better magic weapons, spells, spell-like effects, or supernatural effects.

    Invisible (preset) +10 AC
    Visually undetectable. An invisible creature gains a +2 bonus on attack rolls against sighted opponents, and ignores its opponents’ Dexterity bonuses to AC (if any).

    Paralyzed (preset) -10 AC
    A paralyzed character is frozen in place and unable to move or act. A paralyzed character has effective Dexterity and Strength scores of 0 and is helpless, but can take purely mental actions.

    Prone (preset not work) -2 ATK -5 AC
    The character is on the ground. An attacker who is prone has a -2 penalty on melee attack rolls and cannot use a ranged weapon (except for a crossbow no penalty). A defender who is prone gains a +4 bonus to Armor Class against ranged attacks, but takes a -5 penalty to AC against melee attacks.

    Standing up is a move-equivalent action that provokes an attack of opportunity.

    Sickened (No preset) -2 ATK, -2 DMG, -2 ABIL, -2 Saves
    The character takes a -2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.

    Sleeping (no preset) -10 AC
    Wakens as soon as target takes damage. Wakes prone condition.

    Slowed (preset no effect)
    As reverse of HASTE spell effect. Half movement and attacks per round.

    Stunned (preset) -2 AC, -2 Dex
    A stunned creature drops everything held, can’t take actions, takes a -2 penalty to AC, and loses his Dexterity bonus to AC (if any).

    Unconscious (preset) -10 AC
    Last edited by StylinLP38; January 13th, 2021 at 15:52.

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