WFRP 4e Condition Cards.pdf

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Ablaze Condition
You are on re!
• At the end of every
Round,
su er 1d10
Wounds,
with a minimum of 1.
modi ed by
Toughness Bonus + Armour Points,
• Each extra
Ablaze Condition
adds +1
Damage
su ered.
• Remove an
Ablaze Condition
by making an
Athletics
Test.
Each
SL
removes an extra
Ablaze Condition.
Blinded Condition
You are unable to see properly.
• Su er a –10 penalty to all
Tests
involving sight.
• Opponents attacking you gain +10 to hit you.
Round.
• Remove a
Blinded Condition
at the end of every other
Entangled Condition
You are wrapped in something
restricting your movement.
• On your
Turn,
you may not
Move
• All
Actions
involving movement su er –10
• Remove an
Entangled Condition
by winning an
SL
removes an extra
Entangled Condition.
Opposed Strength Test
against the source. Each
Bleeding Condition
You are bleeding badly.
• Lose 1
Wound
at the end of every
Round.
Infection,
or
Blood Rot.
• Su er -10 to
Tests
to resist
Festering Wounds, Minor
• If you reach 0
Wounds,
gain the
Unconscious Condition.
• At the end of
Round,
you have a 10% chance of dying
• You cannot regain consciousness until all
Bleeding
• Remove a
Bleeding Condition
with a successful
Heal
Test.
Each
SL
removes an extra
Bleeding Condition.
Spells
or
Prayers
remove 1
Bleeding Condition
per
Wound
healed.
Conditions
are removed.
per
Bleeding Condition.
• Once
Bleeding Conditions
are gone, gain
Fatigued
Condition.
Deafened Condition
You are unable to hear properly.
• Su er a –10 penalty to all
Tests
involving hearing.
to hit.
• Opponents attacking you from the side or rear gain +10
• Remove a
Deafened Condition
at the end of every other
Round.
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