Conditions
Changes and extensions to the OSE game rules
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Blind
- Blind: the affected actor is unable to see whether that is because of a lack of light, magic, eye damage or any other reason
- Blindness prevents the targeting of friends or foes for any reason (melee and missile attacks, spell targeting, and exchanging items by hand - unless the item is pressed into or taken from the hand of the blinded person)
- Melee attacks automatically hit a Blind target (roll damage normally)
- Blindness prevents Overland, Exploration and Pursuit Movement
- Blindness reduces Tactical Movement to 5ft
- It might be possible to overcome these limitations to some degree with intensive practice, the use of canes and using other senses to compensate but the improvements take years to develop
Grappled
- Grappled: the affected actor is wrestling
- Only weapons with the Small quality be can drawn (via a Manipulation action) and used
- Natural weapons are still useful
- Spellcasting is not possible
- Maintaining concentration on an existing spell is not possible
- Movement may or may not be possible or may be available only to one of the participants in a grapple
Helpless
- Helpless: The affected actor can take no actions and cannot move:
- Sleeping (magical or otherwise)
- Paralyzed
- Pinned (via Grapple)
- Unconscious
- As determined by the Referee via fictional positioning
- All melee attacks hit for max damage
- Coup de grace as a Full Round Action
- Saving Throws automatically fail
On Fire
- On Fire: the affected actor is burning
- If one is struck by an accelerant (oil, tar), wearing flammable clothing or is particularly susceptible to flame and can burn (very dry fur), it is possible they could be set alight
- The Referee will determine when a creature or object is On Fire versus merely being burned by a fire or an explosion. Fictional Position is important here
- A character On Fire will continue to burn as long as fuel is present. The fire may wax or wane in intensity as it consumes available fuel
- On the first turn a character is On Fire, roll 2d6 of different colors. One is the Damage Die - the damage done by the flames. The other is the Spread Die and is read as follows:
- 1-2: The fire diminishes, reduce the die size of the Damage Die 1 step (d20 -> d12 -> d10 -> d8 -> d6 -> d4 -> Fire is out) and roll again next Round or when appropriate
- 3-4: The fire remains the same, roll again next Round with the same dice as this roll
- 5-6: The fire intensifies, increase the die size of the Damage Die 1 step
- The fire Damage Die cannot exceed a d20 each round
- Putting the fire out
- Stop and roll or smother fire: reduce die type by 1
- Immersed in water, loss of air: the fire is put out
- Others may help the character On Fire to help put the fire out faster
- The Referee may decide that all available fuel is consumed and the fire goes out, or assign a chance for this occurring