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Marvel Multiverse Role-Playing Game

Compendium

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Conditions Summary

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Characters can be affected by a number of conditions. Here is how they each work in the game.

Ablaze

Characters can be set on fire by all sorts of things. On top of that, characters using Elemental Control Powers (Fire element) Powers can set their targets Ablaze.

An Ablaze character loses 5 Health at the end of each of their turns until they die or the condition ends. Characters can also use water, fire extinguishers or other methods to put out the blaze. Anyone—including the victim—can smother the fire by rolling (or letting themselves be rolled) on the ground. This requires an action to make a successful Agility check against a target number of 10.

It’s up to the Narrator whether or not a character or item is actually flammable in any particular situation.

Bleeding

Characters using certain Melee Weapons (Sharp) Powers and Ranged Weapons Powers can cause their targets to lose a tremendous amount of blood. A victim of such an Attack left unconscious and alone can eventually bleed to death.

A Bleeding character loses 5 Health at the end of each of their turns until they die or the condition ends. Anyone—including the victim—can stop the Bleeding by using an action to make a successful Logic check against a target number of 10. The condition also ends any time the victim recovers 1 or more Health.

Blinded

Any Powers the character is concentrating on that require Line of Sight end immediately. The character’s speed is reduced by half for all modes of travel. They have Trouble on all action checks that require Line of Sight. Enemies have an edge on all action checks against the character that would reasonably require sight to defend against or dodge.

Deafened

Any Powers the character is concentrating on that require Earshot end immediately. They have Trouble on all action checks that require hearing.

Demoralized

Any Powers the character is concentrating on end immediately. They have Trouble on all action checks.

Grabbed

Neither the Grabbed character nor the grabber can move unless they can carry the other person with them. The grabber can let go at any time, but the Grabbed character must escape to be free.

Anyone making an Attack against the entangled characters has Trouble. If the Attack against the intended target fails, compare the same Attack check against the other target’s Agility defense to see if it hits them instead.

If the attacker doesn’t care who gets hit, the attacker has an edge on their check. If the result is high enough to hit one of the targets but not the other, that’s who it hits. If it’s high enough to hit either of them, determine the actual target randomly.

Paralyzed

The character cannot move or take any actions that require Melee or Agility checks. Their Agility defense is reduced to 10 against ranged attacks, and close attacks automatically hit them.

Pinned

This works just like grabbing, except that the Pinned character has Trouble on Melee and Agility checks and cannot use Movement Actions.

Prone

A prone character is on the ground. They have Trouble on all Melee attacks. People making close attacks against the character have an edge.

Ranged attacks against a prone character have Trouble. It costs a prone character one space of movement to stand up.

Shattered

The character is permanently Stunned (see below), and cannot take any actions. They can only speak simple, short sentences.

Stunned

Any Powers the character is concentrating on end immediately. They cannot take any actions, and all attacks against them have an edge. Unless otherwise specified, this lasts for 1 round.

Surprised

A Surprised character cannot act in The Bonus Round. If a character is Surprised later in the combat, the characters who Surprised them have an edge on attacks against them for one round.

Unconscious

Any Powers the character is concentrating on end immediately. They cannot take any actions. Their defenses are all reduced to 10, and close attacks automatically hit them.

Attributes

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