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HEXplore It - Conditions - v1.0

The document outlines various conditions that can affect heroes during gameplay, detailing the effects and penalties associated with each condition. Conditions include Bleeding, Blinded, Brainwashed, and many others, each with specific rules on how they impact a hero's actions and health. Additionally, it specifies how certain conditions can be removed or mitigated through successful rolls or healing actions.

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0% found this document useful (0 votes)
62 views1 page

HEXplore It - Conditions - v1.0

The document outlines various conditions that can affect heroes during gameplay, detailing the effects and penalties associated with each condition. Conditions include Bleeding, Blinded, Brainwashed, and many others, each with specific rules on how they impact a hero's actions and health. Additionally, it specifies how certain conditions can be removed or mitigated through successful rolls or healing actions.

Uploaded by

João
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Conditions

Introduced in: Volume I Volume II Volume III Volume IV

Bleeding [ ] Bleeding targets lose 1 Disoriented [ ] Disoriented heroes suffer Poisoned [ ] Poisoned heroes lose 1
Health during the Declaration phase of each round. an increased chance of a Critical Failure for Skill rolls. Their Health at the beginning of the Declaration phase of each
Bleeding continues until the target receives Healing or until Critical Failure range increases by 2 each time they become round of combat and at the beginning of each Movement
combat ends. Disoriented (8-10 for first, 6-10 for second, etc.). phase. They must also roll and succeed on a Survival roll in
order to use Energy. If you Succeed on any 3 Survival rolls,
Blinded [ ] Blinded heroes must succeed Drained [ ] Drained targets lose 3 remove the Condition from yourself.
on a Navigate roll during the Declaration phase of each Energy at the beginning of the Declaration phase of each
round in order to act normally. If it fails, Ability ranks are round and Heal 3 less Energy each time their Energy is Soul Laced [ ] Soul Laced targets
halved this round. Healed. The Healing reduction stacks, but the Energy are bound to the life force of their opponent. At the end
damage dealt does not. of the Resolution phase, the opponent gains (or Raises if
Bound [ ] Bound targets are tied to they already have) a Soul Shield equal to the sum of the
the life force of another being. Anytime the ally they Encased [ ] Encased targets are target’s current Vitals. The opponent’s Health remains
are bound to suffers damage, Bound targets lose the no longer targetable by opponents in combat, but unaffected. If the Soul Shield suffers any damage
equivalent type and amount of Vitals. Loss of Vitals due to the constraint that Encases them can be targeted by throughout a round, Soul Laced targets suffer Piercing
being Bound is only applied once if two targets are Bound themselves or their allies. Encased targets may only use Energy Drain equal to twice the opponent’s Level. This
to each other. their Attack each round, targeting only the constraint. This Condition ends when the opponent loses their Soul Shield
Condition includes a number in parenthesis. This is the and may not be removed through other means.
Brainwashed [ ] Brainwashed targets number of Health damage that must be dealt to free the
cannot act normally. They treat their opponent as their target. This Condition may not be removed through other Surrounded [ ] Surrounded targets
only ally and the group as opponents. If the target is means, and ends at the end of combat. suffer 2 Piercing Health damage at the beginning of the
attacking, roll target dice to see which group member Declaration phase of each round.
they target. If the target is using an Ability or item that Entangled [ ] Entangled heroes must
can target themselves or an ally, they instead target the succeed on a Navigate roll during the Declaration phase Swallowed [ ] As Encased except
opponent (to Heal, Boost, etc). of each round in order to act normally. If they fail, they that Swallowed targets may not be targeted by allies.
may only Attack or Defend, and do so with a -3 penalty. Any damage the Swallowed target deals depletes the
Burned [ ] Burned targets lose 3 Health opponent’s Health value as if it were normal damage.
at the beginning of the Declaration phase of each round Fatigued [ ] Fatigued targets lose 1 This Condition includes a second number in parenthesis.
and Heal 3 less Health each time their Health is Healed. Energy at the beginning of the Declaration phase of each This is the number of Health damage that the Swallowed
The Healing reduction stacks but the Health damage round of combat. target suffers during the Declaration phase of each round
dealt does not. of combat.
Frightened [ ] Frightened heroes may
Captured [ ] Captured heroes must only use their Defend action and do so with a -3 penalty. Tethered [ ] Tethered targets will die if
succeed on an Explore roll during the Declaration phase of Roll Survival during the Resolution phase of each round of their Health and/or Energy drop to 0.
each round, or they lose their action. combat. If successful, the Condition ends.
Trapped [ ] Trapped heroes must
Charmed [ ] Charmed targets must Frozen [ ] Frozen heroes cannot act. Roll succeed on an Explore roll during the Declaration phase of
use their Attack against a random ally next round. If they Survival during the Declaration phase of each round. After each round in order to act normally. If they fail, they may
are unable to, they suffer Energy damage equal to the two successes, you may act normally and are no longer only Defend.
opponents Level instead. Afterwards they are no longer Frozen.
Charmed. Unconscious [ ] Unconscious targets
Imprisoned [ ] Imprisoned heroes cannot act. At the end of each round, that target rolls a
Confused [ ] This Condition resolves are being held against their will. Lose all Currency, Food, six-sided die. If the result is a hex, they awaken. Each round
before damage is dealt. Roll any die during the Resolution and access to your backpack. If the heroes are not in a the chance to wake increases by 1. Heroes may force an
phase of each round. Confused targets lose their action if City-State, roll the Pyramid and move them to that one. Unconscious target to wake by taking a Defend action,
the result is an even number, or have the numeric effects of The group may choose to participate in the Arena once. but may not use items while doing so. The round after they
their action reduced by half if the result is an odd number. Any Currency won is confiscated. This Condition includes awaken, the target suffers a -3 penalty to all Ability ranks.
a number in parenthesis representing time spent while the
Cursed [ ] Cursed heroes cannot be group is imprisoned. At the end of the Game Turn, place a Vulnerable [ ] Vulnerable targets gain
Healed. Roll all three Skills during the Declaration phase number of Remnants on the board equal to this number. +2 to their target die result while in combat and suffer 1
of each round and during the Movement phase of each The group is then freed and heroes regain access to their extra damage when damaged.
Game Turn. If you succeed on all three rolls, you are no backpack. This Condition may not be removed by using
longer Cursed. an item. Wounded [ ] Wounded heroes suffer
a -2 penalty to all Ability and Skill ranks until they receive
Debilitated [ ] Heroes who become Irradiated [ ] Targets who gain this Healing.
Debilitated must roll the Pyramid or Moon die (see table Condition suffer Energy Drain equal to the number in
below. The rolled Ability may not be used. If there is a parenthesis minus their Food Rating. Heroes who gain this
number specified in this Condition, you do not roll the die Condition may roll a Core die to resist becoming Mutated. Affects Any: Conditions with this icon can affect your
and instead lose access to the specified Ability. Heroes If you do not roll, or if the result is greater than twice your allies or opponents.
may only be affected by up to 3 instances of this Condition Food Rating, immediately draw a Mutation card.
Persists: Conditions with this icon remain active after
at any given time. combat ends.
Knocked Down [ ] Heroes who are
Disarmed [ ] Disarmed heroes lose their Knocked Down cannot act and Critically Fail Skill rolls until Stacks: Conditions with this icon may be gained more
weapon. They may attempt to reclaim it each round by after they spend a round Defending to get back up. They than once. Apply the numeric effects multiple times
taking a Defend action and rolling a ten-sided die against may not use (or give) an item while Defending in this way. unless otherwise noted.
their Attack rank (as if it were a Skill). While Disarmed,
heroes may only deal damage equal to their base Role Petrified [ ] Petrified heroes cannot act.
and Race modifiers. Instead, they Defend each round (but may not use an item).
Roll Survival after the final round of combat. If it succeeds, the
Diseased [ ] Diseased heroes who hero breaks the Petrification. If it fails, the hero dies.
wish to use Energy must first succeed on a Survival roll. In
order to rid yourself of the Condition, you must Heal in a
location that provides Healing (Village, Monastery, etc).

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