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Chapter 24: Status Conditions.​
In a fight, there could be other things to consider, other than dealing hits and avoiding hits. In RPGs, this is often shown in the form of status conditions. Status conditions alter the capabilities of entities within the game, which could be in various forms, such as taking damage over time, not being able to do certain things, or other effects. The rules for status conditions are explained in this chapter.
24.1 Status Condition Basics:    

​Status conditions are conditions that a party or party member could have that alter their capabilities. Status conditions could be imposed through various means. 


A status condition lasts either until it is countered (such as standing up while prone) or for a duration specified by the effect that imposed it. Unless otherwise stated, the duration decreases by one turn, as well as being removed when it expires, during the affected player’s first special rules phase. Some types have different rules for when they go down in duration or get removed. Refer to the rules listed in the status condition for if and how it is removed.
    
Suppose multiple effects impose the same status condition on a party or specific party member. In that case, each instance of the status condition has its own duration, but the effects imposed do not get worse. An entity either has a status condition or doesn’t, there is no inbetween. The exception to this is exhaustion. 

    
Finally, status conditions that are similar in effect, but have different names, can affect a party or specific piece at the same time. For example, if two pieces under the same player have the “on fire” status condition, the party takes a total of 2 normal damage on its owning players' first special rules phase on their turn from both of the instances. If a player has pieces with both the “poisoned” and “cursed” status conditions, the party takes a total of 2 normal damage on its owning player’s first special rules phase on their turn from both of the instances.


This section, “Ludicrous Ludo: Section 24.1”, is adapted from page 358 of the “System Reference Document 5.1” by Wizards of the Coast LLC, which is under a CC BY 4.0 license. “Ludicrous Ludo: Section 24.1” is under a CC BY-SA 4.0 license.

24.2 Party Status Conditions:    

Party status conditions are referred to as such because they affect the entire party. They gain it whenever just one of its members gains it from an effect. The rules of the status condition also effect the entire party. Due to this, how dice mark party status conditions may differ from the other type.


Blessed: 

A blessed party heals 1 HP during its first special rules phase. It does this every turn that it is in effect. If a party has both this status condition and the cursed status condition, they cancel each other out.

Cursed: 

A party with this status condition takes 1 normal damage during the first special rules phase of your turn. It does this every turn that it is in effect. A curse may end early if the player performs an action outlined by the source of the curse, which the source is often a spell. If your party has both this status condition and the blessed status condition, they both cancel each other out.

Drunk:
    
A party with this status condition has advantage on contest rolls defending against becoming stunned, as well as advantage on contest rolls for being the defender against being shoved. A party with this status condition is unable to cast spells or fortify structures. Parties with this status condition also make weapon attacks at disadvantage.


Exhaustion:

​Exhaustion is a condition that is unlike the other status conditions in the game. Instead of either having it or not, exhaustion works at various levels. Every player starts at 0, where no negative effects happen. At level 1 onwards, your party starts to suffer the negative effects described in the chart. Negative effects do not stack between stages. Every time your party uses the “sleep” night action, the party’s exhaustion level goes down by 1.
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Stressed: 

Your party may not take fate rerolls while your party has this status condition. Your party also has disadvantage on contest rolls for reviving unconscious teammates and for contest rolls against being stunned. Finally, you get a -2 penalty on saving rolls against becoming frightened.


To remove this status condition, you must succeed on a contest roll between the party’s consciousness and their inner psyche. You roll for their consciousness, which is the offender, and add their neuroticism modifier to the roll—the defender, the party’s inner psyche, has a set value instead of rolling. The set value is equal to 15 minus the party’s current HP. For example, if their HP is 3, the value is 12. If the offender wins, the “stressed” status condition is successfully removed. If the defender wins, the “stressed” status condition is not removed this turn. If the party has any levels of exhaustion, this roll is made with disadvantage.


​If your party has no levels of exhaustion, the dreams that they had the previous night could affect this contest roll. Before doing the contest, roll a d6 and refer to the following table.
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Stunned: 
A party that is stunned cannot take reactions, retaliate, or add to their bonus die.

This section, “Ludicrous Ludo: Section 24.2”, is adapted from pages 358-359 of the “System Reference Document 5.1” by Wizards of the Coast LLC, which is under a CC BY 4.0 license. “Ludicrous Ludo: Section 24.2” is under a CC BY-SA 4.0 license.

24.3 Marking Party Status Conditions with Dice:    

You may use dice to mark which party status condition a party currently has, preferably mini dice such as a mini-d6. The die should typically be placed by the respective player’s yard just off the board. The table below is used to mark which number the die is placed face up correlates to the structure that is there.

    
Marking for exhaustion is slightly more difficult. It is marked by placing a second die next to the one marking the main status effect of exhaustion.

    
Alternatively, one or more players could use the optional printable tokens found in Printable Asset G. These tokens are represented with the color purple.
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24.4 Piece Status Conditions:    

Unlike party status conditions, piece status conditions only affect a single individual piece. The effects that one has only affect pieces with it, and both gain and remove it individually. However, that also means that multiple pieces on the same party could be affected by the same status condition, each individually.


Airborne: 

An airborne piece has disadvantage on attack rolls on structures and pieces on the ground, and cannot make melee attacks or punches towards them. Pieces on the ground have disadvantage on attack rolls against airborne pieces, and cannot make melee attacks or punches towards them. Finally, a piece with this status condition has the sneaking rules applied to it without taking the action.

When an airborne piece takes damage, regardless of the source of the damage, it is at risk of losing this status condition early. The owning player makes a saving throw with a goal of 4, adding their constitution modifier to the roll. If the saving throw fails, the affected piece no longer has the “airborne” status condition. If it succeeds, they continue to have the “airborne” status condition until it is removed, either because the duration runs out or they fail this type of saving throw later.

Crowned: 

A crowned piece simply wears a magical crown on its head. A crowned piece that enters its home allows a friendly piece to teleport to the space that is behind any enemy piece on the pathway.

When the piece becomes unconscious from hitting 0 HP or is eliminated, it drops its crown on the space that it is on. When a party member passes a space with a crown from their same party, they put it on and gain this status condition. If an opponent’s piece passes the crown, it is destroyed.

Hypnotized:

When an entity becomes hypnotized, the player who’s party hypnotized the entity must immediately use the hypnotized entity to perform an action or bonus action that it could typically take. This action or bonus action does not require a reaction from either player. A hypnotized entity may attack pieces of the same team but may not cast spells, use structures, or use pivotal moments. If a piece is restrained or unconscious, the limitations caused by those status conditions apply here. The status condition ends after this process is finished.

Invisible:
    
Pieces with this status condition have advantage on weapon attacks towards all non-invisible entities. All weapon attacks made towards invisible pieces are made with disadvantage. Additionally, pieces with this status condition cannot be used in synchronized movements.


Morphed: 

Morphed pieces have the stats and abilities of the creature that they are morphed to. If the morphed entity hits 0 HP for the creature, the piece reverts to its original form early.

On Fire: 

When one or more of your pieces gain this status effect, they have it for a maximum of three turns. Every turn on your first special rules phase, your party takes 1 normal damage. If a piece being affected by this status condition passes one of your pieces that has this status condition, or a piece that has this status condition passes one of your pieces while it doesn’t have the status condition, your piece is at risk of becoming on fire. You must make a saving throw with a goal of 4, adding your luck modifier to the roll. If you succeed, nothing happens; however, if you fail, that piece gains this status condition.

Poisoned:
    
Poisoned pieces take 1 normal damage per owning player’s turn during their first special rules phase.


Prone:
    
A piece with this status condition makes all attack rolls at disadvantage. Melee weapons and punches have advantage against prone opponents, and ranged weapons have disadvantage against prone opponents.


Finally, prone pieces must crawl if they wish to move; this reduces the number of spaces they could move in by half, to a minimum of 1 if you dedicate your entire movement to that piece. If you use synchronized movement with one or more proned pieces every 1 space of movement from a party member, with this condition, could be counted as 2 spaces taken off of the total.
    
To get one of your prone pieces up, you must use a bonus action on your turn. That piece is no longer prone.


Restrained: 

A restrained piece cannot take actions, bonus actions, reactions, retaliate, move from movement rolls, move from bonus rolls, help with building structures. It still does follow special rules such as rolling a contest roll for resisting stun, unless the special rule says otherwise. One of your pieces may, as an action, take the struggle action to remove the status condition from one of the restrained pieces.

Taunted: 

A taunted piece must use the owner’s action to attack the piece that taunted it. If it is not possible to do so, then nothing happens as a result of this status condition. The attack is made with advantage, unless the player being forced to make an attack chooses to do so with disadvantage. The status condition ends after this process is finished.

Unconscious: 

An unconscious piece cannot take actions, bonus actions, reactions, pivotal moments, retaliate, or even move or turn around. Additionally, if an unconscious piece takes any damage or three rounds pass without being revived, it is eliminated.


Wet: 

​When a wet piece takes damage from either punches or thrown stones, it takes either 3 additional damage or double damage, whichever is lower. Additionally, a wet piece cannot gain the “on fire” status condition, and if it is already on fire, it is no longer so. Finally, if the party member is wearing any white clothes, those items of clothing become as transparent as when the average anime character’s uniform is.


This section, “Ludicrous Ludo: Section 24.4”, is adapted from pages 358-359 of the “System Reference Document 5.1” by Wizards of the Coast LLC, which is under a CC BY 4.0 license. “Ludicrous Ludo: Section 24.4” is under a CC BY-SA 4.0 license.

24.5 Marking Piece Status Conditions with Dice:    

You may use dice to mark which party status condition a party currently has, preferably mini dice such as a mini-d6. The die should typically be placed by the affected piece. Players could also place it in a way that prevents it from being confused with other marking dice on the board.

    
Alternatively, one or more players could use the optional printable tokens found in Printable Asset G. These tokens are represented with the color purple.
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