Conditions Table
A condition is a state of being, and relates to the condition you are in.
Condition | Effect |
---|---|
Jarred | You cannot use single chosen action, which you choose. The chosen action must be a Primary, Defensive, or Move action. You must be otherwise able to use the chosen action. If you would become Jarred, but you are already Jarred, you instead become Staggered. |
Staggered | You cannot use two chosen actions, which you choose and would otherwise be able to use. If you would become Staggered, but you are already Staggered, you instead become Stunned. |
Stunned | You can only use a single action, which you choose. If you would become Stunned, but you are already Stunned, you instead become Paralyzed (you can only be Paralyzed by this effect for a maximum of 1 Round). |
Paralyzed | You become limp, and cannot move your body, or activate actions which require you to move your body. If you would become Paralyzed, but you are already Paralyzed, you instead become Unconscious (you can only be Unconscious by this effect for a maximum of 1 Round). |
Unconscious | You cannot use actions. |
Prone | You are laying down on the ground or kneeling, your Walk Speed is halved, your melee attacks are made at disadvantage, melee attacks against you are made at advantage, your ranged attacks gain +4 HIT, and ranged attacks made from further than 3 Spaces away from you are made at disadvantage. While you are mid air, or floating in water you cannot be considered Prone. |
Rooted | You are incapable of moving from the Space(s) you currently occupy due to a physical impairment, unless you use a Primary, Defensive, or Multi-Action (M+B) to free yourself. You cannot become Prone, and cannot stop being Prone. |
Winded | If you Run, Charge, Leap, Fly, or initiate a contested Athletics roll, you become Tired for 1 round. If you would become Winded, but you are already Winded, you instead become Tired. |
Tired | You cannot Run, Charge, Leap, Fly, and gain -5 on all Athletics and Attack rolls. If you would become Tired, but you are already Tired, you instead become Lethargic. |
Lethargic | All d20 rolls are made at disadvantage. Effects which alter the type dice you would roll in place of a d20 instead only roll the die with the highest result at disadvantage. If you would become Lethargic, but you are already Lethargic, you instead become Disabled. |
Disabled | You cannot stand, and may only activate a single Extra Action or Free Action on each of your turns. If you would become Disabled, but you are already Disabled, you instead become Unconscious. |
Unnerved (number) | Gain (number) to all d20 rolls. For example, if you are under the effects of Unnerved (-2), reduce the result of all d20 rolls you make by 2. Multiple instances of Unnerved stack up to a maximum of (5) and a minimum of (-10). If this (number) becomes lower than (-2) you also become Afraid of the target which Unnerved you. |
Afraid | You cannot move towards the source of your fear. If you would become Afraid, but you are already Afraid, you instead become Panicked. |
Panicked | You must move as far and as fast away from the source of your panic as possible with your Move Action. If escape is not possible, you may fight or choose to become Terrified. You cannot Concentrate. |
Terrified | You are petrified with fear, too scared even to speak, and so may not take actions which would require you to move your body. Attacks automatically hit you. You cannot Concentrate. If you would become Terrified, but you are already Terrified, you instead become Unconscious. |
Cardiac Arrest | If you are conscious and Terrified, you have a heart attack and take 50 True Damage. If you do not have a heart, or are in some way immune to heart attacks, you become Unconscious. |
Blinded | You cannot see, and so cannot do anything which relies exclusively (or almost exclusively) on sight, such as reading, making a Ranged Attack, Dodging, or Parrying, and trip, becoming Prone, if you Run. Anything which you attempt which relies heavily on sight, but is doable without it (such making a Melee Attack) is done clumsily and poorly, and is rolled at disadvantage, if applicable. You are immune to Gaze effects. |
Deafened | You cannot hear, and so cannot do anything which relies exclusively on hearing. Anything which you attempt which relies heavily on hearing, but is doable without it (such as speaking) is done clumsily and poorly, and is rolled at disadvantage, if applicable. After years of practice, someone can become used to being deaf, and not suffer this penalty. You are immune to Sonic Damage. |
Mute | You cannot speak. |
Silenced | You cannot activate Magical Skills. |
Suffocating | You are running out of air. This condition worsens every round that you continue to suffocate, increasing in severity at the start of each of your turns, as indicated below. If you are able to take at least a single breath you lose this condition. If you do not need to breathe, you cannot be affected by this Condition. When this condition is caused by water, it is sometimes called drowning instead, but is in all other ways identical. Round 1: No effect. Round 2: You cannot activate magical skills. Round 3: You cannot activate magical skills. Gain -2 Total Might. Round 4: You cannot activate magical skills. Gain -4 Total Might, and -2 Total Skill. Round 5: You cannot activate magical skills. Gain -6 Total Might, and -4 Total Skill. Round 6: You cannot activate magical skills. Gain -6 Total Might, and -4 Total Skill. You become unconscious. Round 7: You cannot activate magical skills. Gain -6 Total Might, and -4 Total Skill. You die. |
Starving | You cannot heal naturally. You begin to starve after not having eaten food for two consecutive days. For each full day thereafter that you do not eat food, reduce your Maximum HP by 5. |
Dehydrated | You become Dehydrated every 8 hours. If you are vulnerable to Dehydration, you become Dehydrated every 4 hours, instead. You may gain this Condition any number of times. Each time you consume 1 Water, lose a single instance of this Condition. When you gain this Condition, and for every 24 hours that you spend Dehydrated, you gain a -1 penalty to all d20 rolls, and decrease your maximum HP by 5. |
Petrified/Frozen | You become rigid, and cannot move your body, or activate actions. You gain Immunity to Piercing, Fire, Cold, Poison, and Bleed Damage, Cold and Hot Weather, Disease, and Age, and become resistant to Slashing Damage, and if you fall you are treated as having fallen from twice as high. If this condition turns you to stone, it is called Petrification/Petrified, if this skill freezes you solid or encases you in ice, it is called Frozen. Both are identical, with the exception that a frozen target who is not in Cold or colder weather will thaw out after 24 hours, or twice as fast in Hot Weather, or after 10 minutes in Volcanic Heat. |
Incorporeal | You cannot interact with the physical world, you pass through all physical objects and creatures, and become immune to Physical Damage (Piercing, Slashing, Bludgeoning, and Earth). All of your Move Speeds become Levitate Speeds. Adamantine and lead cannot become Incorporeal. |
Ignited | You take 5 Fire Damage at the start and end of each of your turns, until you are put out as Any Action from you or an adjacent creature. Any creature which ends their turn in a Space of fire, or holding an object or creature which is on fire/Ignited becomes Ignited. |
Wet | You are immune to Ignited. Once one of the following occurs, lose this condition: gain Resistant to the next instance of Fire Damage you take. Gain Vulnerability to the next instance of Lightning Damage or Cold Damage you take. 1 Hour has passed since you received this condition. |
Fragile | This Object can be easily broken with at least 12 Collective Might. |
Useless | This object cannot be used for almost any purpose, and cannot be used for its primary purpose. For example, a Useless sword sill exists, and so can be used to make noise, but cannot be used to deal damage besides about 1 Bludgeoning Damage, which just about everything besides a feather is capable of dealing. A Useless building has no roof or walls. The Useless equivalent for a creature is the inability to act. |
Drunk | Gain -2 Hit, +1 Total Might, -1 Total Skill, +1 Total Magic, and Immunity to the first fear related effect which would affect you each round, as well as Disadvantages with "phobia" in their Name. If no duration is listed, you remain Drunk for 4 hours. This Condition is an effect of Poison. |