Conditions

Conditions are temporary descriptions of your situation. Some are harmful, some are helpful, and others may be a mix of both depending on your priorities. Many conditions are inflicted during combat, but some arise outside combat as well. Each condition lasts until something happens to end or remove it, and applies a specific set of bonuses or penalties to the affected character. Refer to the Condition List section for a description of each condition’s effects.

Removing Conditions

All conditions, except for those with the persistent tag, can be removed by using the Recovery skill. Furthermore, temporary conditions are automatically removed from you after your action or your turn, whichever comes first. The blessed condition can also help remove non-persistent conditions.

Replacing Conditions

Many conditions will be overwritten by specific other conditions when they are applied, in addition to any other effects. For example, if you are burning when you become wet, then the burning condition in immediately removed from you. Even persistent conditions can be replaced.

Condition Tags

Many conditions have tags that describe how they work and interact with other parts of the game.

Persistent

A persistent condition cannot be removed by typical means, Including the Recovery skill or the blessed condition. Persistent conditions can only be removed by effects that specifically name that condition. Some conditions are innately persistent, while others can be temporarily made persistent by other effects.

Temporary

A temporary condition is automatically removed from you after your next action, or after you use an extra maneuver instead of your action. A temporary condition that is granted during an action is not removed until the next action after that one. Temporary conditions applied to legendary characters on your turn are removed after your next ally’s action, instead of the next action of the legendary character.

Granted Modifiers

Some conditions may make you vulnerable or resistant to certain skill tags, or immune to certain other conditions. Multiple sources of vulnerability, resistance, and immunity don’t stack.

Item

An equipment condition affects an item, such as a piece of equipment, rather than a character directly.

Mind

A mind condition affects a character’s mental state or emotions. Mindless characters, such as zombies, are immune to mental conditions.

Beneficial

A beneficial condition is one that is always helpful to the character affected by it.

Elemental

An elemental condition harnesses the power of one of the primal elements. Elemental conditions also have a skill tag that denotes which specific element they represent. If you are immune to that elemental tag, you are also immune to that elemental condition. For example, if you are immune to the fire tag, you are also immune to the burning condition.

magical

A magical condition is supernatural in origin. Effects that have unique interactions with magic may affect magical conditions.

Bodily

A bodily condition affects a characters physiology or life force. Creatures that are not living typically cannot be affected by bodily conditions.

Condition List

Bleeding

Bodily

A bleeding character is rapidly losing blood. At the start of your turn roll 1d4 and loose that much momentum and that much poise. This defense loss is not affected by armor, and never carries over to another defense if one is depleted. If your momentum and poise are both 0, you suffer one stress at the start of your turn instead.

Blessed

Holy Magical Beneficial Temporary

Replaces: Cursed

Granted Resistance: Holy, Unholy

A blessed character is guarded by a protective force of justice. If you are not an undead or a demon, then you may use a reaction to immediately remove one non-persistent condition from yourself, then the blessed condition ends. A creature that is an undead or demon is, vulnerable to unholy skills instead of resistant, and all other conditions on such a creature are persistent.

Blinded

Bodily

A blinded character has had their vision temporarily impaired and can only see things very close to them. Ranged attacks gain boon against you. Your skills can’t target anything more than one pace away, except for blast skills. Line skills can’t be aimed properly and fail to target characters further than one pace away. Sight skills are ineffective on you and enemies gain a boon on rolls made to sneak around if you’re the only person who might notice them

Burning

Fire Elemental

Replaces: Bleeding Chilled Oiled

Granted Resistance: Ice

Granted Immunity: Oiled

A burning character is on fire. At the start of your turn roll 1d4 and loose that much poise and that much focus. This defense loss is not affected by armor and never carries over to another defense if one is depleted. If your poise and focus are both 0, you suffer one stress at the start of your turn instead. While you are burning, you shed dim light out to one pace away.

Chilled

Ice Elemental Temporary

Replaces: Burning Wet Hastened

Granted Resistance: Fire

A chilled character has been struck by extreme cold and has difficulty moving quickly. You can only use one action or maneuver on your turn, but not both.

Choking

Bodily

A choking character is coughing, drowning, or otherwise unable to catch their breath. At the start of your turn roll 1d4 and loose that much focus and that much momentum. This defense loss is not affected by armor and never carries over to another defense if one is depleted. If your focus and momentum are both 0, you suffer one stress at the start of your turn instead. You can’t use sound skills that involve speaking or shouting. A character who is unable to breath for several rounds will eventually suffer stress, as described in the breath holding section.

Compelled

Mind, Temporary

Granted Vulnerability: Mental

A compelled character is being mentally manipulated by another character. As a reaction at the start of the compelled character’s turn, the compelling character may issue the compelled character a mental command. On its next turn the compelled character must either pay 4 focus or obey the command.

Confused

Persistent

A confused character’s focus has been reduced to zero, and they have lost track of the battle around them. While confused, you can’t gain focus, you loose your zone of control, and all your skills target a random character within the skill’s range.

Corroding

Caustic Elemental

A corroding character is covered in a caustic liquid that weakens their equipment. Whenever an attack against you two scores at least one cunning effect, your attacker will choose to damage one of your weapons, armor pieces, or other equipment, in addition to any other effects. Creatures that rely on tough natural armor might have their armor permanently reduced by -2 when hit by a cunning effect while corroding.

Cursed

Unholy Magical Temporary

Replaces: Cursed

Granted Vulnerability: Holy, Unholy

A cursed character is haunted by a wicked force of evil. While you are cursed, all other conditions on you are persistent, unless you are an undead or a demon. An undead or demon who is cursed is resistant to holy and unholy skills instead of vulnerable. Such a creature may use a reaction to immediately remove one non-persistent condition from itself, then the cursed condition ends.

Damaged

Item

A damaged item is not functioning properly. You suffer a bane on any skill or roll made with the item. Equipment that normally grants armor grants none while damaged. Damaged items can usually only be repaired in town.

Deafened

Bodily

A deafened character has had their hearing temporarily impaired and can’t react to enemies nearby. You loose your zone of control, and attacks against you while you’re both deafened and surrounded gain an additional boon. Sound skills are ineffective on a deafened character, and enemies gain a boon on rolls made to sneak around if you’re the only person who might notice them.

Defenseless

Replaces: Guarded

When an enemy attacks you, they may choose to gain a boon against you. Doing so removes the defenseless condition from you.

Destroyed

Item

A destroyed item has been wrecked beyond all hope of repair. You can’t use any of the item’s skills, you can’t use it for rolls, and it grants no armor.

Distracted

Replaces: Vigilant

A distracted character has had their attention drawn away from the action. You suffer a bane on all focus based skills, and you can’t predict attacks. A distracted minion must yield to attacks. You are immediately interrupted and can’t concentrate on skills. Enemies gain a boon on rolls made to sneak around if you’re the only person who might notice them.

Drunk

Bodily Persistent

Removed after: a night’s rest.

A drunk character has had too much alcohol to drink. You suffer a bane on all your attack actions, but all of your attacks are unpredictable. You gain a boon on bold and whimsical rolls, but suffer a bane on subtle and serious rolls, Enemies gain a boon on rolls made to sneak around if you’re the only person who might notice them.

Empowered

Temporary Beneficial

Replaces: Weakened

Your next attack action gains a boon (but not your maneuvers or reactions).

Encumbered

Persistent

Removed after: The character is no longer carrying too much.

An encumbered character is carrying more armor, weapons, or inventory items than they can easily hold. You suffer a bane on all your rolls, attacks against you gain a boon, and you must spend an extra point of movement to move each pace. You move half as quickly while traveling and suffers one stress for every hour you spend traveling while encumbered.

Evasive

Temporary Beneficial

Replaces: Grabbed, Restrained

An evasive character is swift enough to move through enemy zones of control. Enemy zones of control can’t surround you, hinder you, or impose banes on your ranged skills.

Frightened

Mind

A frightened character has been terrified by another character. You can’t willingly move toward the source of your fear, and a bane is added to your attacks against the character frightening you.

Fumbling

Replaces: Honed

A fumbling character can’t coordinate their actions. Your skills can’t earn cunning effects, no matter what the dice roll. You are also interrupted whenever you yield to an attack.

Grabbed

Persistent

Replaces: Evasive

A grabbed character is being held in place by one or more other characters. While you’re grabbed, you loose your zone of control and suffer a bane on attacks against characters who are not part of the grab. If the character grabbing you is within one size of you, they also loose their zone of control and suffer a bane on characters outside the grab.

If you and the character grabbing you are within one size of each other, then you cannot move. The character grabbing you can drag you along whenever they move, but each pace they move costs an extra point of movement. If you and the character grabbing you are two or more size category apart, then the larger character may move freely and the smaller character is pulled along, regardless of who is grabbing whom.

If two similar sized characters grab each other, then neither can move. Characters in a grab can still be shoved, and shoving a character out of reach removes the grabbed condition. You must usually concentrate on a grab, and interrupting that concentration will free the grabbed character.

Guarded

Temporary Beneficial

Replaces: Defenseless

Attacks suffer a bane against you. If you weren’t attacked by the time the guarded condition expires, you gain +4 of a defense type of your choice.

Hastened

Temporary Magical Beneficial

Replaces: Chilled

A hastened character is moving supernaturally quickly. On your next turn, you can use an additional maneuver.

Heedless

Temporary

Your zone of control is temporarily suppressed. You automatically become heedless if you replace your action with a maneuver on your turn.

Honed

Temporary Beneficial

Replaces: Fumbling

A honed character can envision a clear path to victory. Your next action automatically earns an extra cunning-effect, even if your target doesn’t yield. If you would be interrupted, you may instead give up the honed condition to maintain your concentration.

Invisible

Magical Beneficial Temporary

An invisible character can’t be seen by anyone. Your attacks gain a boon, and enemies can only target you with blast skills. Enemy zones of control can’t surround you, hinder you, or impose banes on your ranged skills.

When you become invisible, anything you are wearing or carrying becomes invisible along with them. However, anything you drop or set down becomes visible, and anything you pick up while invisible remains visible.

Kneeling

A kneeling character has been forced down to their knees. You suffer a bane on momentum based skills, and you can’t block attacks. A kneeling minion must yield to attacks. You must spend an extra point of movement for each pace you move.

Knocked-Down

Persistent

A knocked-down character’s momentum has been reduce to zero, leaving them immobile on the ground. While knocked-down, you can’t gain momentum, you loose your zone of control, and you can’t move except with the Shift skill.

Oiled

Persistent Oil Elemental

Replaces: Invisible Grabbed

Granted Immunity: Grabbed Wet Corroding Chilled

Granted Resistance: Water Caustic Ice

Granted Vulnerability: Fire

Removed after: the character spends 10 minutes removing most of the oil.

An oiled character is covered in a layer of insulating, flammable grease.

Petrified

Earth Elemental

Replaces: Bleeding Evasive

A petrified character is encased in heavy stone slabs. You can’t move and your armor is increased by 5.

Provoked

Mind

Replaces: Provoked by another character.

A provoked character has had their attention commanded by a specific enemy. You suffer a bane on skills targeting any other character than the one that provoked you, including skills that target yourself or that have no target.

Reeling

Persistent

A reeling character’s poise has been reduce to zero, leaving them in a unable to coordinate an attack. While reeling, you can’t gain poise, you loose your zone of control, and you suffer a bane on all your attacks.

Restrained

Persistent

Replaces: Evasive

A restrained character is held in place by some object such as a net or chain. You can’t move or be shoved, and you lose you zone of control. The restraints must be removed in order to free you. This will usually require a brawn roll to break the restraints, as determined by the GM. Usually such a roll may be made as part of any skill that would let you move, and if you succeed you may use that skill’s movement.

Shocked

Bodily Lightning Elemental

A shocked character has become uncoordinated after an electric shock. The only maneuvers that you can use are Dash and Recovery.

Surprised

Temporary

A surprised character has either been caught completely unaware and unprepared for combat, or knocked senseless. You can’t use any actions, maneuvers, or reactions, and your zone of control is suppressed.

Unbalanced

An unbalanced character is having difficulty finding their footing. You suffer a bane on all poise based skills, and you can’t dodge attacks. An unbalanced minion must yield to attacks. You lose your zone of control.

Unconscious

Bodily

An unconscious character is either asleep or knocked-out. You can’t talk, see, or use skills. A sleeping character might wake up from a touch or loud noise, but a knocked-out character wouldn’t. If you are attacked, you are immediately defeated, and the damage of the attack’s yield directly inflicts stress.

Vigilant

Temporary Beneficial

Replaces: Distracted

A vigilant character is prepared to prevent an enemy’s escape. You can hinder careful skills and skills that otherwise ignore your zone of control, even if another condition would say otherwise. Whenever you hinder an enemy, that enemy loses a total of 4 poise, 4 momentum, and 4 focus, instead of the usual amount.

Vortexed

Air Elemental Magical

A vortexed character is surrounded by magically swirling winds. All ranged skills used by you or used against you suffer a bane. You loose your zone of control, and enemy zones of control can’t surround you, hinder you, or impose banes on your ranged skills.

Weakened

Temporary

Replaces: Empowered

You suffer a bane on your attacks.

Wet

Persistent Water Elemental

Replaces: Burning Invisible

Granted Immunity: Burning

Granted Resistance: Fire

Granted Vulnerability: Ice, Lightning

Removed after: You are targeted by a fire, ice or lightning skill, or you spend 10 minutes drying off.

A wet character is soaked with water.

Wracked

Bodily

A wracked character is crippled by pain when they try to move. You lose your choice of -1 poise, momentum, or focus for each pace you move, except when you are shoved.