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Conditions
Title | Description |
---|---|
Aflame | Creature is set on fire, taking 1d6 Fire damage every 2 Action phases until they take a 1 AP action to put out the flames. |
Blinded | Creature cannot see, causing them to automatically fail Perception checks based on vision and causing them to have a 50% chance to miss any Creature they attack.
This stacks additively with sources of Evasion and is reduced by Evasion Penetration. |
Dazed | Creature cannot perform Actions |
Deafened | Creature cannot hear, causing them to automatically fail Perception checks based on hearing, and causing them to have a 50% chance to fail to cast any Spell with a Verbal component. |
Dying | Creature is actively dying. Creature is Unconscious, and takes 1 Damage every Action Phase. Once per Round, Creature may make a DC 60 Constitution Check to Stabilize themselves. If they succeed, they are no longer dying, but must remain Unconscious until they have positive HP. If their HP becomes positive, this special state of unconsciousness immediately ends. |
Enraged | All Actions Creature takes must be Hostile Actions |
Frightened | Creature gains Disadvantage for all d100 Rolls while the source of this ability is within Line of Sight
Creature cannot willingly move closer to the source of their fear. |
Grappled | Creature is engaged in grappling with another Creature or effect. While a Creature is Grappled, they have Disadvantage on any Attack Rolls and Skill Checks they make using their body that are not the check to contest the Grapple. |
Hastened | Creature is part of the Hastened Reaction track during Combat. Creature's Movement is doubled.
Negates Slowed |
Helpless | All Attacks made against the Creature automatically Succeed. |
Nauseated | Creature cannot take Actions. |
Paralyzed | Creature cannot Move or take any Action that requires them to move their body. Creature is Helpless |
Petrified | Creature has been turned to Stone. Creature is Unconscious, but is made of stone and can never become conscious. |
Pinned | Creature has been Pinned in a Grapple. The only Action they may take using their body is to contest the Grapple, and they have Disadvantage on that skill check. They also fall Prone when Pinned |
Prone | Creature is prone on the ground. Their Movement is halved while Prone.
Attacks against their Touch Defence within 3M have advantage, while attacks against their Touch and Reflex Defences originating from farther away then 3M has Disadvantage.
A Creature can stand up and end Prone by spending 1 Action Phase of Movement |
Restrained | Creature has been tightly bound, rendering it Helpless and unable to Move or take Actions using their body. |
Shaken | Creature takes a -10 Penalty to all Actions. |
Sickened | Creature has Disadvantage to all d100 rolls |
Slowed | Creature is part of the Slowed Reaction track during combat. Creature's Movement is halved.
Negates Hastened |
Stunned | Creature cannot Move or take Actions. They lose the benefit of their Dodge skill to their Touch Defence. |
Taunted | Creature must try to use Hostile Actions against the Creature that inflicted Taunted. |
Terrified | Creature gains Disadvantage for all d100 Rolls while the source of this ability is within Line of Sight
Creature must move away from the source of their Terror as quickly as they can
If Creature cannot move away from the source of this ability without moving closer to the source of their fear, they cower and cannot take any Actions. |
Unconscious | Creature is Helpless, cannot Move and cannot take Actions. If the Creature takes Damage this condition ends. If a Creature takes an Action while near to the Creature, the Creature may make a DC 80 Perception check to end this condition. |
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