Status Conditions
Afraid
The character cannot willingly move closer to the source of their fear. They have a –3 penalty to all tests against the source of their fear.
Asleep
The character falls Prone and is Helpless, unable to take any actions. Any damage sustained immediately awakens the sleeping character. Each round, the character must make a TN 15 Constitution (Stamina) test at the beginning of their turn to wake themselves up. If they fail, they remain asleep and cannot take any actions until they are successfully awoken.
Bleeding
The character takes continuous damage until they are healed for any amount, or opt to spend their major action every turn stemming the blood flow. As long as they are Bleeding they take 1d4 penetrating damage at the start of each turn.
Blinded
The character cannot see and automatically fails ability tests reliant on sight, such as Perception (Seeing).
Burning
The character takes continuous damage until they put out the fire by falling Prone as a minor action, or by dowsing themself in water. As long as they are Burning they take 1d6 damage at the start of each turn.
Confused
The character suffers a –1 penalty on all ability tests until the beginning of their next turn.
Cursed
The character suffers a –2 penalty on all tests vs. Spellpower. Its effects last for the duration of the encounter.
Deafened
The character cannot hear and automatically fails ability tests reliant on sight, such as Perception (Hearing).
Flinching
While Flinching, creatures are knocked off-balance and suffer a –2 penalty to Defense.
Frozen
The character is encased in ice. They cannot take any actions.
Infatuated
The character cannot attack nor target the object of their affection with harmful abilities or magical effects. The person of interest has a +2 bonus on any Communication tests to interact socially with the Infatuated character.
Invisible
While Invisible, the character is impossible to see without the aid of Magic. However, they can still be perceived by any noise they make or by any tracks they leave. Attack rolls against an Invisible character suffer a –3 penalty, and the Invisible character's attack rolls have a +3 bonus.
Paralyzed
The character's Defense becomes 7 and they are rendered Helpless, unable to take any actions. The effect lasts for 1d3 rounds.
Petrified
The character's gains a +5 Armor Rating, but has their Defense reduced to 7 and may take no actions on their turn.
Prone
The character is lying on the ground. They cannot take the Charge or Run actions, as they can only move by crawling. Standing up from being knocked Prone requires a Move action using half the character's Speed. Against Prone characters, melee attacks have a +1 bonus and ranged attacks have a –1 penalty.
Restrained
The character's Speed becomes 0 and they cannot take any actions to move. A Restrained condition may prevent certain other actions as well, defined by the nature of the restraint.
Slowed
The character's Speed is halved (round down) and they cannot take the Charge or Run actions.
Fatigue
Fatigued
The character is tired and cannot take the Charge or Run actions. If they receive an additional Fatigued condition, they become Exhausted.
Exhausted
The character is severely fatigued. Their Speed halved and they cannot take the Charge or Run actions. If they receive an additional Fatigued or Exhausted condition, they become Helpless.
Helpless
The character is incapable of doing anything. They cannot take any actions.
Injuries
Injured
The character is hurt. They have a –1 penalty to all tests and are Fatigued, unable to take the Charge and Run actions. An Injured character who receives an additional Injured condition becomes Wounded.
Wounded
The character is severely injured. They have a –2 penalty to all tests and are Exhausted, their Speed halved and unable to take the Charge and Run actions. A Wounded character who receives an additional Injured or Wounded condition becomes Dying.
Dying
The character is in danger of perishing. They lose 1 point of Constitution each round at the start of their turn. When their Constitution reaches –3, the character dies. Successful first aid applied to a Dying character stabalizes their condition, making them Helpless, Unconscious, and Wounded instead.
Unconscious
The character is unaware of their surroundings or the passage of time. The character falls Prone and is Helpless, unable to take any actions.
Poison
Crow Poison
The character takes 1d6 penetrating damage each round at the start of their turn.
Deathroot Extract
Characters exposed to deathroot extract must make a TN 15 Constitution (Stamina or Drinking) test. Those who fail suffer hallucinations according to the Deathroot Hallunications table below. The involuntary actions described last only for the victim’s next turn (15 seconds during which no other actions can be taken), but they continue to suffer disorienting minor hallucinations without mechanical effects for up to an hour.
Deathroot Hallucinations
Roll
Result
1
Even the birds are mocking me! The character spends the next turn raving at and attacking something innocuous like a tree, barrel, wagon, shrub, or bird.
2
Get it off! Get it off! Get it off! The character is convinced they are covered by bugs, leeches, snakes, or the like. They spend the next turn swatting at non-existent creepy-crawlies.
3
You did this to me! The character believes one of their comrades has backstabbed them or is otherwise plotting their demise. On the next turn the character can only take the defend action and yell in outrage at their “betrayer”.
4
The sky, the hideous sky! The character believes that some malign creature from the sky is about to carry them off (or, for dwarves, that they are going to fall into the sky). The character spends their next turn dropping their weapons and grabbing something solid.
5
The shadows are alive! The character is overcome with fear of the surrounding shadows, including their own. They spend the next turn running at top speed away from the closest concentration of shadows.
6
Foul darkspawn! The character is suddenly convinced that a random nearby ally (determined by the GM) is a darkspawn or other natural enemy. The character spends the next turn attacking that “enemy,” with a +1 bonus on attack rolls for their fervency.
Hale's Dust
Temporarily lose 2 points of Strength. Its effects last for the duration of the encounter.
Spider Venom
Temporarily lose 2 points of Dexterity. Its effects last for the duration of the encounter.
Adder's Kiss
The character takes 2d6+4 penetrating damage at the start of each turn.
Concentrated Crow Venom
A character suffering from the effects of concentrated crow venom takes 2d6 penetrating damage at the start of each turn and immediately moves to the end of the initiative order. Additionally, the victim must make a TN 15 Constitution (Stamina) test or cannot use any stunt costing more than 2 SP for the remainder of the encounter.
Concentrated Spider Venom
Temporarily lose 4 points of Dexterity. Its effects last for a day.
Fleshrot
Fleshrot causes a character's skin to immediately begin to slough off, which is horribly painful and grossly noxious. Each round for 2d6 rounds, the character must make a TN 15 Constitution (Stamina) test at the beginning of their turn to overcome the pain. If they fail, they take 1d6 penetrating damage and can only take a minor action that turn. A –2 penalty to social tests where a disgusting appearance would be relevant persists for a number of days equal to the number of rounds the immediate effects persisted.
Magebane
Lose 2d6 mana points.
Concentrated Magebane
Lose 4d6 mana points.
Marrow Lock
The character can only take minor actions without consequence for the remainder of the encounter. To take a major action they must make a TN 15 Constitution (Stamina) test. On a success they suffer 1d6 penetrating damage and can carry out their action. On a failure they suffer 2d6 penetrating damage and can do nothing but howl in agony.
Quiet Death
The character must make a TN 19 Constitution (Stamina) test, but also add their level to their roll. Those who succeed shrug off the effects. Those who fail fall immediately to 0 Health and soon expire according to the normal rules for Dying. Attempts to stabilize victims of quiet death suffer a –3 penalty.
Wyvern Venom
A character poisoned with wyvern’s venom must make a TN 15 Constitution (Stamina) test or be subject to its effects. A poisoned character drops to 0 Health after a number of hours equal to 1d6 + Constitution (minimum one hour), Dying unless they receive a dose of antidote before their time runs out. During this time, victims are subject to fever, visions, and a –4 penalty to Dexterity.
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