Compendium / Status Conditions

Status Conditions

36 conditions across 8 categories.

Attribute Modifiers

  • Agility

    symmetric

    Effects stack -3: Halve the FP cost of Feats used against you, -3 Dex -2: Disadvantage on Dex Skill tests, -2 Dex -1: -1 Dex (-): N/A 1: +1 Dex 2: Advantage on Dex Skill tests, +2 Dex 3: Double the FP cost of Feats used against you, +3 Dex

    Duration
    The value shifts 1 stage toward 0 (neutral) every: Outside of an encounter: 5 minutes During an encounter: 3 rounds
    • -3Halve the FP cost of Feats used against you, -3 Dex
    • -2Disadvantage on Dex Skill tests, -2 Dex
    • -1-1 Dex
    • +1+1 Dex
    • +2Advantage on Dex Skill tests, +2 Dex
    • +3Double the FP cost of Feats used against you, +3 Dex
  • Aspect

    symmetric

    Effects stack -3: Special negative effect, and -3 to attribute -2: Disadvantage and -2 -1: Reduce the attribute by -1 (-): N/A 1: Increase attribute by 1 2: Advantage and +2 3: Special positive effect, and +3

    Duration
    The value shifts 1 stage toward 0 (neutral) every: Outside of an encounter: 5 minutes During an encounter: 3 rounds
    • -3Special negative effect, and -3 to attribute
    • -2Disadvantage and -2
    • -1Reduce the attribute by -1
    • +1Increase attribute by 1
    • +2Advantage and +2
    • +3Special positive effect, and +3
  • Awareness

    symmetric

    Effects stack -3: Decrease Evasion by 5, -3 Per -2: Disadvantage on Per Skill tests, -2 Per -1: -1 Per (-): N/A 1: +1 Per 2: Advantage on Per Skill tests, +2 Per 3: Increase Evasion by 5, +3 Per

    Duration
    The value shifts 1 stage toward 0 (neutral) every: Outside of an encounter: 5 minutes During an encounter: 3 rounds
    • -3Decrease Evasion by 5, -3 Per
    • -2Disadvantage on Per Skill tests, -2 Per
    • -1-1 Per
    • +1+1 Per
    • +2Advantage on Per Skill tests, +2 Per
    • +3Increase Evasion by 5, +3 Per
  • Confidence

    symmetric

    Effects stack -3: Unable to generate FP, -3 Cha -2: Disadvantage on Cha Skill tests, -2 Cha -1: -1 Cha (-): N/A 1: +1 Cha 2: Advantage on Cha Skill tests, +2 Cha 3: Gain 50% more FP when rolling doubles and triples, +3 Cha

    Duration
    The value shifts 1 stage toward 0 (neutral) every: Outside of an encounter: 5 minutes During an encounter: 3 rounds
    • -3Unable to generate FP, -3 Cha
    • -2Disadvantage on Cha Skill tests, -2 Cha
    • -1-1 Cha
    • +1+1 Cha
    • +2Advantage on Cha Skill tests, +2 Cha
    • +3Gain 50% more FP when rolling doubles and triples, +3 Cha
  • Insight

    symmetric

    Effects stack -3: Increase the TN for spells by 5, (-3 Wis) -2: Disadvantage on Wis Skill tests, (-2 Wis) -1: (-1 Wis) (-): N/A 1: (+1 Wis) 2: Advantage on Wis Skill tests, (+2 Wis) 3: Reduce the TN for spells by 5, (+3 Wis)

    Duration
    The value shifts 1 stage toward 0 (neutral) every: Outside of an encounter: 5 minutes During an encounter: 3 rounds
    • -3Increase the TN for spells by 5, (-3 Wis)
    • -2Disadvantage on Wis Skill tests, (-2 Wis)
    • -1(-1 Wis)
    • +1(+1 Wis)
    • +2Advantage on Wis Skill tests, (+2 Wis)
    • +3Reduce the TN for spells by 5, (+3 Wis)
  • Intellect

    symmetric

    Effects stack -3: Halve the range of Spells and Arcane Actions, -3 Int -2: Disadvantage on Int Skill tests, -2 Int -1: -1 Int (-): N/A 1: +1 Int 2: Advantage on Int Skill tests, +2 Int 3: Double the range of Spells and Arcane Actions, +3 Int

    Duration
    The value shifts 1 stage toward 0 (neutral) every: Outside of an encounter: 5 minutes During an encounter: 3 rounds
    • -3Halve the range of Spells and Arcane Actions, -3 Int
    • -2Disadvantage on Int Skill tests, -2 Int
    • -1-1 Int
    • +1+1 Int
    • +2Advantage on Int Skill tests, +2 Int
    • +3Double the range of Spells and Arcane Actions, +3 Int
  • Power

    symmetric

    Effects stack -3: Reduce Max Encumbrance by 5, -3 Str -2: Disadvantage on Str Skill tests, -2 Str -1: -1 Str (-): N/A 1: +1 Str 2: Advantage on Str Skill tests, +2 Str 3: Increase Max Encumbrance by 5, +3 Str

    Duration
    The value shifts 1 stage toward 0 (neutral) every: Outside of an encounter: 5 minutes During an encounter: 3 rounds
    • -3Reduce Max Encumbrance by 5, -3 Str
    • -2Disadvantage on Str Skill tests, -2 Str
    • -1-1 Str
    • +1+1 Str
    • +2Advantage on Str Skill tests, +2 Str
    • +3Increase Max Encumbrance by 5, +3 Str
  • Precision

    symmetric

    Effects stack -3: Halve the range of all Ranged Attacks, -3 Acc -2: Disadvantage on Acc Skill tests, -2 Acc -1: -1 Acc (-): N/A 1: +1 Acc 2: Advantage on Acc Skill tests, +2 Acc 3: Double the range of all Ranged Attacks, +3 Acc

    Duration
    The value shifts 1 stage toward 0 (neutral) every: Outside of an encounter: 5 minutes During an encounter: 3 rounds
    • -3Halve the range of all Ranged Attacks, -3 Acc
    • -2Disadvantage on Acc Skill tests, -2 Acc
    • -1-1 Acc
    • +1+1 Acc
    • +2Advantage on Acc Skill tests, +2 Acc
    • +3Double the range of all Ranged Attacks, +3 Acc
  • Resolve

    symmetric

    Effects stack -3: Double MP cost of all Spells and Arcane Actions, -3 Hrt -2: Disadvantage on Str Skill tests, -2 Hrt -1: -1 Hrt (-): N/A 1: +1 Hrt 2: Advantage on Hrt Skill tests, +2 Hrt 3: Halve the MP cost of all Spells and Arcane Actions, +3 Hrt

    Duration
    The value shifts 1 stage toward 0 (neutral) every: Outside of an encounter: 5 minutes During an encounter: 3 rounds
    • -3Double MP cost of all Spells and Arcane Actions, -3 Hrt
    • -2Disadvantage on Str Skill tests, -2 Hrt
    • -1-1 Hrt
    • +1+1 Hrt
    • +2Advantage on Hrt Skill tests, +2 Hrt
    • +3Halve the MP cost of all Spells and Arcane Actions, +3 Hrt
  • Vigor

    symmetric

    Effects stack -3: Reduce Physical Armor by 5, -3 End -2: Disadvantage on End Skill tests, -2 End -1: -1 Endurance (-): N/A 1: +1 Endurance 2: Advantage on End Skill tests, +2 End 3: Increase Physical Armor by 5, +3 End

    Duration
    The value shifts 1 stage toward 0 (neutral) every: Outside of an encounter: 5 minutes During an encounter: 3 rounds
    • -3Reduce Physical Armor by 5, -3 End
    • -2Disadvantage on End Skill tests, -2 End
    • -1-1 Endurance
    • +1+1 Endurance
    • +2Advantage on End Skill tests, +2 End
    • +3Increase Physical Armor by 5, +3 End

Combat Flow

  • Concentrating

    simple

    Character is concentrating on maintaining a spell, riding a mount, driving a vehicle, or other similar task. You may concentrate on only one task at a time. If you take damage, make a Hrt (Self-Discipline) or Dex (Handling) test with a TN equal to 2× the damage taken. Gaining the Dazed status ends Concentration immediately. Concentration spells grant the Concentrating status immediately upon casting and require the Concentrate action each subsequent round to continue. A spell may not be concentrated on longer than the maximum spell duration allows.

    Duration
    You lose Concentration if you take damage and fail a Hrt (Self-Discipline) test for spells or a Dex (Handling) test for mounts and vehicles. You also lose it if you gain the Dazed Status condition or fail to use the Concentrate action each turn.
    • Character is concentrating on maintaining a spell, riding a mount, driving a vehicle, or other similar task. You may concentrate on only one task at a time. If you take damage, make a Hrt (Self-Discipline) or Dex (Handling) test with a TN equal to 2× the damage taken. Gaining the Dazed status ends Concentration immediately. Concentration spells grant the Concentrating status immediately upon casting and require the Concentrate action each subsequent round to continue. A spell may not be concentrated on longer than the maximum spell duration allows.
  • Immobilized

    simple

    Character is unable to move and unable to Evade attacks. Depending on the situation, may need to counter roll to escape. Depending on cause and situation, may still be able to perform other actions such as attacks. (GM Discretion)

    Duration
    Suceed a counter test vs whatever has caused you to be Immobilized. This is usually a Str (Grappling) test. (GM discretion for recovery)
    • Character is unable to move and unable to Evade attacks. Depending on the situation, may need to counter roll to escape. Depending on cause and situation, may still be able to perform other actions such as attacks. (GM Discretion)
  • Momentum

    symmetric

    (minimum speed = 0 m/s) -3: Decrease speed by 6 m/s, reduce Evasion by 2 -2: Decrease speed by 4 m/s, reduce Evasion by 1 -1: Decrease speed by 2 m/s (-): N/A 1: Increase speed by 2 m/s 2: Increase speed by 4 m/s, increase Evasion by 1 3: Increase speed by 6 m/s, increase Evasion by 2

    Duration
    The value shifts 1 stage toward 0 (neutral) every: Outside of an encounter: 5 minutes During an encounter: 3 rounds
    Recovery
    None · N/A — N/A
    • -1Decrease speed by 2 m/s
    • +1Increase speed by 2 m/s
    • +2Increase speed by 4 m/s, increase Evasion by 1
    • +3Increase speed by 6 m/s, increase Evasion by 2
  • Outnumbered

    simple

    A character is Outnumbered if two or more enemies are engaged in melee combat with them. In uneven group situations (e.g. 3v2), a character is also Outnumbered if more enemies are engaged with them than allies are engaged with those enemies. While Outnumbered, your Evasion is reduced by 2.

    Duration
    Escaping from the adjacent foes outnumbering you, gaining more adjacent allies, or defeating some of the adjacent foes.
    • A character is Outnumbered if two or more enemies are engaged in melee combat with them. In uneven group situations (e.g. 3v2), a character is also Outnumbered if more enemies are engaged with them than allies are engaged with those enemies. While Outnumbered, your Evasion is reduced by 2.
  • Prone

    simple

    You are lying on the ground. All melee attacks against you have Advantage. While prone, you may only crawl at half your normal movement speed. Being prone may make it easier to gain the Covered status.

    Duration
    Standing up requires a Movement Action and costs half your total movement speed.
    • You are lying on the ground. All melee attacks against you have Advantage. While prone, you may only crawl at half your normal movement speed. Being prone may make it easier to gain the Covered status.
  • Tempo

    symmetric

    Effects stack -3: Cannot perform any actions -2: Lose both Minor Actions -1: Lose a Minor Action (-): N/A 1: Gain a Minor Action 2: Gain two Minor Actions 3: Gain two Minor Actions and a Major Action

    Duration
    The value shifts 1 stage toward 0 (neutral) every: Outside of an encounter: 5 minutes During an encounter: 3 rounds
    Recovery
    Potion · Activate Action — Restore HP/MP by rarity: C=8, U=16, R=32, E=64, L=restore all HP/MP Drinking more than 1 potion per hour causes +1 Intoxication.
    • -3Cannot perform any actions
    • -2Lose both Minor Actions
    • -1Lose a Minor Action
    • +1Gain a Minor Action
    • +2Gain two Minor Actions
    • +3Gain two Minor Actions and a Major Action

Fortune Modifiers

  • Karma

    symmetric

    (minimum FP cost = 1 FP) -3: Increase FP cost of all Feats by 3 -2: Increase FP cost of all Feats by 2 -1: Increase FP cost of all Feats by 1 (-): N/A 1: Reduce FP cost of all Feats by 1 2: Reduce FP cost of all Feats by 2 3: Reduce FP cost of all Feats by 3

    Duration
    Every hour, the value shifts 1 stage toward 0 (neutral).
    • -1Increase FP cost of all Feats by 1
    • +1Reduce FP cost of all Feats by 1
    • +2Reduce FP cost of all Feats by 2
    • +3Reduce FP cost of all Feats by 3
  • Luck

    progressive

    For each point of Luck, gain the ability to reroll a skill test. Each time you do so reduce Luck by 1.

    Duration
    Every hour, the value shifts 1 stage toward 0 (neutral).
    • +11 skill test reroll
    • +22 skill test rerolls
    • +33 skill test rerolls
    • +44 skill test rerolls
    • +55 skill test rerolls
    • +66 skill test rerolls

Mental

  • Addicted

    simple

    Character has become dependent and addicted to a substance or something that consumes their thoughts. This has detrimental effects on their mind and body. When in the presence of the subject of their Addiction, the player must pass a Hrt (Self-Discipline) test or they will fall to temptation. (TN varies by substance, Alcohol=14) Every in-game day that the player wakes up while addicted a random Aspect condition is chosen. For the remainder of the day, that condition is considered to be 1 stage lower than normal.

    Duration
    1 Month from the last time exposed to the addiction source.
    • Character has become dependent and addicted to a substance or something that consumes their thoughts. This has detrimental effects on their mind and body. When in the presence of the subject of their Addiction, the player must pass a Hrt (Self-Discipline) test or they will fall to temptation. (TN varies by substance, Alcohol=14) Every in-game day that the player wakes up while addicted a random Aspect condition is chosen. For the remainder of the day, that condition is considered to be 1 stage lower than normal.
  • Frightened

    simple

    While Frightened, you must attempt to use a movement action to flee from the target that Frightened you prior to ending your turn. Typically Frightened is caused by failing a Hrt (Courage) test vs an opponent's Str (Intimidation).

    Duration
    Fear lasts 1 round or 1 minute.
    • While Frightened, you must attempt to use a movement action to flee from the target that Frightened you prior to ending your turn. Typically Frightened is caused by failing a Hrt (Courage) test vs an opponent's Str (Intimidation).
  • Manipulated

    simple

    The effects may vary drastically based on how or why you are manipulated. There are 3 main Manipulation types: Physical, Mental, and Arcane (GM discretion may be required for the direct effects of the manipulation based on cause.)

    Duration
    Manipulation typically only lasts a short duration (1-5 minutes). Though effects and duration may vary based on cause.
    • The effects may vary drastically based on how or why you are manipulated. There are 3 main Manipulation types: Physical, Mental, and Arcane (GM discretion may be required for the direct effects of the manipulation based on cause.)

Perception

  • Blinded

    simple

    The character is incapable of seeing, and has their Evasion and Accuracy reduced by 4. Unable to perform Per (Seeing) tests while Blinded

    Duration
    1 hour First Aid action (TN 14), Breather, or applicable spell/potion/feat
    • The character is incapable of seeing, and has their Evasion and Accuracy reduced by 4. Unable to perform Per (Seeing) tests while Blinded
  • Dazed

    simple

    Concentration is broken, and they cannot concentrate again as long as they have this status. Also lowers Evasion by 1.

    Duration
    3 Rounds or 5 minutes (unless otherwise specified) First Aid action (TN 12) or applicable spell/potion/feat.
    • Concentration is broken, and they cannot concentrate again as long as they have this status. Also lowers Evasion by 1.
  • Deafened

    simple

    Character is incapable of hearing and performing Per (Hearing) skill tests.

    Duration
    1 hour First Aid action (TN 14), Breather, or applicable spell/potion/feat
    • Character is incapable of hearing and performing Per (Hearing) skill tests.
  • Silenced

    simple

    Character is unable to speak nor cast spells with verbal commands. Character is incapable of hearing and performing Per (Hearing) skill tests.

    Duration
    1 hour First Aid action (TN 14), Breather, or applicable spell/potion/feat
    • Character is unable to speak nor cast spells with verbal commands. Character is incapable of hearing and performing Per (Hearing) skill tests.

Physiological

  • Intoxication

    progressive

    Increases after failing an End (Vitality) test after consuming drugs or alcohol. (Effects persist until cured.) 1: Reduce Agility & Awareness by 1 stage each. 2: Gain the Dazed condition & gain 1 stage of Tiredness. 3: Gain 2 stages of Mortality. 4: Reduce Insight & Intellect by 1 stage each. 5: Gain 2 stages of Mortality. 6: Gain the Addicted condition & 1 stage of Tiredness 7+: Gain 6 Toxicity, & 2 stages of Mortality.

    Duration
    Reduce Intoxication by 1 stage every hour. Or applicable spell/potion/feat
    Recovery
    Long Rest · Duration: 6 hours — Recover: HP - equal to 2x an End (Recovery) test MP - equal to 3x a Hrt (Spirit) test. Reduce Mortality by 5 & Tiredness by 2
    • +1Reduce Agility & Awareness by 1 stage each.
    • +2Gain the Dazed condition & gain 1 stage of Tiredness.
    • +3Gain 2 stages of Mortality.
    • +4Reduce Insight & Intellect by 1 stage each.
    • +5Gain 2 stages of Mortality.
    • +6Gain the Addicted condition & 1 stage of Tiredness
    • +7Gain 6 Toxicity, & 2 stages of Mortality per rank above 7.
  • Tiredness

    symmetric

    (While unconscious you are considered in a sleeping and prone state. You cannot perform feats or actions and your evasion is 1) -1: Well Rested - No additional effects (-): N/A (1): Groggy - No additional effects (2): Unconscious, cannot perform a Breather. Taking any damage will result in temporarily waking up for 5 minutes or 3 rounds. (3): Unconscious, deeply asleep and cannot perform a Breather or Short Rest. (4): Unconscious, in a semi-permanent coma, and cannot perform rest actions.

    Duration
    Long or Short rests recover Tiredness. Tiredness stage 4 requires advanced healing or significant time. Tiredness is gained when failing End (Stamina) tests and at certain Mortality and Intoxication thresholds.
    • -1Well Rested - No additional effects
    • +1Groggy - No additional effects
    • +2Unconscious, cannot perform a Breather. Taking any damage will result in temporarily waking up for 5 minutes or 3 rounds.
    • +3Unconscious, deeply asleep and cannot perform a Breather or Short Rest. (4): Unconscious, in a semi-permanent coma, and cannot perform rest actions.
  • Toxicity

    progressive

    A character gains Toxicity if they fail an End (Vitality) test with the TN varying based on the toxin. Gain toxicity equal to the degree by how much you failed the test roll (max 20). ex: player rolls 13 on a TN 17 End (Vitality) test, so they gain +4 toxicity Take damage equal to the Toxicity at the start of your turn while in combat, or every 1 minute outside of combat.

    Duration
    Reduce Toxicity by 1 stage after each time it deals damage. First Aid action (TN = 10+Toxicity) or applicable spell/potion/feat.
    Recovery
    Short Rest · Duration: 1 hour — Recover: HP equal to an End (Recovery) test MP equal to 2x a Hrt (Spirit) test. Reduce mortality by 3 & Tiredness by 1

Stealth & Positioning

  • Covered

    simple

    You are behind partial, tactical, durable cover. You are still visible and subject to attack, but gain +2 to your Evasion. This evasion bonus is dependent on the enemy's location in reference to you and the cover. (GM discretion)

    Duration
    Move away from the cover, the cover is destroyed, or a foe navigates around the cover.
    • You are behind partial, tactical, durable cover. You are still visible and subject to attack, but gain +2 to your Evasion. This evasion bonus is dependent on the enemy's location in reference to you and the cover. (GM discretion)
  • Hidden

    simple

    In order to gain the Hidden condition, you must successfully perform a Hide action. You are hidden from nearby non-allied creatures. While Hidden: you cannot be attacked or directly targeted and you may use the Sneak Attack feat.

    Duration
    If any character passes a Per skill test vs your Dex (Stealth) result you lose Hidden. Additionally, you will lose this status if you do any of the following: Performing any Major Action, using the Sneak Attack feat, making significant noise (GM Discretion), or moving faster than 1/2 your movement speed
    • In order to gain the Hidden condition, you must successfully perform a Hide action. You are hidden from nearby non-allied creatures. While Hidden: you cannot be attacked or directly targeted and you may use the Sneak Attack feat.
  • Invisible

    simple

    You are physically invisible to the naked eye in the visible light spectrum. This increases your Evasion and Dex (Stealth) by 4. You may perform the Hide action more easily. You may still be perceived in other spectrum of light or by other means of Perception, if a creature is able to see you outside of the visible spectrum or detect you in some other way, they ignore your bonuses to Evasion and Stealth.

    Duration
    Varies by cause. (GM Discretion)
    • You are physically invisible to the naked eye in the visible light spectrum. This increases your Evasion and Dex (Stealth) by 4. You may perform the Hide action more easily. You may still be perceived in other spectrum of light or by other means of Perception, if a creature is able to see you outside of the visible spectrum or detect you in some other way, they ignore your bonuses to Evasion and Stealth.

Vitality

  • Bleeding

    simple

    The character has received an open wound. Performing actions and feats will cause the wound to deal direct damage. Badly Bleeding doubles the bleeding damage. Minor Action: 1 damage Feat: 2 damage Major Action: 3 damage

    Duration
    Does not expire due to time. First Aid action (TN 14), Long Rest, or applicable spell/potion/feat
    • The character has received an open wound. Performing actions and feats will cause the wound to deal direct damage. Badly Bleeding doubles the bleeding damage. Minor Action: 1 damage Feat: 2 damage Major Action: 3 damage
  • Blighted

    simple

    Cannot receive healing of any kind. Blighted must have expired prior to taking any form of rest to geain the benefits of the rest.

    Duration
    1 hour Cannot be healed
    • Cannot receive healing of any kind. Blighted must have expired prior to taking any form of rest to geain the benefits of the rest.
  • Burning

    simple

    Character takes 1d6 damage at the end of their turn. Burning will spread to characters and flammable objetcs upon contact. Badly Burning doubles the fire damage taken.

    Duration
    Does not expire due to time. First Aid action (TN 12), soaked with water, or applicable spell/potion/feat.
    • Character takes 1d6 damage at the end of their turn. Burning will spread to characters and flammable objetcs upon contact. Badly Burning doubles the fire damage taken.
  • Dying

    simple

    Character is reduced to 0 HP, gains the Prone status condition, and increases Mortality by 1. Taking any further damage will result in death. Mortality also increases for each of the following while in a dying state: Major Action - +2 mortality Minor Action - +1 mortality Feat - +1 mortality Every 5 minutes - +1 mortality

    Duration
    Does not expire due to time. Death, First Aid action (TN 12+) or applicable spell/potion/feat.
    • Character is reduced to 0 HP, gains the Prone status condition, and increases Mortality by 1. Taking any further damage will result in death. Mortality also increases for each of the following while in a dying state: Major Action - +2 mortality Minor Action - +1 mortality Feat - +1 mortality Every 5 minutes - +1 mortality
  • Mortality

    progressive

    (Effects persist until cured.) 1: Reduce Momentum by 1 2: Reduce Tempo by 1 3: Increase Tiredness by 1 4: Reduce Momentum by 1 5: Reduce Tempo by 1 6: Increase Tiredness by 1 7: Gain the Immobilized & Silenced status conditions 8: Increase Tiredness by 2 9: Death

    Duration
    Only reduced by resting and advanced healing. (effects stack, cannot cure effects without reducing Mortality, if you already have a worse stage, do not increase)
    Recovery
    Breather · Duration: 5 minutes — Recover (rounded up): HP equal to 1/2 of an End (Recovery) test MP equal to a Hrt (Spirit) test. Reduce Mortality by 1
    • +1Reduce Momentum by 1
    • +2Reduce Tempo by 1
    • +3Increase Tiredness by 1
    • +4Reduce Momentum by 1
    • +5Reduce Tempo by 1
    • +6Increase Tiredness by 1
    • +7Gain the Immobilized & Silenced status conditions
    • +8Increase Tiredness by 2
    • +9Death