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Appendix G: Conditions

A condition is a temporary effect applied to an entity. Each condition has a name and a description of its effect which is applied to the Target until the condition is removed. In a condition’s name there may be an X, [], and/or {} in the name.

An X can be any integer of 1 or more.

An [] denotes a variable such as a Damage Type that will depend on source that applies the condition, how it interacts with the condition will be stated in the condition’s description.

An {} denotes an optional component for the condition, that will not always be applied to the condition, but if it is included alters the condition’s effect as stated in the condition’s description.

As a general rule, if a Character would have multiple applications of the same condition applied to them, they only suffer the effect of the condition once whilst their Durations overlap. There are two main exceptions to this rule, a condition with an X in its name or one that has Degrees of severity.

A condition may be described as having a number of Degrees of severity. Each Degree unless specified otherwise applies a cumulative effect with the lower Degrees. If a Character would gain a condition that uses Degrees whilst already under the effect of a number of Degrees of the same condition, instead of applying the second instance of the condition increase the number of Degrees already applied to them by the amount bestowed by the additional instance.

If a condition has X in its name, then like with Degrees multiple sources of the same condition add their X values together whilst their Durations overlap.

{Full} Absorb [Damage Type] {X}


Bloodied


Burned [Damage Type]

Unless otherwise stated this condition lasts for 1 Minute after the most recent Degree was applied. The entity can also use an action (2AP) and fall Prone to remove all Degrees of the condition early.

At the end of each of the affected entity’s Turns they can repeat the Trait Test that gave them this condition, if they did not make a Trait Test to resist this condition then this paragraph is ignored.

On a successful Test, the Target reduced the Degrees of this condition by 1, on an Inspired Event it is reduced by two.

If this condition reaches 0 Degrees, it is removed.


Charmed

Unless otherwise stated this condition lasts for 1 Minute.


Confused


Effect
1 The entity has 0AP, does not move, and makes a single attack with a Weapon, a Cantrip, or a Talent against themselves, they are considered to automatically be hit by the attack or failed the Trait Test to resist the Cantrip/Talent.
2 The entity has 0AP this Turn and performs the Movement action, moving in a random direction. To determine the direction, roll a d8 and assign a direction to each die face.
3-4 The entity has 0AP and does not move.
5-7 The entity has 2AP, the AP can only be used to make a single attack or casting a damaging Cantrip/Talent against a randomly determined entity determined by the GG. If there is no entity within Range, then the Target acts as if they had rolled a 2.
8 The entity can act normally on their Turn, though with -2AP
9 The entity can act normally on their Turn, though with -1AP
10 The entity can act normally on their Turn.

Unless otherwise stated this condition lasts until the end of the current Encounter/Scene.

At the end of each of the affected entity’s Turns they can repeat the Trait Test that gave them this condition, if they did not make a Trait Test to resist this condition then this paragraph is ignored.

On a successful Test the condition is removed.


Critical Opening X

This condition lasts until X number of Attack Rolls successfully hit the affected entity, or the end of the next Encounter/Scene.


Damage Down [Damage Type] X

Unless otherwise stated this condition lasts until the entity has completed a Long Rest.


Damage Drain

Unless otherwise stated this condition lasts until the entity has completed a Long Rest.


Damage Up [Damage Type] X

Unless otherwise stated this condition lasts until the entity has completed a Long Rest.


Dazed

Unless otherwise stated this condition lasts for 1 Minute after the most recent Degree was applied.

At the end of each of the affected entity’s Turns they can repeat the Trait Test that gave them this condition, if they did not make a Trait Test to resist this condition then this paragraph is ignored.

On a successful Test, the Target reduced the Degrees of this condition by 1, on an Inspired Event it is reduced by two.

If this condition reaches 0 Degrees, it is removed.


Delay [Condition] X

This condition is always applied in concert with another condition Targeting an entity.


Desperation


Doom X/SUFFICIENT

Unless otherwise stated this condition lasts until the entity has completed a Long Rest.


Drained X

Unless otherwise stated this condition lasts until the entity has completed a Long Rest.


Dying

Should the Dying entity have HP restored such that their HP is at least 1 HP, then this condition ends.


Exhaustion

Some special abilities and environmental hazards, such as starvation and the long-term effects of freezing or scorching temperatures, can lead to a special condition called Exhaustion. Exhaustion is measured in ten Degrees.

When an entity completes a Long Rest, they reduce their Degrees of Exhaustion by 1.

If this condition reaches 0 Degrees, it is removed.


Flanked (Optional)


Forced Move [Direction] X

Once the affected entity has used the Movement action a number of times equal to X the condition ends.


Frightened

Unless otherwise stated this condition lasts for 1 Minute after the most recent Degree was applied.

At the end of each of the affected entity’s Turns they can repeat the Trait Test that gave them this condition, if they did not make a Trait Test to resist this condition then this paragraph is ignored.

On a successful Test, the Target reduced the Degrees of this condition by 1, on an Inspired Event it is reduced by two.

If this condition reaches 0 Degrees, it is removed.


Frozen {Damage Type {X}}

Unless otherwise stated this condition lasts until the end of the current Encounter/Scene

If the condition has a listed Damage Type, the condition ends early if the Target recieves any damage from that Damage Type. If an X is stated next to the Damage Type, the Target must recieve a minimum of X damage of the stated Damage Type to end the condition early (this damage does not need to be dealt all at once).


Grappled

An entity can Grapple another. Characters typically Grapple by using an Unarmed Strike. Many monsters have special attacks that allow them to quickly grapple prey. However a Grapple is initiated, it bestows this condition. See also Unarmed Strikes and Grappling.

The condition ends if the grappler is Incapacitated, if the grappled entity successfully escapes, or if an effect removes the Grappled entity from the Reach of the grappler or Grappling effect.


Impaired [Sense]

Unless otherwise stated this condition lasts for 1 Minute.

At the end of each of the affected entity’s Turns they can repeat the Trait Test that gave them this condition, if they did not make a Trait Test to resist this condition then this paragraph is ignored.

On a successful Test the condition is removed.


Incapacitated


Incorporeal


Inspired

This condition ends upon completing a Long Rest, or upon performing an Inspired Action whichever occurs first.


Invisible


Marked [by X]

Unless otherwise stated this condition lasts for 1 Day.


Mind Lock

Unless otherwise stated this condition lasts until the end of the current Encounter/Scene.


Paralysed

Unless otherwise stated this condition lasts for 1 Minute.

At the end of each of the affected entity’s Turns they can repeat the Trait Test that gave them this condition, if they did not make a Trait Test to resist this condition then this paragraph is ignored.

On a successful Test the condition is removed.


Petrified


Poisoned

Unless otherwise stated this condition lasts for 1 Minute after the most recent Degree was applied.

At the end of each of the affected entity’s Turns they can repeat the Trait Test that gave them this condition, if they did not make a Trait Test to resist this condition or if it is given by a Poison or Disease that has a specific condition to remove it, then this paragraph is ignored.

On a successful Test, the Target reduced the Degrees of this condition by 1, on an Inspired Event it is reduced by two.

If this condition reaches 0 Degrees, it is removed.

If the entity was granted this condition by a long-lasting effect like a special Poison or Disease and then the entity gained additional Degrees by another effect, use the above paragraphs but only reduce to the number of Degrees from the other effects. Effectively treat the longer-term conditions as a minimum Degree number for the condition until their special dismissal conditions have been met.


Prone

Should a Prone entity use 3m of their Movement speed to rise, this condition ends.


Restrained


Sap [Trait] X


Condition Applied
1 Sap Physique X
2 Sap Agility X
3 Sap Endurance X
4 Sap Knowledge X
5 Sap Intuition X
6 Sap Determination X

Unless otherwise stated this condition lasts until the entity has completed a Long Rest, or is removed by a spell or psionic power.


Silenced

Unless otherwise stated this condition lasts for 1 Minute.

At the end of each of the affected entity’s Turns they can repeat the Trait Test that gave them this condition, if they did not make a Trait Test to resist this condition then this paragraph is ignored.

On a successful Test the condition is removed.


Slowed

Unless otherwise stated this condition lasts for 1 Minute after the most recent Degree was applied.

At the end of each of the affected entity’s Turns they can repeat the Trait Test that gave them this condition, if they did not make a Trait Test to resist this condition then this paragraph is ignored.

On a successful Test, the Target reduced the Degrees of this condition by 1, on an Inspired Event it is reduced by two.

If this condition reaches 0 Degrees, it is removed.


Stunned

Unless otherwise stated this condition lasts for 1 Minute.

At the end of each of the affected entity’s Turns they can repeat the Trait Test that gave them this condition or the Dazed condition, if they did not make a Trait Test to resist this condition or the Dazed condition, then this paragraph is ignored.

On a successful Test the condition is removed.


Suppressed


Surprised

At the start of the entity’s first Turn of the Encounter/Scene, this condition ends.


Terror

Unless otherwise stated this condition lasts for 1 Minute.

At the end of each of the affected entity’s Turns they can repeat the Trait Test that gave them this condition or the Frightened condition, if they did not make a Trait Test to resist this condition or the Frightened condition, then this paragraph is ignored.

On a successful Test the condition is removed.


Unaware

If the Hidden entity no longer is Hidden, or if the affected entity senses the Hidden entity this condition ends.


Unconscious


Vulnerability

Unless otherwise stated this condition lasts until the start of the next Encounter/Scene.


Wide Open

Unless otherwise stated this condition lasts until the end of the affected entity's next Turn.


Wounded

If a Feature would bestow additional Degrees of the Wounded condition before the normal Degrees are applied, then these additional Degrees are ignored for determining the effects and scale of the condition. Effectively acting as ablative Degrees before the negative effects occur.

The condition ends if the Degrees of this condition are reduced to 0, or at the end of the current Encounter/Scene if the Character has at least 1 HP.

Injury Table

Injury
-6 or less Grave Injury. You gain 5 Degrees of the Wounded condition.
-5 to -2 Permanent Injury. You gain the Doom 3 condition, and your Severe Concept is always filled in with this Injury and cannot be removed until the Injury is removed. This Injury can only be removed with the Major Restoration and Note of Healing spells or a long period of rest and medical treatment.
-2 to 0 Dire Injury. You gain the Doom 2 condition, and your Severe Concept is always filled in with this Injury. The Injury ends when the Concept would end. If your Severe Concept is already filled in, instead the Injury fills and overwrites the Moderate and Mild Scar Concepts, but they can only be cleared when you would remove a Severe Scar Concept or with effects that would remove a Severe Scar Concept.
1 to 5 Vicious Injury. You gain the Doom 1 condition, and your Moderate Scar Concept is always filled in with this Injury. The Injury clears in 6d6 Days. If your Moderate Concept is already filled in, instead the Injury fills the Severe Scar Concept, and ends when that would end.
5 to 10 Weak Injury. Your Moderate Scar Concept is always filled in with this Injury. The Injury clears in 1d6 Days. If your Moderate Concept is already filled in, instead the Injury fills the Mild Scar Concept, and ends in 1d6 Days.
11 to 19 Light Injury. Your Mild Scar Concept is always filled in and overwritten with this Injury until you complete a Long Rest.
15+ Grase. Nothing happens.