Conditions
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Aloof
The target is on alert, seeing various visual hallucinations and is questioning what is real and what is not.
Anosmatic
The target has lost all sense of smell, they immediately lose all scent abilities, and cannot take any actions based on smell or taste, all abilities based on smell or taste do not affect a person with the anosmatic condition.
Bleeding
The target has blood pouring out of their wounds that they’ve gained, they take 10 damage per TP used. This damage goes through damage reduction.
Blinded
The target cannot see due to some effects in their eyes, they receive a -100% to dodge chance and their Block Damage Threshold is 25. They receive a -100% penalty to all actions based on sight. Their chance to hit is halved and they cannot aim.
Bothered
The character is bothered by a break in their morals, they gain a -10% penalty to all Social actions.
Broken
The target (typically an item) is broken and cannot be used as effectively, they take -50% to all actions related in the use of this item.
Burning
The target has been burnt by a searingly hot attack, creating embers on the targets skin and armour, melting them slowly. They take 10% of the attacks damage per round, and takes 10 minutes to take off armour once this effect ends
Confused
The target is confused to whether is a friend or a foe, they spend the round attacking all characters on the field, the player character is controlled by the GM in terms of actions, and receives a -20% chance to hit.
Dazed
The target is disoriented slightly, and receives a -20% chance to hit. They have only 3 TP maximum per round
Dead
The target is dead, it cannot take any actions, use any items or do anything by itself. It cannot speak, hear, listen, or perform any action
Deafened
The target cannot hear, and cannot take any actions based on hearing. All attackers that the target is not facing have their attacks instead become exposed attacks.
Death’s Door
The target of this condition is at death’s door, they instead receive wounds damage, and take a -20% to all of their actions while in death’s door. If they are conscious during this state, they become unconscious at the start of the next round, unless an ability they have would say otherwise
Depleted
The target (typically an item) has ran out of ammunition or is no longer functioning, and can no longer be used in the combat. This condition ends after the combat is over, or the item is repaired.
Disabled
The target is in a completely immobilising and fractured state, Their max TP is 2.
Distracted
The target is distracted by something else (either an item or an attacker), All attacks on the target that aren’t caused by what the target is distracted by are considered exposed attacks.
Drunk
The target is in a drunken state. They receive a -10% to all Senses and Social actions. All attacks performed by the target have a -20% chance to hit, they receive a +10% to all Fortitude actions.
Enamoured
The target is charmed of the person who afflicted the status effect, they cannot physically be more then 10m away from the person who afflicted the status effect, and must take a Rationale action (DC 100%) to be able to attack the target. They receive a -75% to the damage and modifier to hit the target, and receive a -75% penalty to all actions made to work against the person that they are enamoured with.
Enraged
The target is enraged and fixates on the target that enraged them. The target takes a +10% chance to hit the target, but receives a -10% bonus to damage. The target receives a -70% bonus to hit anyone else other then the target that enraged them
Entangled
The target is entangled in some way, they cannot take any move actions or move around the field. They cannot dodge and can only block, otherwise, they can act normally.
Exhausted
The target has run out of energy. They receive a -50% penalty to all actions, all TP costs of actions are doubled.
Famished
The target is hungry and has gone a day or a bit without food. They receive a -5% modifier to their Vitality and Fortitude scores, and their maximum TP is now 4.
Fond
The target is fond of the person who afflicted the status effect, they cannot physically be more then 20m away from the person who afflicted the status effect, and must take a Rationale action (DC 75%) to be able to attack the target. They receive a -50% to the damage and modifier to hit the target, and receive a -50% penalty to all actions made to work against the person that they are fond with.
Frightened
The target is in a state of panic, they must move away from the source of the panic by any means necessary. The target receives a -20% penalty to all actions made against the target.
Grappled
The target is restrained by a creature, trap or effect, the target cannot take any movement actions and takes a -20% to all Agility actions. The target receives a -10% chance to hit, and can’t perform actions that require the use of two hands. The target cannot hide from whatever is grappling it.
Helpless
The target cannot act and is in a state of helplessness. They receive a -100% penalty to all actions, and cannot take any actions. All attackers receive a +20% bonus to hit the target, and may execute the target.
Infatuated
The target is completely infatuated with the person who afflicted the status effect, they cannot physically be more then 5m away from the target, they cannot make an attack to the target and must assist the person who afflicted the status effect by any means, such as blocking incoming attacks, or giving them information.
Incorporeal
The targets physical form becomes intangible. They cannot take damage from physical damage (e.g. Bludgeoning, Slashing, Piercing), they may still be attacked by energy damage and receive the damage normally.
Insane
The target has lost their sanity entirely. They receive a -50% penalty to hit, and immediately fail all effects made to deceive or convince the target.
Invisible
The target is completely transparent, and receives a +50% bonus to all Stealth actions. An invisible target’s attacks are always considered exposed if the target is not aware of the source of the attack.
Malnourished
The target is heavily lacking nutrients, they receive a -10% to Vitality and Fortitude, and their TP maximum is 3. They automatically fail all actions made against diseases.
Nauseated
The target has a huge, swirling and full feeling in their stomach, causing them to feel horrible. The TP cost for all actions are doubled, and they receive a -20% penalty to hit.
Overwhelmed
The character is in a state of being overwhelmed due to multiple factors, they gain a -30% penalty to all Social actions, -10% on all actions, and all powers with the mental descriptor instantly succeed.
Panicked
The target is in a state of complete fear, they receive a -50% penalty to all actions against the source of fear, and must perform all actions to get away from the source of fear. Others receive a -20% penalty to all actions made to comfort the target.
Paralysed
The target immediately is frozen into place and cannot move. They receive a -100% penalty to all Muscle and Agility actions and are considered helpless. All flying targets immediately fall to the ground.
Petrified
The target turns into stone or something similar and is considered unconscious. The target has the same damage reduction as the material they are petrified into, and cannot take any actions. Once the effect is removed, the target is returned completely back to normal, if the target has a part of their body destroyed, they receive a -20% penalty to their maximum HP (unless it is their head, in which case they are dead) and lose the limb.
Pinned
The target is considered held down and cannot leave, they cannot take any actions to move or attack and receive a -100% chance to dodge. They cannot use anything that requires any hands free.
Prone
The target is laying on the ground, and gains a +20% bonus to passive dodge against ranged attacks. The target receives a -50% to dodge melee attacks. They take a -50% penalty to damage with melee weapons, and cannot use any of the target’s modifiers for their damage.
Scornful
The target receives a burning anger towards a source. They receive a +10% chance to hit the source and a -20% to hit anything else.
Shaken
The target is mildly afraid of a source of fear, they receive a -10% to all actions made against the source of fear.
Sickened
The target feels under the weather and groggy, all actions they take have double the TP cost.
Silenced
The target is silenced, no one can hear their voice, and they cannot use any actions that require vocal components.
Stable
The target is rendered stable, and is no longer at death’s door. They are unconscious, and can be woken up by others by others spending 3 TP, otherwise, the target wakes up in 1d4 hours.
Stressed
The character is stressed out, they gain a -20% to all Social actions, and a -5% to all other actions
Stunned
The target is highly disoriented and cannot focus, they lose the ability to dodge and have 1 TP maximum. They receive a -50% penalty to all actions
Tipsy
The target is mildly drunk and is on a slight buzz. They receive a +10% to all Social actions, and take a -10% penalty to hit.
Tired
The target is mostly out of energy, they receive a -20% penalty to all Senses actions.
Unconscious
The target has been sent to sleep, and is considered helpless. They cannot take any actions
Weird
The target has reached a state that is considered out of the norm, they are incoherently babbling or performing a strange action. They receive a -30% chance to dodge and -25 Block Damage Threshold, and receive a -20% chance to hit. They receive a -20% penalty to all Social actions.