Conditions

Ailments

When it comes to battle, there are a lot of ways to get hurt, and some pain lingers. Many of these ailments can be categorized and have specific effects.

Conditions

Conditions are specific, standard ailments. Each has its own debilitating effects that work against a creature.

Deafened

A creature afflicted with Deafness has no audible sensation or stimulus. It automatically fails tests that require hearing. It gets a point of disfavor on Awareness tests.

Blinded

A creature afflicted with Blindness has no visual sensation or stimulus. It automatically fails tests that require sight. It gets 2 points of disfavor on Awareness tests. Its Block Rating and Dodge Rating is halved, rounded down.

Unconscious

A creature afflicted with Unconsciousness may be treated as if it is sleeping, unable to use any senses. It cannot take actions of any form. It cannot concentrate or focus. It fails all tests other than those made to end the effect.

Paralysis

A creature that is Paralyzed has minimal control, if any control, over its motor functions. It cannot take actions of any form. It fails all tests that require movement.

Dazed

A creature afflicted with Daze is not able to take advantage of all of its turn assets. It may only use half of its turn actions and half of its interrupt actions each turn, rounded down.

Stasis

When a creature has its DHP reduced to 0, it enters a stasis. While not entirely dead (it's soul is still clinging onto a dead physical body), the creature is actively getting closer to non-existence. On how to not die, see: Entering Stasis

Environmental Harm

There are many ways to get hurt without being in combat, though some of those ways have special effects, more so than your standard bucket of "ouch".

Spell Effects

Resisting a spell effect

When a spell text says that the creature may make a Rolls And Tests to resist its effects, the following rules apply:

  • A creature can only make a test against a single spell effect a number of times equal to its Fortitude score.
  • Once it has made its maximum number of tests, it fails all tests directly required from that spell effect.
  • A creature may choose to automatically fail a test against a spell effect in order to reserve the number of tests it's allowed to attempt.
  • When a caster used a feature of a specialist talent "Subtle Spells", resisting creature gains a point of Favor (as per talent description)

Suffocation

A creature can go a number of turns equal to their Fortitude score without breathing before they begin to suffocate. For each turn they spend suffocating, it loses 1 Stamina for each turn it has spent suffocating.

Stamina Overpay

If a creature would pay more Stamina than it has available, two effects will trigger: whatever Stamina wasn't able to be paid will be paid with DHP instead. As well, any creature with 0 Stamina is rendered Unconscious. The creature will remain Unconscious until either its Stamina is raised above 0 or it has completed a 6 hour rest. Creatures that rest this way only receive half of their maximum Stamina and half of their maximum SHP, rounded down.

Kinetic Force

When a creature abruptly begins or ends motion at high speeds, such as hitting the ground after falling, it takes Kinetic damage. This damage has unique properties that make it particularly dangerous.

For complete rules on Kinetic damage calculations, fall damage tables, and how damage is applied, see Damage Types.


See next: Resting and Fatigue