Glossary and Conditions
There are various harmful or beneficial conditions that can affect characters during the game.
Bleeding conditions are rated on the same scale as wound levels. At the end of each round, you must make a Fortitude check against the effect's TN or receive a wound equal to the level of the bleeding. For every two successful checks, the level of bleeding is reduced by one step, or the effect is removed if it is already light. The effect can be reduced by one level with a successful Treat Condition action against the same TN.
You can have multiple bleeding effects at once. Each requires its own checks to resist or treat.
You cannot see. You suffer a -5 penalty to your Defense, all attack rolls, and any other checks involving vision, such as most Acrobatics, Athletics, Mechanics, Perception, and Stealth checks. You automatically fail any checks relying solely on vision. If you attempt to run, you must make a Prc [Acrobatics/Balance] check against TN 14 or trip and fall. In combat, you must guess the location of your targets and automatically miss if you choose the incorrect location. If you make a ranged attack, you need only select a direction and range increment, and the first creature in that region becomes the target of the attack.
If you remain blinded for a long time, you grow accustomed to it and can overcome some of the drawbacks. After every number of weeks equal to 8 - your Perception, reduce your penalty by 1, to a minimum of -2. If you are both blinded and deafened, your penalty is always -5.
Burning conditions are rated on the same scale as wound levels. At the end of each round, you must make a Fortitude check against the effect's TN or receive a wound equal to the level of the burning effect. If you are engulfed in water, the effect ends. The effect can be reduced by one level by taking cold damage at least equal to the effect's TN, or with a successful Treat Condition action against the same TN. If you are prone, you can also roll on the ground as part of your Treat Condition action, which negates the requirement for a healing kit.
If you are already burning and would gain the burning condition again, you instead combine them such that you have the burning condition with the higher of the two levels and a TN equal to the higher of the two effects.
You cannot hear. You suffer a -2 penalty on initiative checks and on Perception checks usually aided by hearing. You automatically fail any checks relying solely on sound and hearing. You are immune to auditory-based effects, but not concussive sonic effects.
If you remain deafened for a long time, you grow accustomed to it and can overcome some of the drawbacks. After a number of weeks equal to 8 - your Perception, reduce your penalty to -1. If you are both blinded and deafened, your penalty is always -2.
Every ten minutes, you make a Fortitude check with a TN equal to 10 + the number of wounds you have received. On a success, you are no longer dying and regain consciousness if nothing else prevents you from doing so. On a critical success, you also gain the benefits of a short rest. On a failure, you gain a light wound, while on a critical failure, you instead gain a moderate wound. If an effect reduces a wound's level or removes a wound while you are dying, you may immediately make another check, ignoring the results in the case of a failure. You cannot rest while dying.
You are unable to heal wounds or fatigue by resting. This condition ends when you complete a long rest.
While grappling, you are considered to be at a reach of 0 from all others grappling you. You gain access to the Drag, Escape, and Pin actions and the Cling and Interpose reactions. You cannot move normally, cannot attack targets that are not grappling you, and use your immobile defense against opponents that are not grappling you. You can use the Escape action to escape one target grappling you, with a TN equal to the target's Power defense and a -2 to your check for each additional opponent beyond the first. Any effect that moves you outside the reach of someone grappling you ends the grapple with that creature.
You are paralyzed, bound, sleeping, unconscious, or otherwise completely at an opponent's mercy. You use your immobile defense and are unable to move or take reactions. An attacker that is not threatened by any other opponent can choose to double the AP cost of an attack in order to automatically hit and choose how much damage to deal within their attack's normal range.
You are unable to run. A short rest or a successful Treat Condition action against the effect's TN ends the effect.
You are unable to move from your space under your own power and use your immobile defense. You can still be moved from your space by external effects unless you are fastened to an immobile object.
You have been affected by some type of poison or toxin. Each poison behaves differently. If an effect removes the poisoned condition, any poison's effect immediately ends.
You are at risk of falling unconscious due to severe trauma or overexertion. When you first become staggered and any time you incur a wound or gain fatigue while staggered, you must make a Willpower check with a TN equal to your total fatigue or 10 + the number of wounds you have received, whichever is higher. If the check fails, you fall unconscious and are dying. This condition ends when you are no more than moderately wounded and are not exhausted.
You are helpless and unable to take any actions. If you regain consciousness during combat, roll initiative as if you were surprised to determine your new initiative score. You begin with 0 AP and cannot act for the remainder of the round.
You are wounded whenever you have a wound, with the level of the wounded condition matching the level of the most severe wound you have. The effects vary depending on how severely wounded you are.
In addition to the effects below, if you are fatally wounded, you gain a light wound at the end of each round. Once all wound slots are filled, or if you receive another fatal wound, you die.
|Fatal||Staggered, helpless, exhausted|