Conditions

CONDITIONS

Below are the various conditions a character might be afflicted with or suffer. See the Affliction and Damage powers for details on inflicting and healing conditions.

LESSER CONDITIONS

Dazed: Target is limited to a single standard and free action per round.
Progression: Staggered
Regression:
Notes:

Prone: Target falls to the ground, standing up is a move action, or target can crawl at their normal speed -3 ranks. Target gains half cover (-3 Disadvantage to attacker) against ranged attacks. Opponents get +3 Advantage to close attacks, and Target suffers -3 disadvantage to close attacks.
Progression: Pinned
Regression:
Notes:

Impaired: Target suffers -1 level of Disadvantage.
Progression: Hobbled
Regression:
Notes:

Hindered: Target moves at -1 speed rank.
Progression: Immobiled
Regression:
Notes:

Fatigued: Hindered. Increase recovery time by 1 while Fatigued.
Progression: Exhausted
Regression:
Notes:

Held: Hindered and Impaired. If physically Held by a creature, opposed might determines who controls movement, taking the loser with them. Escape is a move action.
Progression: Restrained
Regression:
Notes:

Entranced: Staggered. Target stands or sits quietly, taking no actions that would interfere with the entrancing source, other than to pay attention to it, for as long as the source lasts. Any obvious threat automatically breaks the trance. Allies can break with an interaction skill check against the DC of the Entrancing effect.

Progression:
Regression:
Notes: Possibly No Actions.

Figment: Hallucinating. Minor changes in how target perceives things: making people look or sound different, altering or editing details like colors, the presence or absence of small objects or background sounds.
Progression: Delusion
Regression:
Notes:

Deaf: Auditorily Unaware, and Hobbled during conflicts, and for activities where hearing is a factor, and everything effectively has full auditory concealment (-5 Disadvantage) from target. Can swap Olfactory instead.
Progression:
Regression:
Notes:

MAJOR CONDITIONS

Suffering a Major Condition (with some possible exceptions) leaves target Vulnerable, denying them the use of any Active Defenses or Resistances, in addition they no longer threaten squares into which they can make a melee attack. Protection or Conviction Effects, especially those that can not be turned off, as well as size modifiers still apply even when Vulnerable or Defenseless.

Staggered: Dazed and Hindered.
Progression: Incapacitated
Regression: Dazed
Notes: Vulnerable (No Active Defenses or Resistances, and no longer threatens any squares).

Pinned: Prone and Immobile. Target is lying on the ground, standing up is a move action after successful save.
Progression:
Regression: Prone
Notes: Vulnerable (No Active Defenses or Resistances, and no longer threatens any squares).

Hobbled: Impaired (x3).
Progression: Disabled
Regression: Impaired
Notes: Vulnerable (No Active Defenses or Resistances, and no longer threatens any squares).

Immobile: Target has no movement speed and cannot move from the spot they occupy, although they are still capable of taking actions unless prohibited by another condition.
Progression: Paralyzed
Regression: Hindered
Notes: Vulnerable (No Active Defenses or Resistances, and no longer threatens any squares).

Exhausted: Impaired and Hindered. Increase recovery time by 2 while Exhausted. If Exhausted is removed, subject becomes Fatigued.
Progression: Asleep
Regression: Fatigued
Notes: Vulnerable (No Active Defenses or Resistances, and no longer threatens any squares).

Restrained: Held and Hobbled. If physically Restrained by a creature, opposed might determines who controls movement, taking the loser with them. Escape is a move action.
Progression: Bound
Regression: Held
Notes: Vulnerable (No Active Defenses or Resistances, and no longer threatens any squares).

Compelled: Limited to free actions and a single standard action per turn, with both types of action being chosen by another controlling character.
Progression: Controlled
Regression:
Notes: Possibly Vulnerable (No Active Defenses or Resistances, and no longer threatens any squares).

Delusion: Hallucinating. Major changes in targets perceptions: adding complex elements such as explosions or interactive people, the presence or absence of large or significant objects, making one thing appear as something else.
Progression: Immersion
Regression: Figment
Notes: Possibly Vulnerable (No Active Defenses or Resistances, and no longer threatens any squares).

Blind: Hindered, visually Unaware, and Hobbled during combats, and for activities where vision is a factor, and everything effectively has full visual concealment (-5 Disadvantage) from target. Can swap Tactile instead.
Progression:
Regression:
Notes: Vulnerable (No Active Defenses or Resistances, and no longer threatens any squares).

Frightened: Disabled and Defenseless when in presence of source Target is frightened by, determined by another controlling character, and cannot willingly move closer to the source of their fear.
Progression:
Regression:
Notes: Possibly Defenseless (No Defenses or Resistances, and no longer has Reactions).

Confused: Target is confused and acts randomly each turn. Target starts each of their turns by rolling a destiny die to determine their action:

  • 1 Acts normally
  • 2 Attacks nearest enemy
  • 3 Frightened
  • 4 Incapacitated
  • 5 Attacks nearest character
  • 6 Attacks nearest ally

Progression:
Regression:
Notes: Vulnerable (No Active Defenses or Resistances, and no longer threatens any squares).

GREATER CONDITIONS

Suffering a Greater Condition (with some possible exceptions) leaves them Defenseless, denying them the use of all Defenses or Resistances, meaning the base Defense class to hit them is just 10. In addition they no longer have Reactions and attackers can make Attack checks against them as routine checks, meaning a hit is guaranteed with an attack bonus of 0 or more, unless there are other modifiers affecting the check. Protection or Conviction Effects, especially those that can not be turned off, as well as size modifiers still apply even when Defenseless.

Incapacitated: Staggered and Unaware. Target generally falls Prone, unless some outside force or aid keeps them standing.
Progression: Dying
Regression: Staggered
Notes: Defenseless (No Defenses or Resistances, and no longer has Reactions), No Actions.

Persuaded: Staggered and Controlled. Target will generally follow orders and act within the best interests of another controlling character, unless some outside threat prevents them.
Progression: Demoralized
Regression: Staggered
Notes: Possibly Defenseless (No Defenses or Resistances, and no longer has Reactions).

Disabled: Impaired (x5).
Progression:
Regression: Hobbled
Notes: Defenseless (No Defenses or Resistances, and no longer has Reactions).

Paralyzed: Hobbled and Immobile, and unable to take physical actions, frozen in place and unable to move, but still aware and able to take purely mental actions, involving no physical movement whatsoever. Target might fall Prone.
Progression:
Regression: Immobile
Notes: Possibly Defenseless (No Defenses or Resistances, and no longer has Reactions).

Asleep: Staggered and Unaware. Target generally falls Prone, unless some outside force or aid keeps them standing. A Perception check with three or more degrees of success wakes the target, as does any sudden movement, or any effect with a resistance check. If Asleep condition is removed, subject becomes Exhausted.
Progression:
Regression: Exhausted
Notes: Defenseless (No Defenses or Resistances, and no longer has Reactions), No Actions.

Bound: Restrained, Dazed, and Immobile. If physically Bound by a creature, that character can move the bound character. Escape is a move action.
Progression:
Regression: Restrained
Notes: Defenseless (No Defenses or Resistances, and no longer has Reactions).

Controlled: All actions each turn are dictated by another controlling character. Target is only Defenseless against the controlling character or if they decide to make them Defenseless.
Progression:
Regression: Compelled
Notes: Possibly Defenseless (No Defenses or Resistances, and no longer has Reactions).

Immersion: Hallucinating. Complete control over targets senses, able to change everything about their reality, making them perceive and interact with a completely different one that exists solely to them, unaware of true reality.
Progression:
Regression: Delusion
Notes: Possibly Defenseless (No Defenses or Resistances, and no longer has Reactions).

Unaware: Deaf, Blind, and Hobbled. Unable to make interaction or Perception checks or perform any action based on them. Everything has full concealment (-5 Disadvantage) from all of targets unaware senses.
Progression:
Regression:
Notes: Defenseless (No Defenses or Resistances, and no longer has Reactions).

Transformed: Targets traits are altered. This may be a change in appearance, or a change in trait ranks, even the removal of some and addition of others. The targets PP total cannot increase, but it can decrease.
Progression:
Regression:
Notes: Possibly Defenseless (No Defenses or Resistances, and no longer has Reactions).

Surprised: Staggered and Hobbled until end of round, defenseless and caught off-guard and unable to act until targets turn. In addition, roll the misfortune die when rolling Initiative or Adroitness in addition to being hobbled.
Progression:
Regression:
Notes: Possibly Defenseless (No Defenses or Resistances, and no longer has Reactions).

Dying: Incapacitated. Make a Very Easy DC Escalating Fortitude check each round until target reaches a total of 3 degrees of success, target stabilizes, but keeps this condition. 3 or more total degrees of failure means target becomes Dead. For every point above the Dying threshold add 1 point of Stress, if any points are left after all Stress slots are filled target fails a death save, if any are still left after 3 failed death saves target becomes Dead instead of Dying.
Progression: Dead
Regression: Incapacitated
Notes: Defenseless (No Defenses or Resistances, and no longer has Reactions), No Actions.

Demoralized: Persuaded. Make a Very Easy DC Escalating Will check each round until target reaches a total of 3 degrees of success, target stabilizes, but keeps this condition. 3 or more total degrees of failure means target becomes Insane. For every point above the Demoralized threshold add 1 point of Stress, if any points are left after all Stress slots are filled target fails a sanity save, if any are still left after 3 failed sanity saves target becomes Insane instead of Demoralized.
Progression: Insane
Regression: Persuaded
Notes: Defenseless (No Defenses or Resistances, and no longer has Reactions), No Actions.

DAMAGE CONDITIONS

The below Damage conditions require recovery to remove.

Wound: Target has suffered minor damage and has a Wound. For every Wound a Target has they gain both Advantage and Disadvantage that can break tier. Once a Target has taken 5 Wounds, instead of gaining more Wounds increase any failures of damage resistance checks by 1 degree. Anyone attempting to treat or heal the Target suffers Disadvantage on their checks for every Wound.
Notes:

Wounded: Target becomes Wounded whenever hit with a critical success or an attack roll of 5 degrees of success on a physical attack. Increase recovery time by 1 (each): 1 Minute, Short Rest, Long Rest, 1 Week, 1 Month, 1 Year, +1 year for additional increases. In addition the DC to treat or heal the Target increases by one. In addition, this condition also increases any time required to recover the use of an Effect or Edge, or other recovery times.
Notes: Severe Damage Condition, remove these Conditions last.

Shaken: Target becomes Shaken whenever hit with a critical success or an attack roll of 5 degrees of success on a mental attack Increase recovery time by 1 (each): 1 Minute, Short Rest, Long Rest, 1 Week, 1 Month, 1 Year, +1 year for additional increases. In addition the DC to treat or heal the Target increases by one. In addition, this condition also increases any time required to recover the use of an Effect or Edge, or other recovery times.
Notes: Severe Damage Condition, remove these Conditions last.

Bloodied: Target becomes Bloodied whenever they roll a critical failure on a Resistance Check or fail by 5 degrees from physical damage. Increase recovery time by 2 (each): 1 Minute, Short Rest, Long Rest, 1 Week, 1 Month, 1 Year, +1 year for additional increases. In addition the DC to treat or heal the Target increases by two. In addition, this condition also increases any time required to recover the use of an Effect or Edge, or other recovery times.
Notes: Severe Damage Condition, remove these Conditions last.

Crushed: Target becomes Crushed whenever they roll a critical failure on a Resistance Check or fail by 5 degrees from mental damage. Increase recovery time by 2 (each): 1 Minute, Short Rest, Long Rest, 1 Week, 1 Month, 1 Year, +1 year for additional increases. In addition the DC to treat or heal the Target increases by two. In addition, this condition also increases any time required to recover the use of an Effect or Edge, or other recovery times.
Notes: Severe Damage Condition, remove these Conditions last.

SPECIAL CONDITIONS

The below special conditions are not removed by recovery.

Vulnerable: No Active Defenses or Resistances, and no longer threatens any squares.
Notes: Typically gained from suffering a Major Condition.

Defenseless: No Defenses or Resistances, and no longer has Reactions.
Notes: Typically gained from suffering a Greater Condition.

Hallucinating: Target is experiencing sensory impressions that do not actually exist outside of their own awareness. The extent of the hallucinations depends on the degree of condition causing them, either a Figment, Delusion, or Immersion.
Notes: Gained from suffering from the Figment, Delusion, or Immersion Conditions.

Insane: Make a Will check (Mod DC) at the beginning of every day, and encounter until stabilized. With 3 degrees of success, target stabilizes, removing this condition for the day. 3 or more total degrees of failure means target gains the demoralized condition. When this condition is first gained target loses a Complication or Hubris (and PP gained), replacing it with an Insanity. When activated target must make a Will check (Hard DC), and one at the beginning of every encounter until stabilized, even if you had already stabilized that day.
Notes: Defenseless (No Defenses or Resistances, and no longer has Reactions).

Dead: Incapacitated and Unaware. A Dead Target is unable to recover or take actions. The Dead condition is normally the end of someone’s mortal existence, but some effects interact with Dead characters and allow them to communicate or even recover. Once Dead, a Targets soul is no longer tethered to its body and may move on to the afterlife of its choosing.
Notes: Defenseless (No Defenses or Resistances, and no longer has Reactions), No Actions.

Debilitated: Target has had a trait reduced or weakened below -5 and has effectively lost the use of that trait, and may not use or make any checks with that trait and might suffer other conditions while the Debilitated condition remains, depending on the trait.
Notes: Possibly Defenseless (No Defenses or Resistances, and no longer has Reactions).

Cursed: A Cursed Affliction can be devastating. If it imposes a 3rd degree condition or higher make Resistance checks as normal until target reaches a total of 3 degrees of success, target removes the Affliction and this condition. 3 or more total degrees of failure means target remains permanently affected by the Affliction. For every point above the 5th degree threshold add 1 point of Stress, if any points are left after all Stress slots are filled target receives a failure per point.
Progression:
Regression:
Notes: Depends on Affliction.

Damaged: A Damaged object loses some effectiveness. The object loses 1 Feature or Effect or suffers a -1 disadvantage on checks involving it each time it is damaged. Damaged objects also suffer a point of Stress when damaged. A medium object can suffer 5 Stress before becoming Broken, known as its Stress Limit. For small or smaller objects substract a point of Stress an object can take. For large or larger objects add 5 Stress per size above medium an object can take. These penalties are eliminated as the item is repaired. Any object that suffers damage after reaching its Stress Limit becomes Broken.
Progression: Broken
Regression:
Notes: Object Damage Condition.

Broken: A Broken object is no longer useable or functions for its intended purpose, until fully repaired. Any Broken object that suffers more damage becomes Destroyed.
Progression: Destroyed
Regression: Damaged
Notes: Object Damage Condition.

Destroyed: A Destroyed object has been completely broken apart, usually into pieces, perhaps even reduced to fragments or dust, and can no longer be repaired.
Notes:

Sensitivity: Target is sensitive to certain effects or descriptors, and has a better chance of failing on any Resistance Check against them. Roll both a d20 and the Misfortune die when doing so.
Progression: Weakness
Regression:
Notes:

Weakness: Target is weak to certain effects or descriptors, automatically failing on any Resistance Check against them. Though they still roll for the possibility of a critical failure. Roll both a d20 and the Misfortune die when doing so.
Progression:
Regression: Sensitivity
Notes:

Tolerance: Target is tolerant to certain effects or descriptors, and has a better chance of succeeding on any Resistance Check against them. Roll both a d20 and the Fortune die when doing so.
Progression: Immunity
Regression:
Notes:

Immunity: Target is immune to certain effects or descriptors, automatically succeeding on any Resistance Check against them. Though they still roll for the possibility of a critical success. Roll both a d20 and the Fortune die when doing so.
Progression:
Regression: Tolerance
Notes:

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