Conditions
Conditions
Conditions are standardized status effects that modify normal rules. Each condition lists its effects and end conditions. Unless specified, conditions take effect immediately when applied.
Core Conditions
Off-Balance
- Effects: -1 to attack-related Flux Checks; cannot start an action chain this round (may continue an ongoing chain if already started).
- Ends: End of current round, or when stabilized by a successful defensive action.
Immobilized (Restrained/Frozen)
- Effects: Speed 0; cannot take Move actions; -1 to physical attack Flux Checks; disadvantage to avoid forced movement.
- Ends: Strength or Agility-based Flux Check vs effect’s Power Level (SO adjudication) at end of round; environmental thaw or external aid.
Prone
- Effects: -1 to melee attack Flux Checks; ranged attacks against you gain +1 die at short range; standing costs 1 action.
- Ends: Spend 1 action to stand; pushed, pulled, or otherwise repositioned.
Stunned
- Effects: Cannot act; lose remaining actions in the round; attackers gain +1 die against you.
- Ends: End of next round, or successful Resistance + Willpower check vs source PL.
Slowed
- Effects: Movement halved (round down); action chains are capped at 1 action regardless of CAS.
- Ends: End of round; successful check vs source PL; removal by ability.
Bleeding
- Effects: Take damage at end of each round (typical: 1 step on Damage Dice Scale or as specified by source).
- Ends: First aid action (Medicine/Heal) success; magic; natural clotting on successful Vitality-based check.
Poisoned
- Effects: -1 to physical actions; additional effects by poison type (e.g., damage over time, stat penalties).
- Ends: Resistance-based check vs poison potency; antivenom or magic.
Frightened
- Effects: Cannot willingly move closer to the source; -1 to attack checks against the source; may trigger initiative re-rolls on mass morale shifts.
- Ends: End of round on successful Willpower-based check; loss of line of sight; source removed.
Grappled
- Effects: Speed 0; attacker and defender are engaged; disengaging requires an opposed check (Athletics vs Athletics or Agility vs Strength as appropriate).
- Ends: Win the opposed check; third-party interference; teleportation/displacement.
Burning
- Effects: Take fire damage at end of each round; Disrupted effect may apply to Flux Checks at SO discretion in heavy smoke.
- Ends: Spend an action to extinguish; submerge; magic or aid.
Notes for Adjudication
- When a source (spell, beast ability, terrain) applies a condition, specify the Power Level and any save/check to end early.
- Multiple conditions can stack if they affect different aspects. If overlapping effects conflict, apply the strongest and note the rest as suppressed.
- Conditions should be referenced by abilities and bestiary entries. See Wounds & Injury for injury-specific states.