User Tools

This is an old revision of the document!


Status Conditions

Movement Penalties

Hindered

A hindered character's total move speed is halved. A 5ft move now requires a half action instead of a Swift Action.

Immobilized

An immobilized character can not voluntarily move from the spot they occupy and have no movement speed, but may take other actions freely

Action Penalties

Winded

A Winded character does not start with a Swift Action on their turn.

Staggered

A staggered character may not take Full Round actions

Stunned

A stunned character may not take Full Actions, and is limited to only one Half Action per round (this includes losing their Swift Action). They can not gain extra actions when affected by this condition.

Paralyzed

A Paralyzed character may not take any actions aside from Swift, Free or Not Actions.

Frozen

A Frozen character may not take any actions. This includes speaking or even thinking.

Morale Penalties

Shaken

A shaken character takes -2 on all attack rolls and damage rolls. These penalties are doubled if rolls are against the source of the fear. Spellcasters must make a Concentration check to cast at a DC 5 lower than normal.

Terrified

A terrified character takes -4 on all attack rolls and damage rolls. These penalties are doubled if rolls are against the source of the fear. Spellcasters must make a Concentration check at the normal DC for the spell's tier.

Panicked

A panicked character takes -4 on all attack rolls and damage rolls as well as being stunned unless they flee from the source of the fear. These penalties are doubled if rolls are against the source of the fear. Spellcasters must make a Concentration check at a DC 5 higher than normal.

Defense Penalties

Impaired

An impaired character takes a -4 to AC and -4 on any Parry attempts.

Vulnerable

A vulnerable character takes a -8 to AC and -8 on Parry attempts.

Helpless

A Helpless character takes a -16 to AC and -16 on Parry attempts

Surprised

An impaired character takes a -4 to AC and -4 on any Parry attempts.

Unaware

An impaired character takes a -8 to AC and -8 on any Parry attempts.

Compromised (Save)

A compromised character takes a -4 to Reflex, Fortitude or Will

Health Penalties

Fatigued

A fatigued character take a -2 on all dice rolls

Exhausted

An exhausted character take a -4 on all dice rolls. Exhausted characters may not take the Run or Charge action.

Sickened

A sickened character is Hindered and Staggered

Nauseated

A nauseated character is Hindered and Stunned

Prone

A Prone character is Hindered and Impaired against melee attacks. Against ranged attacks they are considered to be Defended.

Dying

A character gains this condition when their body or head wounds are below 0. The character falls Prone and can take no actions and are unconscious. Each round they must make a Fortitude save DC 10 in order to remove this condition, they take a penalty to this check equal to the amount of negative wounds they have on the Head or Body. After rolling the save, if the Dying condition is still present the character loses 1 more wound. If a character has more then their condition score in negative wounds, they gain the Dead condition.

Dead

This character has died, they no longer can be healed or take actions. They are capable of taking further damage. A character with this condition is now considered an object for the purpose of talents and spells.

Positive Defensive Status Effects

Braced

A Braced character gains +2 AC and +2 on Parry attempts.

Defended

A Defended character gains +4 AC and +4 on Parry attempts.

Fortified

A Defended character gains +8 AC and +8 on Parry attempts.

Stead-Fast (Save)

A Stead-Fast character gains +2 to Reflex, Fortitude or Will.

Positive Offensive Status Effects

Focus

A character with Focus gains +1 on attacks and damage (including damage dealing spells)

Resolve

A character with Focus gains +2 on attacks and damage (including damage dealing spells)

Determination

A character with Focus gains +4 on attacks and damage (including damage dealing spells)