Conditions

Conditions

Throughout your adventure, you may face various situations that impair your abilities, including magic, disease, wounds, and other Withering Effects. Learning to counter these Conditions is essential to survival.


Withering

When a character reaches 0 or negative Grit, they enter a Withering state. Survival is determined by chance, and Withering characters no longer participate in combat unless treated with magic or other effects.

  • Roll: 1D20 to determine fate.

Withering Effects Table

Roll

Effect

20

Wounded

16-19

Torn

12-15

Lacerated

8-11

Infected

3-7

Broken

2

Dismembered

1

Dead


Restored Characters

  • Characters treated during combat can continue with 1 Grit Point.

  • Dropping to 0 Grit again results in instant death.


Common Conditions

Wounded

  • Treatment: Common Healing

  • Difficulty: 5

  • Pass out from pain. Default Grit is reduced by 1D20 until Rest or Treatment.

Torn

  • Treatment: Common Healing

  • Difficulty: 10

  • Pass out, suffer +4 Active Risk. Reversible with treatment or rest.

Lacerated

  • Treatment: Premium Healing

  • Difficulty: 12

  • Pass out, +4 Active Risk, Grit drops 1 Level. Reversible with treatment, otherwise heals in 1D10 days.

Infected

  • Treatment: Common Healing

  • Difficulty: 8

  • Lose 1D20 Grit per day. Death occurs if Grit reaches 0.

Broken

  • Treatment: Premium Healing

  • Difficulty: 10

  • Bones broken: cannot fight. +6 Active Risk, -2 Grit Level. Permanent penalty of 1D10 Grit Points.

Dismembered

  • Treatment: Supreme Healing

  • Difficulty: 12

  • Limb lost, pass out, cannot fight. Must receive treatment within 24 hours. Permanent penalty: 1D20 Grit Points and -1 Vigor. Treatment Roll ≥17 can reattach limbs and restore Vigor.


Other Conditions

Condition

Treatment

Difficulty

Effect

Battered

First Aid

8

+6 Active Risk during battle unless treated

Berserk

First Aid

6

Use all Actions aggressively; attack allies if no enemy in reach; Prime Grit unaffected

Bleeding

First Aid

5

Take Damage at the end of each Round until treated

Blinded

First Aid

10

Cannot use Ranged Attacks or Reactions; other Actions as Frail Grit

Burning

Action

8

Attempt to put out fire or suffer 1D20 Active Fire Damage per Round

Confused

First Aid

6

Lose control of half Actions; GM controls alternately

Controlled

Action

15

Target directed by controller; can attempt break free with Action Roll >15

Corroded

5

Critical Acidic Damage; affected items undergo Durability Check

Cursed

Effects per Curse properties

Dazed

First Aid

6

+3 Active Risk during battle unless treated

Deafened

First Aid

8

Reactions as Frail Grit; usually wears off after battle

Disheartened

Cannot perform specific Action while Disheartened

Dead

Supreme Healing

14

Can be revived by certain spells or powerful treatment

Drowning

First Aid

5

Perish in 1D10 rounds unless rescued; First Aid may revive

Ethereal

Incorporeal; can fly and pass through solids; only energy/spells affect you

Exhausted

Like Fatigue with additional -1 Grit Level until rest

Fatigued

Next day Grit reduced by 50%; cannot use Effective Hours; leads to Exhaustion

Feared

First Aid

6

Cannot use Reactions; flee from trigger; Damage can restore control

Frozen

Action

12

Paralyzed in ice; break free with Roll ≥12 or physical/fire attack

Grappled

Cannot perform Actions except to break free; vulnerable to automatic Damage/Effects

Immobilized

Cannot move; other Actions unaffected

Invisible/Stealth

Cannot be targeted until acting other than movement; -2 Grit if revealed magically

Insane

Forced to hurt self on next Action

Oblivious

Action

12

Under illusion/disconnected from reality; break free with Action Roll

Paralyzed

Action

12

Cannot move; retain full awareness; break free with Roll ≥12

Petrified

Body turned to stone; memory frozen at moment of Petrification

Poisoned

First Aid

10

Effects per Poison properties

Prone/Knockdown

Actions suffer -2 Grit; ranged attackers -1, melee attackers +1D10 Bonus Die

Rotting

Vigor drops to 1 temporarily; wears off after battle

Sighted

Moonvision, Nightvision, or Ultravision depending on type

Silenced

Cannot speak, cast spells, or use verbal items; usually wears off after battle

Soaked

Armor/clothes lose protection; fragile items risk Durability Rolls

Spirited

Gain temporary Grit bonus (GM's choice)

Starved

Next day Grit reduced to 50%

Shocked

X2 Damage due to electrical impact

Surprised

Cannot perform Reactions to unperceived Actions

Unconscious/Asleep

First Aid

4

Lose senses; damage or effect restores

Weak

Damage from specified energy type is X2

Well-Rested

+1 Effective Hour next day; fully recover from Fatigue/Exhaustion