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Conditions Appendix

RULE

Core Rulebook > Conditions Appendix

While adventuring, characters (and sometimes their belongings) are affected by abilities and effects that apply conditions. For example, a spell or magic item might turn you invisible or cause you to be gripped by fear. Conditions change your state of being in some way, and they represent everything from the attitude other creatures have toward you and how they interact with you to what happens when a creature drains your blood or life essence.

Conditions are persistent. Whenever you’re affected by a condition, its effects last until the condition’s stated duration ends, the condition is removed, or terms dictated in the condition itself cause it to end.

Condition Values

Some conditions have a numerical value, called a condition value, indicated by a numeral following the condition. This value conveys the severity of a condition, and such conditions often give you a bonus or penalty equal to their value. These values can often be reduced by skills, spells, or simply waiting. If a condition value is ever reduced to 0, the condition ends.

Overriding Conditions

Some conditions override others. This is always specified in the entry for the overriding condition. When this happens, all effects of the overridden condition are suppressed until the overriding condition ends. The overridden condition’s duration continues to elapse, and it might run out while suppressed.

TABLE 1: CONDITIONS
Condition Description
blinded You can’t see.
broken Broken is a condition that affects objects.
clumsy Your movements become clumsy and inexact.
concealed While you are concealed from a creature, such as in a thick fog, you are difficult for that creature to see.
confused You don’t have your wits about you, and you attack wildly.
controlled Someone else is making your decisions for you, usually because you’re being commanded or magically dominated.
dazzled Your eyes are overstimulated.
deafened You can’t hear.
doomed A powerful force has gripped your soul, calling you closer to death.
drained When a creature successfully drains you of blood or life force, you become less healthy.
dying You are bleeding out or otherwise at death’s door.
encumbered You are carrying more weight than you can manage.
enfeebled You’re physically weakened.
fascinated You are compelled to focus your attention on something, distracting you from whatever else is going on around you.
fatigued You’re tired and can’t summon much energy.
flat-footed You’re distracted or otherwise unable to your full attention on defense.
fleeing You’re forced to run away due to fear or some other compulsion.
friendly This condition reflects a creature’s disposition toward a particular character, and only supernatural effects (like a spell) can impose these conditions on player characters.
frightened You’re gripped by fear and struggle to control your nerves.
grabbed You’re held in place by another creature, giving you the flat-footed and immobilized conditions.
helpful This condition reflects a creature’s disposition toward a particular character, and only supernatural effects (like a spell) can impose these conditions on player characters.
hidden While you’re hidden from a creature, that creature knows the space you’re in but can’t tell precisely where you are.
hostile This condition reflects a creature’s disposition toward a particular character, and only supernatural effects (like a spell) can impose these conditions on player characters.
immobilized You can’t use any action with the move trait.
indifferent This condition reflects a creature’s disposition toward a particular character, and only supernatural effects (like a spell) can impose these conditions on player characters.
invisible While invisible, you can’t be seen.
malevolenceM As the malevolence begins to take its hold on creatures, their body, minds, and souls become increasingly haunted by the supernatural force infesting Xarwin Manor.
observed Anything in plain view is observed by you.
paralyzed Your are frozen in place.
persistent damage Persistent damage comes from effects like acid, being on fire, or many other situations.
petrified You have been turned to stone.
prone You’re lying on the ground.
quickened You gain 1 additional action at the start of your turn each round.
restrained You’re tied up and can barely move, or a creature has you pinned.
sickened You feel ill.
slowed You have fewer actions.
stunned You’ve become senseless.
stupefied Your thoughts and instincts are clouded.
unconscious You’re sleeping, or you’ve been knocked out.
undetected When you are undetected by a creature, that creature cannot see you at all, has no idea what space you occupy, and can’t target you, though you still can be affected by abilities that target an area.
unfriendly This condition reflects a creature’s disposition toward a particular character, and only supernatural effects (like a spell) can impose these conditions on player characters.
unnoticed If you are unnoticed by a creature, that creature has no idea you are present at all.
wounded You have been seriously injured.

PERSISTENT DAMAGE RULES

The additional rules presented below apply to persistent damage in certain cases.

Assisted Recovery

You can take steps to help yourself recover from persistent damage, or an ally can help you, allowing you to attempt an additional flat check before the end of your turn. This is usually an activity requiring 2 actions, and it must be something that would reasonably improve your chances (as determined by the GM). For example, you might try to smother a flame or wash off acid. This allows you to attempt an extra flat check immediately, but only once per round.

The GM decides how your help works, using the following examples as guidelines.

  • The action to help might require a skill check or another roll to determine its effectiveness.
  • Reduce the DC of the flat check to 10 for a particularly appropriate type of help, such as dousing you in water to put out flames.
  • Automatically end the condition due to the type of help, such as healing that restores you to your maximum HP to end persistent bleed damage, or submerging yourself in a lake to end persistent fire damage.
  • Alter the number of actions required to help you if the means the helper uses are especially efficient or remarkably inefficient.

Persistent damage runs its course and automatically ends after a certain amount of time as fire burns out, blood clots, and the like. The GM determines when this occurs, but it usually takes 1 minute.