Conditions
Conditions are effects that might be imposed during combat that work in your favor or against you. Some conditions are purely beneficial for you (such as Focused or Rallied),while others are solely detrimental to you (like Dazed or Frightened). Others can work for you or against you depending on how you utilize them (if you are Prone, you are harder to hit with ranged attacks but easier to hit with melee attacks).
If a condition does not specify a duration, or a way to resolve it (such as spending AP to stand from Prone), it lasts until the end of the affected creature’s turn.
Absorb
When a creature has Absorb X they reduce the amount of damage taken by X amount when it is that type of damage. For example, a hero with Absorb Fire 5 reduces all fire damage taken by 5.
Affinity
When you have an Affinity with a type of damage, you take 1⁄2 of that type of damage, and deal +3 damage whenever you deal that type of damage.
Bleeding
A creature suffers Bleeding at the end of each of their turns, taking the amount of physical damage specified. This might be a set number or a die roll, such as Bleeding (1d4). The effect is ended by receiving any amount of magical healing, Catching your Breath, or by receiving a successful INT/ Medicine check.
Blinded
You cannot see or gain any benefits from any ability requiring sight. All creatures are Unseen.
Bloodied
You gain the Bloodied condition when you have equal to or less than 1⁄2 your max HP.
Broken
You are Frightened and Shaken. You must use all available movement to retreat from perceived danger.
Burning
A creature suffers Burning at the end of each of their turns, taking the amount of fire damage specified. This might be a set number or a die roll, such as Burning (1d4). The effect is ended by being doused in water or by rolling in dirt or mud by falling Prone and spending 3 AP.
Charmed
You look upon the creature that Charmed you as a friendly acquaintance. You will not intentionally harm the creature that Charmed you. When that creature targets your ANT, LOG, or WILL, they get +1 TA. When that creature makes an INT or CHA check to interact with you, they roll 2d20 and take the higher result. Unless stated otherwise, you know you were Charmed after this condition fades.
Chilled
Moving and making weapon attacks cost 1 more AP than they would normally. A creature that uses creature actions can take one fewer actions than it normally would (min 1).
Concealed
You are Concealed when you are not completely hidden, but Line of Sight is interrupted by fog, smoke, foliage, or other obscuring phenomena. Creatures are aware of exactly where you are but cannot see you clearly. While Concealed, you have +1 TA on attacks provided that you can see your enemy clearly, and attacks against you suffer 1 TD.
Cover
If at least 1⁄2 of your body is protected by an object that would block physical damage, then you have Partial Cover. Your AR and physical defenses gain between +1 and +3 against ranged attacks, determined by your MC and the amount of cover you have.
When you have Total Cover, you cannot be targeted by ranged attacks or any effect that requires Line of Sight to you.
Dazed
Your current AP is reduced to 3, unless it was already 3 or lower. You gain no more than 3 AP at the start of your turns while Dazed and cannot use Reactive AP or carry over AP from previous rounds. A creature that uses creature actions has their maximum number of actions reduced to 2, unless it was already 2 or lower. It cannot take reactions.
Deafened
You cannot hear and are Immune to effects that require hearing. You automatically fail any roll that requires you to be able to hear. Casting a magic that requires verbal input requires you roll 2d20 and take the lower result.
Demoralized
All attacks against a Demoralized creature gain +1 TA.
Engaged
A target that is Engaged provokes a 0 AP reactive attack when it leaves the reach of the creature that has Engaged it. If the attack hits, the creature takes damage as normal and its speed is reduced to 0 until the start of its next turn.
Enthralled
You are Charmed and lose your sense of self, following the instructions from the creature that Enthralled you even to the point of putting yourself in danger. You will not intentionally harm the creature that Enthralled you, but will not undertake actions that will obviously lead to your death. For example, you may attack your ally, but would not fall on your own sword. When the creature that Enthralled you attacks your ANT, LOG, or WILL, or makes a check against you using its INT or CHA, it rolls 2d20 and takes the higher.
Fatigued
Whenever you gain Fatigue, immediately gain +1 Death Point and become Fatigued (you gain +1 Death Point each time you gain Fatigue, even if you were already Fatigued). While Fatigued, you do not remove your Death Points when you Recoup or Take a Rest. Instead, when you Take a Rest, you remove the Fatigued condition if you eat and drink the minimum amount needed to sustain you.
Flanking
The Flanking condition is achieved when two friendly targets threaten a border or corner opposite of one another. You are only considered to threaten a square if you are able to melee attack that square. A Prone creature can flank, for example, but an Unconscious one cannot. If you are Flanking, you gain +1 TA against the creature you are Flanking.

Focused
You gain +1 TA against a specific target. When you gain this condition, it will specify which target you gain TA against.
Frightened
You suffer 1 TD while the source of fear is in sight, and cannot willingly move closer to the source of your fear.
Grappled & Grappling
While Grappled, you cannot use two-handed weapons and your speed is impacted by the other Grappled creature.
If two Grappled creatures are the same Size, the one that initiated the Grapple is considered larger for purposes of determining size when Grappled.
- If the larger Grappled creature is no more than two Sizes larger than the other creature, then the larger creature’s speed is halved; the smaller creature’s speed is reduced to 0 ft.
- If the larger Grappled creature is three or more sizes larger than the other creature, then the larger creature’s speed is unaffected; the smaller creature’s speed is reduced to 0 ft.
- Forced movement does not end the Grappled condition.
- If the larger creature is subjected to forced movement, the smaller creature moves with it
- If the smaller creature is subjected to forced movement and the larger creature is not, the larger creature decides if the smaller creature moves or not.
When a creature moves while Grappled, the other Grappled creature moves with it.
A Grappled creature that did not initiate the Grapple can try to break out of a Grapple once on each of its turns. It does so by spending 2 AP (or using one action, if it is a creature) to make a STR or DEX attack against the FORT or REF of the creature that is Grappling it. On a success, the creature frees itself.
If you use magic to Grapple another creature, your speed is unaffected. The creature may break the Grapple normally, making a STR or DEX check against a DC of your magic attribute + 10. You are not considered Grappled in this case except when determining the target creature’s movement.
Grounded
You cannot teleport or move to a different plane, nor can an external effect impose teleportation or plane-shifting effects on you.
Helpless
When you take melee damage, you lose all of your HP.
Paralyzed
You are Helpless and your AP becomes 0. You gain 0 AP at the start of each of your turns while Paralyzed. A creature with creature actions cannot take any creature actions or reactions while Paralyzed.
Petrified
You are Paralyzed. Your body is physically transformed into stone or a similar material as specified by the source of the condition. The source of the condition will also specify how to end the condition, such as with the Greater Restoration divine ritual.
Phobic
You are Frightened when you can see the subject of your phobia. This effect is permanent until removed.
Pinned
You are Prone, Grappled, and suffer 1 TD on attacks. Creatures making melee attacks against you gain +1 TA, and creatures making ranged attacks against you suffer 1 TD.
Prone
You suffer 1 TD on all attacks while Prone, and cannot make attacks with two-handed weapons. Additionally, melee attacks against you have +1 TA, and ranged attacks against you suffer 1 TD.
Protected
You gain +2 to your AR and physical defenses while Protected.
Rallied
You cannot be Demoralized, Frightened, or Shaken. If you are already suffering from one of these conditions, the effects are suppressed while you are Rallied.
Restrained
A creature is Grappled. When attacking a Restrained creature, roll 2d20 and take the higher. Unless otherwise stated, escaping the Restrained condition is the same as escaping the Grappled condition, but requires 3 AP (or two creature actions).
Shaken
You suffer a -2 penalty to all d20 rolls.
Sickened
Whenever rolling a d20, roll 2d20 and take the lower result.
Silenced
You cannot vocalize. You automatically fail any roll that requires the ability to speak or use verbal components.
Slowed
Your speed is halved.
Staggered
You gain half the AP than you normally would at the start of each of your turns. A creature that uses creature actions can take only 1⁄2 the creature actions that it normally would.
Stunned
Your current AP is reduced to 1, unless it was already 1 or lower. You gain only 1 AP at the start of your turns and your AP cannot be raised above 1 while Stunned. If a creature uses creature actions, the number of actions they have is reduced to 1.
Suffocating
After Suffocating for a number of rounds equal to your END +1, you gain a Death Point at the start of each of your turns.
Suppressed
You cannot use your AP to move. A creature that uses creature actions cannot use them to move.
Surprised (Complete)
Complete Surprise only occurs when a creature attacks an enemy under all of the following conditions:
- The target does not perceive the attacker and is unaware of their presence.
- The target is not in a heightened state of awareness or on alert. For example, an alarm being raised, or being actively in combat, even if it is with a third party, disallows a full surprise round.
In this instance, the creature who begins combat is granted double their AP and takes a single turn.
If the defender survives this attack, that creature and its allies are Partially Surprised and combat begins. If the creature that is attacked is reduced to 0 HP or knocked Unconscious and the attacking creature is Unseen, the victim’s allies that are within 30 ft make an AWR/Perceiving check against the attacker’s DEX/Sneaking. If the attacker wins all skill contests, it remains Unseen and combat does not begin. Otherwise, roll Initiative and Partial Surprise rules apply to all Surprised creatures.
Surprised (Partial)
If creatures are Surprised, they do not act on the first round of Initiative and have TD on the second round. They cannot use reactive actions until after their first turn in which they can take action, and do not carry over AP until after their first turn in which they can take action.
Creatures that are not Surprised have +1 TA on the first two rounds of combat against creatures that were Surprised.
Taunted
You have +1 TA attacking the creature that Taunted you, and suffer 1 TD attacking other creatures.
Unconscious
The creature must roll 3d20 and take the lowest result to AWR/Perceiving checks that rely on sound. They automatically fail checks that rely on vision. A creature can be shaken awake by another creature who expends 1 AP as long as they have at least 1 HP. Taking any damage automatically ends this effect. Hits on an Unconscious creature are automatically critical.
Unseen
An Unseen creature gains +1 TA, and when it makes an attack, it rolls 2d20 and takes the higher result. It cannot be targeted by Line of Sight effects. Unseen creatures are also considered Concealed.
Unless the source of the Unseen condition states otherwise, you lose the Unseen condition when:
- You make an attack roll.
- You are struck by an attack.
- A creature would occupy the space that you are in as part of their movement.
- You move into clear Line of Sight of a creature, such as into bright light, out of concealment, or the like.
When trying to spot an Unseen creature, you can spend 1 AP (NPCs can trade one action) once on your turn to attack an Unseen target’s ANT with your AWR. If you win, you know what square it is occupying, but it remains Unseen. If it is more than 60 ft away from you, you automatically lose.
If you are the target of a ranged attack or effect, you know which direction the attack came from. If you are the target of a melee attack, you know which square you were attacked from.
When attacking an Unseen creature, indicate which square you are attacking, roll 2d20, and take the lower result. You know if the attack hits, but gain no information from missing.
*Updated to v1.2