Signed in as:
filler@godaddy.com
Signed in as:
filler@godaddy.com
Conditions represent physical or psychological states that affect a character’s ability to act.
Conditions may result from:
• injury table results • maneuvers • environmental hazards • morale collapse • exhaustion or starvation
Multiple conditions may stack if they affect different systems.
Light Bleeding
Effect: • Lose 1 Vigor every 3 rounds in combat • Lose 1 Vigor per 10 minutes outside combat
Treatment: Bandaging or Medicine skill check (DC 10).
Heavy Bleeding
Effect: • Lose 1 Vigor every round
Additional effects: • –1 to Stamina saves • Morale check when first applied
Treatment: Medicine check DC 12 or magical healing.
Arterial Bleeding
Effect: • Lose 2 Vigor each round
Additional effects: • Immediate Morale save DC 12 • Failure causes Shock
Treatment: Immediate treatment required (Medicine DC 16).
A bone is cracked but not destroyed.
Effect: • –2 to actions using the limb • Movement costs +5 ft Vigor strain if leg affected • Exertion requires Stamina save DC 12
Healing: Requires splinting and downtime.
Severe skeletal damage.
Effect: • Limb unusable • –2 to Defense • Movement reduced by half if leg broken
Additional risk: Exertion causes 1 Vigor loss automatically.
Healing: Long downtime or advanced medicine.
Head trauma affecting awareness.
Effect: • –2 Observation saves • –2 Concentration saves • Morale maximum reduced by 2
Additional risk: Second concussion causes Disoriented.
Recovery: Rest or medical treatment.
Severe trauma response.
Effect: • Immediate 2 Vigor loss• Must make Resolve save DC 12
Failure: Character becomes Staggered.
Additional effect: –2 to all actions until stabilized.
Develops from untreated wounds.
Effect: • Lose 1 Vigor per hour until treated • Morale cannot recover above 7
Severe infection: Daily stamina saves required.
Treatment: Medicine or herbalism.
Character cannot move freely.
Causes: • Grappling • nets • traps • severe injury
Effect: • Cannot move • Cannot Dodge or Evade • –2 Defense
Escape: Opposed Grappling or Escape Artist.
Character fears a threat.
Effect: • –2 to attack and precision maneuvers • Must roll Resolve DC 10 to move toward the source of fear
Failure: Character hesitates or withdraws.
Loss of composure.
Effect: • Cannot perform complex maneuvers • Disadvantage on attacks • Must move away from threat if possible
Recovery: Resolve check or ally Rally maneuver.
Complete morale collapse.
Effect: • Character refuses to fight • Cannot Exert or attack
Possible behaviors: • surrender • flee • freeze
Recovery requires leadership or rest.
Mental shutdown caused by trauma.
Effect: • Morale cannot recover above 5• Cannot use Last Stand• Cannot activate Rage
Additional effect: –2 to social skills.
Recovery requires rest or roleplay recovery.
Character is held by an enemy.
Effect: • Movement reduced to 0• –2 to Defense
Escape: Opposed Grappling check.
Stronger form of grapple.
Effect: • Cannot move • –3 to attack and defense
Escape requires successful check.
Occurs at Vigor 1–2 or heavy blows.
Effect: • Movement reduced by half • –2 to attack and defense • Exertion requires Stamina DC 16
Heavy torso impact or exhaustion.
Effect: • Cannot Exert next turn • –1 to Stamina saves
Recovery: Endurance check DC 10.
Head trauma or sensory shock.
Effect: • –2 Observation • –2 Reaction rolls • –1 to Defense
Duration: 1–3 rounds.