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Signed in as:
filler@godaddy.com
Tier/State/Effect
10-Fresh
No penalties. Advantage on Observation Saving Throws. Can perform one additional Exertion. Can perform an additional reaction.
9-Ready
No penalties. Can perform one additional Exertion. Can perform an additional reaction.
8-Engaged
No penalties. Can perform an additional reaction.
7-Focused
+1 to Stamina Saving Throws. -1 to Observation Saving Throws.
6-Winded
Disadvantage on Reflex saving throws.
5-Strained
Disadvantage on Reflex, and observation saving throws;
4-Tired
Disadvantage on Reflex, Observation, and Concentration saving throws;
-1 to all skill rolls. Movement speed -10.
3-Weary
Disadvantage on Reflex, Observation, Resolve and Concentration saving throws; (-1 morale)
-2 to all skill rolls. Movement speed -15.
-1 to attack/defense rolls.
Exert; must pass Stamina save DC 15, or fail.
2-Spent
Disadvantage on Reflex, Observation, Resolve, Stamina, and Concentration saving throws; (-2 morale)
-3 to all skill rolls. Movement speed -20.
-2 to attack/defense rolls.
Exert; must pass Stamina save DC 20, or fail.
1-Battered
Disadvantage on Reflex, Observation, Resolve, Stamina, and Concentration saving throws; (-3 morale)
-4 to all skill rolls. Movement speed reduced to 10.
-3 to attack/defense rolls.
Cannot Exert.
0-Collapse
Character collapses, unconscious or dying. Can Adrenaline Rush (Resolve saving Throw DC 10 + rounds active) to stay up 1 more turn. Failure = collapse. Costs morale for each round maintained.
You lose Vigor from injuries, pain, exhaustion, hunger, cold, or fear.
You recover Vigor through rest, nutrition, morale, and Endurance skill checks.
If your Vigor hits 0, you collapse, faint, or die depending on the situation.
A Player declares their character will push for an extra action, reaction, or movement. Each character has a free exertion each turn, however, using any more than one will require a Stamina saving throw.
Success: No Vigor loss.
Failure: Lose 1 Vigor after the exertion.
At 0 Vigor or fatal Injury:
May stay standing by passing Resolve Saving Throw each round.
-A fail causes the loss of one level of morale.
-Every success allows one more turn of activity.
If Morale is reduced to 0 and Vigor is 0, the character perishes.
If used from a fatal Injury, the character perishes when this Last Stand ends.
If rage is active this automatically activates.
Morale represents your mental resilience, the will to keep calm, hopeful, and effective under threat, trauma, and exhaustion.
Players have the ability to set their Morale a bit more freely, at the start of a Day or after sleep or a nap; and can use Resolve saving throws to potentially shift their Morale level. Either by rolling 1d10 + 3 or choosing. Dreams can shift this too.
It is lost through fear, stress, despair, trauma, pain, seeing allies fall, or hopeless odds.
It is spent voluntarily to push through panic, suppress fear, or act under terror.
It can be spent to induce Rage.
Can be Rallied with resolve saving throws in some circumstances.
It is restored through leadership, safety, companionship, inspiration, victories, or rest.
Low Vigor can cause morale drops.
Low morale can make rest and recovery harder.
Tier/State/Effect
10-Confident
Advantage on Resolve Saving Throws against fear or panic. Advantage on social skill checks. Advantage on survival skill checks. Advantage on Subterfuge Skills.
9-Steady
No penalties. Advantage on social skill checks. Advantage on survival skill checks. Advantage on Subterfuge Skills.
8-Alert
No penalties. Advantage on survival skill checks. Advantage on Subterfuge Skills.
7-Uneasy
Advantage on survival skill checks. Disadvantage on Crafting Skills…
6-Shaken
Disadvantage to all combat, and crafting skills and Resolve saves. vs. fear, intimidation, or charm.
5-Nervous
Disadvantage to all combat, social, and crafting skills and Resolve saves vs. fear, intimidation, or charm.
4-Frightened
Disadvantage to all combat, social, subterfuge and crafting skills and all Resolve saves. Advantage on survival skill checks.
3-Panicked
Disadvantage to all combat, social, subterfuge and crafting skills and all Resolve saves. All attacks are reckless.
2-Despairing
Disadvantage to all combat, focus, social, subterfuge and crafting skills and all Resolve saves. Cannot exert.
1-Broken
Disadvantage to all survival, combat, focus, social, subterfuge and crafting skills and all Resolve saves. Cannot exert. Cannot activate rage.
0- Apathetic
Disadvantage to all survival, combat, focus, social, subterfuge and crafting skills and all Resolve saves. Cannot exert. Cannot activate rage. Cannot activate adrenaline surge.
A Character can enter a rage. This costs a Vigor level, and an action and exertion. Rage allows a character to Ignore all morale-based penalties, gain one additional free Exertion each turn (does not require a Stamina save), and have advantage on stamina saves while active.
While Rage is active all attacks are reckless.
Ending Rage:
Rage ends voluntarily, or automatically when Morale reaches 0. Morale loses a level and stamina saves are at disadvantage until after a rest.
Cause/Typical Morale Loss/Witnessing ally’s death