Combat

Conditions

Combat

Conditions

Check Glossary

Physical Damage Save (Might)

This is used to prevent injuries from Physical Damage.

Physical Damage Save (Might) minus the Physical Damage done by a Successful attack or other damage source.

1st Failure: Make a Physical Trauma (Body) Check

Each Additional Failure: you take One additional Level of Physical Wound

Physical Grapple Save (Might)

This is used to escape from physical grapples.

Physical Grapple Save (Might) minus the Physical Grapple (Might) Total from a Successful Grapple Attack

1st Success ends the Grappled Condition

Direct Strike (Quickness)

This is used to make Strike Attacks.

Strike (Quickness) minus Dodge (Quickness).

First Success does the Damage associated with the Power.

Each Extra Success adds +1 to the Damage of the Power.

Indirect Strike (Quickness)

This is used to make Strike Attacks.

Strike (Quickness) minus Dodge (Quickness).

An Indirect Strike must score more Successes that the target has in the appropriate Armor, if it does it delivers the Virulence of the Power.

Chase (Quickness)

This is used to Catch a Fleeing Creature.

Chase (Quickness) minus Flee (Quickness).

Success allows you to Catch Up with the Fleeing Creature.

Touch (Quickness)

Touch is an active attempt to determine something with a Touch.

Touch (Quickness) minus the Difficulty.

Success gives information that may require a Knowledge Check to interpret.

Smell/Palate (Quickness) +1/16 per level

Smell/Palate is an active attempt to determine something by Smell/Palate.

Smell/Palate (Quickness) minus the Difficulty.

Success gives information that may require a Knowledge Check.

Physical Virulence (Body) +1/4 per level

This adds to the Physical Virulence (Body) caused by indirect attacks based on your Physical Virulence (Body)

Physical Endurance (Body) +1/8 per level.

This adds to you Physical Endurance (Body) Check to resist the effects of physical exertion made by you.

Physical Healing (Body) +1/8 per level.

This adds to your Physical Healing (Body) checks to recover from Physical Wounds and Fatigue.

Passive Body Uses +1/2 per level.

This is for all Passive Body Uses including Physical Virulence Save (Body), Physical Survival Save (Body), and Physical Trauma Save (Body)

Physical Virulence Save (Body) +1/4 per level.

This add to your Physical Virulence Save (Body).

Physical Survival Save (Body) +1/8 per level.

This adds to your Physical Survival (Body) Checks to resist the effects of the environment like heat or deprivation.

Physical Trauma Save (Body) Save +1/8 per level.

This adds to your Physical Trauma Save (Body) against Physical Trauma.

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Knowledge +1 per level

Active Knowledge Uses+1/2 per level.

This is for all Active Knowledge Uses including Damage (Knowledge), Grapple (Knowledge), and Recall (Knowledge).

Damage (Knowledge) +1/4 per level

This add to the Damage of successful attacks that do damage based on your Damage (Knowledge).

Grapple (Knowledge) +1/8 per level

This adds to the Successes of a successful Grapple based on Grapple (Knowledge).

Recall (Knowledge) +1/8 per level

This adds to a Recall (Knowledge) Check to see if you can recall Knowledge. Generally you can recheck every time the time has doubled.

Passive Knowledge Uses +1/2 per level.

This is for all Passive Knowledge Uses including Mental Armor Save (Knowledge), Mental Grapple Save (Knowledge), and Know (Knowledge).

Mental Damage Save (Knowledge) +1/4 per level

This adds to your Mental Damage Save (Knowledge) against all Mental Damage.

Mental Grapple Save (Knowledge) +1/8 per level

This adds to your Mental Grapple Save (Knowledge) against all Mental Grapples.

Know (Knowledge) +1/8 per level

This adds to the Proficiency Points you have. You have 16 Prophecy Points, doubled for every level over 0 and halved for every level under 0.

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Wits +1 per level

Active Wits Uses +1/2 per level

This adds to all Active Wits Uses including Shoot (Wits), Sneak (Wits), See (Wits), and Hear (Wits).

Shoot (Wits) +1/4 per level

This adds to all Shoot (Wits) checks you make, Shoots are ranged combat attacks.

Sneak (Wits) +1/8 per level

This adds to all Sneak (Wits) checks you make. Sneaking is trying to move in a stealthy manner.

Spot (Wits) +1/16 per level

This adds to all Spot (Wits) checks you make. Spot is an active attempt to determine something with your Vision.

Listen (Wits) +1/16 per level

This adds to all Listen (Wits) checks you make. Listen is an active attempt to determine something with your Hearing.

Passive Wits Uses +1/2 per level

This adds to all Passive Wits Uses including Duck (Wits), Hide (Wits), See (Wits), and Hear (Wits).

Duck (Wits) +1/4 per level

This subtracts from all checks made against you that must check against your Duck (Wits) like Shoot (Wits) checks.

Hide (Wits) +1/8 per level

This subtracts from all checks against you that must check against Hide (Wits) like Spot (Wits)

See (Wits) +1/16 per level

This subtracts from all checks made against you that must check against your See (Wits) like the use of Sneak (Wits) in plain sight.

Hear (Wits) +1/16 per level

This subtracts from all checks made against you that must check against your Hear (Wits) like the use of Sneak (Wits) to move quietly.

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Mind +1 per level

Active Mind Uses +1/2 per level.

This is for all Active Mind Uses including Mental Virulence (Mind), Mental Endurance (Mind), and Mental Healing (Mind).

Virulence (Mind) +1/4 per level.

This adds to the Virulence (Mind) caused by indirect attacks based on your Virulence (Mind)

Mental Endurance (Mind) +1/8 per level.

This adds to you Mental Endurance (Mind) Check to resist the effects of mental exertion made by you.

Mental Healing (Mind) +1/8 per level.

This adds to your Mental Healing (Mind) checks to recover from Mental Wounds.

Passive Mind Uses +1/2 per level.

This is for all Passive Mind Uses including Mental Virulence Save (Mind), Mental Survival Save (Mind), and Mental Trauma Save (Mind).

Mental Virulence Save (Mind) +1/4 per level.

This add to your Mental Virulence Save (Mind) against Mental Virulence.

Mental Survival Save (Mind) +1/8 per level.

This adds to your Mental Survival Checks (Body) to resist the effects of the mental environment.

Mental Trauma Save (Mind) Save +1/8 per level.

This adds to your Mental Trauma Save (Mind) against Mental Trauma.

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Aura +1 per level

Active Aura Uses +1/2 per level

This is for all Active Aura Uses including Damage (Aura), Grapple (Aura), and Recall Spirit (Aura).

Damage (Aura) +1/4 per level

This add to the Damage of successful attacks that do damage based on your Damage (Aura).

Grapple (Aura) +1/8 per level

This adds to the Successes of a successful Grapple based on Grappl (Aura).

Recall Spirit (Aura) +1/8 per level

This adds to a Recall Spirit (Aura) Check to see if you can recall your Spirit Knowledge. Generally you can recheck every time the time has doubled.

Passive Aura Uses +1/2 per level

This is for all Passive Aura Uses including Spiritual Damage Save (Aura), Spiritual Grapple Save (Aura), and Know Spirit (Aura)

Spiritual Damage save (Aura) +1/4 per level

This adds to your Spiritual Damage Save (Aura) against all Spiritual Damage.

Spiritual Grapple Save (Aura) +1/8 per level

This adds to your Spiritual Grapple Save (Aura) against all Spiritual Grapples.

Know Spirit (Aura) +1/8 per level

This adds to the Attunement Points you have. You have 16 Attunement Points, doubled for every level over 0 and halved for every level under 0.

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Influence +1 per level

Active Influence Uses +1/2 per level

This adds to all Active Influence Uses including Spell (Influence), and Active Spirit Sense (Influence).

Spell (Influence) +1/4 per level

This adds to all Spell (Influence) checks you make, Spells are ranged combat attacks not affected by range modifiers.

Detect Spirit (Influence) +1/4 per level

This adds to all Detect Spirit (Influence) checks you make. Detect Spirit is an active attempt to determine Spiritual Activities with your Detect Spirit ability.

Passive Influence Uses +1/2 per level

This adds to all Passive Influence Uses including Dispel (Influence), and Sense Spirit (Influence).

Dispel (Influence) +1/4 per level

This subtracts from all checks made against you that must check against your Dispel (Influence) like Spell (Influence) checks.

Sense Spirit (Influence) +1/4 per level

This subtracts from all checks made against you that must check against your Sense Spirit (Influence) like the use of Spell (Influence) to cast spells subtly.

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Soul +1 per level

Active Soul Uses +1/2 per level.

This is for all Active Soul Uses including Spiritual Virulence (Soul), Spiritual Endurance (Soul), and Spiritual Healing (Soul).

Spiritual Virulence (Soul) +1/4 per level.

This adds to the Virulence (Soul) caused by indirect attacks based on your Physical Virulence (Body)

Spiritual Endurance (Soul) +1/8 per level.

This adds to you Spiritual Endurance (Soul) Check to resist the effects of spiritual exertion made by you.

Spiritual Healing (Soul) +1/8 per level.

This adds to your Spiritual Healing (Soul) checks to recover from Spiritual Wounds.

Passive Soul Uses +1/2 per level.

This is for all Passive Soul Uses including Spiritual Virulence Save (Soul), Spiritual Survival Save (Soul), and Spiritual Trauma Save (Soul)

Spiritual Virulence Save (Soul) +1/4 per level.

This add to your Spiritual Virulence Save (Soul) against Spiritual Virulence.

Spiritual Survival Save (Soul) +1/8 per level.

This adds to your Spiritual Survival Checks (Soul) to resist the effects of the spiritual environment.

Spiritual Trauma Save (Soul) Save +1/8 per level.

This adds to your Spiritual Trauma Save (Soul) against Spiritual Trauma.

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Conditions

Basic Conditions

Copelled

Controlled

Debilitated

Defenseless

Disabled

Hindered

Immobile

Impaired

Mental Fatigue

Each level of Mental Fatigue subtracts from your Mental Trauma Save (Mind) and Mental Healing (Mind) Checks. At the end of a Long or Short Rest you can make a Mental Healing (Mind) Check and remove one level of Mental Fatigue per Success.

Mental Wound

Each level of Mental Wound subtracts from your Mental Trauma Save (Mind) and Mental Healing (Mind) Checks. At the end of a Long Rest you can make a Mental Healing (Mind) Check and remove one level of Mental Wound and Mental Fatigue per Success.

Mentally Dazed

When Mentally Dazed you cannot use your Reaction during another Creature's Turn. Make a Mental Healing (Mind) Check at the start of your Turn, a single Success ends this Condition.

Mentally Staggered

When Mentally Staggered you cannot use your free Move or use your Reaction during another Creature's Turn. Make a Mental Healing (Mind) Check at the start of your Turn, a single Success reduces this condition to Mentally Dazed, two Successes ends this Condition.

Mentally Stunned

When Mentally Stunned you cannot use your free Move or use your Reaction during another Creature's Turn. Make a Mental Healing (Mind) Check at the start of your Turn, a single Success reduces this condition to Mentally Staggered, two Successes reduces this Condition to Mentally Dazed, three Successes ends this Condition.

Mentally Incapacitated

When Mentally Incapacitated you are defenseless, stunned, and will usually fall Prone unless held up by something else. Make a Mental Healing (Mind) Check at the end of a Short Rest (yes you can do enough to eat), a single Success reduces this condition to Mentally Stunned, two Successes reduces this Condition to Mentally Staggered, three Successes reduces this Condition to Mentally Dazed, four Successes ends this Condition.

Mentally Unconscious

When Mentally Unconscious you are defenseless, stunned, unaware, and will usually fall Prone unless held up by something else. Make a Mental Healing (Mind) Check at the end of a Long Rest, a single Success reduces this condition to Mentally Incapacitated, two Successes reduces this Condition to Mentally Stunned, three Successes reduces this Condition to Mentally Staggered, four Successes reduces this condition to Mentally Dazed, and five Successes ends this Condition.

Mentally Dying

When Mentally Dying you are Unconscious you are defenseless, stunned, unaware, and will usually fall Prone unless held up by something else. Make a Mental Healing (Mind) Check at the end of a Long Rest, a single Success reduces this condition to Mentally Incapacitated, two Successes reduces this Condition to Mentally Stunned, three Successes reduces this Condition to Mentally Staggered, four Successes reduces this condition to Mentally Dazed, and five Successes ends this Condition.

Mentally Dead

When Mentally Dead you are Mentally Unconscious and cannot naturally recover to remove this Condition. A Mentally Dead Creature can last for days before becoming Physically Dead.

Normal

Physical Fatigue

Each level of Physical Fatigue subtracts from your Physical Trauma Save (Body) and Physical Healing (Body) Checks. At the end of a Long or Short Rest you can make a Physical Healing (Body) Check and remove one level of Physical Fatigue per Success.

Physical Wound

Each level of Physical Wound subtracts from your Physical Trauma Save (Body) and Physical Healing (Body) Checks. At the end of a Long Rest you can make a Physical Healing (Body) Check and remove one level of Physical Wound and Physical Fatigue per Success.

Physically Dazed

When Physically Dazed you cannot use your Reaction during another Creature's Turn. Make a Physical Healing (Body) Check at the start of your Turn, a single Success ends this Condition.

Physically Staggered

When Physically Staggered you cannot use your free Move or use your Reaction during another Creature's Turn. Make a Physical Healing (Body) Check at the start of your Turn, a single Success reduces this condition to Physically Dazed, two Successes ends this Condition.

Physically Stunned

When Physically Stunned you cannot use your free Move or use your Reaction during another Creature's Turn. Make a Physical Healing (Body) Check at the start of your Turn, a single Success reduces this condition to Physically Staggered, two Successes reduces this Condition to Physically Dazed, three Successes ends this Condition.

Physically Incapacitated

When Physically Incapacitated you are defenseless, stunned, and will usually fall Prone unless held up by something else. Make a Physical Healing (Body) Check at the end of a Short Rest (yes you can do enough to eat), a single Success reduces this condition to Physically Stunned, two Successes reduces this Condition to Physically Staggered, three Successes reduces this Condition to Physically Dazed, four Successes ends this Condition.

Physically Unconscious

When Physically Unconscious you are defenseless, stunned, unaware, and will usually fall Prone unless held up by something else. Make a Physical Healing (Body) Check at the end of a Long Rest, a single Success reduces this condition to Physically Incapacitated, two Successes reduces this Condition to Physically Stunned, three Successes reduces this Condition to Physically Staggered, four Successes reduces this condition to Physically Dazed, and five Successes ends this Condition.

Physically Dying

When Physically Dying Unconscious you are defenseless, stunned, unaware, and will usually fall Prone unless held up by something else. Make a Physical Healing (Body) Check at the end of a Long Rest, a single Success reduces this condition to Physically Incapacitated, two Successes reduces this Condition to Physically Stunned, three Successes reduces this Condition to Physically Staggered, four Successes reduces this condition to Physically Dazed, and five Successes ends this Condition.

Physically Dead

When Physically Dead you are Physically Unconscious and can not naturally recover to remove this Condition.

Spiritual Fatigue

Each level of Spiritual Fatigue subtracts from your Spiritual Trauma Save (Soul) and Spiritual Healing (Soul) Checks. At the end of a Long or Short Rest you can make a Spiritual Healing (Soul) Check and remove one level of Spiritual Fatigue per Success.

Spiritual Wound

Each level of Spiritual Wound subtracts from your Spiritual Trauma Save (Soul) and Spiritual Healing (Soul) Checks. At the end of a Long Rest you can make a Spiritual Healing (Soul) Check and remove one level of Spiritual Wound and Spiritual Fatigue per Success.

Spiritually Dazed

When Spiritually Dazed you cannot use your Reaction during another Creature's Turn. Make a Spiritual Healing (Soul) Check at the start of your Turn, a single Success ends this Condition.

Spiritually Staggered

When Spiritually Staggered you cannot use your free Move or use your Reaction during another Creature's Turn. Make a Spiritual Healing (Soul) Check at the start of your Turn, a single Success reduces this condition to Spiritually Dazed, two Successes ends this Condition.

Spiritually Stunned

When Spiritually Stunned you cannot use your free Move or use your Reaction during another Creature's Turn. Make a Spiritual Healing (Soul) Check at the start of your Turn, a single Success reduces this condition to Spiritually Staggered, two Successes reduces this Condition to Spiritually Dazed, three Successes ends this Condition.

Spiritually Incapacitated

When Spiritually Incapacitated you are defenseless, stunned, and will usually fall Prone unless held up by something else. Make a Spiritual Healing (Soul) Check at the end of a Short Rest (yes you can do enough to eat), a single Success reduces this condition to Spiritually Stunned, two Successes reduces this Condition to Spiritually Staggered, three Successes reduces this Condition to Spiritually Dazed, four Successes ends this Condition.

Spiritually Unconscious

When Spiritually Unconscious you are defenseless, stunned, unaware, and will usually fall Prone unless held up by something else. Make a Spiritual Healing (Soul) Check at the end of a Long Rest, a single Success reduces this condition to Spiritually Incapacitated, two Successes reduces this Condition to Spiritually Stunned, three Successes reduces this Condition to Spiritually Staggered, four Successes reduces this condition to Spiritually Dazed, and five Successes ends this Condition.

Spiritually Dying

When Spiritually Dying you are Unconscious you are defenseless, stunned, unaware, and will usually fall Prone unless held up by something else. Make a Spiritual Healing (Soul) Check at the end of a Long Rest, a single Success reduces this condition to Spiritually Incapacitated, two Successes reduces this Condition to Spiritually Stunned, three Successes reduces this Condition to Spiritually Staggered, four Successes reduces this condition to Spiritually Dazed, and five Successes ends this Condition.

Spiritually Dead

When Spiritually Dead you are Spiritually Unconscious and cannot naturally recover to remove this Condition.

Transformed

Unaware

Vulnerable

Weakened

Combined Conditions

Asleep

Blind

Bound

Deaf

Dying

Entranced

Exhausted

Incapacitated

Paralyzed

Prone

Restrained

Staggered

Surprised

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