A

Ability

An Ability is something the Creature can do but that usually does not affect Checks. For instance all Creatures have the Ability to make sounds with their voices.

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M

Mentally Dazed is a Condition.

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 Dead is a Condition.

When Mentally Dead you are Mentally Unconscious and cannot naturally recover to remove this Condition. The Body can and usually will live on until it succumbs to deprivation.

Mentally Dying is a Condition.

When Mentally Dying you are Unconscious 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. Failure is treated as a failed Damage Save, the first failure requires you to make a Mental Trauma Save (ignoring results less than Mentally Dying) with each additional Failure causing one Mental Wound.

Mental Fatigue is a Condition.

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.

Mentally Incapacitated is a Condition.

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 Staggered is a Condition.

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 is a Condition.

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 Unconscious is a Condition.

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.

Mental Wound is a Condition.

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.

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P

Physically Dazed is a Condition.

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 Dead is a Condition.

When Physically Dead you are Physically Unconscious and cannot naturally recover to remove this Condition. The Spirit lives on but leaves the now Dead body.

Physically Dying is a Condition.

When Physically Dying you are Unconscious 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. Failure is treated as a failed Damage Save, the first failure requires you to make a Physical Trauma Save (ignoring results less than Physically Dying) with each additional Failure causing one Physical Wound.

Physical Fatigue is a Condition.

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.

Physically Incapacitated is a Condition.

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 Staggered is a Condition.

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 is a Condition.

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 Unconscious is a Condition.

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.

Physical Wound is a Condition.

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.

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S

Spiritually Dazed is a Condition.

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

Spiritually Dead is a Condition.

When Spiritually Dead you are Spiritually Unconscious and cannot naturally recover to remove this Condition. A Spirit Dead Creature is usually possessed immediately.

Spiritually Dying is a Condition.

When Spiritually Dying you are Unconscious and will usually fall Prone unless held up by something else. Make a Spiritual Healing (Mind) 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. Failure is treated as a failed Damage Save, the first failure requires you to make a Spiritual Trauma Save (ignoring results less than Spiritually Dying) with each additional Failure causing one Spiritual Wound.

Spiritual Fatigue is a Condition.

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

Spiritually Incapacitated is a Condition.

When Spiritually Incapacitated you are defenseless, stunned, and will usually fall Prone unless held up by something else. Make a Spiritual Healing (Mind) 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 Staggered is a Condition.

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

Spiritually Stunned is a Condition.

When Spiritually Stunned you cannot use your free Move or use your Reaction during another Creature's Turn. Make a Spiritual Healing (Mind) 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 Unconscious is a Condition.

When Spiritually Unconscious you are defenseless, stunned, unaware, and will usually fall Prone unless held up by something else. Make a Spiritual Healing (Mind) 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.

Spiritual Wound is a Condition.

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

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T

Trait

A Trait is anything the Creature has that affects Checks. Traits like Characteristics can be permanent and some Traits like Conditions. When a Trait applies to a Check it must always be fully applied but the Creature can voluntarily reduce the Successes scored with that Trait.

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