Conditions
Conditions are discrete game states applied to characters or creatures. Each condition is a self-contained rule; a character may have multiple conditions simultaneously.
Duration:Until extinguished (submersion or full-turn action)
Characters who are ignited catch the Burning Condition. While Burning, at the start of each of their Turns, characters must Save or take [Power] Fire Damage.
The Burning Condition ends if a character is submerged in water. Characters may also receive a Save to attempt to put out a fire by spending a Full-Turn Action rolling on the ground.
Duration:Until broken (Damage or incapacitation ends it)
Concentration is a Condition for characters who are preoccupied with an ongoing activity & cannot focus clearly. Concentration ends if a character takes any amount of Damage or falls under a Condition that precludes Concentration (such as being Incapacitated). In addition, characters may have to Save up to once per round to maintain Concentration if exposed to violent motion (a moving mount, ship deck in a storm) or violent weather (blinding rain, hail).
If a character loses Concentration, whatever task they were focused on fails automatically.
Duration:Until load is reduced to half Max. Load or less
While Encumbered, characters halve their effective Speed scores while measuring
long-distance travel. Short-term movement rates such as in combat are not affected.
In addition, being Encumbered is a −1 penalty on Saves made for dexterity or agility.
This does not include Strike Saves made for Attacks.
Characters become Encumbered when their carried load exceeds half (rounded up) of
their Max. Load. The Condition is removed when the carried load drops to half or less
of Max. Load.
Duration:Until broken by Shoving or other means
Grappling is a Condition that affects both characters. Neither character can move except by Shoving the other, which is also the only way to break a Grapple. Melee attacks gain a +2 to hit anyone in a Grapple, even if the attacker is outside the Grapple.
Characters who are more than twice the Weight of the largest opponent in a Grapple may freely move around, dragging the Grapple with them.
Duration:Until a Crit on a Mortality Save restores 1 HP, or permanent death on Fumble
A character reduced to 0 HP becomes Incapacitated. Incapacitated characters are prone, cannot take actions, and are unconscious. They cannot be woken by any normal means.
While Incapacitated, at the start of each of their Turns, they make a Mortality Save:
| Result | Mortality Save Effect |
|---|---|
| Crit | You stabilize and regain consciousness with 1 HP. |
| Pass | You stabilize but remain unconscious. |
| Seven | You remain unconscious. No change. |
| Fail | You take 1 Damage and worsen. |
| Fumble | You die. |
Duration:Until end of combat (or 1 hour outside combat)
Characters Save to avoid Panic when: their Group is harmed by a Strike for the first time, they personally reach 1/2 HP, charged with threat of trampling, whenever something spectacular/frightening/sorcerous happens, or a hostile Spell is cast whose HD exceeds theirs.
Panicked NPCs flee from the source of their battle. Panicked PCs take doubled Damage (and other negative effects/durations, where applicable) from all sources.
Panic lasts until the end of combat. If Panic occurs outside of combat, it lasts for 1 hour. NPCs who are Panicked outside of combat will flee from it and otherwise be anxiously trying to avoid the source of their fear.
Duration:Until countered by the Stand Up Action
Being on the ground is called being Prone, and this Condition covers crawling,
sitting, and any other form of limited movement. A character's effective Speed
scores (and height) is quartered while Prone.
The Prone Condition counts as a Fact for any Save where it's relevant — prone
characters have a hard time defending against melee strikes, but an easier time
against long-distance ranged attacks.
The Prone Condition is countered by taking the Stand Up Action.