Status Effects¶
Definitions
Stacking Effects
Damage Tiers
Status effects that deal damage against Toughness (TN) or heal over time (e.g., Bleeding, Burning, Poisoned, Regeneration) can stack with repeated application. The maximum tier is 5.
Example: A creature has Bleeding 1. If it receives Bleeding 1 (or 2) again, the effect increases to Bleeding 2 (or 3).
At the start of each round, the creature may make a CON Save against [ 10 + tier ]. On a success, reduce the tier by 1.
Determined Check (Origin Value)
The status effect’s Determined Check (DC) equals:
- for magical origin: 10 + spell attack attribute MOD
- for physical origin (e.g., stunned by a blunt weapon): 10 + STR-MOD
- or another value, if specified in the effect description.
Removal
When an effect is actively dispelled/removed (e.g., by a spell), use the above DC as the check difficulty.
Classification
Each status effect belongs to one or more classifications. There are various spells, perks, items and other effects that interact with certain classifications, but not necessarily others.
Mental
If a status effect is saved against with a mental attribute (INT, WIL, PER), it counts as mental.
Physical
If a status effect is saved against with a physical attribute (CON, STR, DEX), it counts as physical.
Magical
If the source of a status effect is magical in nature (e.g., a spell, ritual, enchanted item), it counts as magical. …
Mundane
If the source of a status effect is non-magical in nature (e.g., Stunned through Blunt damage, Sick through the common flu), it counts as mundane.
DoT / HoT
Bleeding
AFFLICTIONTakes Absolute damage against TN at the start of the turn.
Tier 1: 1d4
Tier 2: 1d6
Tier 3: 1d8
Tier 4: 1d10
Tier 5: 1d12
(Removed by healing magic or healing potions.)
Burning
AFFLICTIONTakes Fire damage against TN at the start of the turn.
Tier 1: 1d4
Tier 2: 1d6
Tier 3: 1d8
Tier 4: 1d10
Tier 5: 1d12
Decay
AFFLICTIONTakes Void damage against TN at the start of the turn.
Tier 1: 1d4
Tier 2: 1d6
Tier 3: 1d8
Tier 4: 1d10
Tier 5: 1d12
Lightburn
AFFLICTIONTakes Light damage against TN at the start of the turn.
Tier 1: 1d4
Tier 2: 1d6
Tier 3: 1d8
Tier 4: 1d10
Tier 5: 1d12
Poisoned
AFFLICTIONTakes Absolute damage against TN at the start of the turn.
Tier 1: 1d4
Tier 2: 1d6
Tier 3: 1d8
Tier 4: 1d10
Tier 5: 1d12
Regeneration
SUPPORTGains healing at the start of the turn. Points accumulate across rounds.
Tier 1: 1d4
Tier 2: 1d6
Tier 3: 1d8
Tier 4: 1d10
Tier 5: 1d12
The effect loses one tier as soon as a wound is successfully healed.
Ineffective on severe wounds.
The effect ends if the creature has no light wounds or the tier drops below 1.
Spellburn
AFFLICTIONTakes Arcane damage against TN at the start of the turn.
Tier 1: 1d4
Tier 2: 1d6
Tier 3: 1d8
Tier 4: 1d10
Tier 5: 1d12
Affliction and Control
Blinded X
AFFLICTIONDisadvantage 1 on ranged attacks and projectile attacks, and on defense rolls against ranged and spell projectiles.
At the end of each of the creature’s turns, reduce X by 1.
Brittle X
AFFLICTIONThe affected hit zone loses Armor Value (AV) equal to X.
If a shield is affected, it loses Block Strength equal to X.
Permanent.
Charmed
AFFLICTION, CONTROLCannot attack the caster’s faction.
Save: WIL vs DC at the start of the turn or when taking damage.
Confused
AFFLICTION, CONTROLDisadvantage 1 on attack rolls. Cannot communicate with allies.
Save: INT vs DC at the end of the turn or when taking damage.
Disarmed
CONTROLAn equipped weapon is unavailable until the creature spends any action to pick it up/equip it again.
Drowsy
AFFLICTIONDisadvantage 1 on DEX and PER checks as well as concentration saves.
Save: PER vs DC at the end of the turn.
Can be removed by a melee Attack Action from an ally.
Frail
AFFLICTIONCON checks have Disadvantage 1 (except the Save against this effect).
Save: CON vs DC at the start of the turn or whenever a wound is healed. The save has Advantage 1 if the creature is not wounded.
Frozen
AFFLICTION, CONTROLCannot take actions or reactions.
Save: STR vs DC at the start of the turn or upon exposure to heat.
Frightened
AFFLICTION, CONTROLDisadvantage 1 on attack rolls. Movement toward an enemy counts as Slowed.
Save: WIL vs DC at the end of the turn or when taking damage.
Grappled
CONTROLMay not perform Movement Actions. Disadvantage 2 on Dodge, Parry, and Block rolls.
The grappler must spend an Attack or Utility Action each turn to maintain the grapple and has Advantage 1 on unarmed or short-weapon attacks against the grappled creature.
The grappled creature may, as any action, initiate a STR Opposed Check against the grappler.
On success, the effect ends and the creature is free.
On failure, it remains grappled.
Hyperpathia
AFFLICTIONWhen the creature suffers a wound, it must succeed on a CON or WIL save against the effect’s DC. On a failure, the status changes to Stunned.
Knockback X
CONTROLThe affected creature is knocked X meters away from the effect source, unless another direction is specified. If the effect source is a larger creature, X is doubled for each tier of difference. If the effect source is a smaller creature, X is halved instead.
If the affected creature collides with another creature or environment, certain other status effects (or any combinations thereof) may be triggered, depending on the severity of the collision:
Harmless: No effect
Bump: Off-Balance
Impact: Prone
Crash: Stunned + Off-Balance/Prone
A creature may attempt a CON, STR, or DEX save against the knockback's DC to reduce the effect by one stage.
The collision severity is determined by the players' and GM's common sense.
Off-Balance
CONTROLDisadvantage 1 on Dodge, Parry, and Block rolls as well as DEX checks.
The creature may spend any action to end the effect. If it receives the effect a second time, it becomes Prone.
It also becomes Prone if it is still off-balance at the end of its next turn.
An ally may spend 2 meters of movement to stabilize the creature and end the effect.
Panicked
AFFLICTION, CONTROLDisadvantage 1 on attack rolls. Must use all available actions to move as far as possible away from the effect’s originator.
Save: WIL vs DC at the start of the turn or when taking damage.
Prone
CONTROLMay not perform Movement Actions. Disadvantage 2 on Dodge, Parry, and Block rolls.
At the start of its turn, the creature may spend any action to end the effect.
An ally may spend 4 meters of movement to help the creature up and end the effect.
Restrained
CONTROLMay not perform Movement Actions. Disadvantage 2 on Dodge, Parry, and Block rolls.
Save: STR vs DC at the start of the turn.
Shocked X
AFFLICTIONDodge, Parry, and attack rolls are hindered by X until the end of the creature's next turn.
Sick
AFFLICTIONCounts as Weakened and Slowed.
Can be removed by a successful Medicine check or cleansing spells.
Slowed X
AFFLICTION, CONTROLMovement Speed is halved.
(Meaning: each meter of movement costs 2 MS.)
At the end of each of the creature’s turns, reduce X by 1.
Stunned
AFFLICTION, CONTROLDisadvantage 1 on all rolls (except the Save against this effect). Also counts as Slowed.
Save: WIL or CON vs DC at the start of the turn or when taking damage.
Vulnerable X Y
AFFLICTIONIncoming damage type X is increased by 50% for Y rounds.
Example vulnerabilities: Fire, Ice, Magical, Sharp, Blunt, Physical
Support
Immune X Y
SUPPORTIncoming damage type X is negated for Y rounds.
Example immunities: Fire, Ice, Magical, Sharp, Blunt, Physical
if a status effect (e.g., Poisoned, Frightened) is specified instead of a damage type, the creature cannot be affected with this status effect.
Levitating
SUPPORTLevitates a certain height above the ground. Levitating MS is effect-dependent.
Tier 1: 2 meters
Tier 2: 4 meters
Tier 3: 6 meters
Resistant X Y
SUPPORTIncoming damage type X is halved for Y rounds.
Example resistances: Fire, Ice, Magical, Sharp, Blunt, Physical
Curses
Info
Curses are rare and particularly insidious status effects that cannot be regularly saved against. The must instead be removed through cleansing spells, rituals, or items.
Curse Severity
Curses have different level of severity. These are specified in the curse description.
Curse DC
The DC of a curse depends on its severity. The default DC of 10 is increased by 10 for each severity level.
Severity 1: 20
Severity 2: 30
Severity 3: 40
etc.
Status Curse
Permanently applies a specified status effect. This status effect remains active until the curse is broken.Corruption
Under the corrupting influence of the Void. Common symptoms include:Loss of empathy and inhibitions, violent urges, insensitivity to pain, and an appetite for very fresh meat.Severity 1:
- Healing points received are halved.
- Permanent Vulnerability Light.
- WL is increased by 1.
- Healing points received are negated.
- Advantage 1 on CON checks.
- Disadvantage 1 on WIL checks.
- Permanent Resistance Void.
- Permanent Vulnerability Fire.
- WL is increased by 1.
- Permanent Immunity Unconsciousness.
- Consuming unsouled food no longer regenerates EN.
- WL is increased by 1.
Miscellaneous
Confined
The creature cannot use its full range of movement. Primarily affects long and short weapons.A creature counts as confined if:
a) it is positioned directly adjacent to terrain in two or more directions, or
b) it is directly surrounded by three or more creatures of the same (or bigger) size, or
c) common sense dictates that it should be.
Flanked
A creature is flanked if two melee-capable hostiles are positioned on squares directly adjacent to and on opposite sides of the creature.Melee attacks from the flanking hostiles against the flanked creature gain Advantage 1.
Optional: Instead of gaining Advantage, melee attacks are eased by 4.
Cornered
A creature is cornered if it is doubly flanked or flanked while confined.In this case, all flankers gain Advantage 2 on melee attacks.
Optional: Instead of gaining Advantage, melee attacks are eased by 8.
Isolated
A creature is isolated if its nearest ally is more than 4 meters away.Creatures with the tag Colossus are immune.
Unconscious
See also: WoundsCannot take actions or reactions and counts as Prone. Attack Actions against an unconscious creature automatically hit. All Saves (except CON saves) automatically fail.
Save: CON vs 10 hindered by [total wounds * 2] at the start of the turn and when taking damage or receiving healing.
This save is only possible if the Wound Limit (WL) has not been reached.
Bonuses & Penalties
Info
If not specified otherwise or upheld by Concentration, bonuses and penalties end after one application, or after one Phase if they are not applied.
Bonuses and penalties can be cleansed by specific spells or items. Their DC equals 10 + X.
Damage Bonus X
SUPPORTThe damage roll of the next basic attack is increased by X.
Ends after the next basic attack, regardless of its success.
Damage Penalty X
AFFLICTIONThe damage roll of the next basic attack is decreased by X.
Ends after the next basic attack, regardless of its success.
Healing Bonus X
SUPPORTOne instance of incoming Healing is increased by X.
HoT effects like Regeneration are not affected.
Healing Penalty X
AFFLICTIONOne instance of incoming Healing is decreased by X.
HoT effects like Regeneration are not affected.
Movement Bonus X
SUPPORTMS is increased by X for the next Movement Action.
Movement Penalty X
AFFLICTIONMS is decreased by X for the next Movement Action.