Conditions and States describe trouble, harm, restraint, fear, confusion, or other limits placed on a creature.
They are not the same as Injuries.
Conditions impose a Bane on certain Checks until cleared.
States describe physical or fictional circumstances that change what a creature can do.
Injuries reduce Ability Dice and are handled separately.
A Condition makes certain actions harder while it lasts.
When a Condition applies, the affected creature suffers a Bane on relevant Checks.
If the Condition makes an action impossible, no Check is rolled.
A creature may suffer more than one Condition at once, but the same Condition does not stack.
Boons and Banes cancel normally.
The Referee decides when a Condition applies, based on the fiction.
A Condition ends when the source is removed, the effect ends, or recovery becomes possible.
A Condition may be cleared by:
rest
treatment
magic
antidote
reassurance
escaping the source
a Recover Action
a clear change in the fiction
The Referee decides what is required.
Condition | Effect |
|---|---|
Blinded | Suffer a Bane on Checks that require sight. Sight-based actions may be impossible. |
Charmed | Suffer a Bane on Checks to oppose, resist, or act against the source of the charm. |
Drained | Suffer a Bane on Checks requiring endurance, force, focus, or sustained effort. |
Frightened | Suffer a Bane on Checks against the source of fear. You may be unable to willingly move closer. |
Poisoned | Suffer a Bane on Checks requiring strength, endurance, balance, or clear focus. |
Sickened | Suffer a Bane on Checks requiring physical effort, concentration, or composure. |
These are examples. The Referee may create other Conditions as needed.
You cannot see properly.
You suffer a Bane on Checks that require sight.
Some actions may be impossible, such as reading, aiming at a distant target, identifying a face, or navigating by sight alone.
Blinded ends when sight is restored or the source is removed.
Your thoughts, emotions, or loyalties are influenced.
You suffer a Bane on Checks to oppose, resist, deceive, attack, or act against the source of the charm.
Obvious betrayal, harm, magic, or strong intervention may break the charm.
Your breath, strength, or will is spent.
You suffer a Bane on Checks requiring endurance, force, focus, or sustained effort.
Drained may also limit Stamina recovery, if caused by exhaustion, hunger, thirst, disease, or magic.
Drained ends through rest, safety, food, water, treatment, or removal of the source.
Fear grips you.
You suffer a Bane on Checks made against the source of fear.
You may be unable to willingly move closer unless the fiction, aid, or a successful Check allows it.
Frightened ends when the creature finds safety, receives reassurance, overcomes the fear, or the source is removed.
Toxins weaken the body.
You suffer a Bane on Checks requiring strength, endurance, balance, or clear focus.
Severe poison may also cause damage, Stamina loss, a Danger Clock, or an Injury.
Poisoned ends through antidote, treatment, time, magic, or removal of the source.
Illness, nausea, fever, corruption, or foul magic weakens you.
You suffer a Bane on Checks requiring physical effort, concentration, or composure.
Sickened ends through rest, treatment, magic, or removal of the source.
A State describes a creature’s physical position, awareness, visibility, or restraint.
States do not automatically impose a Bane.
Instead, a State changes what is possible in the fiction.
A State may:
make an action impossible
require a Check
grant a Boon
impose a Bane
change the TN
prevent movement
prevent reactions
expose the creature to danger
The Referee decides how the State matters.
State | Meaning |
|---|---|
Grappled | You are held or physically controlled. |
Prone | You are on the ground. |
Restrained | You are bound, trapped, pinned, or entangled. |
Stunned | You are overwhelmed and cannot act normally. |
Unconscious | You are unaware and helpless. |
Invisible | You cannot be clearly seen. |
Burdened | You are carrying too much weight or bulk. |
You are held or physically controlled.
You cannot freely move away.
Escape requires leverage, force, trickery, help, or a Check.
Some actions may be impossible while Grappled.
You are on the ground.
Movement is limited until you rise.
Standing usually requires movement, time, or a Recover Action.
The Referee decides who has the advantage based on the fiction.
You are bound, trapped, pinned, tangled, or otherwise unable to move freely.
You cannot move normally.
Some actions may be impossible.
Escape requires breaking the restraint, slipping free, outside help, or changing the fiction.
You are overwhelmed, reeling, or unable to act normally.
You cannot take Reactions.
You may lose your next action or act only in a limited way, as the Referee decides.
Stunned ends when the effect ends, the creature recovers, or the fiction allows action again.
You are unaware and helpless.
You cannot act, move, react, perceive, or defend yourself.
You wake when the fiction allows: time, aid, healing, danger, or intervention.
You are carrying too much weight or bulk.
Movement may be slowed, noisy, dangerous, or impossible.
Checks involving climbing, swimming, sneaking, balancing, fleeing, or endurance may suffer a Bane.
Burdened ends when the load is dropped, stored, shifted, or handed off.
Use Conditions when something makes a type of Check harder.
Use States when something changes the creature’s physical situation or what actions are possible.
Do not over-mechanize every circumstance.
Let the fiction decide what matters.