Conditions and States


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.




Conditions

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.

Removing Conditions

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.

Common Conditions

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.


Blinded

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.

Charmed

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.

Drained

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.



Frightened

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.

Poisoned

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.

Sickened

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.


States

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.

Common States

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.




Grappled

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.

Prone

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.

Restrained

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.



Stunned

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.

Unconscious

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.

Burdened

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.






Referee Guidance

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.