Throughout your adventure, you may face various situations that impair your abilities, including magic, disease, wounds, and other Withering Effects. Learning to counter these Conditions is essential to survival.
When a character reaches 0 or negative Grit, they enter a Withering state. Survival is determined by chance, and Withering characters no longer participate in combat unless treated with magic or other effects.
Roll: 1D20 to determine fate.
Roll | Effect |
|---|---|
20 | Wounded |
16-19 | Torn |
12-15 | Lacerated |
8-11 | Infected |
3-7 | Broken |
2 | Dismembered |
1 | Dead |
Characters treated during combat can continue with 1 Grit Point.
Dropping to 0 Grit again results in instant death.
Treatment: Common Healing
Difficulty: 5
Pass out from pain. Default Grit is reduced by 1D20 until Rest or Treatment.
Treatment: Common Healing
Difficulty: 10
Pass out, suffer +4 Active Risk. Reversible with treatment or rest.
Treatment: Premium Healing
Difficulty: 12
Pass out, +4 Active Risk, Grit drops 1 Level. Reversible with treatment, otherwise heals in 1D10 days.
Treatment: Common Healing
Difficulty: 8
Lose 1D20 Grit per day. Death occurs if Grit reaches 0.
Treatment: Premium Healing
Difficulty: 10
Bones broken: cannot fight. +6 Active Risk, -2 Grit Level. Permanent penalty of 1D10 Grit Points.
Treatment: Supreme Healing
Difficulty: 12
Limb lost, pass out, cannot fight. Must receive treatment within 24 hours. Permanent penalty: 1D20 Grit Points and -1 Vigor. Treatment Roll ≥17 can reattach limbs and restore Vigor.
Condition | Treatment | Difficulty | Effect |
|---|---|---|---|
Battered | First Aid | 8 | +6 Active Risk during battle unless treated |
Berserk | First Aid | 6 | Use all Actions aggressively; attack allies if no enemy in reach; Prime Grit unaffected |
Bleeding | First Aid | 5 | Take Damage at the end of each Round until treated |
Blinded | First Aid | 10 | Cannot use Ranged Attacks or Reactions; other Actions as Frail Grit |
Burning | Action | 8 | Attempt to put out fire or suffer 1D20 Active Fire Damage per Round |
Confused | First Aid | 6 | Lose control of half Actions; GM controls alternately |
Controlled | Action | 15 | Target directed by controller; can attempt break free with Action Roll >15 |
Corroded | — | 5 | Critical Acidic Damage; affected items undergo Durability Check |
Cursed | — | — | Effects per Curse properties |
Dazed | First Aid | 6 | +3 Active Risk during battle unless treated |
Deafened | First Aid | 8 | Reactions as Frail Grit; usually wears off after battle |
Disheartened | — | — | Cannot perform specific Action while Disheartened |
Dead | Supreme Healing | 14 | Can be revived by certain spells or powerful treatment |
Drowning | First Aid | 5 | Perish in 1D10 rounds unless rescued; First Aid may revive |
Ethereal | — | — | Incorporeal; can fly and pass through solids; only energy/spells affect you |
Exhausted | — | — | Like Fatigue with additional -1 Grit Level until rest |
Fatigued | — | — | Next day Grit reduced by 50%; cannot use Effective Hours; leads to Exhaustion |
Feared | First Aid | 6 | Cannot use Reactions; flee from trigger; Damage can restore control |
Frozen | Action | 12 | Paralyzed in ice; break free with Roll ≥12 or physical/fire attack |
Grappled | — | — | Cannot perform Actions except to break free; vulnerable to automatic Damage/Effects |
Immobilized | — | — | Cannot move; other Actions unaffected |
Invisible/Stealth | — | — | Cannot be targeted until acting other than movement; -2 Grit if revealed magically |
Insane | — | — | Forced to hurt self on next Action |
Oblivious | Action | 12 | Under illusion/disconnected from reality; break free with Action Roll |
Paralyzed | Action | 12 | Cannot move; retain full awareness; break free with Roll ≥12 |
Petrified | — | — | Body turned to stone; memory frozen at moment of Petrification |
Poisoned | First Aid | 10 | Effects per Poison properties |
Prone/Knockdown | — | — | Actions suffer -2 Grit; ranged attackers -1, melee attackers +1D10 Bonus Die |
Rotting | — | — | Vigor drops to 1 temporarily; wears off after battle |
Sighted | — | — | Moonvision, Nightvision, or Ultravision depending on type |
Silenced | — | — | Cannot speak, cast spells, or use verbal items; usually wears off after battle |
Soaked | — | — | Armor/clothes lose protection; fragile items risk Durability Rolls |
Spirited | — | — | Gain temporary Grit bonus (GM's choice) |
Starved | — | — | Next day Grit reduced to 50% |
Shocked | — | — | X2 Damage due to electrical impact |
Surprised | — | — | Cannot perform Reactions to unperceived Actions |
Unconscious/Asleep | First Aid | 4 | Lose senses; damage or effect restores |
Weak | — | — | Damage from specified energy type is X2 |
Well-Rested | — | — | +1 Effective Hour next day; fully recover from Fatigue/Exhaustion |