~~NOTOC~~ ====== Conditions ====== ^Type ^Explanation ^Total ^ |[[#Universal]] |Conditions anyone can apply. |1 | |[[#Standard]] |Conditions caused by weapon attacks. |12 | |[[#Elemental]] |Conditions from elemental archetypes. |12 | ===== Universal ===== Everybody can apply the Grabbed condition to any adjacent target as an action. If your target doesn't want to be grabbed, roll a trigger die when you try it; you succeed on a 7+. ^Condition ^^Explanation ^ |{{ra>tentacle?32&align=left}} ^Grabbed |{{fa>minus-circle?18&align=left}} Grabber and grabbed are connected in some way; neither of them can move without dragging the other along for the ride. The distance between grabber and grabbed is always at maximum the same as the range of whatever ability caused the grab in the first place. \\ \\ {{fa>minus-circle?18&align=left}} If grabber or grabbed are small enough for the other to carry, they can be dragged. This causes encumbrance if both are the same size. \\ \\ {{fa>minus-circle?18&align=left}} The grabber can choose to end the effect as a free action during their turn. \\ \\ {{fa>minus-circle?18&align=left}} The grabber ignores the effects of cover and concealment in regards to the target they've grabbed. \\ \\ {{fa>plus-circle?18&align=left}} Unlike other conditions, the target can choose to skip the automatic recovery roll at the end of their turn for Grabbed if desired. \\ \\ {{fa>minus-circle?18&align=left}} Unlike other conditions, the Grabbed condition stacks. A single creature can be grabbed by multiple different other creatures and thus have multiple versions of the Grabbed condition in place on them at once, all of which are recovered from separately. Everybody in an interconnected grab-pile has to carry the weight of everybody else. \\ \\ {{fa>minus-circle?18&align=left}} Although a single creature can be grabbed by multiple other creatures at once, they can only grab up to one other target at a time. | |::: |::: |{{fa>ban?18&align=left}}**Negated By:** [[Escapist]]: Unbound | ===== Standard ===== When the trigger die is 10+ on a weapon attack, the weapon causes a standard condition in its target. Most weapons have three standard conditions for their wielder to choose from when this happens. ^Condition ^^^Explanation ^ |1 |{{ra>desert-skull?32&align=left}} ^Afraid |{{fa>minus-circle?18&align=left}} The first action every round must be spent getting physically further away from the source of fear. If no avenues of escape are available, take actions as normal. \\ \\ {{fa>plus-circle?18&align=left}} Second (and beyond?) actions each round are unaffected. | |::: |::: |::: |{{fa>ban?18&align=left}}**Negated By:** [[Steadfast]] | |2 |{{ra>bleeding-eye?32&align=left}} ^Bleary |{{fa>minus-circle?18&align=left}} Treat all spaces as having partial concealment. Spaces that already have partial concealment are treated as having full concealment. | |::: |::: |::: |{{fa>ban?18&align=left}}**Negated By:** [[Investigator]]: Sharpeye | |3 |{{ra>cut-palm?32&align=left}} ^Bleeding |{{fa>minus-circle?18&align=left}} When rolling to remove condition at the end of the round, lose 1 Flesh if result is 1-4 and lose nothing if result is 5-8. Rolling to remove as an action during the round does not cause damage regardless of trigger die result. | |::: |::: |::: |{{fa>ban?18&align=left}}**Negated By:** [[Adamant]]: Mechanical | |4 |{{ra>noose?32&align=left}} ^Choking |{{fa>minus-circle?18&align=left}} Lose 1 Energy at the end of each round. If no Energy remains, lose Flesh instead. Successfully throwing off the condition prevents damage for that round. \\ \\ {{fa>minus-circle?18&align=left}} Making a recovery action no longer restores 1 Energy (but still allows a check to remove a condition as normal). | |::: |::: |::: |{{fa>ban?18&align=left}}**Negated By:** [[Adamant]]: Mechanical | |5 |{{ra>cracked-helm?32&align=left}} ^Cracked |{{fa>minus-circle?18&align=left}} Incoming attacks critically hit on a trigger die result of 10+. | |::: |::: |::: |{{fa>ban?18&align=left}}**Negated By:** [[Adamant]]: Self-Repair | |6 |{{ra>snail?32&align=left}} ^Crippled |{{fa>minus-circle?18&align=left}} The maximum distances of all movement and abilities that grant movement are reduced by one step on the standard distance scale (10 -> 5 -> 2 -> 1 -> 0). | |::: |::: |::: |{{fa>ban?18&align=left}}**Negated By:** [[Sprinter]]: Energized | |7 |{{ra>ringing-bell?32&align=left}} ^Dizzy |{{fa>minus-circle?18&align=left}} Every time a movement action is taken, lose 1 Energy. \\ \\ {{fa>minus-circle?18&align=left}} Cannot dash (travel further in exchange for Energy) during a movement action. \\ \\ {{fa>plus-circle?18&align=left}} Movement made for free (without spending any actions) is unaffected. | |::: |::: |::: |{{fa>ban?18&align=left}}**Negated By:** [[Acrobat]]: Steady | |8 |{{ra>broken-bottle?32&align=left}} ^Leaking |{{fa>minus-circle?18&align=left}} When consuming any resource (Provisions/Supplies/Mojo), consume +1 additional point if possible. | |::: |::: |::: |{{fa>ban?18&align=left}}**Negated By:** [[Merchant]] | |9 |{{ra>turd?32&align=left}} ^Nauseous |{{fa>minus-circle?18&align=left}} All weapon attacks cost 1 Energy in addition to any normal costs they may have. \\ \\ {{fa>minus-circle?18&align=left}} Cannot double attack during a round. \\ \\ {{fa>plus-circle?18&align=left}} Weapon attacks made for free (without spending any actions) are unaffected. | |::: |::: |::: |{{fa>ban?18&align=left}}**Negated By:** [[Berserker]]: Aggressor | |10 |{{ra>aura?32&align=left}} ^Numb |{{fa>minus-circle?18&align=left}} Treat Escalation as 1 for purposes of attack damage dealt regardless of its true level. | |::: |::: |::: |{{fa>ban?18&align=left}}**Negated By:** [[Berserker]]: Aggressor | |11 |{{ra>player-pain?32&align=left}} ^Sore |{{fa>minus-circle?18&align=left}} Do not automatically regain lost Attention at the beginning of each round. | |::: |::: |::: |{{fa>ban?18&align=left}}**Negated By:** [[Steadfast]]: Defy Pain | |12 |{{ra>falling?32&align=left}} ^Vulnerable |{{fa>minus-circle?18&align=left}} All incoming weapon attacks deal +2 damage. | |::: |::: |::: |{{fa>ban?18&align=left}}**Negated By:** [[Vigilant]] | ===== Elemental ===== Each elemental condition is inflicted by and closely associated with a corresponding elemental archetype. Many elemental conditions can be directly upgraded by knowing the right abilities, making their effects more variable than standard conditions. Effects listed here are the basic versions. ^Condition ^^^Explanation ^ |1 |{{ra>player-dodge?32&align=left}} ^Buffeted |{{fa>minus-circle?18&align=left}} Every time the subject takes damage from an attack, they are knocked directly away from the attacker a number of meters equal to the damage taken. Solid barriers or creatures in the way block movement made past them. | |::: |::: |::: |{{fa>ban?18&align=left}}**Negated By:** [[Tempest]]: Capricious | |2 |{{ra>burning-embers?32&align=left}} ^Burning |{{fa>minus-circle?18&align=left}} When rolling to remove condition at the end of the round, lose 1 Flesh if result is 1-4 and lose nothing if result is 5-8. Rolling to remove as an action during the round does not cause damage regardless of trigger die result. \\ \\ {{fa>minus-circle?18&align=left}} All spaces within 1 meter are fully lit, all within 2 meters are dim light (or fully lit if they were already dim light). \\ \\ {{fa>plus-circle?18&align=left}} This condition is automatically removed by getting wet or entering an airless environment. \\ \\ {{fa>plus-circle?18&align=left}} This condition is automatically spread at the beginning of each turn to any adjacent creature that is grabbing or being grabbed by a creature that already has it. | |::: |::: |::: |{{fa>ban?18&align=left}}**Negated By:** [[Firebug]]: Fireproof | |3 |{{ra>battery-black?32&align=left}} ^Charged |{{fa>minus-circle?18&align=left}} After each action taken, roll a trigger die. If 1-4, lose 1 Energy. \\ \\ {{fa>plus-circle?18&align=left}} Free actions are unaffected. \\ \\ {{fa>plus-circle?18&align=left}} Recovery actions are unaffected. | |::: |::: |::: |{{fa>ban?18&align=left}}**Negated By:** [[Tesla]]: Battery | |4 |{{ra>snowflake?32&align=left}} ^Chilled |{{fa>minus-circle?18&align=left}} Roll a trigger die at the beginning of each turn. If result is 1-6, take only one action that round instead of two. | |::: |::: |::: |{{fa>ban?18&align=left}}**Negated By:** [[Cryophile]]: Boreal | |5 |{{ra>reverse?32&align=left}} ^Confused |{{fa>minus-circle?18&align=left}} Roll a trigger die at the beginning of each turn. If result is 1-3, the opposing team decides what actions you take that round. | |::: |::: |::: |{{fa>ban?18&align=left}}**Negated By:** [[Steadfast]]: Focused | |6 |{{ra>arcane-mask?32&align=left}} ^Cursed |{{fa>minus-circle?18&align=left}} Cannot recover from any other condition before recovering from this one. | |::: |::: |::: |{{fa>ban?18&align=left}}**Negated By:** [[Luckster]] | |7 |{{ra>broken-skull?32&align=left}} ^Dissolving |{{fa>minus-circle?18&align=left}} At the end of each round, lose one point from a combat rating of your choice (Melee, Remote, or Whelm). If all combat ratings are 0, lose Flesh instead. Successfully throwing off the condition prevents combat rating decay/damage for that round. \\ \\ {{fa>minus-circle?18&align=left}} Combat ratings return to normal at end of current exploration turn. | |::: |::: |::: |{{fa>ban?18&align=left}}**Negated By:** [[Mordant]]: Insoluble | |8 |{{ra>mass-driver?32&align=left}} ^Irradiated |{{fa>minus-circle?18&align=left}} Cannot restore lost Energy or Flesh by any means. \\ \\ {{fa>minus-circle?18&align=left}} When rolling to remove condition at the end of the round, lose 1 Energy if result is 1-4 and lose nothing if result is 5+. If no Energy remains, lose Flesh instead. Rolling to remove as an action during the round does not cause lost Energy regardless of trigger die result. \\ \\ {{fa>minus-circle?18&align=left}} When rolling to remove condition at the end of the round, gain a random mutation if result is 1 and do not mutate if result is 2+. Rolling to remove as an action during the round does not cause mutation regardless of trigger die result. | |::: |::: |::: |{{fa>ban?18&align=left}}**Negated By:** [[Adamant]]: Inviolable | |9 |{{ra>aware?32&align=left}} ^Migrained |{{fa>minus-circle?18&align=left}} Roll twice, take lower number for first trigger die check each round. Resets at beginning of turn. \\ \\ {{fa>plus-circle?18&align=left}} Second+ trigger die checks each round are unaffected. | |::: |::: |::: |{{fa>ban?18&align=left}}**Negated By:** [[Thunderer]]: Muffle | |10 |{{ra>apple?32&align=left}} ^Overloaded |{{fa>minus-circle?18&align=left}} If Energy is equal to Flesh at the end of the round, lose 1 Flesh. If Energy is less than Flesh, no effect. Successfully throwing off the condition prevents its effects for that round. | |::: |::: |::: |{{fa>ban?18&align=left}}**Negated By:** [[Fecundite]]: Biofeedback | |11 |{{ra>guarded-tower?32&align=left}} ^Petrifying |{{fa>minus-circle?18&align=left}} If Energy is 0 at end of turn, immediately and permanently turn to stone. Successfully throwing off the condition prevents its effects for that round. \\ \\ {{fa>minus-circle?18&align=left}} Stone creatures cannot take any actions at all, even free actions. \\ \\ {{fa>plus-circle?18&align=left}} The three combat statistics (Melee, Remote, Whelm) of a petrified subject are all treated as being equal to the subject's level for purposes of defense. \\ \\ {{fa>plus-circle?18&align=left}} Stone creatures are treated as being one size larger than their actual size for purposes of how hard it is to move or carry them. \\ \\ {{fa>plus-circle?18&align=left}} All conditions on petrified subjects are suspended and cannot be recovered from. Conditions that deal damage over time or otherwise carry potential negative consequences when the recovery roll is too low such as Choking or Bleeding are totally harmless for petrified subjects. | |::: |::: |::: |{{fa>ban?18&align=left}}**Negated By:** [[Gaian]]: Pliancy | |12 |{{ra>brandy-bottle?32&align=left}} ^Poisoned |{{fa>minus-circle?18&align=left}} When rolling to remove condition at the end of the round, lose 1 Energy if result is 1-4 and lose nothing if result is 5-8. If no Energy remains, lose Flesh instead. Rolling to remove as an action during the round does not cause damage regardless of trigger die result. \\ \\ {{fa>minus-circle?18&align=left}} Energy/Flesh lost via the Poisoned condition cannot be regained by any means until the end of the current exploration turn. | |::: |::: |::: |{{fa>ban?18&align=left}}**Negated By:** [[Adamant]]: Inviolable |