Conditions represent a range of different effects which impact the Actions and Checks a Character takes, and may also cause Characters to have Advantage or Disadvantage in certain circumstances.
A description of the Conditions possible are provided below
Conditions
Blinded
- You can’t See and you Automatically Fail any Check that requires Sight.
- You are prevented from using all Senses which rely on Sight, including Vision, Dark Sight, Ethereal Sight and True Sight.
- All Characters are considered Fully Obscured to you(see Fully Obscured).
Charmed
- Charmed commonly occurs when a Character through magic or wits causes another Character to become enamored by them.
- If you are Charmed by a Character or Object, you gain the following Detriments:
- You cannot Attack, or otherwise Target the Character or Object with harmful effects.
- The Charmer can choose to extend this effect to their allies.
- If a Character is Charmed by you, you gain the following benefits:
- You have Advantage on Checks to influence their behavior through appearing affable.
- The Charmed condition immediately ends if the Target or those it cares about are put in danger by the Charmer or Characters they are clearly allied with (e.g. an Attack is made against them, a harmful Spell used against them etc).
- In some cases the Charmed Condition may also cause the Target to no longer care for the safety of other Characters.
Confused
- You have Disadvantage on any Attack Checks or Skill Checks which use your Mental Abilities (Charisma and Focus).
Covered
- Covered commonly occurs when you are in Terrain which provides Cover or Obstacles and Characters between you and a location would make it difficult for physical effects to reach you.
- If you are Covered with respect to a location, you gain the following Benefits:
- Ranged Attack Checks from that location have Disadvantage against you.
- You have Advantage on Body Defense Checks against effects which originate from that location.
Covered, Fully
- Fully Covered occurs when Barriers, Walls or other Obstacles completely prevent physical effects from reaching you.
- If you are Fully Covered with respect to a location, you gain the following Benefits:
- All Attack Checks from that location Automatically Fail.
- You Automatically Succeed on Body Defense Checks against effects which originate from that location.
Deafened
- You can’t Hear and you Automatically Fail any Check that requires your ability to Hear.
- You are prevented from using all Senses which rely on Hearing or Vibrations, including Hearing, Echosense and Tremorsense.
Distracted
- Distracted occurs when a Character or Object is especially Distracting to another Character.
- If you are Distracted by a Character or Object, you gain the following Detriments:
- You have Disadvantage on Attack Checks and Focus Skill Checks against Targets other than the cause of the Distraction while you are Adjacent to the Character or Object you are Distracted by.
Frightened
- Frightened occurs when a Character or Object is especially terrifying to a Character.
- If you are Frightened by a Character or Object, you gain the following Detriments:
- You have Disadvantage on Attack Checks and Skill Checks while you can See the source of your Fear.
- You cannot willingly Move into a Space Adjacent to the source of your Fear.
- You are considered Threatened by your Fear while you can See them.
- If a Character is Frightened by you, you gain the following benefits:
- You have Advantage on all Checks to influence their behavior through Intimidation.
Frozen
- You cannot take Actions or Reactions.
- You Automatically fail Body Defense Checks.
- Attacks against you Automatically Hit.
Grappled
- Grappled occurs when a Character grips hold of another Character.
- If you are Grappled by a Character, you gain the following detriments:
- You are Immobile.
- If you are Grappling a Character or Object, you gain the following Benefits and Detriments:
- You may Move the Grappled Character within Space Adjacent to you.
- Expend Movement as though you were the Character for each Space they are Moved.
- You may Move them at the same time you Move them.
- You have Disadvantage on Movement Checks while you maintain the Grapple.
- You may Move the Grappled Character within Space Adjacent to you.
- If you are Grappled by more than one Character, you are also Restrained.
- If a Grappled Target is Moved to a Space which is not Adjacent to the Grappler, the Grapple immediately Ends.
- You cannot Succeed in Grappling a Character who is more than one Size Category Larger than you.
- You may use a Skill Action to initiate an Opposed Check to attempt to end a Grapple on yourself or an Adjacent Character (Your Might or Dexterity with Athletics Skill Check against the Grappler’s Might with Athletics Skill Check).
Hidden
- Hidden occurs when you successfully disguise your Movements from other Characters.
- While you are Hidden from a Character, you gain the following Benefits against them:
- They cannot discern your Location or Movements.
- You are considered Fully Obscured from them,
- The Hidden Condition Ends between you and a Character immediately after you Attack them or otherwise cause a harmful effect against a Character, or against other Targets which are not Hidden from them.
- You also lose the benefits of the Hidden Condition if you move into Exposed Terrain within their view, or otherwise into an area which provides no means to Obscure you from their Sight, unless you use a Skill Action to attempt to Move Unnoticed (see the Conflicts Page for more)
Immobile
- You cannot use the Move Action.
Invisible
- You are considered Fully Obscured to all Characters, unless they are able to See Invisible Targets, such as with the True Sight Sense.
Obscured
- Obscured commonly occurs when you are in Terrain which obscures a Characters vision of you, or otherwise there are obstacles and Characters between you and a location which would make it difficult to See you.
- If you are Obscured with respect to a Character you gain the following benefits:
- You may attempt to Hide using the Skill Action (e.g. a Dexterity with Trickery Check), granting you the Hidden Condition. The DC for the Check is determined by how many opportunities to Hide the Terrain provides. See the Conflicts Page for more.
Obscured, Fully
- Fully Obscured represents when a Character cannot perceive a location or Target with Sight. It commonly occurs when you are Hidden, or in Terrain which completely blocks a Character’s vision of you, or otherwise there are walls and barriers between you and a location which would make it impossible to See you.
- If you are Fully Obscured and Characters have no other ways to sense your exact location (such as with Echosense or Tremorsense) then you have the following benefits against them:
- They cannot perceive you with senses relying on Sight.
- You have Advantage on Attack Checks against them.
- They have Disadvantage on Attack Checks against you.
- You are also considered Obscured, and may attempt to Hide your Location.
Prone
- You must spend 1 Additional Point of Movement for each Space you Move.
- Additionally you make Movement Checks with Disadvantage.
- You have Disadvantage on Attack Checks.
- Attack Checks against you have Advantage if the Attacker the Adjacent to you.
- If you are Climbing or Flying, you immediately begin to Fall.
- If you are atop a Mount (e.g. a horse), you Fall off the Mount.
- You may use the Move Action to end the Prone Condition for yourself or an Adjacent Character you can See. The Adjacent Character, must be the same Size Category as you or Smaller.
Restrained
- You are Immobile.
- Attack Checks against you have Advantage.
- You have Disadvantage on all Attack Checks. have Disadvantage.
- You Disadvantage on Body Defense Checks and Skill Checks which use your Physical Abilities (Might and Dexterity).
- If you are Climbing or Flying, you immediately begin to Fall.
- If you are atop a Mount (e.g. a horse), you Fall off the Mount.
Shocked
- You cannot take Reactions.
Slowed
- You must spend 1 Additional Point of Movement for each Space you Move.
- You make Movement Checks with Disadvantage.
- You cannot use the Combo Action.
Silenced
- You cannot Speak.
- Typically you must be able to Speak in order to Cast a Spell (see the Spellcasting Page for more)
Staggered
- When you become Staggered the following ongoing Effects immediately end:
- Grapples you are maintaining.
- The benefits of the Defend Action.
- Effects requiring your Concentration.
Threatened
- Threatened represents when a Character is aware of a danger to them and feels the need to act to defend themselves. It commonly occurs when a Character who presents a clear Danger to you is Adjacent to you.
- When you are Threatened, you gain the following Detriments:
- You have Disadvantage on Ranged Attacks.
- Characters are Automatically considered Threatened by a Character if that Character is Adjacent to them and is wielding a Weapon, or Spell Focus, or otherwise have acted in a manner suggesting they mean harm to them.
Unconscious
- You cannot take any Actions.
- You automatically Fail Body Defense Checks and Skill Checks which use your Physical Abilities (Might and Dexterity)
- You are unaware of your surroundings.
- You cannot Concentrate on Effects while Unconscious. See the Spellcasting Page for more.
Unstable
- You become Unstable when the Total Damage you have accumulated exceeds your Damage Limit.
- The Effect Ends when your accumulated Damage becomes equal to or less than your Damage Limit.
- Whenever you become Unstable, or take an instance of Damage while Unstable, you gain 1 Wound.
- While Unstable, you are Slowed.
Weakened
- You have Disadvantage on any Attack Checks or Skill Checks which use your Physical Abilities (Might and Dexterity).
Wet
- You are Vulnerable to Ice and Electric Damage.
- You are Resistant to Fire Damage.
Wounded
- You become Wounded when Damage taken exceeds your Hit Points.
- While Wounded you cannot use any Actions or Reactions.
- You can suppress the Wounded Condition for 1 Turn by expending a Momentum or Tension Point to do so.
Ending a Condition
Unless otherwise stated, a Condition may be ended with a Successful, but relevant, Skill Action, or will end automatically after the completion of a Scene or Conflict.
For Example, a Condition relating to the health of a Character (i.e. the Blinded, Deafened, Poisoned or Stunned Conditions) may be ended with a Successful Focus with Medical Check.
Meanwhile the Grappled or Restrained Conditions may be ended with a Successful Might or Dexterity with Athletics Check.
If the Condition is being maintained by a Character (e.g. a Grapple) the Skill Check is resolved using an Opposed Skill Check.
If it is not being maintained by a Character, then the DC to end the effect is the same as the DC of the Check which caused the Character to become affected by the Condition, or otherwise by an Effect DC determined by the abilities of the Character which caused the effect:
Martial Effect DC = 8 + Highest of your Might or Dexterity Bonus + Skill Bonus
Spell Effect DC = 8 + Highest of your Charisma or Focus Bonus + Skill Bonus
Continuous Effects which cause a Condition (such as those caused by Magic) may describe other ways to end an Effect.