Status Tracks & Conditions

Characters can find themselves subject to a variety of conditions as they adventure. Conditions are usually temporary, and inflict certain restrictions or penalties on a character. Conditions can be brought about by spells, diseases, environmental effects, and more, and are measured on status tracks.

Status Tracks

A number of status tracks cover a creature's health and condition.  These do not need to be recorded unless they become relevant in play.

Each status track has four degrees - a normal state, and then four increasingly serious conditions – mild, moderate, severe, and extreme. The mild stage has no mechanical effect - it serves as a warning before the more serious effects begin.  The severe version of a condition is worse than the mild, and the extreme version worse than the severe. Some situations can cause a character to move up or down a status track.

If you are inflicted with an equal or lesser condition on the same status track you are already on, your status is increased by one stage of severity. A condition cannot be increased in severity beyond extreme. If you are inflicted with a greater condition on the same status track you are already on, your status moves to that stage of severity.

If you "shake off" a condition (see below) it is reduced by one stage.

In addition to any specific effects, each condition inflicts a die penalty to one attribute (indicated in parenthesis after the status track name in the table below).  The die penalty is -1d6 for a mild condition, -2d6 for a severe condition, and -3d6 for an extreme condition.  These die penalties never affect attribute checks made to shake off a condition.

If more than one condition inflicts penalties to the same attribute checks, the highest penalty is used.  The penalties do not add together.

Statuses can represent different things - paralysis might be caused by freezing, petrifaction, entanglement, and so on, and blindness might be a medical issue or the result of a blindfold.







Shake Off**

Alertness (INT)







Anger (CHA)







Autonomy (WIL)







Bleeding [END] Normal Bloodied Wounded
Bleeding Hemorrhage END
Charm (WIL) Normal Beguiled Charmed
Enchanted Besotted WIL

Cheer (-)







Cognizance (LOG)







Courage (-)







Drowsiness (END)







Fear (WIL)







Fire (AGI) Normal Singed Charred
Smouldering Burning AGI

Hearing (INT)



Hard of Hearing




Intoxication (AGI, LOG)







Memory (LOG)







Mobility (AGI)







Sight (INT)







Pain (END) Normal Discomfort Soreness
Painful Agony* WIL
Nausea (ALL) Normal Queasy Sick
Nauseated Debilitated* END

Tiredness (ALL)







Attribute Penalty** - - -1d6 -2d6 -3d6
*Conditions marked in red are conditions which prevent a character from acting. Such conditions should be used sparingly.
**Attribute penalties do not affect attempts to shake off conditions.

Condition Effects

In addition to the attribute check penalties, some conditions have additional effects. Note that language which suggests permanency (e.g. "will not awaken") does not prevent a condition from being shaken off unless the word "permanent" is actually used.  Mild conditions usually - but not always - have a description but no additional mechanical effect.

Absent-minded. The target's signature spells or psionic powers take two actions rather than one.

Addled. The target can take only one action per round.

Afraid. The target must move away from the source of the fear with at least one action per round; it cannot approach.

Agreeable. The target becomes more receptive to the source's point of view.  No additional effect.

Agony. The target is experiencing debilitating pain which prevents it from taking actions.

Amnesic. The target forgets almost everything, and is unable to access any skills, use psionics, or cast spells.

Angry. The target can only attack the nearest enemy.

Apprehensive. The target feels mild fear. No additional effect.

Beguiled. The target becomes friendly. No additional effect.

Besotted. The target is completely in love with or loyal to the source of the condition beyond all rationality.

Bewildered. The target drops any items it is holding.

Bleary. The target's vision is impaired, limiting it to one range increment for ranged attacks.

Bleeding. The target loses 1 HEALTH at the start of each turn.

Blind. The target cannot see at all, cannot make ranged attacks, and suffers a -8 DEFENSE penalty.

Bloodied. The target has sustained a visible injury. No additional effect.

Brave. The target gains +4 MENTAL DEFENSE.

Burning. The target takes 1d6 heat damage per round. If wearing metal armor, it takes 2d6 heat damage.

Charmed. The target is unable to attack the source of the charm.

Charred.  The target takes 1 point of heat damage per round if wearing metal armor.

Cheerful. The target becomes happy. No additional effect.

Comatose. The target is in a coma and will not awaken.

Confident. The target becomes willing to take risks. No additional effect.

Confused. The target is unable to distinguish ally from foe.

Controlled.  The target will follow all commands to the best of its ability.

Dazed. The target becomes slightly disoriented. No additional effect.

Deaf. The target cannot hear at all.

Debilitated.  The target is so overcome by nausea that it cannot take any actions.

Discomfort. The target suffers from unpleasant physical sensations. No additional effect.

Disoriented. The target stumbles 5' in a randomly determined direction.

Distracted. The target becomes absent-minded.  No additional effect.

Drowsy. The target feels sluggish and tired. No other effect.

Drunk. The target moves at half SPEED.

Dominated. The target will obey commands which do not overly conflict with its nature.

Dulled. The target finds it harder to hear. No additional effect.

Enchanted. The target becomes attracted to or in awe of the source of the enchantment and will permit no harm to come to them.

Enraged. The target can only attack the nearest enemy. If there are no enemies to fight, the character starts attacking allies instead.

Exhausted. The target has a max HEALTH of half its normal HEALTH and cannot access its LUCK pool.

Fatigued. The target has a max HEALTH of half its normal HEALTH.

Flagging. The target cannot double-move in a single round.

Forgetful. The target struggles to recall things, and cannot cast spells.

Fuzzy. The target's vision is mildly impaired.  No additional effect.

Half-blind.  The target cannot see more than 10', and suffers a -4 DEFENSE penalty.

Half-deaf. The target cannot hear speech more than 10' away.

Hard of Hearing. The target cannot hear speech more than 30' away.

Hemorrhage. The target loses 1d6 HEALTH at the start of each turn.

Heroic. The target becomes immune to fear-based effects.

Hindered. The target suffers a -2 SPEED penalty.

Immobilized.  The target cannot leave its current location, but can otherwise act normally.

Inebriated. The target's actions appear insane. See Insane.

Insane.  The target's actions each round are completely randomly determined. Roll 1d6.  (1) attack nearest creature; (2) flee; (3) babble incoherently; (4) switch sides; (5) become joyous; (6) become enraged.

Irate. The target is unable to take any non-attack actions, although it can refrain from action.

Jolly. The target cannot initiate hostile actions against targets who have not attacked it in the last minute.

Joyous. The target falls prone in gales of uncontrolled laughter, and can take no other actions.

Lubricated. The target cannot double-move in a single round without falling prone.

Merry.  The target cannot initiate any hostile actions.

Muddled.  The target is slightly confused. No additional effect.

Nauseated.  The target is reduced to one action per round; the other action is spent vomiting.

Nervous.  The target feels fear and cannot approach the source of the fear.

Painful.  The target is experiencing severe discomfort.  SPEED is halved.

Paralysed. The target cannot take any physical action.

Queasy. The target feels sick. No additional effect.

Sick. If the target climbs or jumps, that is the only action it can take that round.

Singed. The target is blackened and mildly burned, and flammable items are ruined. No additional effect.

Sleeping.  The target is asleep, and will not awaken unless it takes damage.

Slowed. The target moves at half SPEED.

Smouldering. The target suffers 1 heat damage per round (1d6 if wearing metal armor). Clothing and hair are ruined.

Snoozing. The target is asleep, but will awaken immediately with loud noises or physical contact.

Soreness. Pain causes a -2 SPEED penalty.

Suggestible. The target will obey short suggestions with a simple CHA vs. MENTAL DEFENSE attack.

Stunned. The target can take no actions.

Terrified. The target drops anything it is holding, and must move away from the source of the fear at its full SPEED, and can not approach the source.

Tipsy.  The target is mildly intoxicated. No additional effect.

Valiant. The target gains +1d6 to attacks made while not in cover.

Vexed. The target becomes hostile. No additional effect.

Weary. The target is tired. No additional effect.

Wounded.  The target takes 1 point of damage any time it takes a second action in a turn.

Shaking Off Conditions

Unless a condition is marked as being permanent (for example, a gorgon's power to turn its victims to stone), it remains in place until it is “shaken off”.

All conditions can be shaken off unless permanency is indicated.

Shaking off a condition is an action and requires an opposed attribute check vs. the source of the condition; it might be a physical action (wiping blood from your eyes to remove the half-blind condition), or an effort of will (summoning up the courage to ignore the nervous condition). It might even involve healing or application of herbs.

Each status track has an attribute noted at the end of it. This is the attribute used to shake off the conditions in that track. Usually, the attribute is WIL (for mental conditions) or END (for physical ones). To shake off a condition, a creature uses an action to make an attribute check; if successful, the character moves one stage along the track towards normal - a mild condition is removed, a severe condition is reduced to mild, or an extreme condition is reduced to severe.

The opposed attribute check is made vs. attribute check of the source of the condition (e.g. the attack roll). If no attribute check is available, a default of Difficult [16] is used. With NPCs and monsters, the average difficuty is often used. The difficulty is noted in square brackets such as: the poison inflicts the Sick [15] condition.

Skills and equipment can assist in this check as always. A healer's kit, for example, might contain appropriate herbs or salves.

Assisting Somebody

Characters can remove conditions from each other, too. To do so, a character must be able to touch the inflicted creature. The process is identical to a character shaking off his own condition – an action and an attribute check against the condition's severity. However, the attributes used are different.

If the condition requires an END check to shake off, an ally needs a LOG check to remove it from a friend.

If the condition requires a WIL check to shake it off, an ally needs a CHA check to remove it from a friend.

If the condition requires an AGI check to shake it off, an ally also needs an AGI check to remove it from a friend.

As with shaking the condition off, skills and equipment can assist in this check.

Permanent Conditions

Sometimes conditions are permanent, and cannot be shaken off. However, they can be removed with an extended task (medicine, herbalism, or alchemy).

  • Mild conditions require a quick task.
  • Moderate conditions require a minor task.
  • Severe conditions require a major task.
  • Extreme conditions require an extensive task.

The difficulty benchmark is the same as for shaking off the condition.