Polemos: 4th Age - Conditions

Conditions

IMPORTANT NOTE: This document has not been finalized yet and may change in the future

Accurate Guidance

  • May re-roll a single attack roll per round. Each re-roll lowers [condition level] by 1. Remove condition if condition level ends at zero or below.
  • Duration: 4 hours

Active Geyser

  • 1D6 heat damage to all body areas. Objects are thrown outside the geyser area if possible.
  • Duration: until removed
  • Tags:
    • Field

Aegis

  • +[condition level] [defense] skill modifier. Incoming [physical] abilities may target linked creature instead at link creature's discretion.
  • Duration: until linked raised shield condition ends
  • Tags:
    • Posture

Alluring Aria

  • May reduce incoming damage by adding 2 stress per point of damage reduced, to a minimum of zero damage.
  • Duration: [condition level] minutes
  • Tags:
    • Field
    • Magic

Anchor Bead

  • The physical body of this being is unharmed when inhabiting the celestial realms. If being is in the celestial realms when condition ends, being is returned to the physical world in the general area they left it.
  • Duration: [condition level] hours
  • Tags:
    • Magic

Armed Trap

  • Apply trap effect and trigger all connected traps when trigger condition is met. Remove condition and disconnect all connected traps after trap is triggered. Disarm difficult set to {condition disarm defense}.
  • Duration: until removed
  • Tags:
    • Item

Ash Cloud

  • Creatures that require air add minor ash lung wound after 1 hour. [ash lung] wounds progress after 8 hours with -2D6 progression rolls. Creatures with aura of wind are immune to the effects.
  • Duration: until removed
  • Tags:
    • Field

Aura of Blood

  • New [elemental aura] conditions cannot be added while in effect. Immune to bleeding condition effects.
  • Duration: [condition level] hours or until removed
  • Tags:
    • Magic

Aura of Creation

  • Apply seal of creation field condition level [condition level] on all locations within 4 range. Field conditions are removed and added if this object moves. Field conditions are removed when this condition ends.
  • Duration: [condition level] hours

Aura of Dark

  • Immune to curse condition effects. Can see line of sight without penalty, even in complete darkness. Immune to dark-aligned damage of any type. Worn armor does not apply to earth- or light-aligned damage of any type. For each damage dice receive from earth- or light-aligned damage roll twice and take the higher result.
  • Duration: [condition level] hours or until removed
  • Tags:
    • Dark
    • Elemental
    • Elemental Aura
    • Magic

Aura of Earth

  • May ignore adding [movement stance] conditions against your will. Immune to earth-aligned damage of any type. Worn armor does not apply to poison- or dark-aligned damage of any type. For each damage dice receive from poison- or dark-aligned damage roll twice and take the higher result.
  • Duration: [condition level] hours or until removed
  • Tags:
    • Earth
    • Elemental
    • Elemental Aura
    • Magic

Aura of Fire

  • Immune to heat damage and fire-aligned damage of any type. Carried items are not damaged or consumed by fire. Remove wet. Immune to [heat] condition effects. Worn armor does not apply to water- or wind-aligned damage of any type. For each damage dice received from water- or wind-aligned damage roll twice and take the higher result.
  • Duration: [condition level] hours or until removed
  • Tags:
    • Elemental
    • Elemental Aura
    • Fire
    • Magic

Aura of Light

  • Immune to blind condition effects. Shine light to 5 range away. Immune to light-aligned damage of any type. Worn armor does not apply to wind- or dark-aligned damage of any type. For each damage dice receive from wind- or dark-aligned damage roll twice and take the higher result.
  • Duration: [condition level] hours or until removed
  • Tags:
    • Elemental
    • Elemental Aura
    • Light
    • Magic

Aura of Poison

  • Immune to poison damage and poison-aligned damage of any type. May consume spoiled food or drink safely. Worn armor does not apply to water- or earth-aligned damage of any type. For each damage dice received from water- or earth-aligned damage roll twice and take the higher result.
  • Duration: [condition level] hours or until removed
  • Tags:
    • Elemental
    • Elemental Aura
    • Magic
    • Poison

Aura of Water

  • Immune to suffocation damage and water-aligned damage of any type. May breathe underwater. Add wet each turn. Worn armor does not apply to fire- or poison-aligned damage of any type. For each damage dice received from fire- or poison-aligned damage roll twice and take the higher result.
  • Duration: [condition level] hours or until removed
  • Tags:
    • Elemental
    • Elemental Aura
    • Magic
    • Water

Aura of Wind

  • Immune to freezing damage and wind-aligned damage of any type. May breathe sufficiently regardless of air quality or thinness, even in vacuum. Immune to [cold] condition effects. Worn armor does not apply to fire- or light-aligned damage of any type. For each damage dice received from fire- or light-aligned damage roll twice and take the higher result.
  • Duration: [condition level] hours or until removed
  • Tags:
    • Elemental
    • Elemental Aura
    • Magic
    • Wind

Bad Nerves

  • -2 maximum FP.
  • Duration: until affliction removed

Bear Form

  • Remove any [animal form stance] condition(s) on add.
  • -1 received vitality damage (minimum one), cannot hold items, drop any currently held items.
  • Duration: until removed
  • Tags:
    • Animal Form Stance

Bird Form

  • Remove any [animal form stance] condition(s) on add.
  • Considered brief flight during condition. -50% maximum movement range when flying.
  • Duration: until removed
  • Tags:
    • Animal Form Stance

Bitter Cold

  • Remove any any [temperature] condition(s) on add.
  • Non-[insulated] body areas take 1 freezing damage each hour, to a minimum of 1 HP. Reserve 1 FP and 1 SP if any body area is not [insulated].
  • Duration: until removed
  • Tags:
    • Cold
    • Field
    • Temperature

Bleeding

  • -[condition level] body area HP per round. If body area is already at minimum vitality this condition spreads to all adjacent body areas.
  • Duration: until wound removed
  • Tags:
    • Bleeding

Blind

  • Remove any frostbite, curse condition(s) on add.
  • -1D6 to accuracy and [defense] skill rolls, -4 [perception] skill modifier.
  • Duration: [condition level] turns
  • Tags:
    • Blindness
    • Elemental
    • Light
    • Magic

Blind Rage

  • Ignore all effects of [fatigue] conditions. +1 damage dealt.
  • Duration: 2 turns

Blind Sight

  • Ignore effects of [blindness] conditions. Ignore [shadow] effects when targeting objects in [shadow] field conditions.
  • Duration: [condition level] hours
  • Tags:
    • Dark
    • Elemental
    • Magic

Blood Thirst

  • Heal stress instead of gaining stress when drinking blood from other creatures. Gain 1D6 stress and 1D6 fatigue wounds each midnight if fresh blood has not been consumed in the last 24 hours. If creature dies with this condition add the vampire aspect at the next midnight under the full light of Kakos unless the corpse is beheaded or burned.
  • Duration: until wound or affliction removed
  • Tags:
    • Magic

Blood-seeking

  • Increment bleeding level 1 to damage targets whenever any dealt damage dice rolls 1.
  • Duration: [condition level] hours or until removed
  • Tags:
    • Magic

Buckled Armor

  • +[condition level] bashing damage received to covered body areas.
  • Duration: until removed
  • Tags:
    • Item
    • Item Damage

Burning

  • Remove any frostbite, drowning, wet condition(s) on add.
  • 1 heat damage to all body areas.
  • Duration: [condition level] turns
  • Tags:
    • Elemental
    • Fire
    • Magic

Called Target

  • Members of linked fellowship have +[condition level] accuracy rolls against you.
  • Duration: 2 turns

Cautious

  • +2D6 to [stealth defense]. Re-roll each time [stealth defense] is used.
  • Duration: [condition level] minutes

Chant of Regeneration

  • Full action [regeneration] abilities have -[condition level] MP cost and magic backlash severity, but halved healing effects. Magic backlash does not occur if severity is below one. Remove this condition at the end of the round if a full action [regeneration] ability was not used by the creature during the round.
  • Duration: until removed
  • Tags:
    • Magic

Chaos - Cataclysm

  • +6 modifier to all [magic] skills; reduce total ability MP cost by 4 (minimum 1). [natural] creatures take one damage of a random type and measure each round. Frequently GM determined or random breakdowns in physical laws (e.g. gravity loops, density lightning) occur in a subset of the area and persist for a prolonged time, often overlapping.
  • Duration: until removed
  • Tags:
    • Field
    • Chaos

Chaos - Congruence

  • +1 modifier to all [magic] skills
  • Duration: until removed
  • Tags:
    • Field
    • Chaos

Chaos - Hurricane

  • +4 modifier to all [magic] skills; reduce total ability MP cost by 2 (minimum 1). [natural] creatures take one damage of a random type and measure each round. Occasionally GM determined or random breakdowns in physical laws (e.g. gravity loops, density lightning) occur in a subset of the area and persist for some time.
  • Duration: until removed
  • Tags:
    • Field
    • Chaos

Chaos - Tempest

  • +3 modifier to all [magic] skills; reduce total ability MP cost by 1 (minimum 1). [natural] creatures take one damage of a random type and measure each minute. Rarely GM determined or random breakdowns in physical laws (e.g. gravity loops, density lightning) occur in a subset of the area and persist for a short time.
  • Duration: until removed
  • Tags:
    • Field
    • Chaos

Chaos - Turbulence

  • +2 modifier to all [magic] skills. [natural] creatures take one random HP, FP, or SP damage each hour.
  • Duration: until removed
  • Tags:
    • Field
    • Chaos

Chaos Insanity

  • Creature cannot gain FP and ignores the effects of fatigue conditions (including unconsciousness). Creature is non-communicable but babbles incoherently in any languages they know, and generally acts in a GM determined manner as if in a dream. Creature does not typically use abilities, but if the creature has MP they will collect and use MP to cast spells without thought to backlash effects. Creature does not eat or sleep and still suffers normal ill effects from lack of sleep or starvation.
  • Duration: until affliction removed
  • Tags:
    • Magic

Coated Item

  • Apply {coating substance} consume effect to a creature that takes at least 1 point of slashing or piercing damage from touching this item.
  • Duration: until removed
  • Tags:
    • Item

Commanded Spirit

  • Follow summoner commands while loyal. Reserve summoner FP based on spirit's summoned FP reservation. Add shattered spirit in place of any vital wound. May use summoner [magic focus] skill for expel defense. Summoner may allow others to issue commands in their stead as desired.
  • Duration: until removed
  • Tags:
    • Magic

Cooldown

  • The specified ability cannot be used.
  • Duration: varies
  • Tags:
    • Posture

Cooperative Infiltration

  • Members of linked fellowship may use use a [stealth] skill value of another fellowship member with a -2 modifier. Modifiers to the original skill value such as encumbrance still apply to the borrowed skill value.
  • Duration: 1 hour

Couched Riding

  • Remove condition if not mounted. When your vehicle moves you may at any point perform a melee attack or primary action replacement to a target outside the vehicle as a free action. Damage is dealt to hit body area and all adjacent body areas. Spear skill weapons: choose to either add (vehicle speed / 2) to piercing damage rating, or cause vehicle mishap to target if attack hits. Remove condition after any attack is made.
  • Duration: until removed
  • Tags:
    • Posture

Counterattack

  • Whenever a [melee] attack misses you, may perform melee attack as a counterattack with +[condition level] accuracy targeting attacker after attack resolves.
  • Duration: 1 turn
  • Tags:
    • Posture

Cover

  • All damage from incoming attacks to GM determined body areas is dealt to cover material instead.
  • Duration: during attack
  • Tags:
    • Cover

Covered Tracks

  • Set tracking difficulty of path taken while traveling to [condition level].
  • Duration: 1 hour
  • Tags:
    • Posture

Curse

  • Remove any quake, blind condition(s) on add.
  • Roll 1D6 - if result > 4 then -1D6 all skill rolls until next turn, if result < 3 halve total damage reduction/armor deflection (minimum zero) until next turn, otherwise copy this condition to a single random adjacent creature.
  • Duration: [condition level] turns
  • Tags:
    • Dark
    • Elemental
    • Magic

Damaged Item

  • Item has quality reduced by [condition level]. If item takes further damage increase the condition level by the stated amount instead (or by 1 if not stated). Remove this condition if [condition level] is less than or equal to zero. If item quality after reduction is less than or equal to zero, add [broken] tag to item; broken items cannot be used in ability requirements for equipped/held purposes, but can still be targeted. Item has maximum MP reduced by [condition level], minimum zero. Disable enchantment effects when condition is applied if maximum MP is not sufficient for enchantment reserved MP, with higher MP reservation effects being disabled first (GM chooses effect in case of ties).
  • Duration: until removed
  • Tags:
    • Item
    • Item Damage

Damaged Joints

  • +1 encumbrance.
  • Duration: until removed
  • Tags:
    • Item
    • Item Damage

Dark Water Vortex

  • Objects entering location are transported immediately to linked location. If the linked location is already occupied objects in the linked location are pushed to adjacent locations. If no adjacent location is available to push to the object being transported is lost to the celestial realms.
  • Duration: 1 minute
  • Tags:
    • Field

Dark-strike

  • Add dark alignment to all damage dealt by creature/item. Increment curse level 1 to damage targets whenever any dealt damage dice rolls 1.
  • Duration: [condition level] hours or until removed
  • Tags:
    • Dark
    • Elemental
    • Elemental Strike
    • Magic

Darkness

  • +12 detection defense, +2 [melee defense], +6 [ranged defense].
  • Duration: until removed
  • Tags:
    • Field
    • Light Level
    • Shadow

Daze

  • Do not gain a primary action on your turn. Ready may be performed as a secondary action.
  • Duration: [condition level] turns

De-solidified

  • +[condition level] damage received.
  • Duration: 2 turns
  • Tags:
    • Magic

Deaf

  • Automatically fail [perception] checks involving hearing only. -1D6 [perception] skill rolls.
  • Duration: until affliction removed

Death Poison

  • When condition is removed from duration deal 2D6 poison damage to the chest body area. Vital wounds from this damage resolve immediately with a -3D6 wound progression roll. No damage is done if the object does not have a heart.
  • Duration: (12 - [condition level] / 2, minimum 2) hours
  • Tags:
    • Elemental
    • Magic
    • Poison
    • Venom

Deathly Cold

  • Remove any any [temperature] condition(s) on add.
  • Non-[insulated] body areas take 1D6 freezing damage and add staunched bleeding level 1 each hour. Reserve 1 FP and 1 SP each hour if any body area is not [insulated]. Reserve 1 FP and 1 SP each day if all body areas are [insulated]. Add frostbite level 1 to creatures with 0 FP or 0 SP each minute.
  • Duration: until removed
  • Tags:
    • Cold
    • Field
    • Temperature

Deathly Heat

  • Remove any any [temperature] condition(s) on add.
  • Add 1 fatigue wound and 1 stress each minute. Deal 1 heat damage to creatures with 0 SP each minute.
  • Duration: until removed
  • Tags:
    • Field
    • Heat
    • Temperature

Decisive Counterattack

  • During counterattacks - +1 damage, target has -(difference from original attack accuracy and defense) armor ratings (minimum zero).
  • Duration: 1 turn

Difficult Terrain

  • +1 movement cost to move into each location in this area.
  • Duration: until removed
  • Tags:
    • Field

Disease Resistance

  • +{potency} wound progression for [disease] wounds.
  • Duration: [condition level] hours

Disguised

  • Grant the social auspices of some general identity. Set plausibility modifier determined by GM. Creatures that have successfully tested the disguise or otherwise had the disguise exposed may ignore this condition.
  • Duration: until removed
  • Tags:
    • Posture

Distracted

  • -2D6 to [stealth defense]. Re-roll each time [stealth defense] is used.
  • Duration: [condition level] turns or until removed

Driving

  • Reserve use of one hand for driving. Add driving - in control condition if (3 + [driving] skill value + animal loyalty) > (vehicle speed + animal fear level + GM determined terrain difficulty), otherwise add driving - out of control condition. If vehicle has multiple draft animals combine animal loyalty/fear but use only the highest terrain difficulty. Driven vehicle moves current speed ahead in current maneuver (or in a straight line); resolve any collisions during movement.
  • Duration: until removed
  • Tags:
    • Posture

Driving - In Control

  • Remove any driving - out of control condition(s) on add.
  • Duration: 1 turn
  • Tags:
    • Posture

Driving - Out of Control

  • Remove any driving - in control condition(s) on add.
  • Current maneuver is not followed during vehicle movement - GM decides path instead. Roll 2D6 - if equal to 2 vehicle crashes. If vehicle does not crash reduce vehicle speed by 1 after vehicle movement and apply a random vehicle mishap occurs on a random occupant.
  • Duration: 1 turn
  • Tags:
    • Posture

Drowning

  • Remove any burning, poison condition(s) on add.
  • Cannot make secondary actions. Take 1 suffocation damage to chest (or body area containing lungs) if 1D6 > 4.
  • Duration: [condition level] turns
  • Tags:
    • Elemental
    • Magic
    • Water

Earth-strike

  • Add earth alignment to all damage dealt by creature/item. Increment quake level 1 to damage targets whenever any dealt damage dice rolls 1.
  • Duration: [condition level] hours or until removed
  • Tags:
    • Earth
    • Elemental
    • Elemental Strike
    • Magic

Electric Charge

  • Reduce condition level by one at end of turn. Discharge an electric arc when taking at least 1 electric damage, when a [physical] attack hits a non-grounded target, when touching conductive materials such as water, or at a GM determined point in time. The arc discharges on [ranged] attacks only if the target is within [condition level] range. Only a single arc occurs when taking electric damage to multiple body areas. The arc targets the nearest hit defender if it was discharged from an attack, or a random non-grounded body within [condition level] range of you or any conductive material you are touching. The arc deals electric damage to [condition level] body areas to the target. The damage value is (received electric damage - 1, minimum zero) when discharged by taking electric damage, or (1D6-2, minimum 1) otherwise. Remove condition at condition level zero or after a discharge occurs.
  • Duration: until removed
  • Tags:
    • Magic

Electric Grounding

  • Remove any electric charge condition(s) on add.
  • Remove electric charge from all carried items. Immune to new electric charge conditions on self and any carried item. Immune to all electric damage. Ignore any [magnetic] tags on object and carried objects.
  • Duration: [condition level] minutes
  • Tags:
    • Magic

Encouraged Mount

  • Reduce fear by {condition encouragement}, minimum 0.
  • Duration: [condition level] turns

Entranced

  • Reduce total ability MP cost by 1 (minimum 1).
  • Duration: [condition level] hours
  • Tags:
    • Magic

Ethereal

  • Objects with this condition ignore all damage from [physical] attacks unless the damage is ethereal aligned. Weapons with this condition always do damage that is ethereal aligned, but do no damage to non-ethereal objects. Armor with this condition only applies to damage from [magic] attacks, but can apply the highest rating and deflection regardless of damage type. The object is usually appears ghostly, but can otherwise physically interact with other objects.
  • Duration: [condition level] hours or until removed
  • Tags:
    • Magic

Ethereal-bane

  • Add ethereal alignment to damage of all types dealt by creature/item.
  • Duration: [condition level] hours or until removed
  • Tags:
    • Magic

Exhaustion

  • -1 SP per round.
  • Duration: until wound removed

Exposed

  • -1 armor rating (minimum zero), +1 damage received.
  • Duration: [condition level] turns
  • Tags:
    • Posture

Failed Arm

  • -2 all skill rolls. Remove wound if body area HP > 0.
  • Duration: until wound removed

Failed Foot

  • Add prone condition if 1D6 > 3. Add prone condition if all legs have either failed leg or failed foot wounds. Remove wound if body area HP > 0.
  • Duration: until wound removed

Failed Hand

  • Items held in body area cannot be used in ability requirements for equipped/held purposes, but can still be targeted. Remove wound if body area HP > 0.
  • Duration: until wound removed

Failed Hindquarters

  • -50% maximum movement range. Remove wound if body area HP > 0.
  • Duration: until wound removed

Failed Leg

  • -50% maximum movement range. Add prone condition if all legs have either failed leg or failed foot wounds. Remove wound if body area HP > 0.
  • Duration: until wound removed

Failed Snout

  • Cannot use [bite] abilities. Remove wound if body area HP > 0.
  • Duration: until wound removed

Failed Wing

  • Cannot use [fly] abilities. Remove wound if body area HP > 0.
  • Duration: until wound removed

Fatal Reversal

  • Whenever linked target attacks linked defender, then linked attacker may make a primary action after the target's action is resolved. If the linked target has attacked linked defender at least once since this condition started, then during the attacker's actions the linked target cannot move, has -2D6 [defense] skill rolls, receives +1 damage, and has halved armor ratings (minimum zero).
  • Duration: [condition level] turns
  • Tags:
    • Posture

Fatigue - Disabled

  • -1D [defense] rolls, -2 SP per round
  • Duration: until fatigue removed
  • Tags:
    • Fatigue

Fatigue - Unconscious

  • Cannot make any actions or roll skills except the relax action.
  • Duration: until fatigue removed or until removed
  • Tags:
    • Fatigue

Fatigue - Weakened

  • -1D [defense] rolls, -1 SP per round
  • Duration: until fatigue removed
  • Tags:
    • Fatigue

Fatigue - Winded

  • -1 modifier to all skills
  • Duration: until fatigue removed
  • Tags:
    • Fatigue

Fatigue Poison

  • Add 1 fatigue wound.
  • Duration: [condition level] turns
  • Tags:
    • Elemental
    • Magic
    • Poison
    • Venom

Fear

  • Do not gain a primary or secondary unless [willpower] roll > {condition fear level}.
  • Duration: [condition level] turns

Fellowship

  • Considered in fellowship with all linked creatures. May remove condition as a free action.
  • Duration: until removed

Finger Grip

  • May hold up to [condition level] [finger grip] weapons in each hand. Cannot make melee attacks with hands holding more than 1 weapon. Remove condition when both hands each have less than 2 weapons held.
  • Duration: until removed

Fire-strike

  • Add fire alignment to damage of all types dealt by creature/item. Increment burning level 1 to damage targets whenever any dealt damage dice rolls 1.
  • Duration: [condition level] hours or until removed
  • Tags:
    • Elemental
    • Elemental Strike
    • Fire
    • Magic

Flanked

  • Cannot use [interrupt] abilities if multiple targets available.
  • Duration: 1 turn
  • Tags:
    • Posture

Flying

  • Remove any any [movement stance] condition(s) on add.
  • Double maximum movement range, movement can clear obstacles up to 20 range high (if ceiling allows). Considered [flying]. Cannot be targeted by [melee] abilities except by other flying objects, cannot use [melee] abilities except targeting other flying objects, -1D6 [defense].
  • Duration: [condition level] turns or until removed
  • Tags:
    • Movement Stance
    • Posture

Focus Regeneration

  • Gain 1 FP.
  • Duration: [condition level] turns
  • Tags:
    • Magic

Focused Aim

  • +[condition level] accuracy (maximum [ranged] / 3 + 1) against linked target. If you are attacked either spend 1 FP or remove condition.
  • Duration: 1 turn

Frostbite

  • Remove any burning, blind condition(s) on add.
  • For each [condition level] take 1D6/2 freezing damage to a random body area.
  • Duration: until next turn
  • Tags:
    • Elemental
    • Magic
    • Wind

Full Belly

  • Gain no effects from [food] items.
  • Duration: 2 hours

Full Blindness

  • No objects are considered visible. -2D6 [perception] skill rolls.
  • Duration: until affliction removed
  • Tags:
    • Blindness

Fundamental Dismissal

  • Deal 1D6/2 nature damage to all adjacent celestial creatures.
  • Duration: [condition level] minutes

Gambling

  • Apply cumulative gambling modifier to all skill values.
  • Duration: [condition level] turns

Geistwunt

  • Cannot use [magic] abilities.
  • Duration: until wound removed
  • Tags:
    • Magic

Glowing

  • Shine light to {condition range} range away.
  • Duration: [condition level] hours or until removed
  • Tags:
    • Magic

Grappled Item

  • Item cannot be used in ability requirements for equipped/held purposes, but can still be targeted. Linked conditions are removed together.
  • Duration: until removed
  • Tags:
    • Item

Grave Condition

  • Remove any any [bleeding] on all body areas condition(s) on add.
  • Ignore [bleeding] condition effects. Vital wound progresses in 20 turns. Remove wound if body area HP > 0.
  • Duration: until wound removed

Grief

  • Reserve 1 HP on body area.
  • Duration: until affliction removed

Guarded Stance

  • Increase vital body area accuracy penalties by 2.
  • Duration: [condition level] turns
  • Tags:
    • Posture

Half Concealment

  • +2 [ranged defense] skill modifier if GM determines direction of attack has concealment.
  • Duration: during attack
  • Tags:
    • Concealment

Half-Sword Stance

  • Remove condition if weapon is dropped or switched. +2 weapon grappling modifier, +1 weapon accuracy modifier, -1 weapon range (minimum 1), -1 weapon damage modifier. Weapon may be used twice per turn in [parry] abilities.
  • Duration: until removed
  • Tags:
    • Posture

Hard Luck

  • For each dice rolled as part of a skill roll, roll two dice and take the lower of the results.
  • Duration: [condition level] hours
  • Tags:
    • Magic

Hardened Shell

  • +[condition level] deflection to all damage. Reduce condition level by 1 at the beginning of each turn. Condition ends if condition level ends at zero or below. Cannot perform [movement] abilities.
  • Duration: until removed
  • Tags:
    • Magic

Haymaker Recoil

  • Cannot use [dodge], [parry], or [movement] abilities.
  • Duration: 1 turn
  • Tags:
    • Posture

Heavy Fog

  • +4 detection defense, +1 [melee defense], +3 [ranged defense].
  • Duration: until removed
  • Tags:
    • Field

Hell Pit

  • When opened, and every day at 3 AM, imps or other GM determined spirits exit the pit, numbering up to the tear strength of the worldtear at the center of the pit. Remove condition if the worldtear is closed.
  • Duration: until removed
  • Tags:
    • Field
    • Magic

Hidden

  • -50% maximum movement range, undetected to all creatures with {condition detection defense} difficulty to detect. Remove condition after performing any non-[stealthy] ability or if detection difficulty is reduced below 1.
  • Duration: until removed
  • Tags:
    • Posture
    • Undetected

Holding Ground

  • Cannot use [movement] abilities, -1D6 [defense] skill rolls, +[condition level] [ranged] skill modifier if no [movement] abilities have been used this round.
  • Duration: 1 turn
  • Tags:
    • Posture

Hustle

  • May make an additional secondary action - action cannot target creatures with higher initiative. At end of the round lower initiative by 1D6 (minimum zero).
  • Duration: 1 turn

Impersonating

  • Grant the social auspices of a specific identity, as well as the more general auspices that the identity inherits. Set plausibility modifier determined by GM. Creatures that have successfully tested the impersonation or otherwise had the impersonation exposed may ignore this condition.
  • Duration: until removed
  • Tags:
    • Posture

Infection

  • -1 modifier to all skills.
  • Duration: until wound removed

Infection Resistance

  • When wounds on body area roll an infection progression result, apply a lingers or other GM determined result instead. Ignore effects from existing [infection] wounds. +{potency} wound progression rolls for existing [infection] wounds.
  • Duration: [condition level] hours

Inner Burden

  • -1 skill values. Gain 1 additional stress when gaining stress.
  • Duration: [condition level] turns
  • Tags:
    • Debase
    • Magic

Inner Burst

  • +1D6 to next skill roll - may re-roll any die of next skill roll that results in 1 once. Remove condition after roll.
  • Duration: [condition level] turns
  • Tags:
    • Ascendent
    • Magic

Inner Demons

  • Gain [condition level] additional stress when gaining stress.
  • Duration: until affliction removed

Inner Drive

  • +1 skill values. Gain -1 stress when gaining stress (minimum zero).
  • Duration: [condition level] turns
  • Tags:
    • Ascendent
    • Magic

Inner Vex

  • -1D6 to next skill roll - re-roll any die of next skill roll that results in 6 once. Remove condition after roll.
  • Duration: [condition level] turns
  • Tags:
    • Debase
    • Magic

Inspired Discipline

  • May use discipline for no cost.
  • Duration: [condition level] hours

Interregnum

  • May make an additional primary action with -2D6 skill rolls. At end of the round set initiative value to zero.
  • Duration: 1 turn

Invisible

  • Not visible, +12 detection defense.
  • Duration: [condition level] hours or until removed
  • Tags:
    • Magic
    • Undetected

Joint Damage

  • -3 maximum SP.
  • Duration: until affliction removed

Kneeling

  • Remove any any [movement stance] condition(s) on add.
  • -25% maximum movement range, -2 [melee defense], +2 [ranged defense] for attacks 3 range or longer.
  • Duration: until removed
  • Tags:
    • Movement Stance
    • Posture

Langtstiga

  • Movement may use teleportation unless restrained. Teleportation has +3 maximum movement range and is immune to [interrupt] abilities.
  • Duration: [condition level] turns
  • Tags:
    • Magic

Lethal Guidance

  • May re-roll a single damage die per attack. Each die re-rolled lowers [condition level] by 1. Remove condition if condition level ends at zero or below.
  • Duration: 8 hours

Levitated

  • Remove any any [movement stance] condition(s) on add.
  • Cannot move, float at set height. Considered [flying]. Cannot be targeted by [melee] abilities except by other [flying] objects, cannot use [melee] abilities except targeting other [flying] objects, -1D6 [defense].
  • Duration: [condition level] turns or until removed
  • Tags:
    • Magic
    • Movement Stance

Light-strike

  • Add light alignment to all damage dealt by creature/item. Increment blind level 1 to damage targets whenever any dealt damage dice rolls 1.
  • Duration: [condition level] hours or until removed
  • Tags:
    • Elemental
    • Elemental Strike
    • Light
    • Magic

Lightning Armor

  • +[condition level] deflection from [magic] abilities, electric damage, or from attacks involving [magnetic] objects. Deal 1D6 electric damage to any electric charge object that starts its turn (or at a GM determined time during the round) within [condition level] range of this object.
  • Duration: until removed
  • Tags:
    • Magic
    • Magic Armor

Lit

  • Apply item lit effects. Remove condition when fuel source is depleted. Destroy item on removal if fuel source is depleted and the fuel source is self consuming.
  • Duration: until removed
  • Tags:
    • Item

Low Light

  • +6 detection defense, +1 [melee defense], +3 [ranged defense].
  • Duration: until removed
  • Tags:
    • Field
    • Light Level
    • Shadow

Lung Damage

  • Decrease fatigue track thresholds by 1.
  • Duration: until affliction removed

Magic Armor

  • +[condition level] deflection to all damage, damage received lowers condition level after reduction, condition ends if condition level ends at zero or below.
  • Duration: 24 hours
  • Tags:
    • Magic
    • Magic Armor

Magic Discord

  • Deal and receive halve direct damage from [magic] abilities. -2 [magic power] skill rolls.
  • Duration: [condition level] turns
  • Tags:
    • Magic

Magic Exposure

  • Double MP lost or gained. When MP is gained heal HP, in the amount of 50% of the gained MP. When MP is lost receive magic damage, in the amount of 50% of the lost MP. HP healed or damage dealt can be spread across body areas as desired by the creature or the GM.
  • Duration: [condition level] turns
  • Tags:
    • Magic

Magic Harmony

  • Deal and receive double direct damage from [magic] abilities. +2 [magic power] skill rolls.
  • Duration: [condition level] turns
  • Tags:
    • Magic

Magic Seclusion

  • Halve MP lost or gained. When MP is gained receive nature damage, in the amount of 50% of the gained MP. When MP is lost heal HP, in the amount of 50% of the lost MP. HP healed or damage dealt can be spread across body areas as desired by the creature or the GM.
  • Duration: [condition level] turns
  • Tags:
    • Magic

Magnetic

  • Remove any electric charge condition(s) on add.
  • Object has the [magnetic] tag while condition is in effect. Attract other [magnetic] objects by a single point on the object (the pole of the opposite charge) within ([condition level] / 2) range. The GM may determine effects due to this attraction based on weight, structure, etc. with ([condition level] / 2) recommended to be used for the magnitude related to the attraction effects such as skill check difficulties. -([condition level]) received electric damage.
  • Duration: [condition level] hours
  • Tags:
    • Magic

Magnetic Grip

  • May move upon all non-insulating surfaces as if they are solid and regardless of angle. Surfaces that are non-insulating but made of a non-[magnetic] material counts as having the difficult terrain effect.
  • Duration: until {link conditions magnetic} removed
  • Tags:
    • Magic

Magnetic Shell

  • +(linked magnetic condition level) [defense] skill modifier to attacks using a [magnetic] object, or by targets carrying a [magnetic] object.
  • Duration: until {link conditions magnetic} removed
  • Tags:
    • Magic

Malaise

  • -[condition level] to next skill roll. Reduce condition level by one after skill roll. Remove condition at condition level zero.
  • Duration: until removed
  • Tags:
    • Debase
    • Magic

Manticore Vision

  • Can see 20 range without light level penalty, even in complete darkness.
  • Duration: [condition level] hours or until removed
  • Tags:
    • Magic

Mental Fatigue

  • Remove condition if FP > 0. Add (1D6 - [willpower] / 2, minimum 1) fatigue wounds. Receiving any additional FP damage adds 1 fatigue wound per point of damage.
  • Duration: until at least 1 FP

Miasma

  • Reserve 2 SP, +2 detection defense, +3 [ranged defense].
  • Duration: until removed
  • Tags:
    • Field

Missing Limb

  • Body area cannot be used or targeted.
  • Duration: until affliction removed

Monkey Form

  • Remove any [animal form stance] condition(s) on add.
  • +1D6 [defense] skill rolls, +1 thrown attack damage, -2 attack damage rating (minimum zero).
  • Duration: until removed
  • Tags:
    • Animal Form Stance

Motivated

  • +[condition level] maximum FP, +(2 * [condition level]) maximum SP. Gain -1 stress when gaining stress (minimum zero).
  • Duration: 4 hours

Mounted

  • Remove any any [movement stance] condition(s) on add.
  • Move along with mounted vehicle, cannot move outside vehicle without dismounting. Cannot use of held [no mount] items. - vehicle speed modifier to all accuracy rolls. + vehicle speed modifier to [melee defense] and [ranged defense] when attacked from outside vehicle. + (vehicle speed / 2) modifier to [melee] ability damage rating and damage to targets outside vehicle. + (vehicle speed / 2) modifier to ranged attack type range to targets outside vehicle. Add damaged item level (vehicle speed / 2) to weapons used in attacks to targets outside vehicle.
  • Duration: until removed
  • Tags:
    • Movement Stance
    • Posture

Movement Depleted

  • Cannot use [movement] abilities.
  • Duration: 1 turn

Mystical Concentration

  • +2 [stealth defense] skill modifier. Reduce total ability FP cost by 1. +2 [persuasion] skill modifier.
  • Duration: [condition level] turns
  • Tags:
    • Ascendent
    • Magic

Mystical Delusion

  • +2 magic backlash severity. Increase total ability MP cost of abilities with MP cost by 1. -1D6 [magic power] and [magic focus] skill rolls.
  • Duration: [condition level] turns
  • Tags:
    • Debase
    • Magic

Mystical Determination

  • Re-roll any dice result of 1 once. Increase stress track thresholds by 2. +1D6 wound progression rolls.
  • Duration: [condition level] turns
  • Tags:
    • Ascendent
    • Magic

Mystical Dexterity

  • +1 accuracy modifier. -2 total encumbrance (minimum zero). +2 [stealth] skill modifier.
  • Duration: [condition level] turns
  • Tags:
    • Ascendent
    • Magic

Mystical Distraction

  • -2 [stealth defense] skill modifier. Increase total ability FP cost of abilities with FP cost by 1. -2 [persuasion] skill modifier.
  • Duration: [condition level] turns
  • Tags:
    • Debase
    • Magic

Mystical Doubt

  • Re-roll any dice result of 6 once. Decrease stress track thresholds by 2. -1D6 wound progression rolls.
  • Duration: [condition level] turns
  • Tags:
    • Debase
    • Magic

Mystical Exhaustion

  • +1 received damage. Decrease fatigue track thresholds by 2. Increase total ability SP cost of abilities with SP cost by 1.
  • Duration: [condition level] turns
  • Tags:
    • Debase
    • Magic

Mystical Ineptitude

  • -1 accuracy modifier. +2 total encumbrance. -2 [stealth] skill modifier.
  • Duration: [condition level] turns
  • Tags:
    • Debase
    • Magic

Mystical Intuition

  • -2 magic backlash severity (minimum 1). Reduce total ability MP cost by 1. +1D6 [magic power] and [magic focus] skill rolls.
  • Duration: [condition level] turns
  • Tags:
    • Ascendent
    • Magic

Mystical Lethargy

  • -4 initiative value (minimum zero). -1D6 [defense] rolls. -1 maximum movement range.
  • Duration: [condition level] turns
  • Tags:
    • Debase
    • Magic

Mystical Speed

  • +4 initiative value. [defense] rolls used to avoid attacks last until the beginning of your next turn. +1 maximum movement range.
  • Duration: [condition level] turns
  • Tags:
    • Ascendent
    • Magic

Mystical Stamina

  • -1 received damage (minimum zero). Increase fatigue track thresholds by 2. Reduce total ability SP cost by 1.
  • Duration: [condition level] turns
  • Tags:
    • Ascendent
    • Magic

Mystical Strength

  • +1 damage. -2 carried weight (minimum zero). +1 accuracy for weapon accuracy modifiers < zero.
  • Duration: [condition level] turns
  • Tags:
    • Ascendent
    • Magic

Mystical Weakness

  • -1 damage. +2 carried weight. -1 weapon accuracy modifier.
  • Duration: [condition level] turns
  • Tags:
    • Debase
    • Magic

Nocturnal Sight

  • Halve [shadow] effects when targeting objects in [shadow] field conditions.
  • Duration: [condition level] hours

Off Hand

  • -4 skill modifier when using an equipped one handed item with this hand unless ability has [off hand] tag.
  • Duration: until affliction removed

Overextended

  • -[condition level] modifier to all [defense] skills.
  • Duration: 1 turn
  • Tags:
    • Posture

Owl Form

  • Remove any [animal form stance] condition(s) on add.
  • Reduce FP and MP cost of abilities by 2 (minimum 1). -2D6 [physical defense] rolls.
  • Duration: until removed
  • Tags:
    • Animal Form Stance

Partial Blindness

  • -1D6 [perception] skill rolls.
  • Duration: until affliction removed
  • Tags:
    • Blindness

Phoenix Resurrection

  • Remove shattered spirit when condition is removed.
  • Duration: until next dawn
  • Tags:
    • Magic

Physical Fatigue

  • Remove condition if SP > 0. Add (1D6 - [endurance] / 2, minimum 1) fatigue wounds. Receiving any additional SP damage adds 1 fatigue wound per point of damage.
  • Duration: until at least 1 SP

Pinned

  • Cannot move from current location. You or an adjacent reachable creature may remove condition with a primary action that requires a free hand. Add an unknown wound to pinned body area when condition is removed.
  • Duration: until removed

Planned Blade

  • May spend condition levels, down to zero. Remove condition at level zero. May spend 1 condition level to gain +1 to a [defense] roll. May spend 2 condition levels to gain +1D6 to a [defense] roll or move 1 square with movement immune to [interrupt] abilities after receiving an attack. May spend 1 condition level to gain +1 accuracy. May spend 2 condition levels to gain +1 damage rating. May spend 3 condition levels to re-roll an accuracy roll once after it is made. Remove condition after making an attack.
  • Duration: 2 turns
  • Tags:
    • Posture

Poison

  • Remove any drowning, quake condition(s) on add.
  • 1 poison damage to a random [vital] body area.
  • Duration: [condition level] turns
  • Tags:
    • Elemental
    • Magic
    • Poison
    • Venom

Poison-strike

  • Add poison alignment to all damage dealt by creature/item. Increment poison level 1 to damage targets whenever any dealt damage dice rolls 1.
  • Duration: [condition level] hours or until removed
  • Tags:
    • Elemental
    • Elemental Strike
    • Magic
    • Poison

Porcupine Form

  • Remove any [animal form stance] condition(s) on add.
  • When taking damage to a body area without any armor from an adjacent creature, reduce the damage by half and deal half the damage back to the creature with the same damage type and attack power.
  • Duration: until removed
  • Tags:
    • Animal Form Stance

Possessed Item

  • Item has one or more spirits bound to it. Item maximum MP is increased by total maximum MP of bound spirits. Bound spirits may only make an action, including communicating and taking form, if [willpower] roll > [condition level]. +1D6 bound spirit [willpower] rolls when targeting the wielder of the item. Spirits return to the item when disappearing, but can be expelled using a [condition level] roll as the expel defense. [condition level] decrements over time in a GM determined manner, usually by 1 point per century.
  • Duration: until removed
  • Tags:
    • Item

Prone

  • Remove any any [movement stance] condition(s) on add.
  • -50% maximum movement range, -4 [melee defense], +4 [ranged defense] for attacks 3 range or longer.
  • Duration: until removed
  • Tags:
    • Movement Stance
    • Posture

Provoked

  • -[condition level] accuracy when not targeting linked creature.
  • Duration: 2 turns

Purity

  • Ignore skill roll penalties.
  • Duration: [condition level] turns
  • Tags:
    • Magic

Quake

  • Remove any poison, curse condition(s) on add.
  • Add prone condition if 1D6 > 2
  • Duration: 2 * [condition level] turns
  • Tags:
    • Earth
    • Elemental
    • Magic

Quarter Concealment

  • +1 [ranged defense] skill modifier if GM determines direction of attack has concealment.
  • Duration: during attack
  • Tags:
    • Concealment

Quick Reactions

  • [defense] abilities may be used up to 2 times per round.
  • Duration: [condition level] turns

Raised Shield

  • -1D6 all [defense] skills rolls, -1 maximum movement range. May use {condition defense} in place of [melee defense] and [ranged defense]. Reduce received damage by {condition damage reduction} if damage rating < {condition rating} (minimum zero damage).
  • Duration: 1 turn
  • Tags:
    • Posture

Range Spotted

  • Ranged attacks made from linked firing position have +1D6 accuracy.
  • Duration: 24 hours
  • Tags:
    • Field

Rattled Concentration

  • Roll twice for all [magic], [magic focus], or [magic power] rolls, taking the lower result.
  • Duration: [condition level] turns

Readied

  • +1D6 to a single skill roll this turn. Declare bonus roll use at beginning of turn. If any [defense] rolls are made before use you must use this bonus on that roll instead and remove condition.
  • Duration: 1 turn

Regeneration

  • Heal 1 HP to all body areas. If HP is already full heal 4 SP. If SP is already full on all body areas heal 2 FP. If FP is already full heal 1 stress.
  • Duration: [condition level] turns
  • Tags:
    • Magic

Restrained

  • Body area and linked restraint cannot be in used in non-[restrained] abilities. Cannot perform [movement] abilities. Use escape restraint ability to remove.
  • Duration: until removed
  • Tags:
    • Posture

Rune of Underwork Mending

  • Ignore [magic] conditions. Natural creatures heal 1 HP, or 1 FP, or 2 SP. Reduce condition level of [item damage] conditions by one.
  • Duration: [condition level] turns
  • Tags:
    • Field

Sanctuary

  • Reduce all damage taken by [condition level], minimum zero. Attacks targeting creatures within this field condition add 1D6/2 stress to the attacker.
  • Duration: 1 day
  • Tags:
    • Field
    • Magic

Sandstorm

  • +8 detection defense, +2 [melee defense], +4 [ranged defense].
  • Duration: until removed
  • Tags:
    • Field

Seal of Creation

  • -[condition level] modifier to all [magic] skills; increase total ability MP cost by ([condition level] / 2). Reduce worldtear strength by [condition level] each turn.
  • Duration: [condition level] hours
  • Tags:
    • Field
    • Seal

Seal of Order

  • Cannot use or be targeted by [magic] abilities. Set worldtear strength to zero each turn.
  • Duration: [condition level] hours
  • Tags:
    • Field
    • Seal

Second Wind

  • -[condition level] SP cost, minimum 1.
  • Duration: 2 turns

Serenity

  • Reduce total ability FP and SP cost by 2.
  • Duration: [condition level] turns
  • Tags:
    • Magic

Severe Exhaustion

  • -2 SP per round.
  • Duration: until wound removed

Severe Infection

  • -2 modifier to all skills.
  • Duration: until wound removed

Severe Scarring

  • -1 maximum HP.
  • Duration: until affliction removed

Shattered Spirit

  • Remove any commanded spirit condition(s) on add.
  • Spirit is sent to the far corners of the celestial realms (or bound origin) and re-forms after 2D6 days, or GM determined time frame. Set MP to zero. The spirit is not communicable while shattered. Remove condition after spirit re-forms.
  • Duration: until removed
  • Tags:
    • Magic

Shield Feint

  • Remove any raised shield condition(s) on add.
  • +[condition level] attack accuracy modifier.
  • Duration: 1 turn
  • Tags:
    • Posture

Shield Wall

  • +[condition level] to raised shield condition defense for each willing reachable creature that also has the shield wall condition.
  • Duration: 1 turn
  • Tags:
    • Posture

Shrouded Poison

  • This condition is hidden from the creature but can be detected as a magic effect. Deal 1D6 + 2 poison damage to a random [vital] body area when the condition is removed by fulfilling the criteria.
  • Duration: until a criteria determined by the poisoner, declared when the condition is added, otherwise up to 2 * [condition level] hours
  • Tags:
    • Elemental
    • Magic
    • Poison
    • Venom

Soul Fatigue

  • Reserve [condition level] MP.
  • Duration: 24 hours
  • Tags:
    • Magic

Spirit Overdrive

  • Spirit may use [overdrive] abilities. Spirit must perform unsummon after performing any [overdrive] ability.
  • Duration: [condition level] turns
  • Tags:
    • Magic

Spirit Tracking

  • Places that have ever been touched by the linked creature appear as glowing shapes on the object. Places touched through clothing, for example boots touching the ground, glow in the shape of the clothing. The glowing outline is not visible to others.
  • Duration: [condition level] days
  • Tags:
    • Magic

Spirit Walk

  • Creature's spirit leaves its body and can move freely in three dimensions. The body collapses lifeless while the spirit is separated but otherwise continues naturally. The spirit has the ethereal aspect, cannot perform [physical] abilities, and can only interact physically if [magic power] skill roll > GM determined difficulty, usually based on the physical force needed. The spirit can move anywhere it can see, remember, or anywhere another spirit guides it with a single square of range. Damage dealt to the spirit is applied to the body. When the condition ends the spirit returns instantly to the body. If the spirit is unable to return to the body when the condition ends, for example if the spirit has become bound to an object, then the creature dies.
  • Duration: [condition level] minutes
  • Tags:
    • Magic

Stamina Regeneration

  • Gain 2 SP.
  • Duration: [condition level] turns
  • Tags:
    • Magic

Stasis

  • Object is not reachable or communicable with any other object, and other objects can occupy the space of this body. Cannot perform [movement] abilities. Object is detected and visible as normal but appears to be translucent. If another object of similar size overlaps when the condition ends all overlapping objects are destroyed. If another object of significantly different size overlaps when the condition ends the smaller object is destroyed. Any worn, held, or carried items are included in this condition and are not reachable by any other object, including the main object of this condition. Items are restored to normal after the condition ends and do not overlap with the main object of this condition.
  • Duration: [condition level] turns
  • Tags:
    • Magic

Staunched Bleeding

  • Ignore [bleeding] effect on body area.
  • Duration: [condition level] hours

Steady Riding

  • Reduce vehicle speed accuracy penalty (e.g. from mounted condition) by up to [riding] skill value (minimum zero penalty).
  • Duration: [condition level] turns

Stress - Broken

  • Add or increment one [corruption] affliction. Reset stress to zero.
  • Duration: until stress removed
  • Tags:
    • Stress

Stress - Desperate

  • Reserve 2 FP. +2 modifier to all skills. -1D6 skill rolls.
  • Duration: until stress removed
  • Tags:
    • Stress

Stress - Driven

  • Reserve 1 FP. +1 modifier to all skills.
  • Duration: until stress removed
  • Tags:
    • Stress

Stress - Tormented

  • Reserve 4 SP. +3 modifier to all skills. -1D6 skill rolls.
  • Duration: until stress removed
  • Tags:
    • Stress

Stun

  • Do not gain a primary or secondary action on your turn.
  • Duration: [condition level] turns

Sun Dread

  • 1 light-aligned heat damage to all body areas exposed to natural sunlight without [shadow] [field] condition.
  • Duration: until affliction removed
  • Tags:
    • Magic

Sun Infirmity

  • -1D6 to all skill rolls, double SP and FP cost, and -50% maximum movement range when in natural sunlight without a [shadow] [field] condition.
  • Duration: until affliction removed
  • Tags:
    • Magic

Sun Petrification

  • 12 light-aligned nature damage to all body areas exposed to natural sunlight without [shadow] [field] condition. Add {affliction missing limb} to limb body areas that are reduced to 0 HP by this damage. If a vital body area is reduced to 0 HP by this damage all body areas are turned to stone and the creature dies.
  • Duration: until affliction removed
  • Tags:
    • Magic

Survival Guidance

  • May re-roll a single [defense] skill roll per round. Each re-roll lowers [condition level] by 1. Remove condition if condition level ends at zero or below.
  • Duration: 4 hours

Sweltering Heat

  • Remove any any [temperature] condition(s) on add.
  • Add 1 fatigue wound and 1 stress each hour if any body area has non-[wicking] items worn. Add 1D6/2 additional fatigue wounds if any body area is [insulated].
  • Duration: until removed
  • Tags:
    • Field
    • Heat
    • Temperature

Taking Cover

  • Gain [concealment] and [cover] bonus conditions when defending against attacks. GM decides bonuses based on current location and direction of attack. Remove [concealment] and [cover] conditions after attacks and when this condition ends. Changes in the environment may end this condition. Remove condition if you move or attack.
  • Duration: until removed

Thin Air

  • Creatures that require air reserve 2 FP and 2 SP. Creatures with aura of wind are immune to the effects.
  • Duration: until removed
  • Tags:
    • Field

Tiger Form

  • Remove any [animal form stance] condition(s) on add.
  • Can choose slashing or slashing (stamina) damage types for [unarmed] abilities, +1 damage for [unarmed] abilities, -1D6 [ranged defense] rolls.
  • Duration: until removed
  • Tags:
    • Animal Form Stance

Tongue Speaking

  • May speak in the Basis language. Speech in the Basis language is heard by each individual hearer as an accurate translation in their native language.
  • Duration: [condition level] hours or until removed
  • Tags:
    • Magic

Torrential Deflection

  • Attacks that miss during a [parry] ability may be redirected to another valid target of your choice. May use your location or the attacker's location for the purposes of range. The attacker does not re-evaluate any attack values but is given +[condition level] accuracy. The new target may defend the attack as normal.
  • Duration: 1 turn
  • Tags:
    • Posture

Total Concealment

  • +4 [ranged defense] skill modifier if GM determines direction of attack has concealment.
  • Duration: during attack
  • Tags:
    • Concealment

Trained Mount

  • Reduce fear by (driver loyalty / 3), minimum 0.
  • Duration: 1 week

Translucent Surface

  • [condition level] GM determined outer layers of the object are translucent and do not block visibility, up to a 1 range circle around the {condition origin}. Recommended layers would include a single layer of stones in a wall, skin or a layer of muscle, or a 1 range layer of liquid.
  • Duration: 1 hour
  • Tags:
    • Magic

Treated Wounds

  • +{potency} wound progression rolls for [injury] wounds on body area.
  • Duration: [condition level] hours

Unnatural Resurrection

  • Reserve [condition level] / 2 SP, reserve [condition level] / 2 FP, -[condition level] wound progression rolls.
  • Duration: until affliction removed
  • Tags:
    • Magic

Unsteady Shield

  • Remove any raised shield condition(s) on add.
  • Equipped shields cannot be used in abilities.
  • Duration: 2 turns
  • Tags:
    • Posture

Unveiled

  • Gain 1 MP.
  • Duration: [condition level] turns
  • Tags:
    • Magic

Useless Limb

  • Body area cannot be used.
  • Duration: until affliction removed

Vacuum

  • Creatures that require air suffocate over time, causing 1 SP damage per turn, and causing vital wound after 2 minutes. Creatures with aura of wind are immune to the effects.
  • Duration: until removed
  • Tags:
    • Field

Vampiric Familiar

  • Linked vampire is able to observe through your senses.
  • Duration: until removed
  • Tags:
    • Magic

Vampiric Power - Elder

  • +1 [persuasion] skill modifier. +6 attitude modifier with other vampires. May re-roll all rolls up to 2 times. Reduce total ability MP cost by half.
  • Duration: until vampiric power removed
  • Tags:
    • Magic

Vampiric Power - Lord

  • +1 [persuasion] skill modifier. +4 attitude modifier with other vampires. Intelligence of your vampiric thralls is not limited. Sleeping for an entire daylight period heals all undead HP. May re-roll all accuracy rolls once.
  • Duration: until vampiric power removed
  • Tags:
    • Magic

Vampiric Power - Neophyte

  • +1 [persuasion] skill modifier. Sleeping for an entire daylight period heals 1 undead HP per body area.
  • Duration: until vampiric power removed
  • Tags:
    • Magic

Vampiric Power - Peer

  • +1 [persuasion] skill modifier. +2 attitude modifier with other vampires. Intelligence of your vampiric thralls is limited to that of child. May use vampiric healing ability.
  • Duration: until vampiric power removed
  • Tags:
    • Magic

Vampiric Power - Prince

  • +1 [persuasion] skill modifier. +4 attitude modifier with other vampires. May re-roll all rolls once.
  • Duration: until vampiric power removed
  • Tags:
    • Magic

Vampiric Power - Superior

  • +1 [persuasion] skill modifier. +2 attitude modifier with other vampires. May send commands to thralls through thought. May re-roll all damage rolls once. May use vampiric familiar ability.
  • Duration: until vampiric power removed
  • Tags:
    • Magic

Vampiric Thrall

  • You must obey direct commands given by linked vampire. You may resist a command if (willpower roll) > linked vampire's vampiric power. Intelligence is limited by the linked vampire's vampiric power and reduced when necessary. Unless otherwise specified intelligence is limited to that of an animal.
  • Duration: until removed
  • Tags:
    • Magic

Vampirism

  • May use vampiric bite ability. You do not show reflections or cast shadows.
  • Duration: until aspect removed
  • Tags:
    • Magic

Watcher's Seal

  • Remove [undetected] conditions. [undetected] conditions cannot be added. Creatures take ([corruption] affliction count / 2) light-aligned nature damage each round.
  • Duration: [condition level] hours
  • Tags:
    • Field
    • Seal

Water-strike

  • Add water alignment to all damage dealt by creature/item. Increment drowning level 1 to damage targets whenever any dealt damage dice rolls 1.
  • Duration: [condition level] hours or until removed
  • Tags:
    • Elemental
    • Elemental Strike
    • Magic
    • Water

Weapons Committed

  • Cannot use [parry] abilities.
  • Duration: 1 turn
  • Tags:
    • Posture

Well-Fed Focus

  • +{potency} maximum FP.
  • Duration: [condition level] hours

Well-Fed Stamina

  • +{potency} maximum SP.
  • Duration: [condition level] hours

Wet

  • Remove [insulated] from body area if it is not [waterproof]. Immune to [heat] condition effects.
  • Duration: varies, starts at 10 minutes

Whirling Perseverance

  • +[condition level] accuracy during [parry] abilities. After each [parry] ability may spend 1 SP and 1 FP to consider ability unused this turn and any weapons used in the ability as unused.
  • Duration: 1 turn
  • Tags:
    • Posture

Will to Survive

  • Ignore all effects from [vital] and [failure] wounds.
  • Duration: [condition level] turns

Wind-strike

  • Add wind alignment to all damage dealt by creature/item. Increment frostbite level 1 to damage targets whenever any dealt damage dice rolls 1.
  • Duration: [condition level] hours or until removed
  • Tags:
    • Elemental
    • Elemental Strike
    • Magic
    • Wind

Wing Shield

  • Reduce all vitality and stamina damage by 1, minimum zero.
  • Duration: [condition level] turns

Worldtear

  • Assign tear strength on creation. Apply chaos track field conditions to locations within (tear strength - 1) range, with chaos track value of (tear strenth - distance to worldtear). If a location has chaos track values from multiple worldtears use the higher chaos track value. Remove worldtear and chaos field conditions at tear strength zero. Objects occupying this location are sent to the celestial realms, with natural creatures dying.
  • Duration: until removed
  • Tags:
    • Field
    • Worldtear