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.
-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.
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].
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
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.
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.
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.
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
-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.
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.
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.
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.
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.
+[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.
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.
+[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.
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.
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.
+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.
-[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.
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.
+[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.
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.