Jump to section:
In Combat Status Effects
Minor Status Effects:
When applied by a Tier ability, these effects cannot last more than two turns.
​
Decaying: Healing is ineffective on the target, and instead deals damage.
​
Demoralized: A Demoralized target has a -5 penalty to attack rolls and skill checks.
​
Grappled: A Grappled target cannot spend Minor actions to move.
​​
Deadly: A Deadly target has a +5 bonus to its critical strike chance.
​
Inspired: An inspired target has a +5 bonus to attack rolls and skill checks.
​
Rooted: A Rooted target cannot spend Minor actions to move.
​
Prone: Melee combatants have advantage on their attack rolls to hit a prone target. Combatants trying to hit a prone target at range have disadvantage. Prone targets have disadvantage on all of their attack rolls, and can stand up as a Minor action.
​
Restrained: The target cannot move. Attack rolls against the target have advantage, and the target's attack rolls have disadvantage.
​
Slowed: Reduces movement speed by one level.
​
Major Status Effects:
When applied by a Tier ability, these effects cannot last more than two turns.
​
Blinded: The target has a -10 penalty to attack rolls. Attacks against Blinded targets have advantage.
​
Brainwashed: The attacker chooses the target's Major and Minor actions, and the target is aware of what caused the compulsion after it wears off.
​
Charmed: The target is compelled not to attack the charmer, and the target does not remember the compulsion after it wears off. The charmer rolls charisma checks with advantage against charmed targets.
​
Disoriented: The target cannot spend Major actions.
Frightened: The target automatically spends their Minor actions fleeing. They have disadvantage on ability checks and attack rolls while the source of their fear is within sight.
​
Invisible: Invisible targets are impossible to see. Attacks against them are made with disadvantage. Attacks by them are made with advantage. Invisible targets can be detected by any noise they make or tracks they leave.
​
Stunned: A stunned target can't take Minor or Major actions, and can barely speak. They automatically fail Strength and Dexterity checks. Attack rolls against the target have advantage. Attacks are critical hits if the attacker is within 5 feet of the stunned target.
Unconscious: An unconscious target can't take Minor or Major actions. They drop whatever they are holding and fall prone. Attack rolls against the target have advantage. Any attack that hits the target is a critical hit if the attacker is within 5 feet. If the target takes damage while unconscious, it usually wakes up.
Grappling
Initiating a Grapple
Grappling requires an opposed Strength check between two characters, or a Strength check made against a DC of the Storyteller's choosing. A relevant skill modifier can be added to this roll. If the grappler wins, they successfully prevent their target from being able to move.
Retaining a Grapple
Retaining a Grapple requires a Minor Action each turn by the grappler. Grapplers do not need to roll anything to retain a grapple.
Effect While Grappled
A grappled creature cannot spend Minor actions to move.
​
Breaking a Grapple
Grappled creatures can make a Dexterity or Strength check with a relevant skill to try and get free as a Minor action. These checks are either opposed checks, or checks made against a DC (Storyteller discretion).
​
If the grappler cannot spend a Minor action to retain the grapple for any reason, the condition ends. The condition also ends if an effect (like a teleport) removes the grappled creature from the reach of the grappler or grappling effect.
Falling and Falling Damage
For every ten feet you fall, roll a d10 to determine falling damage. For example, falling 100 feet would inflict 10d10 falling damage.
Falling From Mounts or Vehicles
-
Falling from the back of a medium mount inflicts 1d10 falling damage. Larger mounts may inflict more damage when fallen from.
​
Avoiding Falling Damage
-
Certain effects can mitigate falling damage, such as using a parachute or certain magical spells and cantrips.
-
Falling for a long distance and teleporting just before you hit the floor reduces falling damage taken to 0.
-
Landing on something that can cushion your fall, such as deep water or soft pillows, reduces your falling damage taken by half.
Exhaustion
Sometimes, characters endure things that are physically taxing. Environmental hazards, starvation, long-term effects of freezing or scorching temperatures, dangerous poisons, or repeated instances of falling below 0 hit points all fall into this category.
Exhaustion levels are given by the Storyteller at thematic times when characters have failed Stamina checks or are under intense physical stress. They are a narrative tool to keep stakes high, but should be used sparingly.
​
Exhaustion is measured in six levels that are cumulative:
​
Exhaustion Level 1 : Speed reduced by 10 feet
Exhaustion Level 2 : Disadvantage on Ability Checks
Exhaustion Level 3 : Disadvantage on Attack rolls
Exhaustion Level 4 : Hit point maximum halved
Exhaustion Level 5 : Can no longer take Minor actions to Move
Exhaustion Level 6 : Death