Condition Types
AX.C.11.05 - Condition Types
Conditions are categorized by which Attribute they impair.
- Body Conditions: Affect physical capability
- Speed Conditions: Affect movement and agility
- Wit Conditions: Affect mental acuity and perception
How Conditions Work
Application:
- Character exposed to condition source (disease, poison, spell, etc.)
- Make appropriate Save (Body/Speed/Wit) vs Threshold
- Success: Avoid condition
- Failure: Suffer condition effect
Effect:
Reduce the affected Attribute by Condition Severity.
- Minor: -1D to Attribute
- Moderate: -2D to Attribute
- Major: -3D to Attribute
Impact: All dice pools using that Attribute are reduced. Derived statistics recalculate.
Example: * Character with Speed 4D suffers a moderate Speed condition (-2D). * Their Speed is now effectively 2D. * Defense recalculates using the reduced Speed
Recovery from Conditions
Daily Save: * After each Long Rest, make a Save vs original Threshold * Success: Condition is removed * Failure: Condition persists
Healer Assistance: * A Healer can use their Wit+Medicine (Threshold 2) to assist with a Save * Each success provides +1D on the next Save * This represents treatment and care improving recovery chances
Example: Healer treating the character rolls Wit + Medicine and gets 2 successes. Character makes Body Save (Body+Fortitude+2D for Healer Assist ) vs disease (Threshold 2).
Magical Healing: * A Mystic can use Attribute + Odd (Threshold Condition Severity+1) to completely remove one mundane condition * No Save required, automatic removal * Healer must choose: restore Health OR remove condition (not both)
Body Conditions
Body conditions impair physical health, stamina, and strength.
Common Body Conditions: * Disease: Illness, infection * Poison: Toxins in bloodstream * Exhaustion: Severe fatigue * Weakening Curse: Magical strength reduction
Effects: * Reduce Body value * Health maximum value recalculates * All Body-based rolls reduced * Body Saves reduced
Save to Resist: Body Save when first exposed
Recovery: Body Save each day after Long Rest, or magical healing
Example - Disease: * Exposure: Make Body Save Threshold 2 * Failure: Contract disease (Minor, -1D Body) * Body 4D becomes 3D temporarily * Health maximum reduces from 24 to 18 * Each day, make Body Save (Threshold Condition Severity+1) to recover
Speed Conditions
Speed conditions impair agility, reflexes, and mobility.
Common Speed Conditions: * Entanglement: Vines, webs, ropes restricting movement * Paralysis: Cannot move * Slowing Magic: Magical movement reduction * Leg Injury: Broken ankle, twisted knee
Effects: * Reduce Speed value * Defense recalculates (becomes easier to hit) * All Speed-based rolls reduced * Speed Saves reduced * Movement may be halved or prevented
Save to Resist: Speed Save when first exposed
Recovery: Speed Save each day after Long Rest, or magical healing
Example - Entanglement: Exposure: Make Speed Save Threshold 2 Failure: Entangled (Moderate, -2D Speed) Speed 3D becomes 1D temporarily Defense is decreased based on new Speed value Movement halved Each Turn, make Speed Save (Threshold Condition Severity+1) to escape Can also attempt to break free with Body Save (Threshold Condition Severity+1) or Body+Strike to cut free
Wit Conditions
Wit conditions impair mental acuity, perception, and social capability.
Common Wit Conditions: * Confusion: Disorientation, unclear thinking * Fear: Overwhelming terror * Mind Fog: Clouded thoughts * Psychic Trauma: Mental damage from psychic attack * Charm: Magically influenced thoughts
Effects: * Reduce Wit value * All Wit-based rolls reduced * Wit Saves reduced * May cause irrational behavior (GM discretion) * Social interactions may be impaired
Save to Resist: Wit Save when first exposed
Recovery: Wit Save each day after Long Rest, or magical healing
Example - Fear: * Exposure: Frightening sight, make Wit Save Threshold 2 * Failure: Frightened (Minor, -1D Wit) * Wit 3D becomes 2D temporarily * All Wit rolls at -1D * May cause avoidance of fear source * Each day, make Wit Save (Threshold Condition Severity+1) to overcome fear
Condition Severity
Minor (-1D): * Save Threshold: 2 * Duration: Typically 1-3 days * Examples: Common cold, minor fear, slight entanglement
Moderate (-2D): * Save Threshold: 3 * Duration: Typically 3-7 days * Examples: Serious illness, significant injury, moderate curse
Major (-3D): * Save Threshold: 4 * Duration: Typically 7+ days * Examples: Deadly disease, crippling injury, powerful curse
Multiple Conditions
Different Types: Stack normally * Body condition + Speed condition = both apply * Reduces both Attributes
Same Type: Do NOT stack use the worst one * Two Body conditions = only the worse one applies * Mild disease + severe poison = only severe poison applies * Each condition must be remedied individually to remove all the effects
Example: Character has Minor Exhaustion (-1D Body) and Moderate Poison (-2D Body) Only the Moderate Poison applies (worse condition) If Moderate Poison is cured, Minor Exhaustion then applies
Magical Conditions
Some conditions are inherently magical and cannot be removed by mundane means.
Common Magical Conditions: * Curses: Ongoing magical effects * Petrification: Turned to stone * Polymorph: Changed into another form * Possession: Another entity controlling you
Removal: * Cannot be removed by time or natural healing * Cannot be removed by Heal Talent * Requires magical intervention * Threshold: Whatever caused condition may impose Threshold modifier
Breaking Magical Conditions: * Mystic casts appropriate counter-magic * Victim makes Wit Save, bolstered by caster's Magic pool value * Threshold based on original curse/effect power
Example - Curse Removal: * Victim cursed by powerful witch (Threshold 3 originally) * Wizard with Magic 4D attempts to break curse * Victim makes Wit Save + 4 (caster's Odd power value) vs Threshold Condition Severity+1 * Success: Curse broken * Failure: Curse remains, can try again after Long Rest