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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:

  1. Character exposed to condition source (disease, poison, spell, etc.)
  2. Make appropriate Save (Body/Speed/Wit) vs Threshold
  3. Success: Avoid condition
  4. 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