Acolyte RPG - Gameplay
Initiative
When an action triggers combat all involved PCs and NPCs roll 1d6 and add their Skill Training Level and Stat Rank for a Skill that the GM calls for. The Skill could be anything from Agility if fighting on an unstable surface like a boat, or Perception of conditions are hampering visibility; Whatever Skill the GM believes plays a role in being able to act first at that time. Once the order is set, it remains in place until the end of the conflict. Ties are won by those with higher Training Levels, then Stat Ranks. You may hold any number of your actions until later in the order but they are lost when the cycle returns to you on the next turn. Doing this allows you to interject one time to spend all held Actions.
Actions
On their turn, a PC has 3 Actions to spend: 1 Quick, 1 Movement, and 1 Standard Action.
Quick Actions are simple tasks that can be performed in about 3 seconds or less and usually do not require a Skill Check. Swapping out a weapon, drinking an elixir, and activating most Background Abilities are Quick Actions. You can always trade another type of Action for an additional Quick Action.
Movement Actions allow a character to move a number of feet equal to their Movement Attribute. If mounted, a character uses the Movement Attribute of the mount but both the mount and the rider use their Movement Action. Movement Actions can replace Standard Actions but not Quick Actions, allowing one to move twice in one turn.
Standard Actions are complex tasks that usually require a Skill Check such as swinging a sword, firing a bow, or Conjuring a spell. You cannot trade any other Actions to get more Standard Actions in a turn.
Quick Actions are simple tasks that can be performed in about 3 seconds or less and usually do not require a Skill Check. Swapping out a weapon, drinking an elixir, and activating most Background Abilities are Quick Actions. You can always trade another type of Action for an additional Quick Action.
Movement Actions allow a character to move a number of feet equal to their Movement Attribute. If mounted, a character uses the Movement Attribute of the mount but both the mount and the rider use their Movement Action. Movement Actions can replace Standard Actions but not Quick Actions, allowing one to move twice in one turn.
Standard Actions are complex tasks that usually require a Skill Check such as swinging a sword, firing a bow, or Conjuring a spell. You cannot trade any other Actions to get more Standard Actions in a turn.
Skill Checks
To perform a Skill Check, based on your declared action, the GM will call for a specific Skill to be tested. The GM will also announce the Difficulty which determines the dice you roll. No matter what, you are always trying to roll equal to or below the Stat Rank that applies to the Skill being Tested. The difficulty will increase the size of the Die to make it less likely to succeed. Difficulty levels are as follows:
Easy - 1d4
Average - 1d6
Hard - 1d8
Challenging - 1d10
Extreme - 1d12
Extreme 2 - 1d6+1d8
Extreme 3 - 1d8+1d8
and so on...
While its the job of conditions and challenges to make things harder, its a characters Skill Training Levels that make tasks more likely to succeed. Merely having 1 Training level in a skill allows you to roll one extra die for the difficulty of the task and you only take the best result of the two. Having 2 Training Levels in a Skill allows for the extra die you roll to be one Difficulty Level lower. And a third Level of Training makes both your dice 1 Level lower on Difficulty.
Auto Passing
Sometimes a task can become so simple that you are guaranteed to succeed. In these cases it is up to the player making the check to roll or not. The benefit to rolling is the chance for Epic Successes but also there is a risk for Tragic Failures.
Easy - 1d4
Average - 1d6
Hard - 1d8
Challenging - 1d10
Extreme - 1d12
Extreme 2 - 1d6+1d8
Extreme 3 - 1d8+1d8
and so on...
While its the job of conditions and challenges to make things harder, its a characters Skill Training Levels that make tasks more likely to succeed. Merely having 1 Training level in a skill allows you to roll one extra die for the difficulty of the task and you only take the best result of the two. Having 2 Training Levels in a Skill allows for the extra die you roll to be one Difficulty Level lower. And a third Level of Training makes both your dice 1 Level lower on Difficulty.
Auto Passing
Sometimes a task can become so simple that you are guaranteed to succeed. In these cases it is up to the player making the check to roll or not. The benefit to rolling is the chance for Epic Successes but also there is a risk for Tragic Failures.
Epic Successes and Tragedies
Whenever you make a Skill Check and your die result is two of the same number 1-3 and that roll was a success, you have made an Epic Success. At this point you succeed on your task to the extent possible and are allowed to determine more specific and awesome results how you see fit. If your Check was for an attack this could double the damage and other effects of your attack or increase other variables such as range and area of effect. Epic Success on a defense could afford you an additional immediate attack or other useful action.
On the other side of the coin you have Tragedies. These occur whenever 6 is the only die result on all dice rolled for the task or more than half the dice rolled are 6 for rolls made with more than two dice. The task is automatically failed and the GM will describe how it will now be more difficult to complete in the future or triggers an event that makes the goals of the party more complicated. If you roll a Tragedy while attacking, this may cause you to be attacked back, break your weapon, or damage yourself or an ally. A Tragic defense could result in your shield or armor taking damage or being broken in addition to being hit.
On the other side of the coin you have Tragedies. These occur whenever 6 is the only die result on all dice rolled for the task or more than half the dice rolled are 6 for rolls made with more than two dice. The task is automatically failed and the GM will describe how it will now be more difficult to complete in the future or triggers an event that makes the goals of the party more complicated. If you roll a Tragedy while attacking, this may cause you to be attacked back, break your weapon, or damage yourself or an ally. A Tragic defense could result in your shield or armor taking damage or being broken in addition to being hit.
Health, Life, and Death
As long as you have Health to spare, you are able to take action and continue the fight. Once you take enough damage to reduce your Health total to 0 you must make an immediate Fate Check at Average Difficulty. Failing this Check causes you to fall unconscious or die immediately if your Health is -10 or lower. Succeeding allows you to continue acting but with the Exhausted Condition. Each time you take damage under 1 Health you must make another check and each check made in the same day increases its difficulty by 1 level.
If you fall unconscious (Health 0 - -9 and failed Fate Check) you can be stabilized by making an Endure Check on your turn as your only action or by another character taking a standard action to heal you. You do not need to be brought above 0 Health to regain consciousness.
Health is restored naturally by taking the Short Rest Activity which refills your CON x 4, or by getting a nights rest which restores your CON x 8.
Taking a nights rest also restores any depleted Stats by 1 Rank.
Stat Depletion
When Stats are reduced by conditions they do not effect your Attributes. For example, when Starvation lowers your Strength, your carrying capacity is not reduced. If any of your Stats are reduced to 0 you will surely fail any task that requires those Checks. This wont kill you but it leaves you in an extremely vulnerable position.
If you fall unconscious (Health 0 - -9 and failed Fate Check) you can be stabilized by making an Endure Check on your turn as your only action or by another character taking a standard action to heal you. You do not need to be brought above 0 Health to regain consciousness.
Health is restored naturally by taking the Short Rest Activity which refills your CON x 4, or by getting a nights rest which restores your CON x 8.
Taking a nights rest also restores any depleted Stats by 1 Rank.
Stat Depletion
When Stats are reduced by conditions they do not effect your Attributes. For example, when Starvation lowers your Strength, your carrying capacity is not reduced. If any of your Stats are reduced to 0 you will surely fail any task that requires those Checks. This wont kill you but it leaves you in an extremely vulnerable position.
Downtime Activities
Outside of combat you can perform Downtime Activities whenever your group has at least 10 minutes to spare and are not interrupted by other tasks. Each party member is free to choose how they spend the time with a activity below:
Short Rest - Restore Health equal to CON x 4
Prayer - Restore Blessings equal to your Devotion to a single Deity + WIS. This can be done once / day / Deity but once you pray to that Deity you may only spend Blessings on that Deities gifts.
Patch Up - Requires a Lore Check and removes some physical conditions from the group.
Cook - Requires a Craft Check and removes some physical and mental conditions from the group.
Comfort - Requires a Perform Check and removes mental conditions from the group.
Repair - Requires Craft Check and removes the Damaged Quality from a piece of equipment.
Hone - With the right tools you can apply the Honed quality to a single weapon.
Search - Requires a Perception Check and scours the surrounding area for any valuable information and possible danger.
Other activities are always possible and it is up to the GM to decide what skills they may call for and what effects they may have.
Short Rest - Restore Health equal to CON x 4
Prayer - Restore Blessings equal to your Devotion to a single Deity + WIS. This can be done once / day / Deity but once you pray to that Deity you may only spend Blessings on that Deities gifts.
Patch Up - Requires a Lore Check and removes some physical conditions from the group.
Cook - Requires a Craft Check and removes some physical and mental conditions from the group.
Comfort - Requires a Perform Check and removes mental conditions from the group.
Repair - Requires Craft Check and removes the Damaged Quality from a piece of equipment.
Hone - With the right tools you can apply the Honed quality to a single weapon.
Search - Requires a Perception Check and scours the surrounding area for any valuable information and possible danger.
Other activities are always possible and it is up to the GM to decide what skills they may call for and what effects they may have.
Traveling
Traveling Roles
Each member of a traveling party may take on a role. This role can be changed with each day of travel. Being from the region in which you are traveling decreases the difficulty level of any traveling role checks by 1.
Navigator
You are responsible for keeping the party moving in the right direction and at good pace. A map of the region could decrease the difficulty of checks by 1. Common checks are Lore and Fate. Your success advances the party towards their destination at an average pace. Failure costs you half a days time in set backs. You can spend a gift to attempt to navigate more accurately, granting a reroll at increased difficulty.
Scout
You forge on ahead of the party, keeping an eye out for danger and can act quickly to inform the party of hazards or enemy movement. A mount that increases your MV decreases the difficulty of checks by 1. Common checks are Perception and Sensibility. Your success has the party avoid any one threat that may have been created by that days fate check. Failure results in a confrontation of the threat. You can spend a gift to address the threat and decrease the incoming damage by the blessing cost.
Hunter
You split off searching for animal tracks and hope they lead to a meal. Ranged weapons or traps could decrease the difficulty of checks by 1. Common checks are Stealth and Precision. Your success allows you to obtain 1-3 meat components. Failure results in finding nothing. You can spend a gift to attempt to hunt further, getting another roll at increased difficulty.
Fisherman
You make the most of your time at sea or along side streams and rivers by seeing what's biting. Fishing equipment decreases the difficulty of checks by 1. Common checks are Craft and Fate. Your success allows you to obtain 1-3 fish components. Failure results in finding nothing. You can spend a gift to attempt to fish further, getting another roll at increased difficulty.
Gatherer
You search for plant life and other resources that can be found in the wild. A common check is Lore. Your success allows you to obtain 1-3 plant components. Failure results in finding nothing. You can spend a gift to attempt to search further, getting another roll at increased difficulty.
Guard
You stay close to the bulk of the party and defend it from threats. Medium or heavy armor or a shield decreases the difficulty of checks by 1. Common checks are Block and Fight. Your success allows you to reduce incoming threat damage of each threat by your combined Stat and Skill Bonus for the check you made. You can spend a gift to address the threat and reduce its damage by the blessing cost.
Muse
You keep spirits high with songs and stories on the road. An instrument or art kit decreases the difficulty of checks by 1. Common checks are Influence and Perform. Your success allows you to grant a reroll to an ally who failed their check. Failure results in no one getting the reroll. You can spend a gift to increase the number of party members getting to reroll by 1 for every 3 blessings spent on gifts even if you failed.
Traveling Rolls
1- At the start of each day the party declares roles and all make a Group Fate check that the GM records to determine what uncontrollable events happen that day including any threats.
2- Next the GM calls for a single Skill Check from each member serving a role and gives results accordingly.
3- The party takes a midday Downtime and makes rolls accordingly and expends food and water for the day.
4- The GM calls for another Skill Check from each member serving a role and gives results accordingly.
5- The party closes with a camping Downtime and makes rolls accordingly.
Threats and Hazards
For each party member that fails their daily fate check a hazard or threat is created. A hazard could be something natural like a storm, extreme cold, or no wind at sea. these could increase the difficulty of all role checks made that day. Threats are enemies that could engage with the party. Each threat is assigned a difficulty and will deal incoming damage to each party member equal to its difficulty. (Ex- a bandit troop of challenging difficulty rolls 1d10 for damage against each party member individually. Someone serving the Guard Role reduces each incoming damage by their combined stat and skill total. Once a threat has sent incoming damage at each party member, it has been overcome.
Each member of a traveling party may take on a role. This role can be changed with each day of travel. Being from the region in which you are traveling decreases the difficulty level of any traveling role checks by 1.
Navigator
You are responsible for keeping the party moving in the right direction and at good pace. A map of the region could decrease the difficulty of checks by 1. Common checks are Lore and Fate. Your success advances the party towards their destination at an average pace. Failure costs you half a days time in set backs. You can spend a gift to attempt to navigate more accurately, granting a reroll at increased difficulty.
Scout
You forge on ahead of the party, keeping an eye out for danger and can act quickly to inform the party of hazards or enemy movement. A mount that increases your MV decreases the difficulty of checks by 1. Common checks are Perception and Sensibility. Your success has the party avoid any one threat that may have been created by that days fate check. Failure results in a confrontation of the threat. You can spend a gift to address the threat and decrease the incoming damage by the blessing cost.
Hunter
You split off searching for animal tracks and hope they lead to a meal. Ranged weapons or traps could decrease the difficulty of checks by 1. Common checks are Stealth and Precision. Your success allows you to obtain 1-3 meat components. Failure results in finding nothing. You can spend a gift to attempt to hunt further, getting another roll at increased difficulty.
Fisherman
You make the most of your time at sea or along side streams and rivers by seeing what's biting. Fishing equipment decreases the difficulty of checks by 1. Common checks are Craft and Fate. Your success allows you to obtain 1-3 fish components. Failure results in finding nothing. You can spend a gift to attempt to fish further, getting another roll at increased difficulty.
Gatherer
You search for plant life and other resources that can be found in the wild. A common check is Lore. Your success allows you to obtain 1-3 plant components. Failure results in finding nothing. You can spend a gift to attempt to search further, getting another roll at increased difficulty.
Guard
You stay close to the bulk of the party and defend it from threats. Medium or heavy armor or a shield decreases the difficulty of checks by 1. Common checks are Block and Fight. Your success allows you to reduce incoming threat damage of each threat by your combined Stat and Skill Bonus for the check you made. You can spend a gift to address the threat and reduce its damage by the blessing cost.
Muse
You keep spirits high with songs and stories on the road. An instrument or art kit decreases the difficulty of checks by 1. Common checks are Influence and Perform. Your success allows you to grant a reroll to an ally who failed their check. Failure results in no one getting the reroll. You can spend a gift to increase the number of party members getting to reroll by 1 for every 3 blessings spent on gifts even if you failed.
Traveling Rolls
1- At the start of each day the party declares roles and all make a Group Fate check that the GM records to determine what uncontrollable events happen that day including any threats.
2- Next the GM calls for a single Skill Check from each member serving a role and gives results accordingly.
3- The party takes a midday Downtime and makes rolls accordingly and expends food and water for the day.
4- The GM calls for another Skill Check from each member serving a role and gives results accordingly.
5- The party closes with a camping Downtime and makes rolls accordingly.
Threats and Hazards
For each party member that fails their daily fate check a hazard or threat is created. A hazard could be something natural like a storm, extreme cold, or no wind at sea. these could increase the difficulty of all role checks made that day. Threats are enemies that could engage with the party. Each threat is assigned a difficulty and will deal incoming damage to each party member equal to its difficulty. (Ex- a bandit troop of challenging difficulty rolls 1d10 for damage against each party member individually. Someone serving the Guard Role reduces each incoming damage by their combined stat and skill total. Once a threat has sent incoming damage at each party member, it has been overcome.
Divine Gifts, Blessings, and Devotion
A Divine Gift is a piece of equipment that uses Blessings to activate powerful abilities and effects. Gifts fall into three categories: Attuned, Conjured, or Performed. Regardless of the type, all gifts take up a single slot within your carrying capacity.
Attuned Gifts are usually physical items, armor, or weapons. A sword that can be called upon to catch fire or a goblet that can be magically refilled at will are examples of Attuned Gifts.
Conjured Gifts come from scrolls and tablets that must be read to produce an effect. Calling forth a lightning bolt from the sky or a quake from the earth are examples of Conjuration.
Performed Gifts come in the form of sacred songs that grant effects when played. Calling a horse to your side from a great distance or charming a small town for example.
All Divine Gifts have a Blessing cost from 1-5 based on their power. You must also have at least as much Devotion with that Deity to use a Gift of that cost.
Attuned Gifts are usually physical items, armor, or weapons. A sword that can be called upon to catch fire or a goblet that can be magically refilled at will are examples of Attuned Gifts.
Conjured Gifts come from scrolls and tablets that must be read to produce an effect. Calling forth a lightning bolt from the sky or a quake from the earth are examples of Conjuration.
Performed Gifts come in the form of sacred songs that grant effects when played. Calling a horse to your side from a great distance or charming a small town for example.
All Divine Gifts have a Blessing cost from 1-5 based on their power. You must also have at least as much Devotion with that Deity to use a Gift of that cost.
Experience and Glory
After a session of play, all Acolytes will receive 3 Experience points. These are spent to increase Stat Ranks and Skill Training Levels. The new Stat Rank that will be achieved is how many Experience points it costs. (Ex.- to go from a 3 to a 4 costs 4 EXP) and the same with Skill Training Levels. (Ex.- goring from 0 - 1 costs 1 EXP)
In addition to Experience, each Acolyte also gain 30 Glory Points which are used to increase Devotion. For every 10 Glory you have with a Deity awards you 1 Devotion level. These 30 points are divvied out by the GM and your fellow players based on the actions you took throughout the session. Minor actions in favor of a Deity may award 2 points while major actions would award up to 8. Each time points are awarded you must subtract 1/2 the number of awarded points from that Deity's Rival. If you run out of points and still have more actions to consider, you subtract the full amount from the Rival. If your actions did not allocate all 30 points, you may choose where to spend those points but divide the remaining total by 2 before spending. The maximum Glory is 60 for any given Deity and there is no minimum. Once you fall to -10 Glory with a given Deity, they will notice and may make things harder for you and their efforts are increased at each interval of -10.
Paying Tithes - At any temple or shrine an Acolyte may leave 10D or something of equivalent value. This is treated as a moderate action and allocates 4 Glory at the end of the session.
In addition to Experience, each Acolyte also gain 30 Glory Points which are used to increase Devotion. For every 10 Glory you have with a Deity awards you 1 Devotion level. These 30 points are divvied out by the GM and your fellow players based on the actions you took throughout the session. Minor actions in favor of a Deity may award 2 points while major actions would award up to 8. Each time points are awarded you must subtract 1/2 the number of awarded points from that Deity's Rival. If you run out of points and still have more actions to consider, you subtract the full amount from the Rival. If your actions did not allocate all 30 points, you may choose where to spend those points but divide the remaining total by 2 before spending. The maximum Glory is 60 for any given Deity and there is no minimum. Once you fall to -10 Glory with a given Deity, they will notice and may make things harder for you and their efforts are increased at each interval of -10.
Paying Tithes - At any temple or shrine an Acolyte may leave 10D or something of equivalent value. This is treated as a moderate action and allocates 4 Glory at the end of the session.
Conditions
Conditions are temporary effects that alter your Stat Ranks for specific Skill Checks. If a condition like intoxicated calls for -2 SR Agility and Sensibility, you still roll at the original difficulty for the task but the number you need to pass is now 2 less than your true Stat Rank. Most conditions stack and can be removed through specific actions, down time activities or rest and healing.
Afraid
-1 SR Resist, Fight, and Precision
You do not add your Power Training Level to damage
- Lasts until you are in a position completely out of known danger or you take the comfort activity.
Bleeding
You take 1 damage for each movement or standard action you make
- Lasts until you receive healing or medical attention.
Blind
-2 SR Perception, Fight, Agility, Block, Precision
Your movement is reduced to 1/2 rounded down
- Make an Endure Check each round to remove
Bravery
Immunity to fear
- Lasts until you are at 1/2 Health or until you are hit if already below 1/2 Health
Burning
Flammable equipment becomes Damaged after each round
You take 2 damage after each round
- Lasts until you spend a Standard Action to make an Easy Agility Check or use water to extinguish the fire.
Crippled Arm
-2 SR Fight, Block, Precision, Power, Athletics
- Lasts until you take a nights rest or the patch up downtime activity.
Crippled Leg
-2 SR Agility and Athletics
Your movement is reduced to 1/2 rounded down.
- Lasts until you take a nights rest or the patch up downtime activity.
Deaf
-2 SR Perception and Agility to balance
You cannot benefit from positive performed effects
- Make an Endure Check each round to remove
Dizzy
-1 SR Agility, Perception, Fight, Block, Precision
Your movement is reduced to 1/2 rounded down
- Lasts 1 round
Doomed
Make a Resist Check each round or you cannot use gifts that round and you take 4 Curse damage.
-3 SR Fate
- Lasts until you deal damage to the target that gave you the condition or that target is eliminated. can also be removed with comfort or nights rest.
Drained
-1 INT, WIS, CHA
Divine Gifts cots 2x the usual Blessings to use.
- Lasts until you take a nights rest or the comfort or cook activities
Enraged
-2 SR Sensibility
1 Action / round must be spent attempting to attack the target of your rage.
- Lasts until the target falls or becomes unreachable or you pass a Resist Check after attacking an ally.
Enthralled
The caster is now seen as an ally and commands you each round with a Resist Check to ignore the commands.
- You make Sensibility Checks after taking damage to be released completely from the effect.
Exhausted
-1 STR, DEX, CON
Your movement is reduced to 1/2 rounded down
- Lasts until you take a nights rest or the patch up or cook activities
Freezing
Your movement is 1/2 rounded down
You do not add your Power Training Levels to damage
Every hour you take -1 CON
- Lasts until you leave freezing temperatures
Frozen
You get no actions
You take 2 ice damage each round
- Lasts until dealt fire damage or the ice melts
Hungover
You do not add your Power Training Level to damage
-1 SR Sensibility, Lore, Craft, and Influence
- Lasts 6 hours
Intoxicated
+1 SR Resist vs fear
-2 SR Agility and Sensibility
- Lasts 6 hours
Paralyzed
Make an Endure Check each round or lose either your Quick, Move, or Standard Action and take 4 Lightning damage
- Lasts until you go 2 rounds without losing an action
Petrified
You get no actions
- Make an Endure Check at the end of each round to remove.
Prone
+20% miss chance against ranged attacks
Cannot perform actions that require you to be standing
- lasts until you spend a quick action to get up
Poisoned
Each round make an Endure Check to begin removing the effect.
You take 1 Poison damage for each action you spend
- lasts until you pass two consecutive Endure Checks
Restrained
You cannot move or perform actions that take two hands.
- Lasts until you succeed on an Agility or Athletics and requires actions to attempt to break free
Sickened
Your movement is reduced to 1/2 rounded down
-1 SR Endure and Agility
- Lasts until you are no longer threatened by the cause of the condition and you pass an Endure check.
Scorched
Each round make an Endure Check or lose either your Quick, Move, or Standard Action.
Every hour take -1 STR
- Lasts until you are no longer over heated
Shaken
Your next rolled action is at -2 SR
Starving
-1 STR, DEX, CON
Make Endure Check each day without food or water to resist an additional -1
- Lasts until you eat or drink.
Weakened
-1 SR Fight
Cannot add Power TR to damage
- Lasts until you eat.
Afraid
-1 SR Resist, Fight, and Precision
You do not add your Power Training Level to damage
- Lasts until you are in a position completely out of known danger or you take the comfort activity.
Bleeding
You take 1 damage for each movement or standard action you make
- Lasts until you receive healing or medical attention.
Blind
-2 SR Perception, Fight, Agility, Block, Precision
Your movement is reduced to 1/2 rounded down
- Make an Endure Check each round to remove
Bravery
Immunity to fear
- Lasts until you are at 1/2 Health or until you are hit if already below 1/2 Health
Burning
Flammable equipment becomes Damaged after each round
You take 2 damage after each round
- Lasts until you spend a Standard Action to make an Easy Agility Check or use water to extinguish the fire.
Crippled Arm
-2 SR Fight, Block, Precision, Power, Athletics
- Lasts until you take a nights rest or the patch up downtime activity.
Crippled Leg
-2 SR Agility and Athletics
Your movement is reduced to 1/2 rounded down.
- Lasts until you take a nights rest or the patch up downtime activity.
Deaf
-2 SR Perception and Agility to balance
You cannot benefit from positive performed effects
- Make an Endure Check each round to remove
Dizzy
-1 SR Agility, Perception, Fight, Block, Precision
Your movement is reduced to 1/2 rounded down
- Lasts 1 round
Doomed
Make a Resist Check each round or you cannot use gifts that round and you take 4 Curse damage.
-3 SR Fate
- Lasts until you deal damage to the target that gave you the condition or that target is eliminated. can also be removed with comfort or nights rest.
Drained
-1 INT, WIS, CHA
Divine Gifts cots 2x the usual Blessings to use.
- Lasts until you take a nights rest or the comfort or cook activities
Enraged
-2 SR Sensibility
1 Action / round must be spent attempting to attack the target of your rage.
- Lasts until the target falls or becomes unreachable or you pass a Resist Check after attacking an ally.
Enthralled
The caster is now seen as an ally and commands you each round with a Resist Check to ignore the commands.
- You make Sensibility Checks after taking damage to be released completely from the effect.
Exhausted
-1 STR, DEX, CON
Your movement is reduced to 1/2 rounded down
- Lasts until you take a nights rest or the patch up or cook activities
Freezing
Your movement is 1/2 rounded down
You do not add your Power Training Levels to damage
Every hour you take -1 CON
- Lasts until you leave freezing temperatures
Frozen
You get no actions
You take 2 ice damage each round
- Lasts until dealt fire damage or the ice melts
Hungover
You do not add your Power Training Level to damage
-1 SR Sensibility, Lore, Craft, and Influence
- Lasts 6 hours
Intoxicated
+1 SR Resist vs fear
-2 SR Agility and Sensibility
- Lasts 6 hours
Paralyzed
Make an Endure Check each round or lose either your Quick, Move, or Standard Action and take 4 Lightning damage
- Lasts until you go 2 rounds without losing an action
Petrified
You get no actions
- Make an Endure Check at the end of each round to remove.
Prone
+20% miss chance against ranged attacks
Cannot perform actions that require you to be standing
- lasts until you spend a quick action to get up
Poisoned
Each round make an Endure Check to begin removing the effect.
You take 1 Poison damage for each action you spend
- lasts until you pass two consecutive Endure Checks
Restrained
You cannot move or perform actions that take two hands.
- Lasts until you succeed on an Agility or Athletics and requires actions to attempt to break free
Sickened
Your movement is reduced to 1/2 rounded down
-1 SR Endure and Agility
- Lasts until you are no longer threatened by the cause of the condition and you pass an Endure check.
Scorched
Each round make an Endure Check or lose either your Quick, Move, or Standard Action.
Every hour take -1 STR
- Lasts until you are no longer over heated
Shaken
Your next rolled action is at -2 SR
Starving
-1 STR, DEX, CON
Make Endure Check each day without food or water to resist an additional -1
- Lasts until you eat or drink.
Weakened
-1 SR Fight
Cannot add Power TR to damage
- Lasts until you eat.