GUIDE

Conditions

Conditions are specific negative effects that abilities and other sources apply to a creature. At the end of combat, every condition you picked up during the fight ends -- unless you want to keep it.


Quick Reference

Condition Core Effect How to End
Bleeding Lose Stamina (1d6 + level) each time you use a main action, triggered action, or make a Might/Agility roll Ability, or end of combat
Dazed Only one action per turn; no triggered or free actions Ability, or end of combat
Frightened Bane vs. source of fear; can't move toward it Ability, or end of combat
Grabbed Speed 0; can't be force moved; bane on most abilities Escape Grab maneuver, teleport, or grabber releases you
Prone Bane on your strikes; melee vs. you gains edge; crawl to move Stand Up maneuver
Restrained Speed 0; can't Stand Up or be force moved; bane on rolls; attacks against you gain edge Teleport, or an ability
Slowed Speed 2 (unless already lower); can't shift Ability, or end of combat
Taunted Double bane on abilities not targeting the taunter (while you have line of effect) New taunted replaces it, or end of combat
Weakened Bane on power rolls Ability, or end of combat

Bleeding

Bleeding costs you Stamina whenever you act.

Effect: Whenever you use a main action, a triggered action, or make a test or ability roll using Might or Agility, you lose Stamina equal to 1d6 + your level. The loss happens after the action resolves and can't be prevented.

This triggers once per action -- including actions you take off your turn (for example, a signature ability used through the tactician's Strike Now).

While dying: When your Stamina hits 0, you start dying. The bleeding condition from dying can't be removed until you're no longer dying.

Read more: Conditions · Stamina and Dying


Dazed

Dazed cuts you down to one action per turn.

Effect: On your turn, you can do only one of the following:

  • Use a main action
  • Use a maneuver
  • Use a move action

You also can't use triggered actions, free triggered actions, or free maneuvers while dazed.

Exception: A critical hit (natural 19 or 20 on a main action ability roll) still grants an extra main action, even while dazed.

Read more: Conditions


Frightened

Frightened makes you less effective against whatever is scaring you and stops you from closing in on it.

Effect:

  • Any ability roll you make against the source of your fear takes a bane.
  • If the source is a creature, their ability rolls against you gain an edge.
  • You can't willingly move closer to the source if you know where it is.

If you become frightened of a second source while already frightened, the new condition replaces the old one.

Read more: Conditions


Grabbed

Grabbed pins you down while something holds on.

Effect:

  • Your speed becomes 0.
  • You can't be force moved except by whatever has you grabbed.
  • You can't use the Knockback maneuver.
  • You take a bane on abilities that don't target whatever has you grabbed.
  • If the creature grabbing you moves, they bring you with them.

For the grabber: If their size is equal to or smaller than yours, their speed is halved while they hold you.

How to escape:

  • Use the Escape Grab maneuver on your turn.
  • Teleport -- the condition ends automatically.
  • Force movement separates you from the grabber -- the grab ends.
  • The grabber can release you at any time, no action required.

Read more: Conditions · Maneuvers


Prone

Prone puts you flat on the ground, where melee attackers have an easy time with you.

Effect:

  • Any strike you make takes a bane.
  • Melee abilities used against you gain an edge.
  • To move, you must crawl: every square costs 1 extra square of movement.
  • You can't climb, jump, swim, or fly. If you're doing any of those when knocked prone, you fall.

How to stand up:

  • Use the Stand Up maneuver on your turn.
  • An adjacent ally can use Stand Up to raise a willing prone creature.
  • If the effect that knocked you prone says you can't stand, you can't.

Read more: Conditions · Maneuvers


Restrained

Restrained locks you completely in place and makes you easy to hit.

Effect:

  • Your speed becomes 0.
  • You can't use the Stand Up maneuver.
  • You can't be force moved.
  • You take a bane on ability rolls and on Might and Agility tests.
  • Abilities used against you gain an edge.

How to end it:

  • Teleport -- the condition ends automatically.
  • Some abilities remove it directly.

Read more: Conditions


Slowed

Slowed cuts your speed without stopping you entirely.

Effect:

  • Your speed becomes 2, unless your speed is already lower.
  • You can't shift.

Read more: Conditions


Taunted

Taunted forces your attention onto one creature.

Effect:

  • You take a double bane on ability rolls for any ability that doesn't target the creature who taunted you, as long as you have line of effect to them.

If you become taunted by a second creature while already taunted, the new condition replaces the old one.

Read more: Conditions


Weakened

Weakened puts a bane on your power rolls.

Effect:

  • You take a bane on power rolls.

Read more: Conditions