2.5. Status Conditions and Saving Throws
Many Spells, Traps, and Abilities can inflict Status Conditions. When you are hit by something that says it "Inflicts" something, you will need to succeed on rolling a Save or become afflicted by the Status Condition listed. Saves also help you avoid damage from some sources, like traps and spells. Occasionally, you will use a Save for other Tests, like determining turn order in combat or your level of focus on an Ability.
Your Saves and Status Conditions can be found on the left side of the Status box on your Character Sheet.
Saves
Your saves Saves help you avoid Status Conditions and some damage.
The Saves and their use cases are as follows:
Grit
- Use your fortitude and determination to save yourself from poison, exhaustion, cold, blunt trauma, grapples, getting knocked back, getting knocked down, being swept downstream, etc.
Edge
- Use your foresight and cunning to save yourself from projectiles, traps, attacks targeting weak-points, sudden environmental dangers, tricky illusions, etc.
- Also used to determine turn order at the start of an Encounter.
Focus
- Use your mental fortitude and tuning to save yourself from psychic attacks, magical charms, magical fears, possession and more.
- Also used to maintain spells that require Concentration.
Each Save is based on a different Exploration Stat and can be Improved through various Perks (which will be discussed in 2.9. Tracker Boxes.) You may also be granted bonuses to these Saves through other Abilities or Items.
When rolling one of the Saves, you will perform the usual d10
Test. If an Ability is what triggered the Save, you can roll with an Advantage if your opponent's Ability Score was a [..6] Low Score. Conversely, you will need to roll with a Disadvantage if your opponent's Ability Score was a [10..] High Score. If your opponent got a [7..9] Mixed Score, you make the Save as normal.
Status Conditions
Learning to use Status Conditions can help you overcome your enemies, but your enemies can also use them to weaken and overpower you. Most Status Conditions have two levels represented by "Stacks". For each Stack of a condition, the condition's effect can becomes stronger or last longer.
There are two main types of Status Conditions:
- Fleeting Conditions : Conditions that lose one Stack (or level) at the end of your turn.
- Persistent Conditions : Conditions that retain their Stacks until certain ending conditions are met.
Note that the above is true for NPCs as well.
Each of the main Status Conditions is listed below. A shortened description of each is also provided on your Character Sheet.
Other Status Conditions exist which are more rare. These rare conditions can be found in the Conditions List appendix or on the Ability, Item, or Creature that inflicts said Condition.
Fleeting Conditions
Fleeting Conditions lose one Stack at the end of your turn. A complete list can be found in the Conditions List appendix.
One of the more important Fleeting Conditions to understand is the Strained Fleeting Condition:
Strained
This Condition imposes limits on your stronger Abilities by making it difficult to use them back-to-back. Be aware of which Straining Abilities and be sure to give yourself enough time for your Stacks of Strained to wear off before using another Straining Ability.
Core Fleeting Conditions
Of the Fleeting Conditions, there are ten Core Fleeting Conditions. A summary of each can be found on your Character Sheet.
The Core Fleeting Conditions in more detail are:
Bloodied
Blunted
Charmed
Dazed
Frightened
Restrained
Silenced
Slowed
Susceptible
Vulnerable
Wounds
Whenever you take Damage directly to your Vitality, you will gain a Wound. To gain a Wound, you will have to make a special Wound Test that will randomly giving you a Core Fleeting Condition as a Persistent Condition that lasts until you heal a Vitality (Only one Stack of your Wounds is removed per Vitality healed. Your healer chooses which Stack is removed.)
The Wound Test is also used by a few Abilities that can randomly inflict or alter your Status Conditions, though those Abilities will usually only inflict the Conditions as a Fleeting Condition instead of Persistent Conditions like a Wound does.
The list below is in the same order on your Character Sheet. The exact order does not matter so long as Bloodied is the result of getting a Critical Failure and 'No Effect' is the result of getting a Critical Success.
The Wound Test is made with no Modifier:
- [0!] Gain a stack of Bloodied.
- [1] Gain a stack of Blunted.
- [2] Gain a stack of Charmed.
- [3] Gain a stack of Dazed.
- [4] Gain a stack of Frightened.
- [5] Gain a stack of Restrained.
- [6] Gain a stack of Silenced.
- [7] Gain a stack of Slowed.
- [8] Gain a stack of Susceptible.
- [9] Gain a stack of Vulnerable.
- [10!] No Effect.
Supplemental Fleeting Conditions
There are many other Fleeting Conditions. Some of the supplemental Fleeting Conditions will simply be defined as a combination of the Core Fleeting Conditions. In these cases, you will simply mark each listed Core Fleeting Condition with the number of stacks described. The stacks of each Core Fleeting Condition are not strictly tied together and your various Abilities may alleviate or prevent those Status Conditions individually.
Blinded
Persistent Conditions
Persistent Conditions stay in effect until a given condition is met. The ending condition could be things like waiting a certain amount of time, applying a certain item, successfully performing a certain Ability on your turn, etc.
Occasionally you will see a Fleeting Condition that gets inflicted as a Persistent Condition. In those cases, the Condition has the same effect, but its Stacks will not go away at the end of your Turn and must instead be alleviated according to the rules described by the source of the condition.
Several of the core Persistent Conditions are centered around the Grapple Ability. Any character can attempt to Grapple another creature.
The core Persistent Conditions are as follows:
Grappling
Held
Mounted
Choked
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