2.7. 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 Pass a Save Test or become afflicted by the Status Condition listed. Saves are also used in a few other ways, like helping you avoid traps determining Turn Order in combat, or maintaining your Concentration on an Abilities.

Your Saves and current Status Conditions can be found on the left side of your Character Sheet in the "Condition" box.

P1 ConditionsBox.png

Saves

Your saves Saves help you avoid Status Conditions and some damage.

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 unchanged.

The Saves and their use cases are as follows:

Grit
Edge
Focus

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.


Status Conditions

Learning the Status Conditions will help you overcome your enemies and avoid situations where your enemies will try to weaken and overpower you. Most Status Conditions have two levels represented by "Stacks". For each Stack of a Condition, the Condition's effect becomes stronger or lasts longer.

Whenever you gain a Status Condition, it will, by default, be considered a "Fleeting Condition". Having a Fleeting Condition means that you will lose one Stack (or level) of the Fleeting Condition at the end of each of your Turns, provided that you did not gain the Stack on your Turn.

Some Status Conditions will specify that they are not a Fleeting Condition, but are instead a "Persistent Conditions". A Persistent Condition retains its Stacks until certain ending conditions are met. For example, when you lose a Vitality and gain a Wound, you will gain a randomized Status Condition as a Persistent Condition that will only go away once you Heal Up your lost Vitality.

Fleeting Conditions and Persistent Conditions work in the same ways for all NPCs as well.

The Big 3 Status Conditions

Concentrating

Concentrating is always a Persistent Condition.

Abilities with the "Concentration" Penalty (or "Concentration Abilities") impose one stack of Concentrating when they take effect and remove one stack of Concentrating when that effect ends.

All Focus Saves and Concentration Ability Tests have one Disadvantage for each stack of Concentrating that you have. If you Fail such a Test, all active Concentration Ability effects end. The Failed Test may still trigger effects on the Ability used.

If ever a Component of a Concentration Ability is affected, you must make a Focus Save.

This Condition limits how many active Concentration Abilities you can have going at any one time. The more you have active, the more Disadvantages you have on starting a new one. If you even Fail a Test, then all active Concentration Abilities come to an end, you lose your Concentrating Stacks, then you finish evaluating the Failed Test of the Ability that broke the camel's back.

Exhausted

Exhausted is always a Persistent Condition.

Abilities with the "Exhausting" Penalty (or "Exhausting Abilities") impose one Stack of Exhausted if you Pass their Test. You lose all stacks of Exhausted at the end of an Episode.

All Exhausting Ability Tests have one Disadvantage for each stack of Exhausted that you have.

This Condition effectively limits how many times you can perform your most powerful Abilities. Since the Stacks of this Ability only go away upon ending an Episode, you may only be able to cast a few Exhausting Abilities before too many Disadvantages stack up and the risk begins to outweigh the reward. Most Exhausting Abilities have a steeper cost of Failure, so take care when choosing to use one.

Strained

Abilities with the "Straining" Penalty (or "Straining Abilities") impose one stack of Strained if you Pass their Test.

All Straining Ability Tests have one Disadvantage for each stack of Strained that you have.

This Condition works much like Exhausted, but it is a Fleeting Condition instead of a Persistent Condition. This makes it hard to use Straining Abilities back-to-back, but giving yourself a Round or two to recover means your Stacks of Strained will wear off and you can use another Straining Ability without a Disadvantage on the Test.

Core Conditions

Of the Status Conditions, there are ten Core Conditions. A summary of each can be found on your Character Sheet.

The Core Conditions in more detail are:

Bloodied

1 or 2 Stacks: Take 1 True Damage at the end of your turn.

Blunted

1 or 2 Stacks: You have Disadvantage when using Abilities.

Charmed

1 Stack: You are sympathetic toward the source of this condition.
You have Disadvantage on any actions you take that target the source of this condition and would affect it in a negative way.
2 Stacks: You are fully charmed. You cannot use actions that would directly target and affect the source of this condition in a negative way.

Dazed

1 or 2 Stacks: You cannot perform Reactions, unless they are Free Reactions.

Frightened

1 Stack: You are scared of the source of this Condition.
You must roll with Disadvantage on any actions you take that target the source of this condition.
2 Stacks: You are fully frightened. In addition to the base effect, while the source of this condition is visible, you cannot willingly move closer to it.

Restrained

1 Stack: Lose 1 Beat immediately and gain 1 less Beat per Round than usual.
2 Stacks: Lose all your Beats immediately and gain no Beats per Round.

Silenced

1 Stack: Your speech is faltering or weak. You have Disadvantage on all Spell Abilities.
2 Stacks: You cannot speak. You cannot use Spell Abilities.

Slowed

1 Stack: Your Movement is halved (rounded down.)
2 Stacks: Your Movement is 0. You cannot move or stand up.

This condition does not itself interrupt any Movement.

Susceptible

1 or 2 Stack: You have a Disadvantage on all Saves.

Vulnerable

1 or 2 Stacks: All incoming Damage is increased by the number of Stacks of this condition (unless the Damage was at zero.) This occurs prior to any Defenses or other modifications.

Wounds

Whenever you take Damage directly to your Vitality, you will gain a Wound. When you gain a Wound, you will have to roll a d10 to randomly gain a Core Condition as a Persistent Condition. Whenever you regain a Vitality, you will be able to choose one Wound Condition Stack to remove. If someone else healed you, they can choose which Wound Condition Stack to clear.

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.

Use your Character Sheet!

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:

Grappling Conditions

There are several Status Conditions that will always be applied as Persistent Conditions, and those are the Conditions centered around the Grapple Ability. Any character can attempt to Grapple another creature. The conditions are as follows:

Grappling

Grappling is always a Persistent Condition.

Your Abilities that target anything other than yourself or the target of your grapple have a Disadvantage.

This condition ends if:

Held

You have been grabbed or picked up by another creature.

Held is always a Persistent Condition.

1 Stack: You are immobile. Your Movement is 0.
2 Stacks: You are Blunted. The source of this condition can carry you by spending double Movement.

You may retry the Grit Save against the source's Fighter Stat as:

Mounted

A creature has jumped on your back, got you in a chokehold, or has hitched a ride on you in some way.

Mounted is always a Persistent Condition.

1 Stack: The source of this condition is attached you to you and shares a square with you. When you take Movement on your turn, the source can use a Free Reaction to move with you.
2 Stacks: You are Blunted and [Appendix/Conditions/Slowed|Slowed] and can be Choked.

You may retry the Edge Save against the source's Fighter Stat as:

Choked

When someone Mounts and then successfully Chokes you, you will gain one Stack of this condition. This increases by one Stack if you are successfully Choked again. If you are successfully Choked a third time, you fall Unconscious. When you break free from the source of the Choking condition (be that breaking free from being Mounted, underwater, or trapped in a cloud of toxic gas), you can recover 1 stack of Choked immediately and another at the end of your next turn. (If you have already fallen Unconscious, that condition will need to be removed separately.)

  • Choked(1)
    • You cannot speak or make any other vocal noise.
    • You cannot cast any Ability that requires a verbal component.
  • Choked(2)

Other Status Conditions

There are many other Status Conditions. Some of the supplemental Status Conditions will simply be defined as a combination of Status Conditions. In these cases, you will simply mark each listed Status Condition with the number of stacks described. The stacks of each of these child Status Conditions will share the Fleeting or Persistent status of their parent, though they may be affected by Resistances, Immunities, and Weaknesses separately.

Next Up: 2.8. Ability Boxes