Category:Conditions

Conditions temporarily affect the combatant's capabilities. Negative conditions deal ongoing damage and/or make the combatant less effective.

A negative condition lasts at least until the end of the combatant's turn. At that point, the combatant makes a check against a certain trait, like Will or Fortitude. If the combatant gets at least a solid result, the combatant recovers from the condition. If not, it sticks around, affecting the combatant for another turn, and requiring another trait check the following round. The first of these checks is made at -3; on each successive round, the modifier improves by 1 (so by the fifth check, it's at +2).

Some negative conditions counter an existing positive condition. This means that if a combatant has a positive condition, and gains the negative one which counters it, it loses the positive condition. For example, if a combatant is focused, and it becomes dazed, it stops being focused.

Positive conditions are temporary enhancements to a combatant's capabilities. Each makes the combatant more effective in some way.

As with negative conditions, each positive condition lasts at least until after the combatant takes a major action. At that point, the combatant makes a check against a certain trait, like Will or Fortitude. If the combatant gets at least a solid result, the condition is maintained for another round, at which point a new check is made. The first of these checks is made at +3; on each successive round, the modifier worsens by 1 (so by the fifth check, it's at -2).

Some positive conditions counter an existing negative condition. This means that if a combatant has a negative condition, and gains the positive one which counters it, it loses the negative condition. For example, if a combatant is afraid, and it becomes inspired, it stops being afraid.