Quick Reference Table
- All persistent damage can be ended by spending 2 AP (no roll).
- Effects marked ”—” last until the cause ends or specific removal method used.
| Effect | Removal Check | Brief Effect |
|---|---|---|
| Persistent Damage | ||
| Bleed | Endurance | Take damage at end of turn |
| Fire | Agility | Take damage at end of turn |
| Ice | Agility | Take damage at end of turn |
| Shock | Endurance | Take damage at end of turn |
| Poison | Endurance | Take damage at end of turn |
| Acid | Agility | Take damage at end of turn |
| Physical Effects | ||
| Asleep | — | As Paralyzed, ally can wake (2 AP) |
| Blind/Deafened | — | -50 to vision/hearing-based checks |
| Invisible | — | Major Perception Success to locate; can’t be targeted |
| Paralyzed | — | Lose all points, fall prone, helpless |
| Prone | — | Disadvantage attacks/agility; standing provokes |
| Regeneration | — | Gain HP at the start of each turn |
| Restrained | Endurance/Agility | As Stunned, 1 escape attempt/round |
| Slowed | — | Half movement; no Step Action |
| Stunned | — | Lose FP/RP, can only move 1 hex |
| Mental Effects | ||
| Charmed | Willpower | Can’t attack source, treat as ally |
| Confused | Willpower | Must attack last hostile actor or closest |
| Frightened | Willpower | Disadvantage vs source; can’t approach |
Persistent Damage Effects
Notation: Persistent damage is noted by “Persistent #” where # denotes the damage each round. This could be either a flat number (“Persistent 4”) or a damage roll (“Persistent 1d4”)
Application: Damage amount based on the effect that caused it. If another effect would cause persistent damage of the same type, the higher minimum result replaces the lower value. No stacking.
Timing: Persistent Damage is applied at the end of the affected character’s turn, before the affected character’s free attempt to remove the effect (see below)
Damage: If the damage is a roll, the damage is rolled at the end of each new turn, rather than as a single roll that’s continuously applied.
Removing Persistent Effects
After damage is applied each turn, the character may make a single appropriate Skill Check as a Free Action to end the effect:
- Bleed/Poison/Shock: Endurance check
- Fire/Ice/Acid: Agility check Active Removal: A character may spend 2 AP on their turn to end any persistent damage effect with no roll required.
Persistent Damage Types
- Bleed - Physical trauma, persistent blood loss
- Fire - Burning effects, heat damage
- Ice - Freezing effects, frostbite damage
- Shock - Electrical damage, nervous system disruption
- Poison - Toxins, venom, harmful substances
- Acid - Corrosive damage, chemical burns
‼️Diminishing Returns
Each time someone is affected (fails to resists, etc.) a Physical or Mental Status Effect, they gain Advantage resisting further attempts of the same effect (not the same type, merely the same status effect). Additionally, future of the same status have half the duration that they normally would, or in the case of statuses that would last until removed, the creature gains Advantage on rolls to resist/end the effect. After the second of the same effect has afflicted a creature within the same combat, they are immune to that effect for the remainder of the combat.
Physical Status Effects
Asleep
Duration: Until the cause states it ends
Effect: Similar to Paralyzed. An ally can spend 2 AP on their turn to rouse you from Sleep with no skill check required.
Blind/Deafened
Duration: Until the cause states it ends
Effect: Cannot attempt vision/hearing-based Perception checks. All vision/hearing-based skill checks within reason suffer -50 penalty to hit targets or achieve intent.
Invisible
Duration: Until removed
Effect: Enemies must make a Hard Success Perception Check to discover your location. You cannot be targeted by attacks or spells (but AoE can still hit) unless they succeed in detecting you. Taking hostile actions or casting spells ends Invisibility after the action resolves; attacks/spells while Invisible are treated as Surprise Round actions. If the enemy has succeeded in detecting you, they may take a Reaction against your attack, but with Disadvantage. In an Opposed Check between your Thievery and a Perception Check to detect you, increase your success level on the check by one step (this cannot turn a Failure into a Success).
Paralyzed
Duration: Until the cause states it ends
Effect: Immediately lose all AP, RP, and FP. Fall Prone and are considered helpless - cannot defend against any actions taken toward you.
Prone
Duration: Until removed
Effect: Disadvantage on Attack and Agility rolls (but not Spellcasting). Melee attacks gain Advantage against you, Ranged attacks gain Disadvantage against you. Spells targeting you are unaffected.
Removal: Stand up for 1 AP (provokes reactions) OR crawl 1 hex for 1 AP (does not provoke reactions).
Regeneration
Duration: Until the cause states it ends Effect: At the beginning of each of your turns, regain HP equal to the rating of the Regeneration (so Regeneration 5 would gain 5 HP at the start of each turn)
Restrained
Duration: Until the cause states it ends
Effect: As Stunned, but once per round you may make an appropriate skill check (usually Endurance or Agility) to slip/break free.
Slowed
Duration: Until the cause states it ends
Effect: Move at half rate per AP spent. Cannot take Step Actions.
Stunned
Duration: Until the cause states it ends
Effect: Immediately lose all FP and RP. Can only Move 1 hex on your turn (this movement provokes reactions). Can still take other Actions as normal. Not knocked Prone by this effect.
Mental Status Effects
Charmed
Duration: Until removed
Effect: Cannot attack the source, and must treat them as if an ally.
Removal: Willpower save at the end of each turn, or hostile actions taken by source against the target.
Confused
Duration: Until the cause states it ends
Effect: Any attacks must target the person who last took a hostile action. If not in range, attack the closest person physically. Ties determined randomly.
Removal: Successful Willpower check at the end of each turn.
Frightened
Duration: Until removed
Effect: Disadvantage on all actions dealing with the fear source. Cannot approach the source. If you critically fail a Willpower check while Frightened, must spend at least 1 AP moving directly away from the source (unless doing so would endanger you).
Removal: Ally spends AP talking you back to your senses, OR succeed a Willpower check at the end of each turn.