Combat
States
States are the lingering combat conditions that represent pressure, momentum, positioning, and advantage on the battlefield. States lasts until the end of the encounter or until they are cleared by taking the prevail ✦➤ action.
Combat
States are the lingering combat conditions that represent pressure, momentum, positioning, and advantage on the battlefield. States lasts until the end of the encounter or until they are cleared by taking the prevail ✦➤ action.
In the rules, states are printed in bold with a number indicating their potency: "exposed 2". The higher the potency, the more potent the effect, and the harder it is to remove. When you gain a state, write down the potency in the box next to the state on your character sheet. You can also use d6's to track it if you prefer.
When you impose a state upon a creature that already has it, you add it to the existing potency. For example, if you give an ally protected 1, that already has protected 2, it stacks to protected 3.
Some states have a direct opposite state. Instead of tracking both, they cancel each other out when they are applied to same target. For example, applying protected 2 to a creature with exposed 4, would reduce the potency to exposed 2. States with cancelling effects are put on the same line of the character sheet for easy reference.
Potency is not just used for states. Recoveries and other effects are listed with a potency that represents their strength.
Some effects lets you recover with a potency that represents the number of recoveries allowed to spend to recover vigor. Increasing the potency lets you spend more recoveries.
Some abilities allow you to forcibly move other creatures. Increasing the potency lets you move them further.
Certain deeds create an effect with a potency. That effect persists until the end of the encounter, it decays, or an enemy prevails against you. You can also choose to dismiss the effect at any time, even when it's not your turn.
You can actively overcome, disrupt, or otherwise counter states and other effects with a potency by prevailing against them.
When you prevail against a state affecting yourself or a companion, roll Grace. When you prevail against a state benefiting a foe, you disrupt it and roll Wits.
Choose a state affecting yourself or a companion and roll Grace. You gain an edge for each extra ✦ you spend.
You can instead disrupt a beneficial state affecting a foe by rolling Wits. To do so, you must be adjacent to the foe and use this action immediately after you succeed on an attack against them.
✖ Failure Your attempt to thwart the state fails. Raise the state's potency by 1 for each shadow you incur.
⬖ Conflict Lower the potency of the state by 2, plus 1 for each spark you roll.
✦ Triumph Remove the state entirely.
Its a question of context. It may mean wiping mud out of your eye, striking the sorcerer's spell book out of their hand, or putting out a fire that recently started on your arm.
A common state can be ended with a prevail check. Most common states have an opposite state that they cancel out.
You take potency less damage from attacks.
Cancels out exposed.
You take potency extra damage from attacks.
Cancels out protected.
You regain potency vigor at the start of each of your turns.
Cancels out suffering.
You lose potency vigor at the start of each of your turns.
Cancels out soothed.
You gain a potency bonus to your damage on attacks.
Cancels out weak.
You take a potency penalty to your damage on attacks.
Cancels out strong.
When you take the move ✦➤ action, you gain potency extra movement points.
Cancels out hindered.
When you take the move ✦➤ action, you lose potency movement points immediately.
Cancels out hastened.
You can only draw line of sight to adjacent squares.
You lose potency vigor each time you move, jump, teleport, or are forced to move. If you split your movement between other actions on your turn, you suffer the damage once for each portion of movement.
You lose 1d6 + potency vigor at the start of your turn. Then, the potency increases by +2. If the die result is ever 1, this state ends.
You take a cut on all deeds.
You lose ✦ at the start of your turn, and you cannot react. When you lose ✦, lower potency by 1.
You take a cut on deeds that don't include the taunting creature as the target. If a different creature gives you this state, they become the taunter instead.
Special states have special actions or conditions for ending them.
You gain this state while your vigor is equal to or below your bloodied value (half your max vigor) and above 0. You can tell when a creature is bloodied and vice versa.
You gain this state when you fail a tenacity check. You don't lose or regain vigor from states, and you ignore minor environmental hazards, such as terrain damage. While defeated, you can only speak falteringly and cannot take any actions.
You die immediately if your vigor reaches the negative of your bloodied value or lower.
This state ends if your vigor reaches 1 or higher.
You gain this state while you are at 0 vigor or below. You cannot take the catch breath ✦➤ action and whenever you take damage from an attack, make a tenacity check (roll Might).
✖ Failure You gain an injury, become defeated, and lose 2 endurance.
⬖ Conflict You withstand the attack, but lose 1 endurance.
✦ Triumph You withstand the attack completely.
You gain this state by lurking in darkness and lose it while illuminated by a light source.
Most monsters can see perfectly in the dark and gain two edges on deeds while they have this state. Light-dependent creatures only gain one edge, but only when attacking a light-dependent creature who is illuminated.
Two light-dependent creatures in darkness have no bonus against each other.
You cannot move from your current space except by teleporting. The grappler may move at half speed to drag or shove you.
This state ends if they stop engaging you or you are forced to move away from them.
Melee deeds against you gain an edge and you move at half speed. If this state has a potency of 1, you can end it by taking an action ✦ to stand up. Otherwise, you must prevail ✦➤ against it as normal.