Conditions
Conditionscondition不良状态A harmful effect on a character. Point-based conditions are mild or severe depending on the key resisting Attributes.:
A condition means a character is under some negative effect, which usually brings penaltiespenalty减值A modifier that subtracts from a pool or value. in certain situations.
A condition is a state:
While a character is in that state, they suffer certain fixed effects.
Some inherent conditions need no calculation: as soon as the character gains one, they suffer its fixed effect. Examples: held, dazed, airborne, and so on.
Other conditions are worked out from condition points: the character suffers certain effects depending on how many condition points they have.
Condition points usually have a number, or one or two AttributesAttribute属性A character's nine basic traits, in three groups: Physical, Mental, and Social. In checks they are written as three-letter abbreviations (STR, DEX, STA, INT, PER, RES, PRE, MAN, COM), as in INT + Computer., as their key resisting Attributes. Depending on how the condition points compare with the key resisting Attributes, condition points come in three levels:
Mild conditionmild condition轻度不良状态While the points are below the higher key resisting Attribute: penalties in some areas only.: when the condition points are below the sum of all the key resisting Attributes, it is a mild condition. The condition points only hinder some of the character's actions, making them less effective, such as blurry vision or a loose grip on a sword. At this level, the condition points only give the character penalties in certain areas.
Severe conditionsevere condition重度不良状态Once the points reach the higher key resisting Attribute: it can strip abilities or forbid actions.: when the condition points are equal to or greater than the sum of all the key resisting Attributes, it becomes a severe condition. The condition may then bring a particular further condition that takes away some ability completely, leaving the character unable to do certain things, and so on; for example, leaving them unable to see, or unable to hold anything. Unless stated otherwise, once in a severe condition, the character still suffers the penalties described for the mild condition.
Devastating consequences: when the condition points reach twice the sum of all the key resisting Attributes, they bring devastating consequences. The character permanently loses some ability or enters an extreme abnormal state, such as losing their eyes or ears. This can't be cured by natural recovery or ordinary treatment, only by certain high-level special abilities, or by the Overseerthe Overseer主神The giant sphere of light at the center of the Overseer's Space. It summons Reincarnators, sells upgrades, heals and revives, and erases those who break its rules..
Note: when the condition points drop back below the sum of the key resisting Attributes, a severe condition goes back to a mild one.
Note: once the condition points reach twice the sum of all the key resisting Attributes, you don't take any more condition points.
Multiple conditions:
Unless stated otherwise, several sets of condition points with the same name don't stack; at any moment, use the highest. But each set of condition points exists separately and must be removed or resisted separately.
The effects of several different kinds of condition points stack.
Some effects may be one condition bringing another. For example, a character hit by a drowning curse: it is a curse, but its effect puts the character in the suffocating condition. In such cases, when the curse ends, the suffocation ends with it.
Some sources may cause several conditions at once. Unless stated otherwise, the target makes a separate savesave豁免A roll to resist a harmful effect: Will, Reflex, or Fortitude. against each condition.
If the affected character has a resistance bonus against one of the conditions in the effect, it only applies to that condition.
When you remove the conditions an effect causes rather than the effect itself, the effect isn't over as long as any condition it caused is still on the character.
Some effects may have several sources, such as a magical poison, which is both magic and poison. In that case, if the character has a bonus against only one of its sources, the bonus still applies. If they have bonuses against all its sources, the bonuses don't stack; use the highest. But the character is only immuneimmunity免疫Complete protection from a kind of effect, but only from sources of equal or lower Rank. to the effect if they are immune to every source it belongs to.
Counting condition points:
Conditions usually come in two kinds: stacking and non-stacking. A few conditions come in only one kind.
Stacking and non-stacking condition points are counted separately. For example, Player A first takes 10 non-stacking nausea points, then 8 stacking nausea points. His tracker should look like this:
Nausea points (non-stacking): 10
Nausea points (stacking): 8
The nausea points in effect are 10. Use that number for penalties.
When he rests for 15 minutes and makes a save, he can remove condition points as he likes. He chooses to remove 5 non-stacking nausea points, so his values are now:
Nausea points (non-stacking): 5
Nausea points (stacking): 8
The nausea points in effect are now 8. Use that number for penalties.
If he then takes 4 more non-stacking nausea points, they don't take effect, because they don't exceed his current non-stacking nausea points (5). But if he is resting, his 15-minute short restshort rest短休A brief rest that restores some resources. is interrupted and has to start over.
Next, if he takes 3 stacking nausea points, the values become:
Nausea points (non-stacking): 5
Nausea points (stacking): 11
The nausea points in effect are now 11.
As a special case, if an ability directly increases the condition points on a target, the increase applies to all of the target's condition points that qualify.
For example: Frost: after you successfully damage a target with this weapon, if the target has freeze points, you can increase its freeze points by 2.
In this case, all the target's matching condition points, stacking and non-stacking alike, increase by 2.
Resisting conditions:
In general, conditions can be resisted:
When a condition arises, whether it is an inherent condition directly or condition points, an opposedopposed roll对抗A roll whose DC is the opponent's successes, like racing someone or shoving them aside. roll is usually allowed unless stated otherwise. The character can make an opposed roll with no action; if it succeeds, they aren't affected. Every ability that can cause a condition explains how it is opposed.
As a special case, if the opposed roll isn't defined, the save is the lower of the condition's key resisting Attributes + SurvivalSurvival求生Living off the land, finding food and shelter, resisting poison and disease, and tracking. (Self-Protection).
Enduring conditions:
Besides resisting conditions, you can also choose to endure condition points you have.
You can only endure condition points, not inherent conditions. Enduring a condition doesn't remove the condition points you took; it suppresses them for a while. When counting the points, ignore the part you are enduring.
But note: once your condition points after enduring exceed twice your key resisting Attribute (or the higher of the two), the condition points you were enduring immediately count double and take effect at once. The most condition points you can endure for one condition is the Legendary AttributeLegendary Attribute传奇属性An Attribute level beyond human limits, granting extra general effects. of the condition's key resisting Attribute (or the higher of the two) x 2.
Recovering from conditions:
Every inherent condition can be removed in some way. The way to remove it is written on the ability that causes the effect; if it isn't, use the method described in the "inherent conditions" rules.
Also, if an inherent condition brings condition points, those condition points recover as soon as the inherent condition is removed. Otherwise they can't be reduced.
For condition points, unless stated otherwise, one 15-minute short rest gives the character one save against one kind of condition points they have, as in the "Resisting conditions" rule.
If the severe effect of some condition points is an inherent condition, that inherent condition is removed automatically once the matching condition points drop.
Types of inherent conditions:
Each condition may come from more than one cause, and different causes belong to different categories. For certain abilities, all inherent conditions count as severe conditions.
Transformation
Transformation is an effect that changes a creature's or object's own form or structure, or turns the matter its body is made of into something else, hindering its activity or normal state.
Transformation comes from your own abilities or from someone else's.
Transformation from your own abilities includes things like a werewolf transformation or a berserker transformation. In such cases, it usually isn't considered a condition.
Transformation from someone else's abilities includes things like the Polymorph spell. All transformation abilities have the [Shapechange] keyword.
If a target that is already transformed is transformed again, the transformations don't stack; the later effect overrides the earlier one.
Only transformations from someone else's abilities can override each other this way.
A transformation from your own ability can't override a transformation from someone else's ability.
Example: you transform with your own ability A, then transform with your own ability B. A is forced to end and becomes B. Then you are hit by someone else's transformation C, so it becomes C, B is forced to end, and you can't use A or B again. Then you are hit by someone else's transformation D, which overrides C; C is forced to end, and in the end D takes effect.
Immunity to transformation protects against all transformations from others' abilities, but your own transformation abilities aren't affected by your own transformation immunity.
Poison
Poison means the effect of a substance with special properties entering the body, or supernatural power, magic, and the like taking effect in this form. In the general sense, this covers snake venom, arsenic, cannabis, alcohol, and even cigarettes. Even the side effects of harmless medicine or ordinary stimulants can fall under this.
Unless stated otherwise, undead, incorporealincorporeal虚体Able to pass through matter and hard to harm with physical attacks. creatures, constructs, elementals, monsters with no metabolism, and the like are immune to Natural EssenceNatural Essence自然本质The Essence of things that exist naturally in the real world. poisons.
Most poisons have four ways in: inhaled, ingested, contact, and injury.
Inhaled: takes effect when breathed in from the air. Creatures with no respiratory system are immune to this route. A character who is suffocating gains a 10 DP perfect bonusperfect bonus完美加值A special bonus that stacks with any other bonus. on rolls to oppose inhaled poisons.
Ingested: only takes effect if the victim swallows it. Creatures with no digestive system are immune to this route.
Contact: takes effect on touch, and can also affect creatures by ingestion or through wounds. If an attack carrying poison misses, the defender isn't affected by the contact poison.
Injury: only takes effect if the poison touches a wound open on the victim's outer skin. If a character takes no damage from an attack carrying poison, they aren't affected by the injury poison.
Of course, we can't rule out some insane supernatural poisons having unusual ways in; such poisons will say so themselves.
Poisons usually explain how to remove them.
Possession
Possession is the effect of a spiritspirit灵体A soul-like being with no physical body., an incorporeal creature, a yokai, or a creature with similar abilities lodging inside a body or object and causing harm.
Unless stated otherwise, the possessor and the host count as one. Any effect that attacks the possessor counts as attacking the host, but attacking the host doesn't mean you can effectively attack the possessor.
Some possessors can only inhabit particular hosts, and most possessors can only produce one or a few particular effects.
Every possession has certain particular effects, which each possession ability explains.
In general, each possession ability explains how to remove it. Beyond that, it can also be removed by dispels, dispel magic, removing special abilities, remove curse, and similar abilities. If a contest is needed, the dispeller makes the rollroll检定Rolling your dice pool of d10s; each die showing 8 or higher is a success. Written like 'a Dexterity + Stealth roll'. for their dispel ability opposed by the roll of the ability that caused the possession; if there is no such roll, the possessor opposes with Will. If the dispeller succeeds, the possession is removed.
All possession abilities have the [Possession] keyword.
Illusions and hallucinations
An illusion is the effect on a character of some false form, sensation, or thing that doesn't really exist. A character may also hallucinate because of themselves or some ability; that is also an illusion.
Some illusions exist objectively whether or not anyone is watching, though some only make particular characters hallucinate. But an illusion (hallucination) isn't a mind-affecting effect.
Illusions have all kinds of effects. In general, illusions have a duration, and each illusion explains itself.
There are only two ways to remove an illusion: seeing through it, or removing it with a dispel.
How to see through an illusion is usually explained in the illusion itself. Beyond that, immunity to illusions and true seeingtrue seeing真实视觉Seeing through illusions and disguises to the true form of things. both let you see through illusions. Only units that see through an illusion are unaffected by it, and the illusion's ongoing effects on a target that sees through it end at once.
To dispel an illusion, you must first realize it is an illusion; then you can remove it with dispels, dispel magic, removing special abilities, and similar abilities. If a contest is needed, the dispeller makes the roll for their dispel ability opposed by the roll of the ability that created the illusion; if there is no such roll, the illusion's creator opposes with Will. If the dispeller succeeds, the illusion's duration ends at once.
All illusion abilities have the [Illusion (Hallucination)] keyword.
Disease
Disease effects include real diseases and their fantasy and horror versions, effects that only exist in fantasy worlds, and parasitic effects such as parasites, alien larvae, and ZONAPHA syndrome.
Unless stated otherwise, undead, incorporeal creatures, constructs, elementals, monsters with no metabolism, and the like are immune to Natural Essence diseases.
Of course, some diseases only affect particular kinds of creatures, and other kinds are immune. Unfortunately, unless stated otherwise, every disease affects humans and creatures modeled on humans.
Most diseases spread in three ways: airborne, bodily fluids, and contact.
Airborne: a healthy person is in air carrying the disease. Creatures with no respiratory system are immune to this route. A character who is suffocating gains a 10 DP perfect bonus on rolls to resist infection.
Bodily fluids: a healthy person's bodily fluids have touched fluids carrying the disease.
Contact: a healthy person has touched someone who is sick.
Of course, we can't rule out some insane supernatural diseases spreading in unusual ways; such diseases will say so themselves.
Diseases usually explain how to remove them.
Curses and magic
Curses and magic are powerful, ferocious supernatural forces, often coming from powerful supernatural beings.
Curses and magic are both Magical EssenceMagical Essence魔幻本质The Essence of magic and fantastic powers..
Curses and magic have all kinds of effects. In general, they have a duration, and each curse and magic explains itself.
Unless stated otherwise, magic and curses don't wear off naturally; most end as soon as their duration runs out. Some special curses and magic have their own ways to remove them (like the Frog Prince). Beyond those, curses and magic can also be removed by dispels, dispel magic, removing special abilities, remove curse, and similar abilities. If a contest is needed, the dispeller makes the roll for their dispel ability opposed by the roll of the ability that cast the curse or magic; if there is no such roll, the caster opposes with Will. If the dispeller succeeds, the curse or magic's duration ends at once.
Note that the effects of all spells are "magic". All spells with "Curse" among their SpecialtiesSpecialty专业A focus within a Skill that gives a specialty bonus on related rolls. are curses.
Mind-affecting
Mind-affecting means an ability that works directly on the mind, such as strong suggestion or mind control.
Mind-affecting effects only work on creatures with complete Mental AttributesMental Attributes心智属性Intelligence (INT), Perception (PER), and Resolve (RES).. So in general, unless stated otherwise, beings with no independent judgment (automatons), beings with no self, and individual members of a hive mind are immune to mind-affecting effects.
Mind-affecting abilities basically cover these areas:
Suggestion: under psychological suggestion, the target reaches a certain conclusion, ignores a certain target, or does a certain thing. For example, the Suggestion spell.
Coercion: the mind is strongly influenced, changing its conclusion about something and forcibly changing habits and patterns of behavior. For example, a taunt.
Control: the mind is completely controlled, carrying out a command and changing how it acts. For example, the Enslave spell.
Note: besides the effects above, abilities that cause any of the following count as "mind-affecting" by default:
Causing charm pointscharm points魅惑点数Points that build up the charmed condition. or the infatuated condition; causing emotional disturbance (dejection to world-weary, elation to manic, fear to terror); causing mental damagemental damage精神伤害Damage that strikes the mind directly.; causing morale bonusesmorale bonus士气加值A bonus from inspiration or encouragement.; causing morale penalties.
Unless stated otherwise, mind effects don't wear off naturally; most end as soon as their duration runs out. Some special mind effects have their own ways to remove them (like the Pope's Phantom Demon Fist). Beyond those, depending on the source of the ability causing the mind effect, certain special abilities can remove it.
For example, a mind effect caused by magic can be removed with dispel magic.
In that case, the remover's removal roll is opposed by the roll of the ability that caused the mind effect; if there is no such roll, the user opposes with Will. If the remover succeeds, the mind effect's duration ends at once.
Flat-footedflat-footed措手不及Caught unready; usually unable to use defense bonuses.
Flat-footed means a character can't react in time.
Only surprise rounds, InitiativeInitiative先攻The value that sets turn order in combat. order, and special abilities make someone flat-footed.
While flat-footed, a character loses their Base DefenseBase Defense基础防御A character's basic defense without gear., dodge bonusbonus加值A modifier that adds to a pool or value. Bonuses of the same type usually don't stack; use the highest., Insight DefenseInsight Defense洞察防御Defense from reading the opponent's moves., and Parry DefenseParry Defense格挡防御Defense from parrying. (but not their Shield DefenseShield Defense盾牌防御Defense provided by a shield.), and can't take immediate actionsimmediate action反射动作A reaction you can take outside your turn. It needs a specific ability..
Flat-footed is relative: among characters A, B, and C, B may be flat-footed against A but not against C.
In general, each ability that makes someone flat-footed says how long it lasts. If it doesn't: if the character is flat-footed because of their own situation, such as being surprised, it lasts 1 round or until the start of their turnturn回合One character's moment to act within a round.. If another target made them flat-footed, then if it comes with an attack it lasts for one attack, and if it comes from some other special ability it lasts until the end of that target's turn.
Helpless
A helpless character can't protect themselves at all and is at others' mercy.
A helpless character loses all their actions and loses their Base Defense, Dodge DefenseDodge Defense闪避防御Defense from getting out of the way., Insight Defense, and Parry Defense. They can't make Reflex savesReflex save反射豁免The save to avoid area attacks and similar effects., and can't activate abilities that take no action either.
A character can make a coup de grace against a helpless target.
Helplessness doesn't arise on its own; it is usually brought on by some condition.
So when the condition that brought it is removed, the helplessness goes with it.
Airborne
Airborne means a character has been knocked into the air by a heavy blow.
An airborne character can't move, their base speed drops to 0, and they lose all their Base Defense, Dodge Defense, and Parry Defense.
If an airborne character lands without protection, they take falling damagefalling damage坠落伤害Damage from falling. as normal.
In general, each ability that knocks someone airborne says how long it lasts. If it doesn't, being airborne lasts until the start of the target's round.
Prone
Prone means a character is lying on the ground.
Getting up from prone takes a move actionmove action移动动作Moving, or anything that takes as long..
A prone character can't move normally. Without spider climbspider climb蛛行术Walking on walls and ceilings like a spider. or perfect flight, they can only crawl along the ground, following the climbing rules, until they get up.
A prone character gains a 2 DP circumstance bonuscircumstance bonus环境加值A bonus from the surroundings or situation. against ranged attacks and on Reflex saves against area damage.
A prone character takes a 2-point circumstance penalty to defense against melee attacks.
Dazed
Dazed is a state where the mind goes completely blank.
While dazed, a character loses all their actions, and if they are holding anything, they let go.
But a dazed character keeps the instinct to protect themselves, so they don't count as flat-footed or helpless.
In general, each ability that dazes says how long it lasts. If it doesn't, being dazed lasts until the start of the target's round.
Suffocating
A character in this state can't breathe.
Since most living things need to breathe, plants included, only creatures with no respiratory system are immune to the suffocating condition.
Of course, every creature breathes at a different strength and rate, so suffocation affects each one differently. Only humans and creatures modeled on humans are described here.
Once suffocating, a creature can act normally for 5 rounds per point of StaminaStamina耐力Health, toughness, and metabolism; the ability to withstand injury and illness. Abbreviated STA in checks.. After that, each round it must make a STAStamina耐力Health, toughness, and metabolism; the ability to withstand injury and illness. Abbreviated STA in checks. roll with a base DCdifficulty难度The number of successes a roll needs; DC for short. of 1, and the DC rises by 1 each round. Meanwhile the character takes an untyped penaltyuntyped penalty无名减值A penalty with no type; untyped penalties stack. equal to the DC on Physical rolls, and as soon as any one of these rolls fails, the character stops breathing.
In the first round after breathing stops, the character falls unconscious, and counts as having their HealthHealth生命值How much damage a character can take, tracked by grade: H (healthy), B, L, A. Written HP. filled with bashing damagebashing damage冲击伤害The lightest damage grade, written B: punches, kicks, blunt blows. (though their Health doesn't actually change). In the second round they are dying, and count as all that bashing damage turning into lethal damagelethal damage致命伤害Serious damage, written L: blades and bullets. (though their Health doesn't actually change). In the third round, all the lethal damage turns into aggravated damageaggravated damage恶性伤害The worst damage grade, written A. Very hard to heal. (without a special ability, the character dies at this point). In the fourth round, if the character didn't die in the third round, they die now.
A character can enter the suffocating state on purpose by holding their breath, which is a free actionfree action自由动作An action that takes almost no time, like speaking a few words..
You can stop suffocating partway. For each round of normal breathing, you recover the suffocation time of 1 point of Stamina.
Example: with Stamina 3, you can act normally for 15 rounds. You have been suffocating for 13 rounds, with 2 rounds left. Then you breathe normally for 1 round, after which you can act for another 7 rounds.
In general, besides doing it willingly, suffocation can be caused by the environment (such as drowning) or by certain special abilities. If the environment causes it, it ends naturally once you leave the environment. If a special ability causes it, the ability states the duration.
Addiction
Addiction means a character can't do without a certain stimulus. What causes the addiction isn't necessarily harmful (it may even bring a brief benefit), but the cravings bring all sorts of consequences.
Addiction usually goes: contact with the source, a satisfied period, a craving period with withdrawal symptoms (repeated several times), and finally quitting.
Source: what causes the addiction. In reality it is often a drug, but there are also cases of mental illness leading to addiction to particular things.
Satisfied period: after contact with the source, there is a period during which the character feels satisfied and gets the source's direct effects. Sources fall into different categories. If the character has resistance to a category, they can add that resistance to rolls against withdrawal symptoms. Someone immune to a category isn't affected by sources of that category, but if for some reason the character develops an addiction to such a source anyway, they still suffer the withdrawal symptoms and can't get satisfaction.
Craving cycle: after the satisfied period ends, withdrawal symptoms appear after one craving cycle. If the character fails a roll against the withdrawal symptoms, they will go to any lengths to find the source and get their satisfaction.
Withdrawal symptoms: if the character doesn't use the source after a craving cycle, withdrawal symptoms appear, usually as condition points, lasting half the craving cycle. The player rolls to endure them (usually Fortitude or Will). Successes don't reduce the condition points, but if the successes exceed the condition points, the character holds back the urge to seek satisfaction. (If there are several conditions, use the one with the most points.) After each craving cycle, or each satisfied period, the withdrawal points for the next craving cycle rise by 1.
Quitting time: the time or number of craving cycles needed to quit a source.
Quitting: if the character goes several craving cycles without using the source, they successfully quit, and are no longer troubled by withdrawal symptoms. But if they use the source before quitting, the quitting time starts over, with one more cycle added.
Banished
Banished means a character has been temporarily cast into a crack in space by some supernatural cause.
In general, banishment is a space effect.
While banished, a character loses all their actions and loses their Base Defense, Dodge Defense, Insight Defense, and Parry Defense. In any case, a banished character isn't affected by any ability, including but not limited to buffs, debuffs, damage, impacts, and touches. Unless stated otherwise, not even space abilities can affect a banished creature. But the durations of abilities already on the target keep counting as normal. And the banished target can still be observed normally in its original plane.
Also, although a banished character loses all their actions, they don't fall if they are in the air.
Banishment is usually caused by a supernatural ability, which states its duration.
Imprisoned
Imprisoned means a character has been fixed to one point in space by some supernatural cause.
In general, imprisonment is a space effect.
While imprisoned, a character's base speed becomes 0 and they can't move, but that doesn't mean they lose their move action.
Although the character's base speed becomes 0, they don't fall if they are in the air, because they are imprisoned at one point in this space. If the target is forcibly moved (for example, knocked aside), it gains 20 extra successesextra success附加成功Bonus successes from high Attributes, Skills, and other sources. They only add to a roll that already succeeded. on its roll to oppose the forced movement, and moving it counts as moving an object twenty times as heavy.
Imprisonment is usually caused by a supernatural ability, so it doesn't wear off naturally; the ability states its duration.
Silenced
Silenced means a target can't make sound, or an area can't carry sound, because of some supernatural cause.
While silenced, a character can't use any ability with a "verbal" or "sound" element, and any roll related to "sound" automatically fails. For example, playing music, casting spells with a verbal component, or making InvestigationInvestigation调查Spotting clues and details others miss. (Listening) rolls to hear sounds the silenced target makes.
Silence doesn't affect abilities with a "verbal" or "sound" element that have already taken effect, but if such an ability needs continued "speech" or "sound" to sustain it, its duration ends at once.
If a target is silenced, that target becomes silenced. If an area is silenced, every target that enters the area during the silence becomes silenced, but the silence goes away as soon as they leave.
Silence is usually caused by a supernatural ability, so it doesn't wear off naturally; the ability states its duration.
Sealed
Sealing usually means using some supernatural ability to seal away an Energy PoolEnergy Pool能量池Energy that powers abilities, such as mana, inner force, or chakra., item, ability, Attribute or SkillSkill技能A learned ability. Attribute + Skill makes most dice pools., creature, and so on, rather than destroy it.
Sealing doesn't kill or destroy the sealed target.
If the sealed target is an Energy Pool, the Energy Pool can't be used, meaning it can't be spent. This may leave all abilities that spend that Energy Pool unusable, but abilities that have the Energy Pool as a prerequisite aren't affected.
If the sealed target is an item, the item loses all its effects. A weapon loses both its basic weapon values and its special weapon traits. Armor or a shield loses both its basic armor or shield values and its special armor or shield traits.
If the sealed target is an ability, the ability can't be used. But abilities that have it as a prerequisite aren't affected.
If the sealed target is an Attribute or Skill, such seals usually only seal a certain amount. For the seal's duration, the Attribute or Skill drops by the number of points sealed, and the drop directly affects abilities that have that Attribute or Skill as a prerequisite.
If the sealed target is a creature, the seal produces the matching effect, such as imprisonment, banishment, or petrification.
Unless stated otherwise, sealing effects don't wear off naturally; most end as soon as their duration runs out, and the matching supernatural ability states the duration. Some special sealing effects have their own ways to remove them (like Five Finger Mountain).
Frozen
Frozen means a character's bodily functions are impaired by extreme cold.
A frozen character can't move, their base speed drops to 0, and they lose their Base Defense, Dodge Defense, and Parry Defense. All abilities that need a "somatic" or "movement" element automatically fail, they can't attack, and their Physical rolls automatically fail.
Unless stated otherwise, while a character is frozen, any further freeze points they take turn into the same amount of cold lethal damage, with no save.
Being frozen usually comes from the natural environment, or from a supernatural ability directly or by building up points.
Freezing from the natural environment usually comes from building up freeze points. In that case, once the frozen target is in an environment at normal temperature, it starts to recover gradually; see the "freeze points" rules.
If a supernatural ability caused it, that ability states its duration or how to remove it. If it doesn't, see the "freeze points" rules.
Deafened
A deafened character loses half their successes on all Investigation rolls other than Investigation (Lip Reading), and Investigation (Listening) rolls automatically fail. They also keep only half their Initiative score, can't use abilities based on hearing, and the multiple-attack penaltymultiple attacks多次攻击Attacking more than once in a round, which brings a multiple-attack penalty. they take from multiple attacks is doubled.
Creatures that never had a sense of hearing aren't affected by deafness. Apart from being unable to use hearing-based abilities and automatically failing Investigation (Listening) rolls, they don't suffer the other effects of deafness.
Blinded
A blinded character loses their sight and their sight range, can't do anything that needs sight, and loses their Base Defense and Dodge Defense. Their successes on all Physical rolls are halved, they lose half their successes on Investigation rolls other than Investigation (Listening), and Investigation (Lip Reading) rolls fail. Because they can't locate their surroundings, every unit counts as invisibleinvisibility隐形Unable to be seen. to them, following the invisibility rules. If they have no ability to pinpointpinpointed精确定位Knowing exactly where a target is. their surroundings, their base speed is halved.
As a special case, blindness can help: a blinded character no longer takes penalties from dazzle, and is immune to gaze effects and other effects aimed at sight.
Individuals with eyelids or a similar structure can enter the blinded state on purpose by closing their eyes, which is a free action.
A character with blindsenseblindsense盲感Noticing nearby creatures without sight. can locate their surroundings within its range, so they don't lose their defense, their Skill rolls aren't affected by blindness except for Investigation (Lip Reading), units within their blindsense range are no longer invisible to them, and their speed isn't affected.
A character with blindsightblindsight盲视Pinpointing nearby creatures without sight. suffers none of blindness's drawbacks within their blindsight range.
Nauseated
Nausea is suffering in the digestive system.
While nauseated, a character has only one move action each round and loses their Base Defense and Dodge Defense.
Note that creatures with no digestive system are immune to nausea points.
Being nauseated usually comes from disease, poison, a blow to the abdomen, or a supernatural ability.
If it comes from condition points, being nauseated ends when the condition points drop below the key resisting Attribute (or the higher of the two). If it comes from a supernatural ability, disease, or poison, it usually doesn't wear off naturally; its duration or how to remove it is stated in the matching supernatural ability.
Petrified
Petrified means turned to stone.
In general, petrification is a transformation effect.
A petrified character loses all their actions and loses their Base Defense, Dodge Defense, Insight Defense, and Parry Defense, and can't make Reflex savesReflex save反射豁免The save to avoid area attacks and similar effects.. They gain the construct trait, their weight is multiplied by 3, and they gain armor equal to their Stamina and HardnessHardness硬度How much damage an object ignores. equal to the sum of all their Physical extra successes (at least 3).
A petrified character isn't dead, but isn't alive either. They count as a stone object rather than a creature.
If a petrified character is broken and then restored after being pieced back together completely, there are no lasting ill effects. Otherwise, once restored, their body counts as damaged to the same degree.
Petrification is usually caused by a supernatural ability, so it doesn't wear off naturally; the ability states its duration.
Held
Held is a state where the body goes rigid and can't move.
A held character can't move, their base speed drops to 0, and they lose their Base Defense, Dodge Defense, and Parry Defense. All abilities that need a "somatic" or "movement" element automatically fail, they can't attack, and their Physical rolls automatically fail.
Being held can come from condition points, the environment, or certain special abilities. If it comes from condition points, being held ends when the condition points drop below the key resisting Attribute (or the higher of the two). If it comes from a supernatural ability, it usually doesn't wear off naturally; its duration or how to remove it is stated in the matching supernatural ability.
Unconscious
Unconscious means a character has lost consciousness and is completely unaware of the outside world.
Being unconscious also makes you helpless.
An unconscious character can't react to the outside world, has no sensory rangesensory range敏感范围How far around them a character can notice things., and can't notice anyone approaching. They count as having no mind, so they can't be affected by any mind-affecting effect.
Unconsciousness can come from condition points, the environment, or certain special abilities. If it comes from condition points, it wears off naturally when the condition points drop below the key resisting Attribute (or the higher of the two). If it comes from a supernatural ability, it usually doesn't wear off naturally; its duration or how to remove it is stated in the matching supernatural ability.
Infatuated
Infatuated means a character is fixated on a particular target and obeys their commands.
Infatuation is a mind-affecting condition.
An infatuated character has a target they are fixated on.
The character is willing to obey that target. They accept every command except orders to go to their death, hurt themselves, harm their own interests, or completely violate their own morals. When they receive such an order, the character immediately gets a save; if they are still in a severe condition after the save, they carry out the order. They also can't stand being ignored by the object of their fixation, and if that happens, they will go to any lengths to make their presence known to it. And they gain a DPdice pool骰池How many d10s a roll uses, usually Attribute + Skill + modifiers. Written DP. enhancement bonusenhancement bonus增强加值A bonus from something that boosts an Attribute or item, like a +2 belt of Strength. equal to their ResolveResolve决心Decisiveness and determination, and stubbornness too. Supernaturally, the strength of the spirit. Abbreviated RES in checks. on rolls to oppose any attempt by the object of their fixation to avoid being found or recognized.
Infatuation can come from condition points, the environment, or certain special abilities. If it comes from condition points, the character comes to their senses naturally when the condition points drop below the key resisting Attribute (or the higher of the two). If it comes from a supernatural ability, it usually doesn't wear off naturally; its duration or how to remove it is stated in the matching supernatural ability.
Hunger and thirst
Hunger and thirst is a condition caused by lack of food and water.
After 12 hours without enough water and food, a character becomes hungry and thirsty.
For each cycle the hunger and thirst lasts (a cycle is 24 hours), the character must make a STA roll against a DC equal to their own Stamina, and takes fatigue points equal to their margin of failuremargin of failure失败数How many successes a roll fell short of the DC by..
If the character can go a longer time without eating or drinking, the cycle becomes that time. If they have several such abilities, use the highest.
For example: a character with 1 point of Legendary Stamina can go a week without eating or drinking, so their cycle becomes a week.
Once the character gets enough food and water, this condition ends at once.
Fatigue points then recover following the rules for recovering condition points.
Sleep deprivation
Sleep deprivation is a condition caused by a character staying active without sleeping.
For each cycle the sleep deprivation lasts (a cycle is 24 hours), the character must make a STA roll against a DC equal to their own Stamina, and takes fatigue points equal to their margin of failure.
Note that sleep here means 8 hours of sleep. If the character doesn't sleep enough, the missing time adds up; once it exceeds 8 hours, they make one sleep deprivation STA roll. The character can catch up on sleep before reaching 8 hours to reduce the missing time.
If the character can go a long time without sleep, add that time to the cycle. If they have several such abilities, use the highest.
For example: a character with 1 point of Legendary Stamina can go a week without sleep, so their cycle becomes a week.
Once the character gets enough sleep, this condition ends at once.
Fatigue points then recover following the rules for recovering condition points.
Exhausted
Exhaustion comes from overworking the body, lack of sleep, hunger and thirst, or similar effects.
While exhausted, a character loses their move action, their base movement speed is halved, and they can't charge or make an all-out attackall-out attack全力攻击Attacking with everything, giving up defense..
Exhaustion can come from condition points, the environment, or certain special abilities. If it comes from condition points, it wears off naturally when the condition points drop below the key resisting Attribute (or the higher of the two). If it comes from a supernatural ability, it usually doesn't wear off naturally; its duration or how to remove it is stated in the matching supernatural ability.
World-weary
A world-weary character questions their own existence and the meaning of the world, and can't find any drive.
World-weariness is a mind-affecting condition.
A world-weary character won't do anything that makes the situation better or worse. Unless given an unmistakable command they can't resist, they won't take any action of their own.
A world-weary character no longer suffers the mild condition effects of dejection points; instead, they lose DP equal to their own dejection points on all rolls, and lose their Dodge Defense and Parry Defense.
World-weariness usually only comes from dejection points, so it ends at once when the dejection drops below the key resisting Attribute (or the higher of the two).
Manic
A manic character is gripped by uncontrollable restlessness and impulse.
Mania is a mind-affecting condition.
A manic character can't settle down. They can't take any action that needs them to stay in one place and calm their mind.
When a manic character takes a natural rest, they get no benefit besides the Health recovery (such as recovering WillpowerWillpower意志力A character's mental reserve, spent to boost rolls or fuel abilities., sitting in meditation, contemplation, recovering Energy Pools, and so on). Also, lacking patience, they can't take extended actions with an interval of a minute or more.
Mania usually only comes from elation points, so it ends at once when the elation drops below the key resisting Attribute (or the higher of the two).
Terrified
A terrified character avoids whatever frightens them as much as they possibly can.
Terror is a mind-affecting condition.
A terrified character does their utmost to flee from the object of their fear until they can no longer sense it. They use the most effective means of movement they have, as best they can.
Terror can come from condition points or certain special abilities. If it comes from condition points, the character comes to their senses naturally when the condition points drop below the key resisting Attribute (or the higher of the two). If it comes from a supernatural ability, it usually doesn't wear off naturally; its duration or how to remove it is stated in the matching supernatural ability.
Enraged
An enraged character attacks whatever angers them as much as they possibly can.
Rage is a mind-affecting condition.
An enraged character loses control and acts each round in whatever way deals the most damage to the target, until they can no longer sense it. Against attacks from any unit, they are always flat-footed.
Rage can come from condition points or certain special abilities. If it comes from condition points, the character comes to their senses naturally when the condition points drop below the key resisting Attribute (or the higher of the two). If it comes from a supernatural ability, it usually doesn't wear off naturally; its duration or how to remove it is stated in the matching supernatural ability.
Asleep
Asleep means a character is sleeping, meditating, or otherwise almost unaware of the outside world.
Being asleep also makes you helpless.
In general, natural sleep ends with waking up naturally; humans need 8 hours of sleep every 24 hours.
Unless stated otherwise, someone else can wake a sleeping character with a standard actionstandard action标准动作Your main action, such as an attack or using an ability..
When determining a sleeping character's sensory range, their PerceptionPerception感知Noticing your surroundings, spotting changes, and picking out details quickly; also insight and intuition. Abbreviated PER in checks. counts as 1 lower.
Anyone approaching always counts as having hidden deliberately, and the sleeping character can only oppose their hiding with PERPerception感知Noticing your surroundings, spotting changes, and picking out details quickly; also insight and intuition. Abbreviated PER in checks. + Investigation (Listening), losing 1 success when they do.
A sleeping character wakes automatically after taking any damage.
Sleep can come from natural sleep, condition points, the environment, or certain special abilities.
If it comes from condition points, the character wakes naturally when the condition points drop below the key resisting Attribute (or the higher of the two). If it comes from a supernatural ability, it usually doesn't wear off naturally; its duration or how to remove it is stated in the matching supernatural ability. (Like Sleeping Beauty.)
If it comes from certain special abilities, follow the ability's description; if it says nothing, it counts as natural sleep by default.
Crippled limb
A crippled limb can't be used at all.
Crippling only affects the four limbs, not other body parts. For example, you can't cripple a target's head to behead it.
If one arm is crippled, the character can only hold items or weapons one-handed with the remaining hand, and casting spells that need a "somatic" or "movement" component needs a concentrationconcentration专注The focus needed to keep certain abilities or actions going. roll. Whatever the crippled arm was holding falls.
If both arms are crippled, the character can't hold anything, spells that need a "somatic" or "movement" component automatically fail, and every action that needs the hands automatically fails (such as shooting).
If one leg is crippled, their land speed is halved.
If both legs are crippled, they lose their land speed, and every action that needs the legs automatically fails (such as a flying kick).
A crippled limb can come from condition points or certain special abilities. If it comes from condition points, it wears off naturally when the condition points drop below the key resisting Attribute (or the higher of the two). If it comes from a supernatural ability, it usually doesn't wear off naturally; its duration or how to remove it is stated in the matching supernatural ability.
If a limb is permanently crippled, then unless you have an ability to reattach severed limbs, it can only be healed through the Overseer's Spacethe Overseer's Space主神空间Where Reincarnators rest between Films: a white platform in endless darkness, ringed by 20 doors to personal rooms. Called 'the Space' for short. or certain supernatural abilities.
Types of condition points:
Freeze points
Key resisting Attributes: Strength, DexterityDexterity敏捷Agility, coordination, and physical reflexes. Abbreviated DEX in checks.
Freezing means a character's bodily functions are impaired by extreme cold. Unless stated otherwise, freeze points are saved against with a Fortitude saveFortitude save强韧豁免The save against poison, disease, and other effects on the body..
Mild condition: each freeze point makes the creature lose 1 DP on Physical rolls and reduces its base speed by 1 meter, and gives a 1-point penalty to its Base Defense, Dodge Defense, and Parry Defense, in that order.
Severe condition: the creature becomes frozen.
Devastating consequences: none.
At a suitable temperature, freeze points recover at 1 point per round.
Freezing and burning cancel each other out. If a frozen creature takes burn pointsburn points燃烧点数Points that build up the burning condition., it doesn't gain them; instead, it removes freeze points equal to the burn points, up to its current freeze points. Only the excess is gained as burn points.
Tinnitus points
Key resisting Attributes: Stamina, Perception
Tinnitus is an effect that impairs a character's hearing.
Mild condition: a creature with tinnitus takes penalties on listening.
Severe condition: the creature becomes deafened.
Devastating consequences: the character permanently loses their hearing and is permanently deafened.
Dazzle points
Key resisting Attributes: Stamina, Perception
Dazzle is an effect that blurs a character's vision so they can't see clearly.
Mild condition: a dazzled individual takes penalties on spotting by sight, on getting information by reading or similar means, and on attacks. Rolls for precise work done as an extended action, such as making things or brewing magic potions, take half the dazzle penalty.
Severe condition: the creature becomes blinded.
Devastating consequences: the character permanently loses their sight and is permanently blinded. This might be because their eyeballs were destroyed, their optic nerves burned out, or the visual center of their brain damaged, or even because their soul was altered so that it can no longer understand any visual information.
Nausea points
Key resisting Attributes: Stamina, Resolve
Nausea is suffering in the digestive system. Unless stated otherwise, nausea points are saved against with Fortitude or with RESResolve决心Decisiveness and determination, and stubbornness too. Supernaturally, the strength of the spirit. Abbreviated RES in checks. + Survival (Self-Protection).
Mild condition: each nausea point gives the creature a penalty on rolls for attacks and for using Skills, TechniquesTechnique招式A specific move within an Art., and spells.
Severe condition: the creature becomes nauseated.
Devastating consequences: none.
In general, creatures with no digestive system are immune to nausea points.
Crystallization points
Key resisting Attributes: Resolve, ComposureComposure沉着Calm and quick thinking; keeping your head under pressure. Supernaturally, the vitality of the mind. Abbreviated COM in checks.
Crystallization is the process of matter turning into stone. Unless stated otherwise, crystallization points are saved against with Will.
Mild condition: each crystallization point makes the creature lose 1 DP on Physical rolls and reduces its base speed by 1 meter, and gives a 1-point penalty to its Base Defense, Dodge Defense, and Parry Defense, in that order.
Severe condition: the creature becomes petrified.
Devastating consequences: the character is permanently petrified.
Mental bind points
Key resisting Attributes: Resolve, Composure
A mental bind hinders a character's movement by affecting their mind. It is a mind-affecting condition.
Mild condition: each mental bind point makes the creature lose 1 DP on Mental rolls and reduces its base speed by 1 meter, and gives a 1-point penalty to its Base Defense, Dodge Defense, and Parry Defense, in that order.
Severe condition: the creature becomes held.
Devastating consequences: none.
Entangle points
Key resisting Attributes: Strength, Dexterity
An effect where an outside force hinders movement is called entanglement: for example, being wrapped in rope, stuck in glue or slime, or trapped in an invisible force field.
Mild condition: each entangle point makes the creature lose 1 DP on attack rolls and AthleticsAthletics运动Walking, running, jumping, throwing weapons, and athletics of every kind. rolls and reduces its base speed by 1 meter, and gives a 1-point penalty to its Base Defense, Dodge Defense, and Parry Defense, in that order.
Severe condition: the creature becomes held.
Devastating consequences: none.
Paralysis points
Key resisting Attributes: Stamina, Resolve
Paralysis is an effect on a character's own body that takes away its ability to move.
Mild condition: each paralysis point makes the creature lose 1 DP on attack rolls and Athletics rolls and 1 from its base speed, and gives a 1-point penalty to its Base Defense, Dodge Defense, and Parry Defense, in that order.
Severe condition: the creature becomes held.
Devastating consequences: none.
Pain points
Key resisting Attributes: Stamina, Resolve
Great pain clouds a character's judgment.
Mild condition: each pain point makes the creature lose 1 DP on Social rolls, Mental rolls, and Will rolls, and gives a 1-point penalty to its Base Defense, Dodge Defense, and Parry Defense, in that order.
Severe condition: the creature becomes unconscious.
Devastating consequences: the pain wrecks the character's body and mind. Pain points beyond twice the key resisting Attributes become Attribute damageAttribute damage属性伤害Damage that temporarily lowers an Attribute; it can be healed., spread evenly over the character's Stamina, Resolve, and Composure, in the order Stamina, Resolve, Composure. That is: Stamina -1, Resolve -1, Composure -1, then Stamina -1 again, and so on until the excess runs out.
Stun pointsstun points眩晕点数Points that build up the stunned condition.
Key resisting Attributes: Stamina, Resolve
Being stunned leaves a character dizzy and seeing stars.
Mild condition: each stun point makes the creature lose 1 DP on attack rolls, Athletics rolls, and PER-related rolls, and reduces its base speed by 1 meter.
Severe condition: the creature becomes unconscious.
Devastating consequences: none.
Charm pointscharm points魅惑点数Points that build up the charmed condition.
Key resisting Attributes: Resolve, PresencePresence风度Bearing and force of personality; drawing others' attention. Supernaturally, how far one transcends the Natural Essence. Abbreviated PRE in checks.
Charm makes a character fixated on a particular target. It is a mind-affecting condition.
Mild condition: each charm point makes them lose 1 DP on Social rolls opposing ones the object of their fixation starts, and 1 DP on Will savesWill save意志豁免The save against mental and mind-affecting effects. against abilities the object of their fixation uses.
Severe condition: the creature becomes infatuated.
Devastating consequences: none.
Fatigue points
Key resisting Attributes: Stamina, Strength
Fatigue comes from overworking the body or similar effects.
Mild condition: each fatigue point makes them lose 1 DP on STRStrength力量Muscle power and explosive force. Abbreviated STR in checks.- and DEXDexterity敏捷Agility, coordination, and physical reflexes. Abbreviated DEX in checks.-related rolls, and reduces their base speed by 1 meter.
Severe condition: the creature becomes exhausted.
Devastating consequences: too much fatigue damages the character's body. Fatigue points beyond twice the key resisting Attributes become Attribute damage, spread evenly over the Physical Attributes, in the order Strength, Dexterity, Stamina. That is: Strength -1, Dexterity -1, Stamina -1, then Strength -1 again, and so on until the excess runs out.
Emotional disturbance
Emotion effects are the effects a character's own changing emotions have on them. The change may be spontaneous, triggered by something seen or heard, caused by hypnosis or self-hypnosis, or even the effect of a drug or clever, leading conversation.
Emotional disturbance is a mind-affecting condition.
Emotional disturbance: dejection points
Key resisting Attributes: Resolve, Composure
A dejected character questions their own existence and the meaning of the world, and can't find any drive.
Mild condition: each dejection point makes them lose 1 DP on attack rolls, all Skill rolls, and all rolls for extended actions.
Severe condition: the creature becomes world-weary.
Elation and dejection cancel each other out. If a dejected creature takes elation points, it doesn't gain them; instead, it removes dejection points equal to the elation points, up to its current dejection points. Only the excess is gained as elation points.
Emotional disturbance: elation points
Key resisting Attributes: Resolve, Composure
An elated character is gripped by uncontrollable restlessness and impulse.
Mild condition: each elation point makes them lose 1 DP on Initiative rolls, Social rolls, and all rolls for extended actions, and gives a 1-point penalty to their Base Defense, Dodge Defense, and Parry Defense, in that order.
Severe condition: the creature becomes manic.
Devastating consequences: the character gains a mental disordermental disorder精神异常A lasting psychological condition from mental trauma.; see the "Mental Disorders" rules.
Elation and dejection cancel each other out. If an elated creature takes dejection points, it doesn't gain them; instead, it removes elation points equal to the dejection points, up to its current elation points. Only the excess is gained as dejection points.
Emotional disturbance: fear points
Key resisting Attributes: Resolve, Composure
A frightened character avoids whatever frightens them.
Mild condition: each fear point makes them lose 1 DP on Social Skill rolls against the target they fear and on rolls using Mental Attributes. When the target they fear is in the same scenescene场景A continuous stretch of story, such as one fight or one negotiation. and they can sense it, each fear point gives a 1-point penalty to their Base Defense, Dodge Defense, and Parry Defense, in that order, against attacks from every other target they don't fear.
Severe condition: the creature becomes terrified.
Devastating consequences: the character gains a mental disorder; see the "Mental Disorders" rules.
Emotional disturbance: anger points
Key resisting Attributes: Resolve, Composure
An angry character attacks whatever angers them whenever they can.
Mild condition: each anger point makes them lose 1 DP on Social Skill rolls against the target that angers them and on rolls using Mental Attributes. When the target that angers them is in the same scene and they can sense it, each anger point gives a 1-point penalty to their Base Defense, Dodge Defense, and Parry Defense, in that order, against attacks from every other target.
Severe condition: the creature becomes enraged.
Devastating consequences: the character gains a mental disorder; see the "Mental Disorders" rules.
Anger and fear cancel each other out. If an angry creature takes fear points, it doesn't gain them; instead, it removes anger points equal to the fear points, up to its current anger points. Only the excess is gained as fear points.
Drowsiness points
Key resisting Attributes: Resolve, Composure
Drowsiness makes a character sleepy. It is a mind-affecting condition.
Mild condition: each drowsiness point makes the creature lose 1 DP on attack rolls, Athletics rolls, and PER-related rolls, and reduces its base speed by 1 meter.
Severe condition: the character falls asleep.
Devastating consequences: none.
Limb impairment points
Key resisting Attributes: Strength, Dexterity
Limb impairment is an effect that makes a particular limb hard to use, perhaps because a tendon was cut, or because poison or an electric current affected the nerves.
Limb impairment has 3 key resisting Attributes, so when working out the condition's level, the higher of two becomes the highest of three.
In general, limb impairment points affect the matching limb.
Mild condition: each point of limb impairment makes them lose 1 DP on STR-related, DEX-related, and CraftsCrafts手艺A trade, craft, or art, split into separate sub-skills such as Crafts - Smithing. rolls that mainly use that limb. Also, if the impaired individual needs that limb to move, their land speed drops by 1 meter.
The STStoryteller主持人The person who runs the game and speaks for the world; ST for short. can rule that limb impairment or a crippled limb doesn't affect a creature's movement; for example, a centipede losing 1 leg doesn't slow it down. If players disagree about how many limbs an affected creature uses to move (such as an octopus), the ST's ruling stands.
Severe condition: the limb becomes crippled.
Devastating consequences: the character permanently loses the limb, or permanently loses the use of it, and the limb is permanently crippled.
Stall points
Key resisting Attributes: Strength, Dexterity
Stalling means a creature's base speed is reduced for some reason.
Mild condition: each stall point reduces the creature's base speed by 1 meter. This affects its base movement speed and speeds derived from it, such as a drive speed, land speed, or flight speed based on base movement speed.
Severe condition: the character can't move, their base speed drops to 0, and if they are flying, they start to fall, and are airborne until they land.
Devastating consequences: none.
Burn points
Key resisting Attributes: Dexterity, Stamina
Burning means something flammable on a character, or the character themselves, has caught fire.
Mild condition: each time the character finishes acting, they take fire lethal damage equal to their burn points, until the fire goes out.
Severe condition: the character's whole body is burning. They become blinded and suffocating, and for suffocation each round counts as 10 rounds of suffocating.
Devastating consequences: severe burns reach the character's muscles, bones, and even internal organs, destroying bodily functions. Each time burn damage is resolved, all their Physical AttributesPhysical Attributes生理属性Strength (STR), Dexterity (DEX), and Stamina (STA). take 2 damage, until all burn points are removed or they die.
A character can spend a standard action to try to put out the fire, which is a Reflex roll. Each success removes 1 burn point. Rolling on the ground gives a 2 DP bonus, and jumping into water or using a fire extinguisher puts the fire out at once.
Normally, burning from natural fire fades at 1 point per round. Malicious burning like napalm doesn't recover on its own, and magical fire can't be put out by physical means before its duration ends.
Burning and freezing cancel each other out. If a burning creature takes freeze points, it doesn't gain them; instead, it removes burn points equal to the freeze points, up to its current burn points. Only the excess is gained as freeze points.
Bleed points
Key resisting Attributes: Strength, Stamina
Bleeding is a state where a bodily wound keeps draining away life.
Mild condition: each time the character finishes acting, they take lethal physical damagephysical damage物理伤害Damage from physical force. Damage reduction applies to it. equal to their bleed points, until healed.
Severe condition: the character doesn't have enough blood left for normal circulation, and severe lack of oxygen to the brain leaves them disoriented and slow to react. They take a speed penalty of (bleed points beyond the sum of the key resisting Attributes) x 1 DP on all rolls.
Devastating consequences: someone near death from severe blood loss goes into shock, and organs such as the heart, kidneys, and brain fail from lack of blood and oxygen. The character falls unconscious at once and takes 2 points of Stamina damage each round, until all bleed points are removed or they die.
Note that undead, constructs, and spirit creatures don't suffer multiple organ failure.
At the start of each of their rounds, the character can make a STA roll as a swift actionswift action迅捷动作A very quick action, usually once per turn.; each success removes 1 bleed point.
A character can also spend a standard action to make a touch attacktouch attack接触攻击An attack that only needs to touch the target, ignoring armor. roll against a target other than themselves. If they succeed, they make a DEX + MedicineMedicine医学Knowledge of the body, from first aid to surgery. (First Aid) roll, and each success removes 1 bleed point.