Conditions
Bleeding Grappled Poisoned
1 True damage at start of each turn. Ends with Speed is 0 and DisADV on AGI Saves. Impaired, 1 Poison damage at start of each turn.
Healing or a DC 10 Medicine Check. Success Escape Grapple: Spend 1 AP to attempt. Martial Spend 1 AP for Medicine Check (DC of Poison).
(each 5): Target gains +1 Temp HP. Check vs Grappler’s Athletics Check. Success: Success: Removes Poisoned Condition.
Blinded Grapple immediately ends. Prone
Auto-fail Checks requiring Sight. All other Incapacitated Grappler: Grapple immediately You are Exposed, Hindered, and Ranged Attacks
creatures are Unseen. You are Exposed and ends. Hindered against you. Only Move option is Crawl
Hindered. Additionally, all terrain is Difficult Forced Movement: If effect tyies to forcibly move (aka Slowed 1).
Terrain if you’re unguided by another creature. you from Grappler’s reach, Grappler makes the Standing Up: 2 Spaces of movement to stand up.
Burning Check or Save instead of you. If effect targets both Ends Prone Condition but triggers Opportunity
1 Fire damage at start of each turn. Ends if anyone of you, Grappler makes 1 Check or Save for both Attacks.
spends 1 AP to put it out. of you. Success: Targets aren’t moved. Failure: Rattled
Charmed Grapple immediately ends; targets are moved. Can’t willingly move closer to source of fear. Also
Charmer has ADV on Charisma Checks, can’t be Falling: If falling while Grappled and Grappler Intimidated.
targeted for harmful abilities by you. isn't falling too, Grappler holds you up if possible. Restrained
Dazed Hindered Hindered, Exposed, and Grappled.
DisADV on Mental Checks. DisADV on Attacks. Slowed
Heavily Dazed: Also DisADV on Mental Saves. Impaired Movement costs an extra Space. Stacks additively.
Deafened DisADV on Physical Checks. Stunned
Auto-fail Checks requiring Hearing. All creatures Heavily Impaired: Also DisADV on Physical Auto-fail AGI, MIG, and Physical Saves. Exposed
Unheard by you. Additionally, Resistance (half) Saves. and Incapacitated.
to Sonic damage. Incapacitated Surprised
Doomed X Can’t Speak, Concentrate, or spend Action Points. Can’t spend Action Points and are Exposed.
HP threshold of Death’s Door reduced by X. If X ≥ Intimidated Taunted
Death's Door threshold, you instantly die at 0 HP. DisADV all Checks while intimidator within LoS. DisADV on Attacks creatures other than Taunter.
Doomed resets after a Long Rest. Invisible Unconscious
Exhaustion X You’re Unseen. Creatures that can’t see you are Unaware of surroundings, drop anything held, and
Penalty of X on all Checks and Saves. Speed and Exposed and Hindered against you. fall Prone. Also Paralyzed, Stunned, Exposed,
Save DC reduced by X. If you reach Exhaustion 6, Paralyzed and Incapacitated.
you immediately die. Attacks within 1 Space that hit are Critical Hits.
Cover
Exposed Also Stunned, Exposed, and Incapacitated.
½ -2; ¾ -5; Full can’t target PD.
Attacks against you have ADV. Petrified
Frightened Stone; unaware of surroundings; 10x heavier. Setting DC’s
Must spend all AP to Move or Dodge. Also Resistance (half) to all damage. Poisons and 5 Very Easy; 10 Moderate; 15 Adventurous; 20
Rattled and Intimidated. Diseases paused, immune to any additional. Also Hard; 25 Heroic; 30 Mythic
Paralyzed, Stunned, Exposed, and Incapacitated.
Resting Health Pots Months Weekdays
Quick Rest 10 min, 2x/day. Spend Rest Points Level Healing Price Winter’s Breath Astraday
Short Rest 1 hr, 2x/day. Spend Rest Points; 1st 2 HP 10g Morning Dew Mortuday
some features reset. Springtide Chimaday
2nd 4 HP 25g Stormrule Magday
Long Rest 8 hr, 1x/day. Spend Rest Points; 3rd 6 HP 40g Summershine Arithmeday
MP resets and some other features th
Leafturn Avaday
too; Doomed resets; Exhaustion 4 8 HP 60g Harvest Season Ineraday
drops by 1 per 4 hr of no activity. 5th
10 HP 100g The Dying Qhelladay
Full Rest 24+ hr in safe zone. Lose all Fynday
First Aid Kit Lebenday
Exhaustion; Other GM benefits.
A fully stocked kit contains 5 charges, which can
Dying be spent to treat a creature's wounds or cure an
Hitting 0 HP grants Exhaustion +1; spend only 1 ailment by taking the Object Action.
AP. Death Save at end of turn or 1 True damage. Treat Wounds: You treat a Bloodied creature's
wounds. Make a DC 10 Medicine Check. Success:
Fumble grants Unconscious. Crit grants 1 HP.
Target creature regains 1 HP. Success (each 5):
Throwing Creatures The creature regains +1 HP.
Cure Ailment: You treat a Disease or Poison (of
1 AP to throw Grappled creature that’s same size
your choice) afflicting the target. Make a
or smaller. Athletics Check va target’s Martial
Medicine Check against the DC of the Disease or
Check. Success: Throw creature up to 1/2 MIG +1
Poison. Success: You neutralize 1 Disease or
Space per 5 they fail the Contest by.
Poison afflicting the target. Success (each 5): The
Smaller Size: Distance thrown equals full MIG.
creature regains +1 HP.
Vertical Toss: Half normal distance and it’s
Refilling a First Aid Kit
Uncontrolled Falling.
The reagents and bandages contained within the kit
Team Throw: Both Grappled, other creature
can be found in most towns and climates. Enough
spends 1 AP as a reaction to throw with you. Add
supplies for 1 charge can be bought for 5g at a
both Athletics Checks to determine total Spaces.
general store or found using a Rest Action
Throw at a Target: Athletics Check vs target's
scavenged from an appropriate climate (GM's
PD. Hit: Thrown creature and target share the
discretion) with a DC 15 Survival Check.
Collision damage. Miss: Thrown creature keeps
Success: The kit regains 1 charge. Success (each
traveling full distance.
5): The kit regains +1 additional charge.
Underwater Combat Suffocating
Martial Attacks: DisADV unless Swim Speed; Loss of Consciousness: Start of turn DC 10 MIG
Ranged auto-miss beyond normal range. Save. Failure: Unconscious. Success: DC +5
Holding Breath: MIG rounds in combat, minutes HP Reduction: Take ¼ max HP in True damage.
non-combat. Speaking costs 1. Damage = MIG
Save vs DC 10 or 2x damage. Fail costs 1.