Conditions

These are different conditions a character can be afflicted with. These Conditions have three main types, Positive, Negative, and Curse. Magic or Mystic Negative Conditions can be removed with Beginner Druidic Magic, and a Magical Recovery, sometimes these effects will have additional ways to remove them. Health Conditions require the character to see a medical professional, or sometimes high ranking healer. Some effects are caused by physical instances (such as being immobilized due to being restrained, these effects have a specific escape condition.) If a target is Cursed, a Druidic Magic caster can remove these effects.

*GM note: If an effect is applied Physically you should say so, for example a magic stun could be removed by a magical recovery, but not a stun from taking an powerful punch to the face.*

Positive Effects usually add some sort of bonus to a character. These bonuses cannot be gained twice, if a character would gain a new Positive Condition, that character may choose which bonus to keep.

Negative Effects add some sort of penalty to a character, and have a duration (usually). If a target would receive the same type of Negative Effect a second time, reset its duration. (If the target has a health condition or curse that causes this effect the duration is ignored.)

Body and Mind are types denoted for specific Talents that increase resistance to these types of effects.

## Positive Effects

### Invisibility

Type: Positive, Body

The Character cannot be seen and get a +20 Stealth CF to all attack and defense actions, and infiltration. Only those with Discerning Eye can see you if they look directly at you. Taking any action aside from moving or using a Larceny or Infiltration skill will break invisibility.

Seeing Through Invisibility

* True Sight from Druidic Magic
* Discerning Eye
* Throwing dust, paint, dye powder, flour, etc on the target.

### Protected (Type)

Type: Positive, Body

The Character is given a protection of a specific type, Magic, Mystic, or Physical. Characters can have one of each type. When a Protection is placed on a target it gets a score equal to the casters score, or the crafters score at the time of crafting the item. This score determines how easy it will be to break the Protection.

When a Character is hit and has a protection, that protection checks to see if the score of the attack is higher than the protection, if it is not then the protection takes 10% of its max score in damage. Whenever a Protection is hit with an attack that has a higher score than the protection, that protection will shatter. (It still blocks this final attack.)

When casting or activating a Protection, characters can choose to have this protection be a shell. Shells protect from all sides, but are 20% weaker.

There are 3 Types of Protections: Shields (These block physical attacks. If using a physical shield with the block action follow the block action rules.), Barriers (These Block Magical Attacks.), and Screens (These block Mystic Attacks)

Note: Formulas for Protections are set to make it easier to keep this calculated on the sheet, just follow the prompts on the sheet to make it work.

## Negative Effects

### Airborne

Type: Negative, Body

This character has become Airborne. This target may use a Dexterity Boost to use Acrobatics mid air to dodge. All other Defense actions get -30 UF. If the character has a fly speed that character is immune to this condition. This condition cannot be healed by a magical recovery, and only lasts 1 round.

### Blind

Type: Negative, Mind

As Health Condition: 6 Months of Therapy, Expert (Medical Training)

The character cannot See. When asked to make a sight based check the score is considered to be Zero. While blinded the effects of the talents Remote Detection and Discerning Eye are removed. You get a -30 UF to all actions not cast on self. Characters may still use other senses to find your way.

Note: Species who are blind do not suffer penalties from the Blind Status effect. Though they still cannot see.

### Dazed

Type: Negative, Mind

The character gets a -20 UF on all actions, and a -500 UF on perception based checks. This effect only lasts 1 Round in combat, and 1 Minute outside combat.

### Immobilized

Type: Negative, Body

The character’s movement speed is set to zero, and their movement speed cannot be reduced. Immobilization can come in different forms.

Restrained: Target is bound, and can use skills to escape. This is a physical effect.

Rooted: A magical or mystical effect is holding your character in place. Using a Magical Recovery will remove this. Teleporting as any action and special action removes this.

### **Feared**

Type: Negative, Mind

Target will look for a way to disengage from combat with you, only making defense actions. If this effect is caused by the Mental Condition, Phobia, then the character cannot recover for the duration of the effect.

### Mind Control (Type)

Type: Negative, Mind

As Permanent (Enthralled)t: A powerful and specific magical item or tincture is needed to remove this.

The character’s mind is taken over, and follows the leadership, or even the commands of another target. Targets who resist mind control get a +40 UF to Resistance. There are three types of Mind Control Effects.

Charmed: Target is charmed and will not act to harm its charmer, and will attack anything that attempts to harm the caster (or its allies). A charmed target will not harm themselves or someone whom they are very close to.

Enslaved: Target takes orders from you, and acts on your will. An Enslaved Target will not harm themselves or someone whom they are very close.

Enthralled: Target's mind is wiped and they become a Thrall, who follows your every order regardless of their ties. This target will still not harm themselves. You cannot Magical Recovery out of this effect, unless you do so immediately (During the next round in combat, or 1 minute out of combat.)

Charmed and Enslaved can be broken free from with a Mind Boost.

### Paralyzed

Type: Negative, Body

As Health Condition: 6 Months of Therapy, Master (Medical Training, Druidic Magic)

This character cannot move, or take actions. This Condition can affect a specific part of the body instead of the whole body in this case the affected area is subject to the condition instead. (For example, if a leg is paralyzed target loses movement speed, or their movement speed becomes zero, depending on their total number of legs, basically that specific area becomes unusable.)

### Petrified

Type: Negative, Body

The character has been turned to stone, and move, act, think, or see. Though the Character does get a 350 score in Durability. If this character is shattered they will immediately die, and cannot be revived. While Petrified the character is an object, and when transmuted (or Polymorphed) the new form becomes permanent. (Target can still be transmuted back, but there is a chance they will never be the same again.)

### Polymorphed

Type: Negative, Body

Character has been changed into an unfamiliar shape, and gets a UF equal to twice their to all skills. This can only be removed by using transmutation to remove it, which can take hours to removed depending on the Severity.

### Prone

Type: Negative, Body

The character has fallen to the ground and gets a -30 UF on all Combat Actions. As part of your next movement action you must spend 4 movement speed to remove this effect. This effect can be removed as a Body Boost.

### Slowed

Type: Negative, Body

The character's movement speed is cut in half (Rounded up, click the check box next to speed on the sheet to apply this condition). Slowed can be ignored for one round by using a Physical Boost (Power, Body, Dexterity). Slowed is applied to characters moving over difficult terrain.

### Stopped

Type: Negative

When a target is stopped, time no longer effects them, and their body becomes frozen in time. While Stopped target can not be interacted with, take pain stacks, or gain mental conditions. A character with Advanced or higher Dimension Magic can cast a time field over the area where the target is stopped, and restore them. Stop takes 3 Rounds (3 Minutes out of Combat) to take hold. during this time, target will feel sluggish, and begin moving slower at this point stop can removed with a magical recovery. Once the condition takes hold its duration never goes down.

### Stunned

Type: Negative, Mind

The character loses their next turn. Using a boost allows the target to use one of their actions in the next round, characters can spend three boosts to completely remove stunned.