Rule: Ailments
Ailments are lingering effects that alter or impede a character’s capabilities.
Contracting Ailments
- Ailments can be contracted in multiple ways.
You will be given one by your GM if the situation warrants it.
- Some Ailments have specific condition to be removed, others can varie and will be dependent on the source of the Ailment.
For example, eating will stop you from starving, but a powerful hex blinding you might require an equally powerful counter-spell or time to wear off.
Overburdened
When Overburdened…
Starved
When Starved…
Fatigued
When Fatigued…
Overburdened
Carrying an excessive load not only slows you down, it also makes your movements strained or awkward. Your back won’t thank you either.- Your Speed is reduced by a single step.
- You suffer a Disadvantage on all Strength and Dexterity Checks and Contests.
- Respect your Inventory limit.
Starved
Hunger is a constant threat, and as an aventurer you are more likely than most to find yourself short of food.- For each day of missed food, your maximum Hearts Total is reduced by 1.
- When you consume a ration, your Hearts Total is restored by 1 day’s nutrition, up to the number day's of missed food.
Fatigued
If you adventure for prolonged periods of time without rest you will inevitably tire. Fatigue is a concern when you skip, or are unable to sleep.- For each day of missed sleep you suffer a -1 Penalty to any Attack, Check or Contest rolls you make.
- Once the accrued Penalty exceeds half your Lvl (rounded up), you will collapse involuntarily and cannot be roused for a 24 hours period (equivalent to a Downtime (Sleep all day )), and will wake up refreshed.
This can exceptionaly happen outside a settlement, because of your extreme fatigue.
- You must do a (Downtime (Sleep all day )).
Prone
Get up quickly or you’ll be an easy target.
When Prone…
Restrained
When Restrained…
Blinded / Deafened
When Blinded / Deafened…
Disoriented
When Disoriented…
Terrified
When Terrified…
Suffocated
When Suffocated…
Petrified
Maybe you’re frozen stiff or perhaps your flesh is turned to stone.
Being Petrified…
Rotted
When Rotted…
Prone
A mighty blow or a sneaky trip has left you lying flat on the ground.Get up quickly or you’ll be an easy target.
- You cannot Move.
- Your Defense Rating does not benefit the bonus you normally receive if you have a Fast or Very Fast Speed.
- You suffer a Disadvantage on all Attack rolls.
- Anyone Attacking you gains an Advantage on their Attack roll.
- You need to get back up, by sacrificing 15 feets of movement in your turn (or an ally can help you by sacrificing his own 15 feets of movement).
Restrained
You are tied up, shackled, or otherwise prevented from using your limbs. Perhaps you’re bound by a length of rope or maybe gripped by a muscular tentacle.- You cannot take any Actions that require the precise use of your restrained limbs.
Your GM will decide whether you can Move and what Actions or Abilities you are still able to perform.
- Your GM may allow a successful Strength or Dexterity Check to wiggle or break free of your bonds if they can be overcome in this way.
Blinded / Deafened
Many things can cause a temporary, or permanent, loss of the senses such as being close to an earsplitting roar or being blindfolded by guards.- You incur a Disadvantage on all rolls that depend on the affected sense until the Ailment is removed.
- Your GM will also apply other appropriate restrictions connected to your loss of sense.
For example, if Deafened verbal communication would be inhibited.
Disoriented
You are muddled. Maybe you are hallucinating or have had your perception altered in some way. In this confused state your actions don’t always match up with your intentions.- Any Attack, Check or Contest rolls require you to make an Insight Check beforehand.
If you fail the Insight Check but succeed on the next roll, your GM will describe your ‘success’ as having an undesirable or unpredicted outcome.
For example, a ‘successful’ Attack might hit a random target in the range.
- You must use your Action to attempt to regain your senses.
This requires a successful Insight Check.
Terrified
Some beast can reduce the bravest soul into a quivering wreck.- You suffer a Disadvantage on Attack, Check or Contest rolls that involve interacting with the source of your terror.
- At the start of each of your turn, make a Constitution Check to end Terrified. If the source of your terror is in sight range, roll at Disadvantage (except on the first turn).
- You must succeed the Terrified Constitution Check.
Suffocated
You are being asphyxiated. Whether it’s thick smoke or an extended period below the water, you’ll die if you don’t get air soon.- You can hold your breath for a number of Turns equal to half your Constitution Aptitude (rounded down).
- If you suffer Damage while Suffocated, you lose 1 Turn of holding breath.
- If you fail to escape from the source of the Suffocation, you will fall unconscious, and if in the next Turn you are still Suffocated, you will die.
- Escape the source of Suffocation to breath fresh air.
Petrified
A fantastical power roots you to the spot and slowly immobilizes you.Maybe you’re frozen stiff or perhaps your flesh is turned to stone.
- Petrification takes 3 Turns to completely Petrifie you (unless otherwise noted):
- Stage 1: You are now unable to use your legs.
- Stage 2: You are now unable to use your arms.
- Stage 3: You are fully Petrified!
- You are unable to move or perceive anything while Petrified.
- Your Petrified weight is dependant on the material you’ve become!
- You are treated as an inanimate object if you've been transmutated into another material:
- Having 8 Hearts Total (separated from your own Hearts).
- At 0 Hearts, you die (Injury: Messy death).
- Having a Defense Rating of (10 for Glass-like, 14 for wood, 16 for stone, 18 for metal or 20 for anything purly magical).
- Having 8 Hearts Total (separated from your own Hearts).
Rotted
You start to rot or decay and begin to produce a fetid odor. A painful death awaits, or worse, transformation into a horrifying mess.- You have Advantage to intimidate and Disadvantage to socialise, on Aura Check or Contest (if an adversary caused you to be Rotted, he's unaffected).
- You must make a Constitution Check at each start of your Turn:
- Failure: You lose 1 Heart (avoid the Injury Table rolls).
- You must make a Constitution Check when you lose Heart by Rotted while you are already at 0 Heart.
- Success: You stop being Rotted.
- Failure: Death or a disturbing fate specified by the cause of the rotting, or by your GM.
