Combat
Conditions
Conditions are special effects that may influence characters during a fight or other parts of their adventures. Some result from being struck or wounded; others depend on positioning on the battlefield. Unless specified otherwise, different Conditions can stack with each other, while multiple instances of the same Condition never stack — a Prone character does not become "more Prone" by receiving that Condition a second time.
Dying
A Dying character will die in a given number of Rounds if this Condition is not removed. Characters Dying from HP loss can be saved by bringing their Current HPs above the -50 threshold. Otherwise, the Dying Condition is removed as soon as its cause is healed — for example, a character Dying from blood loss is saved by stopping the bleeding.
Engaged
Characters attacked by an opponent with a melee attack are considered to be Engaged with that opponent. Engaged characters cannot take Movement Actions unless they Disengage or Run Away first. A character can be Engaged with multiple opponents at the same time.
Frightened
Fear-inducing Spells or abilities may cause characters to become Frightened if they fail a Willpower Save Roll. Frightened creatures cannot attack the object of their fear but can still Parry if attacked, and must attempt to flee from it if possible. The duration of this Condition is specified in the description of the Spell or ability causing it.
Held
Held characters are restrained by some creature or force and cannot move freely.
- Held characters cannot use their actions to move and suffer a -30 penalty to both their CMB and DEF.
- Melee attacks against a Held character gain a special +30 bonus.
- Held characters can only use Hand or Short weapons.
- Held characters cannot use Ranged Weapons.
Note that while unable to move, Held characters are not completely paralyzed — paralyzed characters would be Incapacitated.
Incapacitated
Characters that are knocked out, sleeping, paralyzed, or otherwise unable to defend themselves are Incapacitated.
- Incapacitated characters cannot take Actions and cannot Parry.
- Melee attacks against Incapacitated characters automatically inflict maximum damage for the weapon (no Attack Roll required), and the attacker may choose the Critical Strike result instead of rolling.
Prone
Characters that are knocked down or lying on the ground are Prone.
- Prone characters fighting from the ground suffer a -20 CMB penalty and cannot use two-handed weapons.
- Prone characters who are free to roll aside gain a +20 bonus to their DEF against Ranged Attacks.
- Standing characters attacking a Prone opponent gain the Higher Ground Positional Bonus.
- Standing characters attacking a Prone opponent they are Engaged with gain an additional +20 bonus to their Attack Roll.
- Standing up from Prone is a Full Action in the Move Phase, and requires the character to be free to move (not Held or Incapacitated). While standing up, the character can still Parry and apply their DEF, but is still considered Prone.
- Prone characters can crawl as a Full Action at one tenth of their Move Rate.
Stunned
Stunned characters are temporarily dazed, staggered, or disoriented.
- Stunned characters cannot take Full Actions but can still defend themselves, Parrying with up to half their CMB.
- Attacks against Stunned characters gain a +20 bonus.
The Stunned Condition ends at the end of the Other Actions Phase, unless it was applied during the course of that same Round.
Surprised
A character is Surprised when attacked without being aware of it. The Surprised Condition typically lasts only one Round.
- Surprised characters cannot Attack and can only take Half or Free Actions.
- Surprised characters cannot Parry or apply any Shield bonus to their DEF.
- Attacks against a Surprised character gain a special +20 bonus.
- Characters attacking a Surprised foe with a Hand Weapon gain a special +10 bonus to their Critical Strike Roll.
Flanking
Characters attacking an opponent from the side are Flanking.
- A Flanking attacker gets a +15 bonus to their attacks.
- A character being Flanked can only apply their Shield's DEF bonus against attacks coming from the shield's side.
On Rear
Characters attacking their foes from behind are On Rear.
- Attackers On Rear get a +30 bonus to their attacks.
- Characters cannot apply their Shield's DEF bonus against attacks from the rear.
Weary
Weary characters move at half their normal Move Rate, can take only one Action each Round, and cannot recover HPs or heal from Bleeding and Injuries until this Condition is removed. The Weary Condition is removed by resting for at least 8 hours in a safe environment.
The Weary Condition can also be caused by lack of food, drink, or rest during travel. See Weariness and Starvation for full details on how Weariness from exhaustion and starvation accumulates and recovers.