Aen States
State Details
Blinded
While you are Blinded, you cannot see through non-magical means. Any checks you make or abilities you use that rely on sight automatically fail. Your melee attack rolls and Dexterity resistance checks are +1 Flawed, and your ranged attack rolls are +2 Flawed. Attacks against you are +1 Enhanced. Unarmored Defense is halved (rounded down).
Burning
A Burning character takes 1d4 Fire damage at the beginning of each of their turns, and they cannot take Secondary Actions or Reactive Actions while enduring this condition. They may use their Primary Action to end the state by rolling on the ground (becoming Prostrate), or the flame can be otherwise snuffed out, such as by strong winds (including Sonic Damage), water, or magic.
Charmed
While charmed, you regard the charmer as a friend and trusted ally. You cannot attack the charmer or target the charmer with harmful abilities or effects. Additionally, a charmer has +1 Enhancement on all ability checks made to interact with creatures it has charmed.
Covered (Full)
A character that is Fully Covered is protected from attacks and line of sight from other entities. Cover affects at least one of the character’s sides, so a character may be Fully Covered on one side and exposed on another. In such cases, only attacks from the direction in which the character is covered are affected by the cover. A Fully Covered Character cannot be targeted by attacks from which they are fully covered.
Covered (Partial)
A character that is Partially Covered is protected from attacks and line of sight from other entities. Cover affects at least one of the character’s sides, so a character may be Partially Covered on one side and exposed on another. In such cases, only attacks from the direction in which the character is covered are affected by the cover. A Partially Covered character’s Defense is doubled against attacks from the covered angle and ranged attacks against them from the covered angle are +1 Flawed.
Deafened
While Deafened, you cannot hear. If an effect that requires you to hear it targets you, it fails. You are Protected from Sonic Damage.
Debilitated
While you are Debilitated, you cannot take any actions and you cannot move. You can speak falteringly, no more than 3 words in 10 seconds, which are whispered and can only be heard by adjacent creatures. A Debilitated creature cannot Focus on spells.
Dying
When you are reduced to zero Hit Points, you enter the Dying state. While in this state, you are Prostrate, Vulnerable, and Debilitated.
At the start of your turn, you must roll a d20, known as a Death Test.
20. You stabilize, regaining 1 Hit Point and removing the Dying State.
1. You die.
2-19 You fail one Death Test.
If a creature hits you with a melee attack while you are in the Dying State, you die. If you take damage from any source other than a melee attack, you fail one Death Test.
If you fail three Death Tests, you die. Unless an ability explicitly states otherwise, Death Tests cannot be buffed, debuffed, flawed, or enhanced in any way.
When a character receives magical healing while in the Dying State, every 10 points of healing received will remove one failed Death Test instead of restoring hit points. If there are any points of healing remaining after all Death Tests have been removed, the creature is Stabilized and the excess healing is restored as Hit Points.
When a character is first reduced to zero Hit Points, any damage in excess of zero counts as negative damage. If that damage is equal to or exceeds the creature's Pain Limit, it causes the immediate failure of one Death Test for each time the damage would equal or exceed that Pain Limit.
Damaris has 12 Hit Points remaining and a Pain Limit of 16. An attack against him deals 50 Damage. The first 12 points reduce him to 0. The remaining 38 are just over twice his Pain Limit, so he fails 2 Death Tests immediately. This leaves 4 points of damage, which is less than his Pain Limit, so he does not fail any additional Death Tests.
Fatigued
A fatigued character is weakened based on their level of fatigue. Each time you are fatigued, you gain one fatigue level. For each fatigue level, all of your Core Stats decrease by 2. If any of these stats are reduced to 0, you die. A Respite will remove one fatigue level while a Furlough will remove all fatigue levels.
Grappled
Your Pace is 0 while you are Grappled, and your Speed stat is reduced by 10.
Grounded
A grounded creature’s Flying Pace is 0. It cannot benefit from increases to its pace. If the creature is already flying when this state afflicts, it the creature falls to the ground immediately at a rate of 150 Paces per round.
Inhibited
Your body is Inhibited when its range of motion is severely limited, such as by restraints or quicksand. While Inhibited, all of your checks (including attacks) are +1 Flawed and attack rolls against you are +1 Enhanced.
Invisible
You cannot be perceived through non-magical means while Invisible, but traces of you (footprints, odors, sounds) can still be noticed by astute observers. Your attack rolls and any checks made to be stealthy have +1 enhancement, and anyone who targets you for an attack or spell is effectively Blinded (this does not stack with the Blinded state for attacking creatures).
Madness
Madness is a unique, perpetual condition that can be afflicted in a number of different ways. Most commonly, creatures are afflicted with madness due to powerful symbiotic items or creatures that control their mind and body. Madness has multiple tiers, to a maximum of five, with each tier’s effects stacking on top of the effects of the previous tier.
The conditions for removing tiers of madness vary based on the source of the madness. If a source of madness does not specify, then it can be removed after completing a Furlough.
Madness: Tier 1
Your Wile, Acuity, and Cognition stats decrease by 5.
Madness: Tier 2
Your Wile, Acuity, and Cognition stats decrease by an additional 5.
Madness: Tier 3
Choose a mental stat to reduce by an additional 10. If this would reduce the stat to 0 or less, you die.
Madness: Tier 4
When you first reach this tier and after each Furlough that follows, roll 1d6. Until you complete your next Furlough, you suffer the effect that corresponds with the roll (referencing the Madness Table).
Madness: Tier 5
You lose control and become catatonic. You mindlessly attack any creature you can see, seeking to kill until either this tier of madness is removed or you die. Creatures under the effect of this tier of madness do not have Death Tests, and instead die when they are reduced to zero Hit Points.
Mute
You cannot speak or be heard while you are Mute, and you cannot cast any spells with a Voice integrant.
Poisoned
While you are Poisoned, all checks you make are +1 Flawed and any non-magical healing you receive is halved (rounded down), including healing obtained over the course of a Respite or Furlough.
Prostrate
You are lying on the ground. You can move only 1 pace, or you can spend half of your paces (rounded down) to stand up on your turn. While you are in this state, ranged attacks against you are +1 Flawed, but melee attacks against you are +1 Enhanced.
Shocked
You may take no actions or movement, and you cannot speak. You automatically fail Might and Dexterity Resistance checks. Your Unarmored Defense becomes 0.
Slowed
While slowed, your pace is halved and you cannot take Reactive Actions. You may take only one action on your turn, regardless of whether it is a Primary, Secondary, or Minor Action. Any checks you make that rely on Dexterity (including attack rolls) are +1 Flawed. Unarmored Defense is 0.
Surprised
A surprised creature skips its next turn in combat and cannot take Reactive Actions until the skipped turn has passed. Unarmored Defense is 0.
Terrified
You cannot move closer to the source of your fear. On your turn, you must move at least 1 Pace away from your fear. Your attacks have +1 Flaw. If you break the line of sight to your fear (such as by being Covered), resistance rolls to remove the Terrified state have +1 Enhancement.
Unconscious
An unconscious creature is Debilitated, Vulnerable, and Prostrate. The creature cannot speak, see, or hear.
Vulnerable
You are completely exposed to attacks. All of your physical resistance bonuses and your Defense become 0. If any effect requiring an attack roll hits you, the attack deals its maximum damage (e.g., if it requires rolling 1d6, it deals 6 damage automatically instead of requiring a dice roll). If this damage is greater than your Pain Limit, you are immediately reduced to zero Hit Points and enter the Dying state.
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