| Ageless |
You stop aging. You are immune to any effect that would age you, and you can't die from old age. |
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| AOE Redirection |
Typically while concentrating, the caster gain the ability to redirect the AOE of the spell or effect for . This is typically applied as a self-status effect to the caster after a AOE spell or ability is activated. |
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| Arcane Fatigue |
When a caster prepares spells, they gain a stack of Arcane Fatigue. Most casters can prepare spells only ONCE per long rest by default. This limit to prepare spells is known as the Arcane Threshold. Wizards for instance, study spells through academic means, often using their spellbook, and naturally have a higher Arcane Threshold, and can prepare spells more times per long rest, or switch their switch their prepared spell list. This limit can be increased through specific feats or class features. Once a caster’s arcane fatigue reaches their maximum allowable preparations, their essence can no longer attune to new magic until a long rest.
Preparing spells requires 10 minutes of uninterrupted focus, during which the caster must be out of combat. While preparing, the caster becomes immobile, honing their senses and attuning their essence to the flow of magic.
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| Arcane Fatigue 1 |
The caster has prepared their spells 1 time before completing a Long Rest. |
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| Arcane Fatigue 10 |
The caster has prepared their spells 9 times before completing a Long Rest. |
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| Arcane Fatigue 2 |
The caster has prepared their spells 2 times before completing a Long Rest. |
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| Arcane Fatigue 3 |
The caster has prepared their spells 3 times before completing a Long Rest. |
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| Arcane Fatigue 4 |
The caster has prepared their spells 4 times before completing a Long Rest. |
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| Arcane Fatigue 5 |
The caster has prepared their spells 5 times before completing a Long Rest. |
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| Arcane Fatigue 6 |
The caster has prepared their spells 6 times before completing a Long Rest. |
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| Arcane Fatigue 7 |
The caster has prepared their spells 7 times before completing a Long Rest. |
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| Arcane Fatigue 8 |
The caster has prepared their spells 8 times before completing a Long Rest. |
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| Arcane Fatigue 9 |
The caster has prepared their spells 9 times before completing a Long Rest. |
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| Armor Encumbered |
If you don't have the required amount of Body to equip the armor, you Walking Speed drops by -10. You also have DIS on on Armor Bending Rolls, which can effect how you cast Spells with Somatic Spell Components and Material Spell Components if you are wearing armor. |
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| Awake |
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| Backlash |
Creature cannot take reactions. |
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| Banished |
A creature banished is removed to another Plane of existence, or phased out from the current Plane , and immune to all damage. |
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| Barely Wounded |
A health status where a creature's health is: >= 75% and < 100%. V Status Table
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| Beijxing Stance |
The dangerous stance used by Monks of Tao of Senjing Ganrao. |
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| Bleeding (2d6) |
If the creature is healed at all, they stop this status effect. |
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| Bleeding (3d6) |
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| Bleeding (d4) |
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| Blighted |
Blight is a form of weakness that effects a creature's vitality. This status only effects living creatures, and does not typically effect non-living creatures or objects. Each stack of blight reduces the total max vitality by 10%, regardless of the total vitality a creature or object has. At 10 stacks of blight a creature or objects total vitality is reduced to 1. One blight is removed per long rest. Spells or abilities might be able to remove blight. |
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| Blighted (1) |
The total Vitality of the creature or object is reduced by 10%. |
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| Blighted (10) |
The total Vitality of the creature or object is reduced to a total of 1. |
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| Blighted (2) |
The total Vitality of the creature or object is reduced by 20%. |
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| Blighted (3) |
The total Vitality of the creature or object is reduced by 30%. |
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| Blighted (4) |
The total Vitality of the creature or object is reduced by 40%. |
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| Blighted (5) |
The total Vitality of the creature or object is reduced by 50%. |
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| Blighted (6) |
The total Vitality of the creature or object is reduced by 60%. |
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| Blighted (7) |
The total Vitality of the creature or object is reduced by 70%. |
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| Blighted (8) |
The total Vitality of the creature or object is reduced by 80%. |
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| Blighted (9) |
The total Vitality of the creature or object is reduced by 90%. |
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| Blinded |
A Blinded creature can't see and automatically fails any Skill Roll that requires sight. |
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| Bloodied |
A health status where a creature's health is: >= 25% and < 50%. V Status Table
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| Blooming Fang Stance |
The venomous stance used by the Tao of the Blooming Fang. |
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| Bolstered |
Bolstered creatures can't be Charmed or Frightened, and they gain ADV on Skill Rolls. |
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| Burning |
A target that is burning takes Fire damage on the start of their until. This can be removed by using Stop Burning on yourself or another target who is Burning. Alternatively, at the end of every turn, there is a automatic roll made at 25% to determine if the fire on target goes out. This effect can be stopped instantly by a any Healing Roll or a Medicine Skill Roll. |
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| Casting |
An Ability or Spell might require longer than the Caster's current Turn to cast. While Casting, the creature can't use Action Point(s). It requires the complete focus of the Caster to harness the Ability or Spell to completion. The Caster can drop this status at any time using End Casting. Ritual Spells, cast a ritual, always require a default of Casting of 10 minutes. Any Mana, or material components that are required, even including those that need to be consumed for the Spell or Ability, are required only when the Casting timer is complete. Casting essentially is the preparation for the Spell, Ability, or Ritual Spell. |
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| Casting Ritual Spell |
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| Challenged |
The creature cannot Move AWAY from the Caster who used this status effect. |
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| Charmed |
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| Chilled |
Applying Wet to a Chilled Target will make it Frozen for Duration: 1 Turn. |
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| Concentrating |
You are Concentrating on a Spell or Ability. If you take any damage, you must make a Psyche Contesting Roll the higher of: DC10 or DC = half damage taken (this is automatically rolled by Janus). You can also End Concentration as a Reaction. |
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| Confused |
An affected target can't take reactions and must roll on the confused random table at the start of each of its turns to determine its behavior for that turn. Confusion Behavior
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| Consecrated |
A consecrated target cannot be raised, summoned, or turned into an undead. |
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| Corroding |
Some acid has lasting effects that eats away at metal or flesh over time. It can be neutralized by healing spells which produce Healing Roll or with the proper Medicine. Alternatively, at the end of every turn, there is a automatic roll made at 25% to determine if the corroding on target goes out. |
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| Courtesan Stance |
The stance taunt to the Tao of the Courtesan. |
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| Crafting |
While crafting, the caster is "immobile" or tied to the environment for the crafting time. To begin crafting you need to have all tools and required reagents either on caster as inventory, or in the environment. Once crafting begins, all items are consumed, and the caster gains a crafting timer that will show up in their crafting tab. All crafting rolls use Soul (the creative aspect of one's essence). Once the crafting time is complete, the crafting DC roll is made. If the DC is met or exceeded, the item is crafted successfully and ends up in the character's inventory. If the crafting roll is lower than the DC, the item is not crafted, and all required reagents are consumed. This status can be paused, and continued at a later time. This status can be assisted by other creatures who are trained in the crafting roll required. When the roll is completed. |
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| Crippled |
You fall down, but are mortally struck. This is similar Prone, but you cannot Stand Up. This status effect is applied once you go into a Dying state. This only effects creatures at 0 Vitality. |
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| Darkened Perception |
While in Pitch Black or Magical Darkness, with Blindsense or Tremorsense, your perception is confined to the Range of these senses. You are more vulnerable to Weapon Ranged Attack Rolls beyond this Range, but remain Close enough to react to melee weapon or Spell Attacks against you. |
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| Dazed |
You have minus . |
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| Dead |
A dead creature or player cannot take any actions, reactions, or use action points. The only hope now is for the creature to return to life by magic. |
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| Deafened |
A Deafened creature can't hear and automatically fails any Attention Skill Roll that requires hearing. |
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| Defenseless |
While Defenseless all damage taken is increased by 25%. |
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| Defensive Essence Lowered |
By default, a target automatically resists contesting rolls from non-friendly casters and automatically fails contesting rolls from friendly casters. However, when a caster is affected by this status effect, they have lowered their defensive essence, causing any spell or ability from ANY caster to automatically fail without requiring a contesting roll. |
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| Defensive Essence Raised |
By default, when a friendly player attempts an action that would normally require a contesting roll against another player (such as one player attempting to grapple another), no contesting roll is made, and the action automatically succeeds without resistance. However, with this status effect active, any spell or ability cast from a friendly target that would typically bypass a contest requires a contesting roll. The effect only succeeds if the contesting roll is passed. |
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| Desiccating |
The rate of decay of the caster's Thirst Meter is doubled. |
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| Dimmed |
While in Dim Light, visibility remains challenging. Even with Nightsight, shadows take on a grayish hue, making it harder to discern details. |
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| Disarming |
You are attempting to disarm a mechanical or magical trap. The number of rounds to disarm a trap is: The Trap DC / 2.
If you cancel the Disarming early before the duration is complete, there is a 50% chance the trap is triggered. |
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| Diseased |
There are many types of diseases that can plague adventurers like: Cackle Fever, Sewer Plague, etc. |
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| Disenchanting |
The caster channels intense focus, unraveling a magical or mundane item into shimmering enchanting dust. Weaving the void's essence, they tap the well of creation, drawing forth the primal matter that forms all things across the multiverse. |
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| Disguised |
Disguises allow characters to alter appearance via clothing, makeup, or illusions, evading recognition. In gameplay, success often requires Deception or Stealth checks against observers' Perception. Noteworthy: They fail under close scrutiny or magical detection, risking exposure and plot twists. |
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| Dissolving |
Dissolving is acid that eats to the very core of something often through a chemical reaction, spell, or magical effect. This effect is so severe it cannot be stopped by healing effects, unless stated so. It is typically neutralized by certain potions, spells, or effects that target this status effect in particular. |
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| Dizzy |
While Dizzy, all attacks are made at DIS. |
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| Doffing |
The caster is unequipping inventory which requires longer than a full turn to doff, and has an equipping time. Whiling equipping the caster is immobile, and has DIS on all balance rolls, and can take no actions or reactions while equipping. The caster can pause or cancel this at anytime, but it also stops the equipping process. This process can also be aided by others, similar to crafting rolls. Here is a general table for armor types: Donning and Doffing Armor
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| Dominated |
The creature obeys all commands, even if it is against the creature's nature. |
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| Donning |
The caster is equipping inventory which requires longer than a full turn to don, and has an equipping time. Whiling equipping the caster is immobile, and has DIS on all balance rolls, and can take no actions or reactions while equipping. The caster can pause or cancel this at anytime, but it also stops the equipping process. This process can also be aided by others, similar to crafting rolls. Here is a general table for armor types: Donning and Doffing Armor
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| Dragon Stance |
The stance of the Dragon, used by Tao of the Dragon Warrior. |
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| Drunk | ||||||||||||||||||||||||||||||||||||||||||||
| Drunken Stance |
The stance of drunken master. |
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| Dying |
Once a Player Character, or sometimes, a named NPC, goes to zero V, they enter a Dying state. Immediately upon Dying:
If it is not your Turn yet, you are just considered Crippled, and may still use your Reaction as normal. While Dying, at the start of your Turn, you make a Body Essence Roll vs. a fixed DC of 10, or a Dying Stratum Roll.
V Status Table
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| Dying State |
The sum total of Dying Stratum Rolls that have lead to a failure. |
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| Dying State 1 |
While Dying, if you roll a 9 or lower on a Dying Stratum Roll, you gain a Dying Stack, and progressing your Dying State. |
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| Dying State 2 |
While Dying, if you roll a 9 or lower on a Dying Stratum Roll, you gain a Dying Stack, and progressing your Dying State. |
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| Dying State 3 |
You have unsuccessfully reached 3 Dying Stratum Rolls first, before reaching 3 Recovery States, and are Dead. |
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| Electrocuted | ||||||||||||||||||||||||||||||||||||||||||||
| Empowered |
All Damage Rolls are rolled with ADV. |
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| Encumbered |
f you carry more than: Creature Size Weight Multiplier * (5 + Body) → Your Walking Speed drops by 10 ft. You also have DIS on on Armor Bending Rolls, which can effect how you cast Spells with Somatic Spell Components and Material Spell Components if you are wearing armor. |
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| Enfeebled |
All Damage Rolls are rolled at DIS. |
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| Ethereal |
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| Exhausted |
When traveling for to long (more than 6 to 8 hours in a day), or you haven't gotten 6 hours of sleep or light Rest, you can become Exhausted. Basically this means a creature becomes very tired. The GM can apply stacks of Maimed, or Exhausted to a creature that is effected by Exhausted. Trying to complete a Long Rest, by Resting in heavy or medium armor, can cause Exhausted. While Exhausted, you cannot remove stacks of Maimed. GM Note: What makes Undead so dangerous is that they can march almost endlessly and require no food or sleep, and are not susceptible to becoming Exhausted. |
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| Exposed | ||||||||||||||||||||||||||||||||||||||||||||
| Extreme Photosensitive Eye Strain |
Some casters are extremely sensitive to bright sunlight. When the encounter light type is bright light, or the caster is in daylight, they gain several detrimental effects. Encounter light sources, such as from torches, or spells, do not effective this. |
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| Fate Card Suit: Change |
You are holding onto a Fate Card, with the suit: Change. |
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| Fate Card Suit: Love |
You are holding onto a Fate Card, with the suit: Love. |
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| Fate Card Suit: Prosperity |
You are holding onto a Fate Card, with the suit: Prosperity. |
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| Fate Card Suit: War |
You are holding onto a Fate Card, with the suit: War. |
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| Feebleminded |
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| Flanked |
- All melee attack rolls against a flanked creature are at ADV. |
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| Fleeing |
The Caster tries to run away, perhaps to an adjacent encounter. If this is a spell, or similar effect put on by another Caster, they can run directly away from them. |
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| Food Poisoning |
Your stomach churns from consuming spoiled, contaminated, or poorly prepared food. Nausea and weakness sap your strength, dull your senses, and make every step a struggle. You must fight to keep your focus as your body battles the affliction. |
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| Freezing |
While Freezing, you take 1d1 Cold damage each Round. If you die from Freezing, you become Frozen until the Freezing status is finished. You are also Sluggish. |
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| Fresh |
A health status where a creature's health is = 100% V Status Table
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| Frightened |
A Frightened creature's movement becomes zero, and has DIS on all Skill Rolls. |
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| Full Cover |
When your creature size is standing next to an inventory object in the encounter that is equal to one size category or larger you gain Full Cover. The inventory must cover at least half of your height to gain this effect. This matters for inventory that could be submerged, or if you are flying.
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| Fully Rested |
The creature has recently long-rested and cannot begin a Long Rest for another 16 hours. |
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| Gathering |
Gathering is used to collect raw materials from the encounter. Sometimes they require special tools to harvest or collect the material. These items are typically:
Gathering takes a gathering time, and is only finished once this time is complete. Once complete the raw material is consumed in the encounter, and any harvested material is placed in the caster's on hand inventory. If the Gathering DC roll fails, the raw material is destroyed. |
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| Grappled |
A Grappled creature's speed types becomes 0, except for Teleport. A Grappled creature can try to Regress Grapple: Escape to escape the Grapple. |
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| Grappling |
You have grappled a creature with a free hand. Moving a Grappled Creature.When you move, you can drag or carry the grappled creature with you, but your speed is halved, unless the creature is two or more sizes smaller than you. |
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| Greater Invisible |
Not only are you invisible, but you are not revealed while: using abilities, spells, skills, or making any attack. |
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| Greater Powerful |
Your damage is increased by 40%. |
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| Greater Weakened |
While Greater Weakened all damage done is reduced by 35%. |
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| Hamstrung |
The Walking Speed of the creature is halved. |
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| Hasted |
Typically, when the Haste Allies ends, the Target is Stunned until the end of its next Turn, as a wave of lethargy sweeps over it. |
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| Heavily Encumbered |
If you carry weight in excess of 10 times your Body score, up to your maximum carrying capacity, you are instead Heavily Encumbered, which means your Walking Speed drops by another -10 feet and you have DIS on Challenge Rolls using your Body. This stacks with Encumbered. |
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| Hidden |
To be Hidden, you must first successfully use the Hide ability, or an ability that can give the Hidden status effect. While Sneaking you move at half speed. Any movement while hidden, you must END the movement behind Partial Cover or Full Cover. This means the character must have some type of obscurement to ALL hostile creatures in the encounter (as creatures will communicate if they see a creature trying to hide). Once the Caster is Hidden, the Caster CANNOT be directly the Target by hostile creatures, and is considered heavily obscured. But can still be hit by AOE abilities or spells. Hidden creatures can disappear from visibility from the encounter. Making an Attention skill roll once per turn can have you try to spot hidden creatures. This Contesting Roll is made where you roll against the creature, or potential creature that may be hidden. If successfully Hidden, Attack Roll the creature does, is considered at Advantage. The GM may also grant Surprised if this is acted outside of combat/initiative. The GM can do this by rolling players sneak button from the campaign controls. While hidden a friendly team can see you. However, if they cast a spell or effect you in some way you are revealed! |
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| Hindered |
All your Attack Rolls have DIS. And your speeds are halved. |
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| Holding Mastery |
You harness the power of the void through carefully studied gestures, words, and your training in reality-bending. If you do not release this energy or alter its state by the end of your next turn, it may become hazardous. |
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| Holy Turned |
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| Hunger and Thirst Tick |
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| Hungry |
GMs have the ability to toggle Hunger and Thirst for PCs. As campaign time progresses, a player's Hunger meter decreases at a rate of 3% per hour. When the Hunger meter drops to 20%, the player is considered Hungry and receives a notification to eat. |
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| Hunkered Down |
When behind Full Cover you can Hunker Down. Hunkered Down:
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| Huo Stance |
The stance of hardness or fire. One of the core stances every monk learns when training. |
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| Immobile |
The speed types of the creature is zero, excluding Teleport. |
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| Impaired |
An Impaired creature has DIS on Innate Skill Rolls that use Body. |
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| Incorporeal |
While Incorporeal you can pass through solid objects on the Material Plane without any penality. You can also pass through creatures without provoking an Overrun Contesting Roll. If you end inside of an object you take . Keep in mind you are not invisible. |
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| Integrated Object |
The object is fully integrated into another, inseparable yet still interactive. |
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| Inverted |
Inverted prevents the creature from being healed, by a healing roll or regeneration roll. If the Character is healed while affected by Inverted, it takes damage instead. |
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| Invigorated |
A health status where a creature's health is = 100% + v_temp V Status Table
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| Invisible |
Invisible creatures or objects are undetectable by sight, granting them significant stealth advantages. They can still be sensed by sound, smell, or touch. Invisibility can be magical, lasting for a set duration, or natural, inherent to certain creatures. Magical detection or special abilities are required to reveal them. |
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| Invulnerable |
You are immune to all damage. |
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| Judgement |
Paladins build Instrument of Judgement by using Censure on a Target. |
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| Judgement, 1 |
Paladins build Instrument of Judgement by using Censure on a Target. |
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| Judgement, 2 |
Paladins build Instrument of Judgement by using Censure on a Target. |
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| Judgement, 3 |
Paladins build Instrument of Judgement by using Censure on a Target. |
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| Locked |
When an object, container, or door is Locked, it cannot be opened, and its contents remain inaccessible. Locks may be integrated directly into the object, rendering them immovable and inseparable from the object itself. To open a lock, you can use the Locks Skill or Magic, such as the Knock Lock Spell. |
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| Lockpicking |
Lockpicking is based on the Lock Type used, and uses the Locks Skill. Locks are set with a lock complexity, or the amount of D6s required to break the lock for the lockpicking roll. Some doors, containers, or objects, might be "locked" with a puzzle or magical puzzle, which does not have a standard lock type. Lock complexity 1 and 2 locks, do not require thieves tools to lockpick, and are often considered a tight hinge or a basic lock. When trying to pick a lock, you roll a number of d6s required for that Lock Type. If any 1s are rolled, the attempt fails. If the lock requires lockpicking tools, and you roll at least two 1s, the tools break. If you are trained in the Locks Skill, this will allow you more rerolls of 1s, allowing for easier access to the Lock, and when tools are required, less chance for them to break. Detachable locks can be gathered, and looted. (Special thanks to Bob the World Builder for these Game Mechanics.) Lockpicking
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| Maimed |
A creature can be Maimed for many reasons, such as taking a critical hit and failing the Fortitude Contesting Roll, or traveling too long, or staying awake on watch for longer than required. In any case, when a creature is Maimed, it gains a stack of Maimed. Each stack of Maimed has -1 to all Skill Rolls. Typically all creatures can be Maimed. Once a creature reaches 10 stacks of Maimed it is Dead. This status effect can be removed by a Long Rest, Medicine, Restoration, Adept, or Restoration, Major. Taking over half your Vitality in a single Damage Roll automatically adds a stack of Maimed. |
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| Maimed (1) | ||||||||||||||||||||||||||||||||||||||||||||
| Maimed (10) |
The creature is dead when their maimed reaches 10 stacks. |
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| Maimed (5) | ||||||||||||||||||||||||||||||||||||||||||||
| Maimed (6) | ||||||||||||||||||||||||||||||||||||||||||||
| Maimed (7) | ||||||||||||||||||||||||||||||||||||||||||||
| Maimed (8) | ||||||||||||||||||||||||||||||||||||||||||||
| Maimed (9) | ||||||||||||||||||||||||||||||||||||||||||||
| Melting |
When fire damage reaches extreme levels, it can surpass mere burning, liquefying even the most resilient targets. This effect mirrors the intense destruction caused by submersion in lava or other sources of extreme heat. Due to its overwhelming severity, this damage cannot be mitigated by standard healing effects unless explicitly stated otherwise. |
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| Mirror Image 1 |
You have the Mirror Image spell cast on you, and only have 1 mirror image left, giving you a +3 AC. |
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| Mirror Image 2 |
You have the Mirror Image spell cast on you, and only have 2 mirror images left, giving you a +6 AC. |
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| Mirror Image 3 |
You have the Mirror Image spell cast on you, and only have 3 mirror images left, giving you a +9 AC. |
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| Mirror Image Effect |
Reference to manipulate status effects for Mirror Image. |
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| Mounted | ||||||||||||||||||||||||||||||||||||||||||||
| Nondetection Effect |
The target can't be targeted by any divination magic or perceived through magical scrying sensors. The creature is immune to any effect that would sense its emotions or read its thoughts. |
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| Obscured |
The creature is obscured and cannot be physically seen, and therefore cannot be targeted by Contesting Roll abilities, and attack rolls against them are at DIS. Typically a creature is known to be at the position in the encounter, but cannot be targeted directly by an ability, spell, or effect that requires a Contesting Roll. Example:
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| On Death's Door |
A health status where a creature's health is: > 0% and < 10%. V Status Table
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| Pain Stance |
The stance adopted by monks of Tao of the Ten Thousand Limbs. |
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| Paralyzed |
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| Parched |
When Hunger and Thirst mechanics are enabled by the GM, characters must drink to avoid becoming Parched. Players need to consume drinks that replenish their Creature Size and Hunger and Thirst Meters, with the required amounts varying based on creature size.
Parched players become Exhausted and gain a stack of Maimed.
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| Partial Cover |
When your creature size is standing on an inventory object's base in the encounter that is one size category smaller than you you gain Partial Cover. The inventory must cover at least half of your height to gain this effect. This matters for inventory that could be submerged, or if you are flying.
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| Performing a Melody |
The Bard must continue to use Rythmn to maintain the stacks of Melody. If the Bard fails to add to their stacks by the next turn, all stacks of Melody will be lost, breaking the performance. |
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| Petrified |
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| Petrifying |
A creature begins to turn to stone. It become restrained, failing its first defensive roll. On the end of its next turn it tries to make a defensive roll, otherwise it becomes petrified. |
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| Photosensitive Eye Strain |
Some casters are sensitive to bright sunlight. When the encounter light type is bright light, or the caster is in daylight, they gain several detrimental effects. Encounter light sources, such as from torches, or spells, do not effective this. |
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| Piloted |
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| Piloting |
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| Poisoned | ||||||||||||||||||||||||||||||||||||||||||||
| Possessed |
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| Powerful |
Your damage is increased by 20%. |
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| Prone |
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| Protected |
While Protected, all Attack Rolls against you are at DIS, and you have ADV on Fortitude and Balance. To gain protection, you can either have another creature protect you or position yourself behind cover where you cannot be Flanked by ranged or melee Attacks. |
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| Puppet Stance |
A stance you assume where your limbs go limp awaiting the spirits inputs. |
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| Reading |
You are reading deeply a book. You can pace around typically but aren't paying attention to your surroundings too much. |
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| Received Prayer of Healing |
You have received a Prayer of Healing, and cannot receive another Prayer of Healing do so until a Long Rest. |
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| Reckless |
The creature tosses aside all caution, and blindly attacks. |
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| Recovery State |
The sum total of Dying Stratum Rolls that have lead to a success. |
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| Recovery State 1 |
While Dying, If you roll equal or higher than 10, you Gain a Recovery Stack, and progresses your Recovery State. |
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| Recovery State 2 |
While Dying, If you roll equal or higher than 10, you Gain a Recovery Stack, and progresses your Recovery State. |
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| Recovery State 3 |
You have recovered, and are Crippled until you receive 1 Vitality in healing. |
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| Repelled |
The target cannot target the caster. |
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| Resistant |
You are Resistant to all damage types. |
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| Rested |
You gain a stack of Rested. If combat begins, creatures losses a stack of Rested. |
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| Rested 0 |
The creature has begun Resting, and is in the 1st hour of Resting. |
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| Rested 1 |
The creature has completed 1 hour of successful Resting. A creature needs a total of 8 hours Resting to Long Rest. |
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| Rested 2 |
The creature has completed 2 hours of successful Resting. A creature needs a total of 8 hours Resting to Long Rest. |
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| Rested 3 |
The creature has completed 3 hours of successful Resting. A creature needs a total of 8 hours Resting to Long Rest. |
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| Rested 4 |
The creature has completed 4 hours of successful Resting. A creature needs a total of 8 hours Resting to Long Rest. |
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| Rested 5 |
The creature has completed 5 hours of successful Resting. A creature needs a total of 8 hours Resting to Long Rest. |
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| Rested 6 |
The creature has completed 6 hours of successful Resting. A creature needs a total of 8 hours Resting to Long Rest. |
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| Rested 7 |
The creature has completed 7 hours of successful Resting. A creature needs a total of 8 hours Resting to Long Rest. |
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| Resting |
A creature is Resting recover. This is done by hitting the Rest button in the character sheet within a campaign. A Long Rest is a period of extended downtime— at least 8 hours long—available to any creature. During a Long Rest, you Slumberwave for at least 6 hours and perform no more than 2 hours of light activity, such as reading, talking, eating, or standing watch, for a total of 8 hours. For each hour you gain a stack of Rested. Entering combat, ends the Resting status effect, and resets the Rested stack by 1, or 1 hour equivalents worth a Rest. When combat is over you may Rest again. At the end of the 7th Rested hour you gain the benefits of a Full Rest, and gain the status of Fully Rested. A Resting creature is typically considered Prone, and Sleeping. These are automatically applied if you do GM does hour by hour Resting. If you are wearing medium or heavy armor, when a Long Rest completes you automatically become Exhausted, unless you have enchantments or Feats to prevent this. The GM in the campaign screen can also do a summation Long Rest, which will skip the time forward 8 hours and give the benefits of a Long Rest to the party. |
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| Restrained |
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| Ridden |
You are currently being Mounted or Piloted by another creature. Your speed types goes to zero, except Teleport. If you are a creature an teleport, you immediately break the Piloting and Mounted effects. |
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| Riding |
You are riding a creature or vehicle, and move along with the creature or vehicle's movement, usually controlled by the pilot of the vehicle. |
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| Rotting |
The creature has died. Harvest its monster bits within 24 hours — after that they decay and become unusable. If the creature type is Undead , it doesn't rot. |
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| Rushed |
Unlike Hasted you are not Stunned when this status effect expires. |
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| Searching |
You are using your Inspection to Search for Hidden Inventory in the encounter. While doing this you are immobile. |
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| Shadowform |
Priests, who are given power by the Goddess of Spirits, can enter a form where they become partially shadow, as their Essence wavers between the Material Plane and the Ethereal Plane. In doing so they gain certain Resistances. However, while in this form, you CANNOT the cast any healing roll, or regeneration roll. |
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| Shelled |
The creature reduces all incoming damage by 25%. |
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| Shield Encumbered |
If you don't have the required amount of Body to equip a shield, you Walking Speed drops by -10. You also have DIS on on Armor Bending Rolls, which can effect how you cast Spells with Somatic Spell Components and Material Spell Components if you are wearing armor. |
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| Shielded |
While Shielded it negates ONE instance of a damage roll against you. It is a limited form of Invulnerable. You can have stack up to 10 Shielded effects at a time. The shields stack, and each damage roll reduce the total stacks. |
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| Shielded (1) |
While Shielded you negate once instance of damage, and it removes one stack of shield when you take this damage. |
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| Shielded (10) |
While Shielded you negate once instance of damage, and it removes one stack of shield when you take this damage. |
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| Shielded (2) |
While Shielded you negate once instance of damage, and it removes one stack of shield when you take this damage. |
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| Shielded (3) |
While Shielded you negate once instance of damage, and it removes one stack of shield when you take this damage. |
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| Shielded (4) |
While Shielded you negate once instance of damage, and it removes one stack of shield when you take this damage. |
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| Shielded (5) |
While Shielded you negate once instance of damage, and it removes one stack of shield when you take this damage. |
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| Shielded (6) |
While Shielded you negate once instance of damage, and it removes one stack of shield when you take this damage. |
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| Shielded (7) |
While Shielded you negate once instance of damage, and it removes one stack of shield when you take this damage. |
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| Shielded (8) |
While Shielded you negate once instance of damage, and it removes one stack of shield when you take this damage. |
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| Shielded (9) |
While Shielded you negate once instance of damage, and it removes one stack of shield when you take this damage. |
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| Shizen Stance |
A natural stance where the ninja stands in a balanced and relaxed posture, ready to adapt to any situation, used by the Tao of Ninjutsu. |
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| Shocked | ||||||||||||||||||||||||||||||||||||||||||||
| Shu Stance |
The stance of softness or water. One of the core stances every monk learns when training. |
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| Sightless |
A Blinded creature can't see and automatically fails any Skill Roll that requires sight. This status is similar to Blinded, however, it is only caused by the Encounter light and Encounter source light effects. |
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| Silenced |
Cannot cast spells with verbal components. |
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| Sleeping |
Creature is Unconscious and, but ANY damage will wake the creature. |
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| Slightly Drunk | ||||||||||||||||||||||||||||||||||||||||||||
| Slowed | ||||||||||||||||||||||||||||||||||||||||||||
| Sluggish |
All movement speed types are halved. |
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| Sneaking |
While sneaking your speed is halved as you try to move silently and unnoticed. If you end your move behind or with Partial Cover or Full Cover you can try to Hide to become Hidden. After each move you must be behind some kind of cover to remain [Hidden]. Each time you use a move type while Sneaking, you must roll your Sneak vs every Enemy (or opposing creature team) within a 20ft sphere of the path you moved. Each target only rolls once during the move. Unless otherwise stated you must be behind cover after the move is completed to remain Hidden. |
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| Soul Breaker |
Target has DIS on ALL Defense Skills. |
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| South Stance |
A precise and powerful stance used to strike points of weakness. |
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| Spell Locked | ||||||||||||||||||||||||||||||||||||||||||||
| Spider Climb Effect |
The creature can climb difficult surfaces, including upside down on ceilings, without needing to make an skill roll, or reduced movement. |
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| Spider Stance |
A low to the ground stance that allows you to slink in and strike quickly and escape easily. |
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| Squeezed |
Feeling Squeezed? Your mobility is severely hindered by your compacted state, making it challenging to maneuver. Additionally, you're at heightened risk from incoming attacks. GM Note: This is used by the GM mostly when larger characters are squeezing or fighting in tight spots. This could be a major hindrance on playing large size character, depending on the encounter space. |
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| Stabilized |
A stable creature doesn’t make any dying stratum rolls, even though it has 0V, but it does remain unconscious. The creature stops being stable, and must start making dying stratum rolls again, if it takes any damage. A stable creature that isn’t healed regains 1V after 1d4 hours. |
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| Staggered |
Creature makes attacks at disadvantage. |
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| Starving |
When Hunger and Thirsty mechanics are enabled by the GM, characters must eat to avoid becoming Starving. Players need to consume food that replenish their Creature Size and Hunger and Thirst Meters, with the required amounts varying based on creature size.
Starving players become Exhausted and gain a stack of Maimed.
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| Stunned | ||||||||||||||||||||||||||||||||||||||||||||
| Suffocating |
A creature can hold its breath for a number of minutes equal to 1 + its Body. When a creature runs out of breath or is choking, it can survive for a number of Rounds equal to its Body (minimum of 1 round), then enters Dying. |
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| Summon Tag |
If a Summon is using Concentrating, or needs to be connected in some way for Janus. Meant to destroy Summons most of the time. |
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| Surprised |
Before combat, a caster can try to Sneek vs a creatures Attention. If successful, the targets can be surprised if the GM pushes the encounter into combat. All friendlies in the encounter must roll a contesting skill roll of Sneak vs. Attention against each hostile. The GM will have a button for this in the My Campaign Viewer. The contesting skill roll must be successfully for all friendlies against all hostiles in the encounter to be successful. It is assumed if one hostile passes, all hostiles pass as they warn of the impending attack. While surprised, you can take no actions, or reactions. Surprised always expires at the end of the creatures turn. |
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| Thirsty |
GMs have the ability to toggle Hunger and Thirst for PCs. As time progresses, a player's Thirst meter decreases at a rate of 5% per hour. When the Thirst meter drops to 20%, the player is considered Thirsty and receives a notification to drink. |
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| Tracker's Brand |
After casting Hunter's Mark on a target they are marked, enabling Stalk to be built while the Hunter hits with an attack. |
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| Training |
You are training with a trainer to try to gain a skill point in a chosen skill. |
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| Trapped |
When an inventory object, point, or area in an encounter is trapped, its effect is typically activated by the trap's trigger. |
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| Truthsayer |
While this status effect is in place, the creature/item cannot lie. |
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| Turtling | ||||||||||||||||||||||||||||||||||||||||||||
| Unconscious | ||||||||||||||||||||||||||||||||||||||||||||
| Unimpeded |
Target's movement is unaffected by difficult terrain, spells or water. |
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| Very Squeezed |
Similar to Squeezed where more than HALF of your model is compressed into the ceiling or floor. You gain an additional stack of Squeezed. |
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| Vulnerable |
The target has Vulnerability to all damage types. |
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| Water Walk Effect |
This spell grants the ability to move across any liquid surface—such as water, acid, mud, snow, quicksand, or lava—as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration. If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round. |
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| Weakened |
While Weakened all damage done is reduced by 20%. |
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| Weary |
You recently tested for Waking Weariness and passed the DC for the Fortitude Contesting Roll and cannot test for it again until 1 hour has passed. Each hour that passes the DC increases by 1 for the Waking Weariness test. |
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| Well-Bloodied |
A health status where a creature's health is: >= 10% and < 25%. V Status Table
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| Wenhe Stance |
A healing stance used by monks of the Tao of Gentleness. |
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| Wet |
The creature is soaking wet, swimming, or underwater. |
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| Withering |
The creature/target cannot heal or regain vitality. |
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| Wounded |
A health status where a creature's health is: >= 50% and < 75%. V Status Table
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| Yun Stance |
The cloud stance for the Tao of the Cloudrunner. |
These sliders set site audio only, so you can mix against Discord and other apps (phone volume still caps everything).