Conditions are applied by various game effects. Unless otherwise specified, the effects of all conditions stack. Also, any condition’s duration may be adjusted by the game effect that brings it into play.
Stacking Identical Conditions[]
When a character suffers a condition that already applies to him a second time, one of three things happens, as follows:
- If the condition indicates that it worsens or is replaced with another condition, the listed rules or new condition applies. For example, when a fatiguedA fatigued character may not Run, and his Strength and Dexterity scores are each reduced by 2. While fatigued, a character gains a +6 bonus with any save made to resist becoming fatigued, but if he is fatigued a second time, he instead becomes exhausted. A character loses this condition when he becomes exhausted, or after 8 hours of inactive rest. character becomes fatiguedA fatigued character may not Run, and his Strength and Dexterity scores are each reduced by 2. While fatigued, a character gains a +6 bonus with any save made to resist becoming fatigued, but if he is fatigued a second time, he instead becomes exhausted. A character loses this condition when he becomes exhausted, or after 8 hours of inactive rest., he loses the fatiguedA fatigued character may not Run, and his Strength and Dexterity scores are each reduced by 2. While fatigued, a character gains a +6 bonus with any save made to resist becoming fatigued, but if he is fatigued a second time, he instead becomes exhausted. A character loses this condition when he becomes exhausted, or after 8 hours of inactive rest. condition and becomes exhaustedAn exhausted character may not Run, his Speed is reduced to 1/2 standard (rounded down), and his Strength and Dexterity scores are each reduced by 6. While exhausted, a character gains a +6 bonus with any save made to resist becoming fatigued or exhausted, but if he is fatigued, or exhausted a second time, he instead becomes unconscious. A character loses this condition after 1 full hour of sleep..
- If the GC determines that the character is still susceptible to the condition, the higher of the two conditions’ durations applies. For example, a character who is drunkA drunk character suffers a –2 penalty with all Dexterity- and Wisdom-based checks. Further, at the start of each round when standing, he automatically repositions 5 ft. in a random direction (per the Deviation Diagram). This doesn’t count toward the character’s allowed movement for the round. A character loses this condition after 4 full hours of sleep. for 1 hour becomes drunkA drunk character suffers a –2 penalty with all Dexterity- and Wisdom-based checks. Further, at the start of each round when standing, he automatically repositions 5 ft. in a random direction (per the Deviation Diagram). This doesn’t count toward the character’s allowed movement for the round. A character loses this condition after 4 full hours of sleep. for 4 hours. Unless a drunkA drunk character suffers a –2 penalty with all Dexterity- and Wisdom-based checks. Further, at the start of each round when standing, he automatically repositions 5 ft. in a random direction (per the Deviation Diagram). This doesn’t count toward the character’s allowed movement for the round. A character loses this condition after 4 full hours of sleep. condition with a longer duration applies, the character remains drunkA drunk character suffers a –2 penalty with all Dexterity- and Wisdom-based checks. Further, at the start of each round when standing, he automatically repositions 5 ft. in a random direction (per the Deviation Diagram). This doesn’t count toward the character’s allowed movement for the round. A character loses this condition after 4 full hours of sleep. for 4 hours.
- Otherwise, the second condition is ignored. For example, a blindedA blinded character is vulnerable and cannot see anything. His result cap with each skill check possessing the Vision tag is reduced by 20 (minimum 0). Further, his targets gain a bonus to Defense, and his opponents gain a +2 bonus with attack checks made against him. Finally, a blinded character’s Speed is reduced to 1/2 standard (rounded down). character may not be blindedA blinded character is vulnerable and cannot see anything. His result cap with each skill check possessing the Vision tag is reduced by 20 (minimum 0). Further, his targets gain a bonus to Defense, and his opponents gain a +2 bonus with attack checks made against him. Finally, a blinded character’s Speed is reduced to 1/2 standard (rounded down). again or for a longer period, even by a more powerful blinding effect.
List of Conditions[]
- For a full list of conditions, see Category:Conditions.