A sleeping creature is prone and unconscious. Another creature that can reach it can use an action to wake it up. Unless otherwise noted, taking damage removes this affliction.
Page 41A blinded creature cannot see. It treats its surroundings as totally obscured. Other creatures make attack rolls with 1 boon against a blinded creature’s Defense or Agility. Perception challenge rolls that rely on sight automatically result in failure. Finally, the blinded creature’s Speed becomes 2 unless its normal Speed is lower.
Page 41A charmed creature sees the source of the affliction as a trusted friend and ally. The charmed creature cannot choose the creature that bestowed the affliction as the target of its attacks.
Page 41A compelled creature cannot use actions or move. Instead, during each fast turn, the creature that bestowed the affliction can force the compelled creature to move up to its Speed or to use an action. The creature that bestowed the affliction makes all decisions on the compelled creature’s behalf.
Page 41A deafened creature cannot hear. Perception challenge rolls made to listen automatically result in failure.
Page 41A defenseless creature cannot defend itself. Its Defense is 5, it cannot use actions, and its challenge rolls using attributes result in failure. The creature can still perceive its surroundings, however, and can make Perception challenge rolls as normal.
Page 41A frightened creature makes attack rolls and challenge rolls with 1 bane or 3 banes when it can see the source of the frightened affliction.
Page 41The effects of the affliction depend on the creature’s Size. If the grabbed creature’s Size is equal to or smaller than that of the creature grabbing it, the grabbed creature cannot move away from the creature that grabbed it until it removes the affliction.
If the grabbed creature’s Size is larger than that of the creature grabbing it, whenever the grabbed creature moves, the creature grabbing it can choose to move with it (by clinging to the grabbed creature’s body) or end the grab. (See Grab for more information on how to grab, and Escape for how to escape a grab.)
Page 41An immobilized creature has Speed 0 and cannot benefit from bonuses to Speed. Other creatures make all attack rolls against the immobilized creature with 1 boon.
Page 41A prone creature lies on the ground. Other creatures can move through its space. While prone, the creature can move by crawling or can use its move to stand up. The prone creature makes Strength and Agility rolls with 1 bane. Creatures that can reach the prone creature make all attack rolls against it with 1 boon, while creatures that cannot reach it make attack rolls against its Defense with 1 bane.
Page 42A slowed creature can take only a slow turn, its Speed is halved, and it cannot benefit from increases to Speed.
Page 42A stunned creature cannot move or use actions. The creature automatically gets a failure on any challenge rolls it would make. Other creatures make all attack rolls against the stunned creature with 1 boon.
Page 42A surprised creature cannot use actions, cannot move, and automatically gets a failure on any challenge rolls it would make.
Page 42An unconscious creature is unable to act, move, or perceive its surroundings. The creature’s Defense is 5. It cannot use actions or move, and all its challenge rolls result in failure.
Page 42Deal damage to a target within your weapon's reach, or choose one of the following options for an additional effect.
Driving Attack: You make the attack roll with 1 bane. On a success, you and the target move a number of yards equal to your Strength modifier in the same direction.
Guarded Attack: You make the attack roll with 1 bane, but the next creature to make an attack roll against your Defense before the end of the round does so with 1 bane.
Lunging Attack: You can increase your reach by 1 yard, but you make the attack roll with 1 bane.
Shifting Attack: You make the attack roll with 1 bane. On a success, your movement does not trigger free attacks from the target until the end of the round.
Unbalancing Attack: You make the attack roll with 1 bane. On a success, if the target is your Size or smaller, it must make an Agility challenge roll. On a failure, the target falls prone.
Page 50Deal damage to a target within your weapon's range, or choose one of the following options for an additional effect.
Called Shot: You attack a specific location on the target’s body. You can use this option only if the target has a physical body. Make the attack roll with 2 banes. On a success, the attack has an additional effect as determined by the GM. Attacking a creature’s eyes might impose 1 bane on all rolls the target makes that rely on sight, for example.
Distant Shot: You can attack a target that is beyond your weapon’s range, but no more than twice the weapon’s range. You make the attack roll with 1 bane.
Staggering Shot: You make the attack roll with 2 banes. On a success, a target that is your Size or smaller must make an Agility challenge roll. On a failure, the target falls prone.
Page 51Choose one target creature within your reach that’s holding an object. Make a Strength or Agility attack roll against the higher of the target’s Strength or Agility. If you are unarmed, you make this roll with 2 banes. On a success, the target drops one object it is holding of your choice.
Page 51Choose one target creature within short range of you that can see you. Make an Intellect attack roll against the target’s Intellect. On a success, the target makes its next attack roll or challenge roll before the end of the round with 2 banes.
Page 51You can use this action if you are grabbed. Make a Strength or Agility attack roll against the Strength of the creature that has grabbed you. A success removes the grabbed affliction and lets you move up to half your Speed. This movement does not trigger free attacks from the creature that had grabbed you.
Page 52Choose one target creature within short range of you that can see you. Make an Agility attack roll against the target’s Perception. On a success, you make the next attack roll against the target’s Defense or Agility before the end of the next round with 2 boons. Alternatively, your movement does not trigger free attacks from the target for 1 round.
Page 52You must have at least one hand free to grab, and you cannot be grabbing another creature. Choose one target creature within your reach that has a physical body (not a spirit, for example) and make a Strength or Agility attack roll against the target’s Agility. If you choose a creature you are already grabbing, you automatically get a success.
On a success, the target becomes grabbed until the end of the next round. If you are prevented from using actions (such as because you are dazed, stunned, or unconscious), the grabbed affliction ends. The grabbed affliction also ends if you move or are moved to a position where you can no longer reach the grabbed target.
Page 52Choose one target creature within your reach. Make a Strength attack roll against the target’s Agility. If the target is larger than you, make this roll with 1 bane for each point of Size it is larger. You make this roll with 1 boon if the target is smaller than you. On a success, the target falls prone.
Page 52Choose one target creature of your Size or smaller that you are grabbing. Make a Strength attack roll against the target’s Strength. On a success, you move up to half your Speed and the grabbed creature moves with you so that it remains within your reach.
Page 52Choose one target creature within your reach. Make a Strength attack roll against the target’s Strength. If the target is larger than you, you make this roll with 1 bane for each point of Size it is larger. You make this roll with 1 boon if the target is smaller than you. On a success, you move the target 1 yard away from you, plus a number of yards equal to your Strength modifier (minimum total distance 1 yard).
Page 52If you attempt to touch an unwilling creature, you must make a Strength or Agility attack roll against the target’s Agility. On a success, you touch the target.
Page 43When you use an action to charge, you make attack rolls and challenge rolls with 1 bane until the end of the round. Move up to your Speed. At any point during your movement, make one attack with a melee weapon or with an attribute to knock down or shove a creature.
Page 52Some spell effects and talents require you to concentrate to keep them going. If you concentrate on an effect, the effect continues until the end of the next round, up to the maximum amount of time allowed by the spell.
If you take damage or gain Insanity while you concentrate, you must make a Will challenge roll. On a failure, you stop concentrating and the effect ends immediately.
Page 48When you defend, until the end of the round, all attack rolls are made against you with 1 bane and you make all challenge rolls to resist attacks with 1 boon. These benefits end if you are prevented from using actions, such as when you become dazed, stunned, or unconscious.
Page 48Choose one effect you created with a spell you cast or a talent you used. The effect ends.
Page 49You attempt to locate a hidden creature or object. Make a Perception challenge roll to search for a hidden object or make a Perception attack roll against the Agility of a hidden creature. On a success, the creature or object is no longer hidden from you and any other creature with whom you share your knowledge.
Page 49Choose one creature within 5 yards of you that can see you and understand what you say. Make an Intellect challenge roll. On a success, the target makes its next attack roll or challenge roll before the end of the round with 1 boon.
Page 49You can attempt to hide when you are not being observed and when you are in a heavily obscured area or have three quarters cover or better from an object.
Make an Agility challenge roll. On a success, you become hidden. You remain hidden until the conditions that let you hide no longer apply or you do something that would reveal your position (such as shouting, making an attack, or casting a spell). For example, if you are in darkness, you would no longer be hidden if the area becomes lit. Similarly, if you are hidden behind a wall, you would no longer be hidden if someone moves to a position where the wall no longer covers you.
While you are hidden, other creatures cannot perceive you. Generally, this means a creature cannot choose you as a target for its attack, though you are still subject to area effects. A creature can guess at your location, making the attack roll with 3 banes. Even with a success, the attack hits you only if the guess was correct.
Also, while hidden, you make all attack rolls with 1 boon against the Defense or Agility of targets from which you are hidden.
Page 49You prepare to undertake an activity when a specified event occurs. Choose one activity you would normally use an action to perform, such as attack or retreat. Then, describe what event has to occur for you to undertake it. This is the trigger.
If the triggering event occurs before the end of the round, you can use a triggered action to perform the activity. You make any attack roll or challenge roll required by the activity with 1 boon. Otherwise, nothing happens.
For example, Bobby takes a fast turn and uses an action to prepare an attack against the first enemy that moves into his reach. When a hostile warg moves up to attack his character, Bobby uses his triggered action to attack it with his sword, making the attack roll with 1 boon.
Page 49Choose a weapon you can reach that has the reload property (such as a crossbow). If you have a piece of ammunition the weapon uses, you reload the weapon.
Page 49Choose one incapacitated creature within your reach. Make an Intellect challenge roll, with 1 bane if the creature is dying. On a success, the target heals 1 damage.
Page 49You interact with an item you are holding or wearing, or with an object you can reach. Examples include picking a lock, retrieving an object from a pouch or a backpack, or lighting a torch.
Page 49You can attack with a flask of oil by throwing it at one creature or object within medium range. Make an Agility attack roll against the target’s Agility. On a success, the oil covers the target and it remains covered until it spends 1 minute clearing it away. If a creature or object covered in oil takes damage from fire or lightning, the oil catches fire and deals 1d6 damage to the target. The target takes 1d6 damage at the end of each round for 1d6 rounds. A creature can use an action to extinguish the flames.
Page 104You can attack with holy water by throwing it at a creature or object you can reach. Make an Agility attack roll against the target’s Agility. On a success, you splash the target with the water and the target takes 1 damage per point of Corruption. If the target is a demon, devil, faerie, spirit, or undead, it takes 1d6 damage plus 1 per point of its Corruption.
Page 106You can use an action to apply poison to an edged or pointed weapon; to coat up to three arrows, bolts, or darts; or to sprinkle the poison into food or drink. When treated with poison, weapons and ammunition remain poisonous for 1 hour or until they deal damage.
A creature that takes damage from the weapon or piece of ammunition must make a Strength challenge roll. On a failure, the creature becomes poisoned for 1 minute. If the creature is already poisoned, it takes 1d6 extra damage.
A creature that consumes poisonous food or drink must make a Strength challenge roll with 1 bane. On a failure, the creature takes 1d6 damage and becomes poisoned for 1 minute. If already poisoned by the food or drink, it takes 3d6 extra damage.
A poisoned creature, from either use, must make a Strength challenge roll at the end of each round. On a failure, the creature takes 1d6 damage. Three successes remove this poisoned affliction.
Page 107You become incapacitated when your damage total equals your Health score.
Range describes how close a creature, object, or point in space must be in order for you to target it.
You: Within your own space.
Reach: Within a number of yards equal to your Size rounded up. Some weapons may increase this distance.
Short: Within 5 yards.
Medium: Within 20 yards.
Long: Within 100 yards.
Extreme: Within 500 yards.
Sight: Within your site, regardless of distance.
Page 43Poor ligting, atmospheric conditions, or other suspended substances may imapair visiblity. Rolls involving sight by observers affected by these conditions suffer banes.
Partially Obscured (1 bane): Observers cannot make out fine detail.
Heavily Obscured (2 banes): Creatures and terrain are only faintly visible.
Totally Obscured (3 banes): Blinding conditions. Nothing is visible.
Page 43Interposing terrain and objects provide protection against ranged attacks.
Half Covered: Ranged attacks against the target are made with 1 bane.
Three-Quarters Covered: Ranged attacks against the target are made with 1 bane.
Totally Covered: Ranged attacks against the target are ineffective.
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Social Conflict
The GM can call for an attack roll when you attempt to alter another creature’s behavior in social settings.
Befriend: Will attack roll vs Will score to improve how another regards you, foster goodwill, or give comfort to someone experiencing emotional distress.
Deceive: Intellect attack roll vs Intellect score to to pass a falsehood off as the truth, make the implausible seem plausible, or bluff.
Intimidate: Will (threats) or Strength (physical pain) attack roll vs Will score to menace another creature and force its cooperation.
Persuade: Will attack roll vs Will score to convince a creature to take a risk, reveal a secret, or do something against its nature, such as accept a bribe.
Taunt: Intellect attack roll vs Will score to infuriate a creature, perhaps inciting it to violence.
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