Statuses
A status is an adjective that sets an extra rule that the character it describes follows while it applies. In some cases, these create exceptions to existing rules, while in others they add new ones. For example, a character with the Silenced status may not use spells, while a character with the Slowed status can take fewer actions per combat round than normal. Some abilities apply statuses automatically, while others are only applied to the target when they are hit. The latter type are known as sleights.
When a character successfully hits another with a sleight, the target or targets of the ability in question are now under the received status for the duration of the battle, unless they are cured by an item or an ability. The status inflicted by a sleight is determined by its element. Unlike damaging abilities, elemental resistances do not change what the ability does on a hit. Instead, they change the probability that the target will receive the status. When a character uses a sleight against another character on the battlefield, consult the element table in the Elements section, with the element associated with the power on the left-hand column and the element of the target on the top. The associated multiplier changes the probability as follows:
| Elemental Multiplier | Equivalent Effect |
|---|---|
| 0.25x. | The target is immune to the status. |
| 0.5x. | The status is inflicted when the total die result is 3 or below instead of 5 or below. |
| 2x. | The status is inflicted when the total die result is 7 or below instead of 5 or below. |
| 4x. | The target cannot evade this status. |
Statuses By Element
Unless otherwise stated, all statuses inflicted by abilities such as the Artificer’s Scan are colorless. However, there are nine that possess an element, one for each element:
| Element | Status | Description |
|---|---|---|
| Fire | Burned | The affected character cannot be targeted by any blessings and cannot be charmed while this status is active. Any charms they have already received remain active until otherwise removed. |
| Water | Confused | When a Confused character uses an ability with a target other than themselves, the GM flips a coin and has them call heads or tails. If they call correctly, their ability is used on the intended target. If they call incorrectly, the GM chooses the target of their ability instead. If one of the party’s opponents is Confused, the roles of the player and GM are reversed in this regard. If no one at the table has a coin, the group may cast a die to simulate one instead. |
| Earth | Petrified | The affected character is unable to use the Move action, and their base Evasion counts as being half its current value rounded down, not including charms and hexes. They may still advance as normal. |
| Light | Blinded | The affected character’s Physical, Magical, and Status Accuracy count as half their values rounded down, not including glamors. |
| Ice | Frostbitten | The affected character is unable to use their basic attack, use items, or use any blessings or other abilities that restore Health or Mana. Any abilities they have that heal passively, such as the Priest’s Prayer or the Auto Heal equipment power, are not negated by this status. |
| Wind | Fatigued | When the affected character uses an ability that costs MP, the total MP cost they pay to use said ability is doubled. |
| Thunder | Paralyzed | Any strikes the character makes automatically miss. This includes basic attacks or counterattacks due to abilities such as the Defender’s Counter. |
| Shadow | Silenced | Any spells the character uses automatically miss. This includes basic attacks or counterattacks due to abilities such as the Defender’s Reflect. |
| Wood | Poisoned | During the Effect Phase at the end of a round, this character takes damage equal to one tenth of their base maximum HP rounded down, with a minimum damage of 1. |
Statuses Outside of Combat
At the end of a battle, most statuses and all charms, hexes, and other effects are removed from all participating characters, with the exception of Burned, Poisoned, and Frostbitten, which instead linger in the following ways:
- Burned: Burned remains after combat, but can be healed if treated by a doctor or the Mend action.
- Poisoned: At the end of every travel round during exploration and every in-game day during discovery, Poisoned characters must cast the outcome die and add their Resistance to the result. If the result is below a 5, they take damage equal to one tenth of their max HP, rounded down, with a minimum damage of 1. If the result is above a 5, then they stop taking damage from Poisoned. Poisoned can be healed if treated by a doctor or the Mend action. If another battle starts before they are cured then they start taking damage every combat round again, and will start taking damage every day again after the battle is over. The damage done by Poisoned outside of combat cannot ever cause a character to drop below 1 HP.
- Frostbitten: Frostbitten remains after combat, but can be healed if treated by a doctor or the Mend action.
Shells applied during combat also remain active after the battle is over.