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COWBOYS & VIKINGSCompendium of the Wild Wastes

Rules / Encounters / Conditions

Conditions

Lingering Conditions

Some conditions stay until you shake them off: these are Lingering. Unless a condition says otherwise, if you would gain a Lingering condition you already have, keep only the higher value or stronger version; an equal or weaker one adds nothing.

Default Recovery

At the end of each of your turns, attempt a DC 15 flat check to recover from one Lingering condition. If it has levels, reduce it by 1 on a success; if not, it ends on a success. Some Lingering conditions, such as Persistent Damage, have their own timing or recovery rules; follow those instead.

Assisted Recovery

You, or an ally, can take steps to help you recover, letting you attempt an extra recovery check before the end of your turn. This usually costs 1 AP and must be something that could reasonably help, as the GM judges: dousing flames, washing off acid, binding a wound, steadying your breathing, clearing your thoughts. Without a more specific rule, the GM can use these guidelines:

  • Appropriate help may allow an immediate extra recovery check.
  • Especially effective help may lower the recovery DC to 10.
  • Particularly strong or fitting help may end the condition outright.
  • Especially efficient or inefficient methods may change how many actions it takes.

You can also use the Recover action (see Basic Actions) to attempt a recovery check on your turn.

Blinded (Condition)

  • You can't see.
  • You automatically fail any check that needs sight, including sight-based Perception.
  • Attack rolls against you gain 1 level of Advantage.
  • Your attacks that rely on sight have 1 level of Disadvantage.

Bloodied (Condition)

  • You're Bloodied while your HP is at or below half your Max HP.
  • It has no effect of its own; it's a requirement or trigger for some abilities, talents, spells and adversary features.
  • It ends when your HP rises above half your Max HP.

Bloodless X (Condition)

  • Blood has been drawn from you: your maximum Strain is X lower.
  • If you'd gain it again, add the new value to X.
  • If your Strain is now above your maximum, the extra turns into exhaustion, as Strain past your limit always does.
  • Recovery: it doesn't recover at the end of your turn. Each long rest reduces X by 1; it ends at 0.

Charmed (Lingering, Condition)

  • You can't attack the charmer or target it with harmful abilities or effects.
  • The charmer has 1 level of Advantage on checks to socially interact with you.
  • It ends at once if the charmer uses hostile actions against you or your allies.
  • Recovery: DC 15 flat check at the end of each of your turns; on a success, it ends.

Chest Trauma X (Lingering, Condition)

  • Pain and bruising make exertion costly: each action you take causes X extra Strain (an action that already causes Strain causes X more; one that causes none causes X).
  • If you'd gain it again, keep only the higher value.

Clumsy X (Lingering, Condition)

  • Your coordination falters: −X to Reflex checks and Reflex saves.
  • If you'd gain it again, keep only the higher value.
  • Recovery: DC 15 flat check at the end of each of your turns; on a success, reduce it by 1; it ends at 0.

Confused X (Lingering, Condition)

  • Your thoughts are scrambled: X levels of Disadvantage on actions with the CONCENTRATE or MANIPULATE trait.
  • If you'd gain it again, keep only the higher value.
  • Recovery: DC 15 flat check at the end of each of your turns; on a success, reduce it by 1; it ends at 0.

Dazed (Lingering, Condition)

  • You're rattled and slow to react: you can't take Reactions.
  • Gaining it again has no extra effect.
  • Recovery: DC 15 flat check at the end of each of your turns; on a success, it ends.

Dazzled X (Lingering, Condition)

  • Your vision swims and flashes: X levels of Disadvantage on Perception checks and saves that rely on sight, and on attack rolls that rely on sight.
  • If you'd gain it again, keep only the higher value.
  • Recovery: DC 15 flat check at the end of each of your turns; on a success, reduce it by 1; it ends at 0.

Deafened (Lingering, Condition)

  • You can't hear, and automatically fail any check that needs hearing. (See Auditory Actions While Deafened.)
  • Recovery: DC 15 flat check at the end of each of your turns; on a success, it ends.

Dim-Sighted (Lingering, Condition)

  • Everything you perceive by sight (creatures, objects, spaces) counts as Concealed from you (partial concealment).
  • If a target already has partial or total concealment from you, use the worse.

Drained X (Lingering, Condition)

  • Your vitality is leeched away: −X to Fortitude checks and Fortitude saves.
  • If you'd gain it again, keep only the higher value.
  • Recovery: DC 15 flat check at the end of each of your turns; on a success, reduce it by 1; it ends at 0.

Drowsy (Lingering, Condition)

  • You're sluggish and unfocused: 1 level of Disadvantage on Perception checks and saves.
  • Recovery: DC 15 flat check at the end of each of your turns; on a success, it ends.

Encumbered (Condition)

  • Each foot of movement costs 2 feet of your Speed.
  • 1 level of Disadvantage on Might and Reflex checks and saves.

Enfeebled X (Lingering, Condition)

  • Your physical power is sapped: −X to Might checks and Might saves.
  • If you'd gain it again, keep only the higher value.
  • Recovery: DC 15 flat check at the end of each of your turns; on a success, reduce it by 1; it ends at 0.

Fascinated (Condition)

  • Your attention is compelled toward something: 1 level of Disadvantage on Perception checks and saves.
  • You can't take CONCENTRATE actions unless they (or their intended results) relate to the subject of your fascination (GM decides).
  • It ends if a creature uses hostile actions against you or any of your allies.

Frightened X (Lingering, Condition)

  • Fear grips you: X levels of Disadvantage on all checks. Adversaries also have X levels of Disadvantage to Morale.
  • If you'd gain it again, keep only the higher value.
  • Recovery: DC 15 flat check at the end of each of your turns; on a success, reduce it by 1; it ends at 0.

Gaping Wound (Lingering, Condition)

  • An open wound makes you easier to hurt: an attack that hits you for piercing or slashing damage deals +2 damage.
  • It ends the next time you regain HP from a Healing effect (or when treated with First Aid, at the GM's discretion).

Grappled (Condition)

  • Your Speed becomes 0 and you can't benefit from bonuses to Speed.
  • You're Off-Guard to the creature grappling you.
  • It ends if the grappler is Incapacitated, if you're moved out of its reach, or if you Escape.

Incapacitated (Condition)

  • You can't take actions or reactions.

Invisible (Condition)

  • You can't be seen without magic or a special sense; for hiding, you count as heavily obscured.
  • Attack rolls against you have 1 level of Disadvantage (if the attacker relies on sight); your attack rolls have 1 level of Advantage (if the target relies on sight).
  • Noises you make or tracks you leave can still give away where you are (GM adjudicates). See Detecting Creatures.

Oblivious X (Lingering, Condition)

  • Your awareness is fogged: −X to Perception checks and Perception saves.
  • If you'd gain it again, keep only the higher value.
  • Recovery: DC 15 flat check at the end of each of your turns; on a success, reduce it by 1; it ends at 0.

Off-Guard (Condition)

  • Your defenses are compromised: attack rolls against you have 1 level of Advantage, and you have 1 level of Disadvantage on Reflex saves, Athletics checks and Acrobatics checks.
  • Off-Guard is sometimes relative to one creature; then it applies only against that creature.
  • Anything that would make you Off-Balance makes you Off-Guard instead.

Paralyzed (Condition)

  • You're Incapacitated, can't move, and can speak only haltingly.
  • You automatically fail Might and Reflex saves.
  • Attacks against you have 1 level of Advantage, and any hit from within 5 feet is a critical hit.

Persistent Damage X (type) (Lingering, Damage, Condition)

  • Ongoing damage after the first hit: bleeding, burning, acid, poison, necrotic corrosion and the like. It always has a value and a type, such as Persistent Damage 2 (fire) or Persistent Damage 1d4 (physical).
  • End of turn: at the end of each of your turns, take the listed damage, then attempt a DC 15 flat check; on a success it ends. You can also use Recover on your turn to try to end it before you take the damage.
  • Assisted recovery is especially common: dousing flames, washing off acid, binding a wound, scraping away corrosive sludge, or otherwise stopping the source. Fitting help may lower the DC to 10 or end it outright (GM's discretion).
  • Immunity, Resistance and Vulnerability all apply to it, separately from the initial damage. Usually, if an effect negates the initial damage entirely, it negates the Persistent Damage too (a slash that deals no damage doesn't make you bleed), unless the fiction clearly says otherwise.
  • Soak doesn't reduce Persistent Damage: whatever caused it already got past your defenses. Likewise, if Soak reduces an attack carrying Persistent Damage to 0, you don't gain the Persistent Damage unless the effect says otherwise.
  • Several at once: you can have several Persistent Damage effects only if they're different types. Gaining the same type again keeps only the higher value (if it's unclear which is stronger, the GM picks). Persistent Damage of several types is resolved together at the end of your turn, and anything that triggers when you take damage triggers only once from it.
  • Examples: bleeding is usually Persistent Damage (physical); burning, (fire); acid may cause Persistent Damage (acid); venom, (poison).

Prone (Condition)

  • Your effective Speed is 0 (so you can't Dodge).
  • Standing up costs half your Speed for the turn.
  • You have 1 level of Disadvantage on Might saves to Parry.

Restrained (Condition)

  • Your Speed becomes 0 and you can't benefit from bonuses to Speed.
  • Attacks against you have 1 level of Advantage; your attacks have 1 level of Disadvantage.
  • 1 level of Disadvantage on Reflex saves.

Sickened X (Lingering, Condition)

  • Nausea makes it hard to act: X levels of Disadvantage on all checks.
  • If you'd gain it again, keep only the higher value.
  • Some effects stop you reducing Sickened while their source persists.

Sinking (Lingering, Condition)

  • You're Restrained and being slowly dragged under mud, sand, snow or the like.
  • Sinking has a value, starting at 1. At the start of each of your turns, attempt an Athletics check against the hazard's Detection DC: on a success Sinking drops by 1 (it ends at 0); on a failure it rises by 1.
  • An adjacent creature can spend an action to make that check for you with its own Athletics; if it does, you don't also have to roll that round.
  • At Sinking 3 you're fully submerged: you can't speak or take any action except trying to escape, and you start Suffocating (see Exploration) until Sinking drops below 3.
  • Sinking ends at once if another creature pulls you free, or the surface itself resolves (the mire settles, the tide goes out, and so on).

Slowed X (Condition)

  • Your Speed is reduced by X feet (minimum 0).
  • From several sources, use only the highest value.

Stable (Condition)

Staggered (Lingering, Condition)

  • You can't take Reactions.
  • At the start of each of your turns you have 1 fewer AP (minimum 0).
  • Recovery: DC 15 flat check at the end of each of your turns; on a success, it ends.

Stunned (Lingering, Condition)

  • You're Incapacitated, can't move, and can speak only haltingly.
  • You automatically fail Might and Reflex saves.
  • Attack rolls against you have 1 level of Advantage.
  • Recovery: DC 15 flat check at the end of each of your turns; on a success, it ends.

Stupefied X (Lingering, Condition)

  • Your thoughts are dull and slow: −X to Intellect checks and Intellect saves.
  • If you'd gain it again, keep only the higher value.
  • Recovery: DC 15 flat check at the end of each of your turns; on a success, reduce it by 1; it ends at 0.

Taken In X (Lingering, Condition)

  • You have X levels of Disadvantage on any save against effects from the creature that imposed it, if those effects don't have the ATTACK trait.
  • If you'd gain it again, keep only the higher value unless a later rule says otherwise.
  • Recovery: DC 15 flat check at the end of each of your turns; on a success, reduce it by 1. You can also use Recover to attempt it early.

Unconscious (Condition)

  • You're Incapacitated, can't move or speak, and are unaware of your surroundings.
  • You drop whatever you're holding and fall Prone.
  • You automatically fail Might and Reflex saves.
  • Attacks against you have 1 level of Advantage, and any hit from within 5 feet is a critical hit.
  • It ends when whatever caused it ends, or when you regain HP (if that applies).

Unnerved X (Lingering, Condition)

  • Your presence and resolve waver: −X to Charisma checks and Charisma saves.
  • If you'd gain it again, keep only the higher value.
  • Recovery: DC 15 flat check at the end of each of your turns; on a success, reduce it by 1; it ends at 0.

Weakened Grip X (Lingering, Condition)

  • Your grip is injured or unreliable: X levels of Disadvantage on weapon attack rolls, Grapple checks and weapon damage rolls.
  • If you'd gain it again, keep only the higher value.

Withered (Lingering, Condition)

  • You can't gain HP or temporary HP.
  • Recovery: DC 15 flat check at the end of each of your turns; on a success, it ends. You can also use Recover to attempt it early.