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==Status Conditions & Magnitude==
==Status Conditions & Magnitude==
  Characters may suffer from, or inflict '''Status Conditions''' like damage over time effects (Poison, Burn), or ones that affect how they can act (Mind-Control, Rage, Fear). Some conditions are beneficial as well, or are used to track the use of powers and abilities.
  Characters may suffer from, or inflict '''Status Conditions''' like damage over time effects (Poison, Burn), or ones that affect how they can act (Mind-Control, Rage, Fear). Some conditions are beneficial as well, or are used to '''track''' the use of powers and abilities.
   
   
  Status conditions work on a point system known as '''Magnitude''' (Mag), which targets a character’s Core-Value '''Status Threshold''', which is based on their [[Core Value]]s (Body, Reflex, Mind). Different effects can trigger depending on the difference between Magnitude and Threshold, the difference is expressed in terms of a '''Status Severity'''. Characters can also attempt to avoid being affected rolling a '''Status Saves''', often in the form of a 'Body Save', 'Reflex Save' and 'Mind Save' respectively.
  Status conditions work on a point system known as '''Magnitude''' (Mag, for short), which targets a character’s [[Core Value]], their '''Status Defense'''. Status effects can have different strengths based on the difference between the Status magnitude and the target's Status defence, expressed in terms '''Status Severity'''. Characters can also attempt to limit the overall magnitude of an effect through [[Save]]s.
If a Status Magnitude is lower than a target's Status Defense the condition is nullified or automatically Saved, unless the status or ability specifically states it can be inflicted regardless of Status Defense.


==Status Severity==
==Status Defence==
  Status Severity denotes varying levels of intensity, based on the condition itself. The main severity states are '''Partial''', '''Full''', and '''Severe'''. Conditions must have at least one state in order for its effect to function. A state called '''Suppressed''' can occur when a character has a status magnitude, but resisted its effects via a Save.
  A character has a Status Defence score for each of their '''Core Values'''. Body, Reflex and Mind. A character's Status defence is equal to their respective [[Core Value]] plus their [[Level]], any other bonuses from [[Metaphor]]s may also add to this score. It acts like [[Evasion]] and [[Deflection]] but for status conditions, if a magnitude fails to meet or beat the value of the Defence, it fails unless it is capable of inflicting a condition regardless.
An inflicted condition is treated as Partial if the magnitude is '''less''' than the character's Status Defense, Full if it is '''equal or greater''', and Intense if it is '''10 or more''' points above their Defence.
   
   
  '''Partial''' occurs when a Status condition has effects on a target but the Magnitude is '''less than or equal to''' the target's affected Status Threshold. This can happen when a character fails to save against an effect below their threshold.
  Some Status Magnitudes may '''linger''' or '''persist''', meaning that character will have a magnitude that is currently not inflicted upon a character, but will be '''added''' to subsequent status infliction checks in future, increasing the likelihood and intensity of a status condition. Most of these types of lingering magnitude goes away after some time on its own or through the use of curatives.
 
==Inflicting/Triggering Status Conditions==
When an attacker wants to inflict a Status condition onto a target, they choose an attack or ability that can inflict '''Status Magnitude''' for one or more conditions. Depending on whether the attack needs '''ToHit''' or not determines the interaction:
 
===ToHit===
If the attacker needs to land a hit on the target first, make an [[Attack Roll]] to determine accuracy and success. On a hit: The '''d12''' used in the roll, plus the '''Attribute bonus''' and '''bonus die''' associated with the weapon or attack is added together to create the total '''Status Magnitude'''. If that value meets or beats the target's Status Defence, the status is inflicted. The target may 'Save' against the magnitude but the status will be inflicted '''regardless''' of save result.
   
   
  '''Full''' occurs when Magnitude '''exceeds''' their threshold. This occurs when the character fails to Save against a condition on or above their Status Threshold.
  '''[ Total Magnitude = d12 + Attribute Bonus/Die + Bonus Die + Metaphor/Other Bonuses ]'''
   
   
  '''Severe''' occurs when the Magnitude exceeds 10 points over the target's status threshold.
  ♦ Status Condition triggers on hit, regardless of Save Success or Failure.


==Resisting Status Magnitude==
===Auto===
  '''Status Save'''
  If an ability to inflict a Status Conditions does not require an Attack Roll or ToHit. Then the attacker will roll a d12 with all relevant bonuses and repeat the process, only this time if the opponent Saves against the condition, they '''aren't affected''' at all.
Whenever a character is subjected to status magnitude they want to resist, a character can attempt a '''Status Save''', the bonus applied differs from condition to condition, but the defender always rolls a d12 and adds the total.
   
   
  '''d12 + appropiate bonus (usually Attribute) + other bonuses = Status Save'''
  ♦ Status Condition only triggers if target fails their Save (with exception).
 
==Status Severity==
Status Severity denotes varying levels of intensity, based on the condition itself. The main severity states are '''Partial''', '''Full''', and '''Intense'''. A Status Condition should describe each effect state in its description or by Game-Master declaration.
   
   
  If the defender rolls equal or greater than the Magnitude, the magnitude is halved and then '''Suppressed'''. This suppressed effect does nothing to the character but become relevant for repeated exposure to the same condition. Generally suppressed conditions go away on their own unless specified.
  Conditions must have at least one state in order for its effect to function. A state called '''Suppressed''' can occur when a character has a status magnitude, but currently isn't 'inflicted' upon the character.
   
   
  '''Magnitude stacking'''
  '''Partial''' occurs when a Status condition has effects on a target but the Magnitude is '''less than''' the target's affected Status Defence. This can occur with statuses that ignore Status Defence, or the target Saved against a condition inflicted, thus reducing total magnitude by half.
Even though a character may resist a Status, the condition can still leave points of magnitude on the character. This makes the defender more susceptible to being afflicted consecutive times as the defender must then roll to resist the newly applied magnitude plus the remaining magnitude.
   
   
  '''New Magnitude + Suppressed Magnitude = Target Number to Save against condition'''
  '''Full''' occurs when Magnitude '''meets or exceeds''' their Defence.
   
   
  Furthermore, even if the defender has exceptionally high resistances, if Magnitude exceeds the defender's Core value for that condition, they automatically fail the save. Saving against a condition is always better as it does half the incoming Magnitude regardless of whether it is suppressed or not.
  '''Intense''' occurs when the Magnitude meets or exceeds '''10 points''' over the target's status threshold.
 
==Status Save==
When a magnitude meets or exceeds the target's Status Defence value, they may roll a [[Save]]. Success halves the magnitude (or negates the condition), failure means the full magnitude is inflicted.
 
==Grapple/Restraint Checks==
While most conditions falls under effects that a character might undergo internally (Poison, Fear...etc), some interactions are external and use Status Magnitude as a way to replicate the effects of '''Grapples''' and '''Restraints'''. A character caught in a trap they can escape from will gain a magnitude for the containment, and they can make checks to reduce magnitude until they finally escape.
   
   
  '''Total Magnitude >= Status Threshold = Status inflicted, not suppressed'''
  If such a condition requires ToHit, then the target will be affected regardless of Save success, otherwise succeeding on a Save prevents containment or capture. When a character is affected, they can start rolling '''Escape''' checks to reduce the magnitude of their condition every [[Action Frame]] until the magnitude is 0 or less and break out.
   
   
  '''Appropriate Bonuses'''
  '''[Magnitude Reduction = d12 + Strength OR Agility Attribute + Other Bonuses ]'''
Status conditions often target a Core value, but resisting them is based on an Attribute score or relevant defensive [[Recommended_Metaphors|Metaphor]] (Fitness, Discipline-Willpower). Generally physiological conditions that affect Body, resist with '''Endurance''', psychological conditions that affect the Mind use '''Charisma'''. Other forms like being set on fire or being trapped in a net may require other Attributes, such as '''Agility''' for batting out flames, or '''Strength''' to break out of containment.
   
   
  '''Break Checks'''
  So if a character is caught in a net with a magnitude of 20, they can take a frame of time to roll a d12 with Agility or Strength to subtract the magnitude of the net, when the mag hits 0, the character is freed and can act normally that frame.
Occasionally there will be status conditions that are maintained manually through concentration and/or physically being applied, like a Grapple. When this happens, instead of rolling to resist the condition, the defender will be rolling to break out of conditions instead.
   
   
  The break TN will be the same as the magnitude affecting the user. Roll a d12, add appropriate Metaphor and Attribute bonuses, if the value is high enough, the condition is broken. If it isn't, the Break Magnitude created is halved. To break out of conditions like this often requires at least one [[Action Frame]] of time to complete, and can only be performed once per turn.
  '''Grapples'''
When the interaction is caused by a creature grasping, or pinning the character in place, the magnitude of the condition becomes a matter of how often the Grappler '''maintains their grip''' on the target and whether the target can reduce the Grapple magnitude to 0 and break free regardless of the Grappler's intentions. Grapple strength is determined by:
   
   
  '''Rounding Rule'''
  '''[Grapple Magnitude = d12 + Strength OR Agility Bonus + Relevant Metaphors/Bonuses ]'''
  When rounding Magnitudes for the purposes of 'halving magnitude', you round '''down'''.
   
The Grappler's initial magnitude becomes the TN required to escape. As a (Re)Action, the grappler can roll a grapple to '''reset''' the magnitude back up to a value equal or higher than the current magnitude. In effect, a grappled character may be prevented from escaping by having the grappler be vigilant and refresh their grapple magnitude with their action economy.
Because of the nature regarding grappling opponents, if the grappler is much '''bigger''' than the grappled character, their Magnitude may be multiplied by the [[Size]] rating difference between the two. If the grappler is much '''smaller''', then it ceases to be about grappling and control and becomes more of a 'Climbing grip' check or mechanic.


==Components of a Status condition==
==Status condition Glossary==
  Status conditions can be broken down into '''Effect''', '''Affected Core''', '''Resist Attribute''', '''Magnitude''' and '''Persistence'''.
  Status conditions can be broken down into '''Effect''', '''Affected Core''', '''Magnitude''' and '''Persistence'''.


===Effect (Minor/Full/Severe)===
===Effect (Minor/Full/Intense)===
  '''<big>Effect</big>''' is what the status condition does when a character is affected by it. There is always a version that occurs for Full severity, but optionally Partial and Severe can be provided here as well. Suppressed effects do nothing.
  '''<big>Effect</big>''' is what the status condition does when a character is affected by it. Versions for all three active states can exist.
   
   
  '''Example Condition Effects'''
  '''Example Condition Effects'''
  ♦ '''<big>Poison</big>''': Deals '''X poison damage''' to target every 6 seconds (one round) or 1 minute outside of combat, where X is half Magnitude of the condition.
  ♦ '''<big>Poison</big>''': Deals '''X poison damage''' to target every 6 seconds (one round) or 1 minute outside of combat, X can be different depending on the Poison. Partial deals half the value of X whereas Intense doubles Poison damage taken.
   
   
  ♦ '''<big>Ignite/Burn</big>''': Deals '''X fire damage''' to target every 6 seconds, where X is the Magnitude of the condition. Full Effect: If Target fails a save at Status threshold, they suffer a 'Burn Injury' equal to this condition's highest magnitude, user takes 1.5x more damage (rounded down) from attacks to the affected area.
  ♦ '''<big>Ignite/Burn</big>''': Deals '''X fire damage''' to target every 6 seconds, where X is arbitrarily determined by circumstance. If Target fails a save at Status threshold, they suffer a 'Burn Injury' equal to this condition's highest magnitude, user takes 1.5x more damage (rounded down) from attacks to the affected area. Agility checks can be rolled to smother flames and get rid of the condition faster.
   
   
  ♦ '''<big>Fear</big>''': Partial: Character suffers one stage of Disadvantage to approach take actions that involve approaching the Fear target. Full: Character will be '''unable''' to do any actions towards the '''source of its fear''' and flee as far away from it as possible.
  ♦ '''<big>Fear</big>''': Partial: Character suffers one stage of Disadvantage to approach take actions that involve approaching the Fear target. Full: Character will be '''unable''' to do any actions towards the '''source of its fear''' and flee as far away from it as possible.
  Severe: Each round that a target is in the presence of their Fear target, they lose health equal to their Fear Magnitude.
  Intense: Each round that a target is in the presence of their Fear target, they lose health equal to their Fear Magnitude.
   
   
  ♦ '''<big>Mind Control / Charm</big>''': Partial: Character suffers one stage of Disadvantage against a target that has Mind-controlled/Charmed them. Full: A Controlled/Charmed character is compelled to act in the interest of their master and will be unable to act otherwise unless they break free of control through Break checks. Severe: Character can't roll Break checks to escape Mind-Control or Charm effect unless disrupted externally.
  ♦ '''<big>Mind Control / Charm</big>''': Partial: Character suffers one stage of Disadvantage against a target that has Mind-controlled/Charmed them. Full: A Controlled/Charmed character is compelled to act in the interest of their master and will be unable to act otherwise unless they break free of control through Break checks. Intense: Character can't roll Break checks to escape Mind-Control or Charm effect unless disrupted externally.
   
   
♦ '''<big>Trapped (Escape)</big>''': Character is stuck inside a trap or in the clutches of a larger creature. They will be unable to move or act normally (with exception) until they break free. Target must roll Break checks to build up Break Magnitude and escape the trap.
♦ '''<big>'Buff'</big>''': As an example, a character may cast a beneficial spell or effect upon another and gain a Magnitude. For instance, a Magnitude of 3 would mean the buff gives +3 to a bonus, or it could mean it gives a fixed bonus for 3 turns and its Magnitude is reduced each time a round passes. Beneficial status effects are not normally resisted unless the player/character really wants to (for some reason).
===Affected Core===
===Affected Core===
  '''<big>Affected Core</big>''' indicates which of the target's character’s [[Core Value]]s or '''Status Threshold''' is affected by this condition.
  '''<big>Affected Core</big>''' indicates which of the target's character’s Core Value or '''Status Defences''' is affected by this condition.
   
   
  Generally physiological conditions are Body-affecting and psychological conditions are Mind-based. Some special states like being caught inside a trap or grappled by an enemy can also be Reflex-affecting.
  Generally physiological conditions are '''Body-affecting''' and psychological conditions are '''Mind-based'''. Some special states like being caught inside a trap or grappled by an enemy can also be '''Reflex-affecting'''.


===Magnitude===
===Magnitude===
  '''<big>Magnitude</big>''' is a numerical value that states how many '''Status points''' are applied when an attack or ability inflicts it, and depending on the condition's Persistence property, may also stay on the affected target for a period of time.
  '''<big>Magnitude</big>''' is a numerical value that states how many '''Status points''' are applied when an attack or ability inflicts it, and depending on the condition's Persistence property, may also stay on the affected target for a period of time.
   
   
  An attack or ability that inflicts status conditions is usually determined by rolls made and Metaphors or Features used to inflict it. Magnitudes may also be dealt as side-effects to attacks that do not innately create them, such as dealing knockback to a concussive attack that normally only deals damage.
  Magnitude is usually the sum of the '''d12''' used in the check, plus any bonus die from an attack or weapon, plus any Versatile Bonuses that can be used to represent magnitude. The total amount is compared to the target's Status Defence and if it is equal or greater, the condition can be inflicted.
Certain effects can't be resisted with Status resistance rolls. Knockback for example. In these cases, a special resistance is required or circumstances that reduce or negate the magnitude entirely. A character whose size and weight makes it difficult to move them might resist Knockback in this way.
'''Examples'''
♦ A character with +2 Strength (md6) spending an action to bolster an attack's Strength so that it may inflict d12 + md6 (3 to 18 pts) of Knockback Magnitude with a blunt weapon.
♦ A character with +3 Agility (md8) spending an action to inflict d12 + md8 (4 to 20) Bleed magnitude against a foe with their sharp weapon.
 
===Resist Attribute===
'''<big>Resist Attribute</big>''' indicates the Attribute to which a target may resist Magnitude points applied. Body usually uses Endurance. Mind uses Charisma. Reflex tends to vary. Always check the status condition for the correct Resist Attribute.
If the status condition can be recovered/cleansed naturally, then the appropriate attribute can be used to remove status points during each interval of rest. This uses the character's Attribute <abbr title="The fixed value of the Attribute, no dice">modifier</abbr> to reduce Magnitude taken by its result, to a minimum of 1.


===Persistence (Persist / Flash)===
===Persistence===
  '''<big>Persistence</big>''' is how long a status condition’s magnitude remains after being inflicted upon a character. By default, Status conditions persist indefinitely (Persist), removed over time as part of recovery or until cleansed by an item or ability. Part of a Status condition’s effect will describe how points are added or removed whenever it triggers.
  '''<big>Persistence</big>''' is how long a status condition’s magnitude remains after being inflicted upon a character. By default, Status conditions '''fade immediately''' when it fails to inflict a status condition. However magnitudes that linger or persist will remain as a value on the target without inflicting the condition, this value can be added to future attempts to inflict the condition.
   
   
  '''Flash''' Status Conditions are extremely temporary conditions that wear off by the next round of an encounter. Flash conditions often allow the one who used it to roll a die in order to boost the magnitude of their status-inflicting effect.
  One big example of a persisting magnitude is '''Exposure''', if a character is standing in an area filled with toxic smoke, they will continue to build up magnitude of toxic inhalation as long as they remain in that area. Being splashed with acid will cause the Acid to persist even after exposure and getting more Acid on yourself will increase the magnitude higher.
An example of a Flash condition would be a '''Stun''' effect that causes a character to be unable to perform any action other than try to Break the effect via Break checks. If the defender rolls a Save and succeeds, no magnitude persists from this Stun effect.


==Exertion / Stamina==
==Exertion==
  Status points can be used to track a character’s status, such as '''Exertion'''. There are a few ways characters can accrue and cleanse Exertion during a game. Exertion is a special condition that affects both Mind and Body cores, but only inflicts its strongest penalties when '''both cores''' are exceeded.
  This topic is covered under it's own page, [[Exert]].
When Exertion exceeds either Body or Mind, the character becomes '''Exhausted''' and loses Advantage on all skill and ToHit checks (prevents Advantage). When both cores are exceeded, all checks (including Saves) are rolled at Disadvantage.
Exertion can be accrued after an Encounter completes, whenever a character uses a strenuous ability or power, or after long periods of travel or without rest. Exertion is then cleansed through Rest and tending to a character's needs.
If Exertion goes beyond 10 points of a character's lowest Core value between Body and Mind, they will fall unconscious. They can only be roused to consciousness after their Fatigue is 10 or less than their lowest affected Core value.
   
   
  You can keep track of Exertion easily on the [[Character Sheet]].
  When a character becomes more tired through the use of abilities or general activity, they build up points of '''Exert''' which has it's own special designation on the character sheet. Characters don't suffer any effects until Exert meets or exceeds their '''Exert Threshold'''. A character becomes 'Tired' if they reach this state and '''lose Advantage''' in all checks. If their Exert reaches Intense (10 or more), they become exhausted and suffer Disadvantage to all checks and may pass out.


[[Category:Mechanics]]
[[Category:Mechanics]]

Latest revision as of 04:21, 8 March 2026

Status Conditions & Magnitude

Characters may suffer from, or inflict Status Conditions like damage over time effects (Poison, Burn), or ones that affect how they can act (Mind-Control, Rage, Fear). Some conditions are beneficial as well, or are used to track the use of powers and abilities.

Status conditions work on a point system known as Magnitude (Mag, for short), which targets a character’s Core Value, their Status Defense. Status effects can have different strengths based on the difference between the Status magnitude and the target's Status defence, expressed in terms Status Severity. Characters can also attempt to limit the overall magnitude of an effect through Saves.

If a Status Magnitude is lower than a target's Status Defense the condition is nullified or automatically Saved, unless the status or ability specifically states it can be inflicted regardless of Status Defense.

Status Defence

A character has a Status Defence score for each of their Core Values. Body, Reflex and Mind. A character's Status defence is equal to their respective Core Value plus their Level, any other bonuses from Metaphors may also add to this score. It acts like Evasion and Deflection but for status conditions, if a magnitude fails to meet or beat the value of the Defence, it fails unless it is capable of inflicting a condition regardless.

An inflicted condition is treated as Partial if the magnitude is less than the character's Status Defense, Full if it is equal or greater, and Intense if it is 10 or more points above their Defence.

Some Status Magnitudes may linger or persist, meaning that character will have a magnitude that is currently not inflicted upon a character, but will be added to subsequent status infliction checks in future, increasing the likelihood and intensity of a status condition. Most of these types of lingering magnitude goes away after some time on its own or through the use of curatives.

Inflicting/Triggering Status Conditions

When an attacker wants to inflict a Status condition onto a target, they choose an attack or ability that can inflict Status Magnitude for one or more conditions. Depending on whether the attack needs ToHit or not determines the interaction:

ToHit

If the attacker needs to land a hit on the target first, make an Attack Roll to determine accuracy and success. On a hit: The d12 used in the roll, plus the Attribute bonus and bonus die associated with the weapon or attack is added together to create the total Status Magnitude. If that value meets or beats the target's Status Defence, the status is inflicted. The target may 'Save' against the magnitude but the status will be inflicted regardless of save result.

[ Total Magnitude = d12 + Attribute Bonus/Die + Bonus Die + Metaphor/Other Bonuses ]

♦ Status Condition triggers on hit, regardless of Save Success or Failure.

Auto

If an ability to inflict a Status Conditions does not require an Attack Roll or ToHit. Then the attacker will roll a d12 with all relevant bonuses and repeat the process, only this time if the opponent Saves against the condition, they aren't affected at all.

♦ Status Condition only triggers if target fails their Save (with exception).

Status Severity

Status Severity denotes varying levels of intensity, based on the condition itself. The main severity states are Partial, Full, and Intense. A Status Condition should describe each effect state in its description or by Game-Master declaration.

Conditions must have at least one state in order for its effect to function. A state called Suppressed can occur when a character has a status magnitude, but currently isn't 'inflicted' upon the character.

Partial occurs when a Status condition has effects on a target but the Magnitude is less than the target's affected Status Defence. This can occur with statuses that ignore Status Defence, or the target Saved against a condition inflicted, thus reducing total magnitude by half.

Full occurs when Magnitude meets or exceeds their Defence.

Intense occurs when the Magnitude meets or exceeds 10 points over the target's status threshold.

Status Save

When a magnitude meets or exceeds the target's Status Defence value, they may roll a Save. Success halves the magnitude (or negates the condition), failure means the full magnitude is inflicted.

Grapple/Restraint Checks

While most conditions falls under effects that a character might undergo internally (Poison, Fear...etc), some interactions are external and use Status Magnitude as a way to replicate the effects of Grapples and Restraints. A character caught in a trap they can escape from will gain a magnitude for the containment, and they can make checks to reduce magnitude until they finally escape.

If such a condition requires ToHit, then the target will be affected regardless of Save success, otherwise succeeding on a Save prevents containment or capture. When a character is affected, they can start rolling Escape checks to reduce the magnitude of their condition every Action Frame until the magnitude is 0 or less and break out.

[Magnitude Reduction = d12 + Strength OR Agility Attribute + Other Bonuses ]

So if a character is caught in a net with a magnitude of 20, they can take a frame of time to roll a d12 with Agility or Strength to subtract the magnitude of the net, when the mag hits 0, the character is freed and can act normally that frame.

Grapples
When the interaction is caused by a creature grasping, or pinning the character in place, the magnitude of the condition becomes a matter of how often the Grappler maintains their grip on the target and whether the target can reduce the Grapple magnitude to 0 and break free regardless of the Grappler's intentions. Grapple strength is determined by:

[Grapple Magnitude = d12 + Strength OR Agility Bonus + Relevant Metaphors/Bonuses ]

The Grappler's initial magnitude becomes the TN required to escape. As a (Re)Action, the grappler can roll a grapple to reset the magnitude back up to a value equal or higher than the current magnitude. In effect, a grappled character may be prevented from escaping by having the grappler be vigilant and refresh their grapple magnitude with their action economy.

Because of the nature regarding grappling opponents, if the grappler is much bigger than the grappled character, their Magnitude may be multiplied by the Size rating difference between the two. If the grappler is much smaller, then it ceases to be about grappling and control and becomes more of a 'Climbing grip' check or mechanic.

Status condition Glossary

Status conditions can be broken down into Effect, Affected Core, Magnitude and Persistence.

Effect (Minor/Full/Intense)

Effect is what the status condition does when a character is affected by it. Versions for all three active states can exist.

Example Condition EffectsPoison: Deals X poison damage to target every 6 seconds (one round) or 1 minute outside of combat, X can be different depending on the Poison. Partial deals half the value of X whereas Intense doubles Poison damage taken.

♦ Ignite/Burn: Deals X fire damage to target every 6 seconds, where X is arbitrarily determined by circumstance. If Target fails a save at Status threshold, they suffer a 'Burn Injury' equal to this condition's highest magnitude, user takes 1.5x more damage (rounded down) from attacks to the affected area. Agility checks can be rolled to smother flames and get rid of the condition faster.

♦ Fear: Partial: Character suffers one stage of Disadvantage to approach take actions that involve approaching the Fear target. Full: Character will be unable to do any actions towards the source of its fear and flee as far away from it as possible.
Intense: Each round that a target is in the presence of their Fear target, they lose health equal to their Fear Magnitude.

♦ Mind Control / Charm: Partial: Character suffers one stage of Disadvantage against a target that has Mind-controlled/Charmed them. Full: A Controlled/Charmed character is compelled to act in the interest of their master and will be unable to act otherwise unless they break free of control through Break checks. Intense: Character can't roll Break checks to escape Mind-Control or Charm effect unless disrupted externally.

Affected Core

Affected Core indicates which of the target's character’s Core Value or Status Defences is affected by this condition.

Generally physiological conditions are Body-affecting and psychological conditions are Mind-based. Some special states like being caught inside a trap or grappled by an enemy can also be Reflex-affecting.

Magnitude

Magnitude is a numerical value that states how many Status points are applied when an attack or ability inflicts it, and depending on the condition's Persistence property, may also stay on the affected target for a period of time.

Magnitude is usually the sum of the d12 used in the check, plus any bonus die from an attack or weapon, plus any Versatile Bonuses that can be used to represent magnitude. The total amount is compared to the target's Status Defence and if it is equal or greater, the condition can be inflicted.

Persistence

Persistence is how long a status condition’s magnitude remains after being inflicted upon a character. By default, Status conditions fade immediately when it fails to inflict a status condition. However magnitudes that linger or persist will remain as a value on the target without inflicting the condition, this value can be added to future attempts to inflict the condition.

One big example of a persisting magnitude is Exposure, if a character is standing in an area filled with toxic smoke, they will continue to build up magnitude of toxic inhalation as long as they remain in that area. Being splashed with acid will cause the Acid to persist even after exposure and getting more Acid on yourself will increase the magnitude higher.

Exertion

This topic is covered under it's own page, Exert.

When a character becomes more tired through the use of abilities or general activity, they build up points of Exert which has it's own special designation on the character sheet. Characters don't suffer any effects until Exert meets or exceeds their Exert Threshold. A character becomes 'Tired' if they reach this state and lose Advantage in all checks. If their Exert reaches Intense (10 or more), they become exhausted and suffer Disadvantage to all checks and may pass out.