Control conditions
Haste grants an additional turn. Stun prevents action. Silence blocks applicable Legacy abilities. Disarm restricts weapon use. Slow causes the affected character to lose a turn.
Every advantage has an ending. Some wounds do not.
Conditions translate moment-to-moment danger into clear online rules. Some alter a turn, some weaken an action, and some persist long enough to change the course of an encounter or the story that follows it.
Haste grants an additional turn. Stun prevents action. Silence blocks applicable Legacy abilities. Disarm restricts weapon use. Slow causes the affected character to lose a turn.
Poison, Fire, and other damaging effects apply their defined harm over time. The newest condition specification governs exact values when an older combat example conflicts with it.
Prone represents lost footing or readiness rather than a miniature lying on a grid. Recovery uses Luck and Dexterity, with increasing Luck support across repeated attempts.
Fear reduces Defense by 25% while active. Drained and other weakening effects reduce a character’s ability to sustain pressure or recover resources.
Hunger, stamina, regional hazards, limited resources, and recovery systems make preparation meaningful outside formal combat.
Capture, defeat, death, reputation changes, and rare Soul Scars can carry an encounter beyond its final turn. Not every consequence is merely a temporary penalty.
This volume will expand as new conditions are finalized. Public effects belong here; hidden creature mechanics and discovery-based triggers remain inside the world.