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🩸 Condition Cards

Condition Cards represent temporary status effects applied to a character as a result of:

  • Enemy attacks

  • Environmental hazards

  • Events

  • Abilities

  • Crystal effects

Conditions alter a character’s available actions, movement, perception, or survivability.

📜 General Rules

1️⃣ Maximum Conditions

  • A character may have maximum 2 active Conditions.

  • If a third Condition would be applied:

  • It is ignored.

  • No replacement occurs.

2️⃣ Condition Stacking

Different Conditions may stack.

Example:

  • Poisoned + Blinded = valid.

  • Fear + Trapped = valid.

Identical Conditions do not stack unless specifically stated.

3️⃣ Condition Tiers

Some abilities may apply:

  • Minor

  • Standard

  • Major

If not specified, apply Standard Tier.

4️⃣ Duration Tracking

Duration is counted in:

  • Full rounds

  • Or until a specific trigger occurs

When duration ends, remove the Condition Card immediately.

🃏 Example: INVISIBLE

Effect:
Cannot be targeted unless adjacent.

Penalty:
None.

Duration:
Standard (2 Rounds)

Notes:
Ends immediately if the character performs an Attack action.

Now I will format the remaining core Conditions using the structure of your card template.

💤 UNCONSCIOUS

Effect:
Character cannot perform any actions.

Penalty:
All actions skipped.

Duration:
Standard (1 Round)

Notes:
Character remains standing in place.
Cannot Dodge, Parry, or react.
After duration ends, loses 1 additional action on next turn.

🪨 PETRIFIED

Effect:
Character cannot perform actions or reactions.

Penalty:
All actions skipped.

Duration:
Standard (2 Rounds)

Notes:
Character cannot be moved voluntarily.
Immune to Fear and Blinded while petrified.

🪤 TRAPPED

Effect:
Character is immobilized but conscious.

Penalty:
Loses 1 action (must attempt to break free first).

Duration:
Standard (1 Round)

Notes:
First action of turn is automatically consumed attempting escape.

👁 BLINDED

Effect:
Vision lost.

Penalty:

  • Lose 1 action immediately.

  • Before any action, must:

  • Roll D12 for direction.

  • Move half MOV in that direction.

Duration:
Standard (1 Round)

Notes:
Cannot perform ranged attacks.

🔊 DEAFENED

Effect:
Hearing lost.

Penalty:
Noise generated by character increases by +1.

Duration:
Standard (1 Round)

Notes:
Cannot detect sound-based events.

☠ POISONED

Effect:
Damage over time.

Penalty:
Take X damage per round.

Duration:
Standard (2 Rounds)

Notes:
Does not consume actions.

😱 FEAR

Effect:
Character loses control.

Penalty:
All actions replaced with forced movement.

For each action:

  • Roll D12 for direction.

  • Move half MOV.

Duration:
1 Round only.

Notes:
Cannot perform reactions.

👤 INVISIBLE (as shown)

Effect:
Cannot be targeted unless adjacent.

Duration:
2 Rounds

Ends if attack is performed.