Certain attacks and effects inflict Status Afflictions upon their victims. There are 3 kinds of Status Afflictions: Persistent, Volatile, and Other. Some Status Afflictions allow their victims to make Save Checks to end or mitigate the effect. Save Checks correspond to certain Skills (usually Athletics), and there is no limit to the number of Status Afflictions a single target can have. Save Checks are made during your Start Phase – if you fail your check, you suffer the effects during your turn, taking damage during your End Phase. Success upon this check eliminates the Status or immediately reduces its Tier.
- Persistent and Volatile Statuses have up to 4 Tiers to them, increasing in severity. Most of them are associated with a certain Type – that Type is immune to its column of status conditions. Tier 4 Statuses are almost always fatal.
- When afflicting a target with a Persistent or Volatile Status, for every Tier you are above your target your Status can be 1 Tier higher.
- Statuses are only replaced by a Status from the same category of a higher Tier. Trying to Burn something that’s already On Fire has no effect – but Vaporizing it does.
- If a creature would have a Status of the same Tier & category twice, then its status moves up one Tier in that category. For example, if a target is Singed, and is hit by another attack that Singes it, it would not be Singed twice but would become Burned.
- Statuses of a higher tier also include the effects of their lower tiers, unless stated otherwise. For example, being On Fire means you take 5 x Flame Tier direct damage during your Start Phase, 1 HP Tick of damage when taking Standard Actions, and Fire-type attacks are 1 step more Effective against you.
Persistent Statuses
- Persistent Statuses are kept for much longer than Volatile Statuses and cannot be removed by switching out or Taking a Breather. Sleeping creatures will naturally awaken over time, and Frozen creatures can be thawed as an Extended Action (S). Bleeding, Burned, Paralyzed, Poisoned, and Petrified creatures must be treated with items or at a Pokemon Center. Persistent Statuses below Tier 4 are cured if the target is Fainted. Tier 4 statuses tend to be short and permanent without intervention.
- Objects can be given Persistent Statuses, although some are more useful than others, since they are incapable of taking actions. As they have Types, they can be immune to certain status categories.
Persistent Status Categories |
||||||
Tier | BURN Fire-Type |
FROZEN Ice-Type |
PARALYSIS Electric-Type |
POISONED Poison-Type |
PETRIFIED Rock-Type |
BLEED Steel-Type |
1 | Singed | Chilled | Stunned | Sickened | ||
2 | Burned | Frostbite | Paralyzed | Poisoned | Stoned | Bleeding |
3 | On Fire | Frozen | Shocked | Badly Poisoned | Badly Stoned | Lacerated |
4 | Vaporized | Permafrosted | Vaporized | Lethally Poisoned | Petrified | Gouged |
(Conditions within the same column are cumulative)
Fire-Type Conditions
- Singed – Fire-type attacks are 1 step more Effective against you.
- Burned – You have a nasty burn. You take 1 HP Tick of damage when taking Standard Actions.
- On Fire – You take 5 x Flame Tier Fire-type direct damage each Start Phase, but may be reduced to Burned with a DC 12 Acrobatics check by themselves or someone else, or by being hit with a damaging Water-type attack/going underwater. Rolling on the ground or smothering the fire permits you another check with a +2 bonus. This check receives a +4 bonus in Heavy Rain and a -2 penalty in Heat Tier 1+ weather.
- Vaporized – You have been completely turned into ash and die. Ouch.
Ice-Type Conditions
- Chilled – Ice-type attacks are 1 step more Effective against you.
- Frostbite – Ice begins to cover your body. You are Slowed and take 1 HP Tick of damage when taking Shift Actions.
- Frozen – You cannot act and are Vulnerable. Fire-Type creatures gain a +4 bonus to this check. If you are hit by a damaging Fire, Fighting, Rock, or Steel attack, you are reduced to Frostbite. This check receives a +4 bonus in Heat Tier 1+ weather and a -2 penalty in Cold Tier 1+ weather.
- Permafrosted – You are frozen completely solid and are Fainted. Any Types you have are replaced by the Ice-type. Your body can be shattered apart by a Critical Hit.
Electric-Type Conditions
- Stunned – You can only take a Standard OR Shift Action this round, but not both.
You suffer a -2 to all [Social] checks. - Paralyzed – You are Vulnerable and cannot take Interrupt Actions.
You suffer a -4 to all [Social] checks. - Shocked – You cannot act and Electric-type attacks are 1 step more Effective against you. If you are hit by a damaging Ground attack, you are reduced to Paralyzed. This check receives a +4 bonus in Clear weather and a -2 penalty during Thunderstorms.
You suffer a -6 to all [Social] checks. - Vaporized – You have been completely turned into ash and die. Ouch.
Poison-Type Conditions (Steel-types are also immune to these)
- Sickened – You take a -2 penalty to all rolls.
- Poisoned – You take 1 HP Tick of damage when taking Standard Actions.
- Badly Poisoned – You take 5 Poison-type direct damage each round. This damage doubles each consecutive round (5, 10, 20, 40, etc), but stops when you are Fainted.
- Lethally Poisoned – You don’t stop taking damage from Bad Poison while Fainted. Better get an Antidote quickly.
Rock-Type Conditions (Steel-types are also immune to these)
- Stoned – Part of you is turning into stone. You take a -2 penalty to all rolls and are Slowed.
- Badly Stoned – Most of your body is turning into stone. You take a further -2 penalty to all rolls for a total of -4 and are Vulnerable.
- Petrified – You have been completely turned to stone and are Fainted. Any Types you have are replaced by the Rock-type. Your body can be shattered apart by a Critical Hit.
Steel-Type Conditions (Rock-types are also immune to these)
- Bleeding – You’ve been badly cut, and take 1 HP Tick of damage when taking Standard Actions.
- Lacerated – You take 5 typeless direct damage each round. This damage doubles each consecutive round (5, 10, 20, 40, etc), but stops when you are Fainted.
- Gouged – You don’t stop taking damage from Lacerated while Fainted.
Volatile Statuses
- Volatile Statuses below Tier 4 are cured after 10 minutes have passed, or when the target is recalled into a Pokeball or Fainted.
- Tier 4 Volatile Statuses are not cured over time, similarly to Persistent Statuses.
Volatile Status Categories | |||||||||
Tier | DISABLED | SLEEP | CHARMED Fairy-Type |
RAGE | CONFUSION Bug-Type |
CURSED Ghost-Type |
SLOW Ghost-Type |
BLIND Dark-Type |
FEAR Dragon-Type |
1 | Flinched | Exhausted | Infatuated | Slowed | Slightly Blinded | Shaken | |||
2 | Suppressed | Sleep | Mesmerized | Rage | Confusion | Stuck | Blinded | Frightened | |
3 | Disabled | Bad Sleep | Charmed | Hexed | Trapped | Totally Blinded | Panicked | ||
4 | Comatose | Enthralled | Cursed | Catatonic |
(Conditions within the same column are cumulative)
Disable Conditions
- Flinched – You are Vulnerable and cannot take Interrupt Actions.
- Suppressed – You cannot use any attacks, moves or features that do not have a Frequency of At-Will.
- Disabled – When you gain this status, a specific Struggle Attack or Move is selected; you cannot use this attack as long as you remain Disabled.
Sleep Conditions
- Drowsy – You take a -2 penalty to all rolls. Can be cured with a DC 6 Intuition check, but only if you were Sleeping within the past 10 minutes.
- Sleep – You are Vulnerable and cannot take actions except for those that would cure Sleep. When you take damage from direct attacks (not sources like Poison or Burn), you wake up. You can be awoken as a Standard Action.
- Bad Sleep – Whenever you make a Save Check to cure yourself of Sleep, you lose 2 HP Ticks.
- Comatose – You are incapable of waking up and are Fainted. Without food intake, you will die.
Fairy-Type Conditions
- Infatuated – The creature that Infatuated you becomes your Crush. You do not apply your attacking stat when damaging your Crush. You deal -5 damage to all other targets.
Your Crush gains a +2 bonus to [Social] checks against you, and contributes half this bonus to any [Social] checks that anyone in their group makes against you. - Mesmerized – You can only take a Standard OR a Shift Action this round.
Your Crush gains a +4 bonus to [Social] checks against you, and contributes half this bonus to any [Social] checks that anyone in their group makes against you. - Charmed – Your Attitude towards your Crush is Friendly and you perceive their words and actions in the most favorable way. They can try to give you orders, but orders you wouldn’t ordinarily agree with must be pushed with the Push Agreement Charm power. If you follow their orders, you may take Standard or Shift Actions as normal.
Your Crush gains a +6 bonus to [Social] checks against you, and contributes half this bonus to any [Social] checks that anyone in their group makes against you. - Enthralled – Your Attitude towards your Crush is Devoted and they may give you commands, which you automatically attempt to follow, to the exclusion of all other activities not necessary for survival. Self-destructive orders are not carried out without the Push Suicidal Agreement Charm power.
Your Crush automatically succeeds on all [Social] checks against you.
Rage Condition
- Rage – You must use a damaging attack on a creature. If there are no creatures within attacking range, attack whatever object is nearest to you.
You cannot use attacks or powers with the [Social] tag while Enraged.
Confusion Condition
- Confusion – You cannot take Interrupt Actions. If you make an attack, roll 1d6 – on a 3 or lower, after the attack you lose HP equal to half of the attacking stat you used, or 2 HP Ticks if it was a Status Move.
Anyone making a check with a Social skill against you gains a +2 bonus.
Cursed Conditions (Ghost-type)
- Hexed – If you take a Standard Action, you lose 2 HP Ticks during your End Phase.
- Cursed – You take a -6 penalty to all rolls and suffer 1 Body/Mind/Spirit (chosen during Curse creation) Damage during Downtime Phases. Some Ghosts have very specific Curses that may be different from this one.
Slowed Conditions (Ghost-type)
- Slowed – All of your movement speeds are halved.
Anyone making a Command or Intimidate check against you gains a +1 bonus. - Stuck – You are Vulnerable and cannot use the Escape Combat Maneuver.
Anyone making a Command or Intimidate check against you gains a+2 bonus, for +3 total. - Trapped – You cannot be recalled or use Shift Actions to move.
Anyone making a Command or Intimidate check against you gains a +3 bonus, for +6 total.
Blinded Conditions (Dark-type)
- Slightly Blinded – You take a -2 penalty to Accuracy Rolls and Perception Checks to see things.
- Blinded – You take a further -4 penalty to Accuracy Rolls and Perception Checks, for a total of -6, and must make a DC 10 Acrobatics check when travelling over Rough/Slow terrain or become Prone. This is in perpetual effect in deep darkness without Blindsense or Darkvision.
- Totally Blinded – You take a further -4 penalty to Accuracy Rolls for a total of -10, and cannot take Interrupt Actions or make Perception checks to see things. You must declare any movement as distance relative to yourself, and must declare if you are moving while Slowed or not. Unless you are Slowed, you become Prone if you try to move into Blocking/Rough/Slow terrain.
Fear Conditions (Dragon-type)
- Shaken – You take a -2 penalty to all rolls.
Anyone making a [Social] check against you gains a +1 bonus. - Frightened – You must use your Shift Action to flee from the source of your fear as best you can. If unable to flee, you may fight.
Anyone making a [Social] check against you gains a+2 bonus, for +3 total. - Panicked – You drop anything you hold and must use the Escape Combat Maneuver to flee from the source of your fear, as well as any other dangers you encounter, along a random path. You cannot take any other actions. If cornered, you typically use the Guard Weak Spot Combat Maneuver while cowering.
Anyone making a [Social] check against you gains a +3 bonus, for +6 total. - Catatonic – You are so terrified that you cannot respond at all, and are effectively Fainted. You aren’t actually knocked out, but it is unlikely that you’ll even remember what happened during this state once you recover.
Anyone making a [Social] check against you gains a +4 bonus, for +10 total. Not like you can really do anything in response, though…
Other Conditions
- Airborne – You are in mid-air. You have to fall over 200 meters in a single round to still be airborne while falling. Confers no bonus or penalty, but interacts with certain effects.
- Asphyxiated – You take 5 direct damage each round. This damage doubles each consecutive round (5, 10, 20, 40, etc).
If you are weak to the material you are asphyxiating in (Fire for water, Psychic for acid, Flying for cold, etc.), take double damage. It is possible to drown in substances other than water, such as quicksand, a pit of larvae, grain, or lava. - Blinking – You are uncontrollably teleporting. During your Start Phase, roll 1d4. On a 1, you teleport to a location within 10 meters of the GM’s choosing.
Good luck! - Bloodied – You are beaten up. You gain this status whenever you are under 50% of your Max HP. Confers no bonus or penalty, but interacts with certain effects.
- Blown Away – The wind is pushing you, and creatures on the ground are knocked Prone and rolled 2d4 meters away, taking 1 direct Typeless damage per meter. Airborne creatures are blown back 4d6 meters and take 5 direct Typeless damage per meter.
- Checked – The wind is pushing you, and you cannot move forward against its force. Airborne creatures are blown back 1d6 meters per round.
- Covered/Heavily Covered – You are Covered/Heavily Covered whenever there is Rough/Blocking Terrain directly in between you and someone else’s line of sight unless that attacker has a Naturewalk capability that allows them to ignore the terrain.
You gain +2/4 Evasion against attacks you are Covered from.
Creatures take a -3/6 penalty to spotting you when Covered/Heavily Covered. - Dead – You are dead. You gain this status whenever you acquire 10 injuries or reach -200% HP during a non-friendly battle.
You can only be revived with specific effects, such as a Rainbow Wing or the Resuscitate Skill Power. Once revived, you are brought back to 0 HP unless the effect states otherwise. - Distorted – You are slipping in and out of the fabric of time itself, jumping around into the near past and future. You only exist every other round, becoming untargetable while in a different time.
You may use Status moves or Features on yourself while you are untargetable, but are otherwise too disoriented to do anything. - Engaged – You are in close combat with someone. You are Engaged with individual creatures – any creature that begins or ends its turn in your threatened area is Engaged with you, and vice versa. Confers no bonus or penalty, but interacts with certain effects.
- Escaping – You move twice your regular movement speed. This effect ends if you make an attack action.
- Fainted – You are unconscious or otherwise unable to battle and cannot do anything. You gain this status whenever you are at 0 HP or lower. Forms of HP gain that bring a creature above 0 HP will revive them, but only after 10 minutes have passed. Specific items or features can revive a creature instantly, such as the Stabilize Medicine power.
- Hidden – You are trying not to be perceived. You are Hidden towards individual creatures – it’s possible for one member of a group to notice you while the others do not. Confers no bonus or penalty, but interacts with certain effects.
- Intangible – You are immaterial, but still visible. You cannot be targeted by Lifesense, Moves or attacks, cannot perform Standard Actions, and lose an HP Tick every minute. While Intangible, you may pass through all Blocking Terrain when you Shift.
Becoming tangible again is a Shift Action. - Invisible – You cannot be seen. Even if a creature can pinpoint your location some other way, you have +10 Evasion against their attacks.
An invisible Medium human, for example, can be heard walking on grass 3 meters away with a DC 12 Perception check, or smelled with a DC 2 Perception check (assuming they’re smelly). - Knocked Down – The wind is pushing you, and creatures on the ground are knocked Prone by the force of the wind. Airborne creatures are instead blown back 2d6 meters per round.
- Marked – Someone has pointed you out to their friends or is paying special attention to you, setting you up for a world of pain. Confers no bonus or penalty, but interacts with certain effects.
Removed by the Escape combat maneuver. - Nullified – Something is messing with your Type. You and all of your attacks become Typeless and always inflict/receive neutral damage.
- Prone – You are on the ground. You have -4 Accuracy on Melee attacks. You have +4 Evasion against Ranged attacks targeting you, but -4 Evasion against Melee attacks.
You need to spend a Shift Action to get up, provoking AoOs and taking these penalties while doing so. - Phoenix – A strange power is guarding you. If you would become Fainted or Dead, you are instead set to 50% HP or the HP total you had before you would have been KO’d or killed, whichever is higher.
- Vulnerable – You cannot apply Evasion against attacks.