States
UNDER CONSIDERATION - OVERVIEW
STATE is something you want to maintain in order to grant yourself a beneficial Condition…
- STEALTH: maintain to stay HIDDEN
- ARMORED; maintain to retain MITIGATION during combat
- FOCUSED: maintain to retain FOCUS during combat
- FLIGHT: maintain to retain FLYING
… or to maintain on someone else:
- POISONED: maintain or target stops taking damage.
- PRONE: maintain or target can get up again and attack without penalty.
BUILDING
BUILDING a STATE is the mechanism to give yourself a benefit, or to give someone else a penalty
Building a STATE is as simple as rolling the dice for the Ability which grants you the State - you don’t need to roll to attain the State, as this is a given (your Character is not, generally speaking, considered inept).
On your character sheet, you can record a new State in the field as follows:
| STATE | RATING | POOL |
|---|---|---|
| Armored | 4 | 14 |
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STATE is the state you’ve rolled to achieve.
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RATING is the combination of your Ability Level plus your Skill Modifier
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POOL is the total of the dice you roll to achieve the State - Talent + Training + Modifier.
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A Character can Build State as an Action once per ten rounds (or minute, out of combat), but their State Pool is not additive - its max value will only grow as high as the most recent roll.
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In combat, Building a State will always require at least one Momentum point.
OPPOSING
States can be opposed by conditions in the environment or by other Characters - the state of Stealth can be opposed by other Characters Observing, for instance; the state of Dodging can be lost by getting attacked a lot, and the state of Flight can be lost through exhaustion or overexertion.
When another outside influence opposes the State you want to maintain, roll your Challenge Class against their