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Catalog Conditions

Catalog Conditions

AX.GAN.08.02

The AxiomRPG core system defines two condition frameworks: Combat Conditions (situational states that resolve at end of Turn or via a specific trigger, Prone, Restrained, Stunned, Blinded, Frightened, Exhausted) and Health Conditions (Attribute reduction from injury or illness, Minor through Major severity, recovering via Long Rest). Both apply unchanged in Andrus.

This file defines additional conditions that appear in Andrus profession Progression Tracks. They extend, but do not replace, the core frameworks.

Condition categories used in this catalog:

Category Duration Scale Recovery Governed By
Combat Ends current or next Turn Automatic or triggered Per-Turn resolution
Extended Persists until Long Rest Long Rest only Between-encounter persistence
Extreme Persists until Save succeeds Save at start of each Turn Per-Turn resolution
Compulsion Fixed round count Automatic or voluntary break Round tracking

Stacking principle (extending Core Part 12.3): Conditions of the same type do not stack, if a creature is subject to two conditions of the same type simultaneously, only the worse applies. When the types differ, both are active.

Combat Conditions

These conditions resolve within a Turn or two. They are applied by specific abilities and end automatically without requiring rest.

Shaken

A momentary disruption of certainty, biological fear-response, psychological shock from witnessing something it shouldn't survive, or the specific destabilization of having something that reads as apex predator enter your attention. The effect is real even if brief.

Shaken | Psychological | Combat
Type: Psychological (same type as core Frightened)
Effect: The Shaken creature suffers −1D to all roll pools, attacks,
        saves, and all Talent rolls, for the condition's duration.
        Unlike Frightened, Shaken imposes no movement restriction.
Duration: Until the end of the affected creature's next Turn.
Recovery: Automatic at the end of the affected creature's next Turn.
          Optional break trigger: if the applying ability specifies
          "or until the creature deals damage," the condition also
          ends the moment the creature successfully deals damage to
          any target during its Turn. This break trigger is not
          universal; it applies only when explicitly stated by the
          ability that applied the condition.
Stacking: Psychological type. If core Frightened is also active,
          Shaken has no additional effect, Frightened supersedes it.
          Abilities that remove Shaken (such as Commander Rally) do
          not remove Frightened; they are distinct applications of
          the same type.
Applied: Via a Wit Save (typically Threshold 2) made by the affected
         creature. Some abilities apply Shaken automatically on a
         successful check without requiring a Save from the target.

Hindered

Physical impairment, a wrenched shoulder, deep muscle bruising, the first burn that reaches through armor, that reduces the effectiveness of Body-governed action without interrupting movement. The body is present; it simply cannot perform at full capacity.

Hindered | Body | Combat
Type: Body condition (same type as Staggered, see below)
Effect: The Hindered creature suffers −1D to all Body-governed roll
        pools: Body + Strike, Body + Grapple, Body + Athletics,
        Body + Endurance, Body + Fortitude, and Body Save.
        Movement is unaffected, Hindered does not slow or restrict
        movement. That is the domain of Slowed and Immobilized.
Duration: Until the end of the affected creature's next Turn.
Recovery: Automatic at the end of the affected creature's next Turn.
Stacking: Body condition type. If Staggered (see below) is also
          active, Staggered supersedes Hindered, the penalties do
          not add. Hindered is the mild end of the Body condition
          scale. "Body Condition (Hindered, Staggered, or worse)"
          in ability text refers to this scale: Hindered, then
          Staggered, then core Body Health conditions (Minor through
          Major).
Applied: By specific ability effects, environmental hazards, or
         combat consequences as defined by the applying ability.

Slowed

Movement is compromised, muscle cramping, ice underfoot, a toxin slowing the fast-twitch fibers that govern response, elemental binding around the legs. The creature can still act; it simply cannot go far or fast.

Slowed | Speed | Extreme
Type: Speed condition
Effect: The Slowed creature's movement is reduced to Close range
        (5 ft) maximum per Turn, regardless of any ability, perk,
        or equipment that would normally increase movement.
        Additionally, the creature suffers −1D to all Speed-governed
        roll pools: Speed + Acrobatics, Speed + Stealth, Speed +
        Precision, and Speed Save.
        Note: The Skirmisher's Harrying Strike reduces the Speed Save
        pool by 1D until end of next Turn as its own distinct effect.
        That effect explicitly notes "They are not Slowed", the two
        are mechanically separate.
Duration: Until the condition's Save succeeds. At the start of each
          of the affected creature's Turns, the creature may make a
          Speed Save (Threshold 2) as a Free Action. On success,
          Slowed ends immediately. Some applying abilities may specify
          a fixed duration instead; use the ability's stated duration
          in those cases.
Recovery: Speed Save Threshold 2 at start of each Turn, or fixed
          duration per applying ability. Abilities that specifically
          remove conditions (such as Deep Voice Unblocking) can
          remove Slowed directly without requiring a Save.
Stacking: Speed condition type. Does not stack with Immobilized,
          if both are active, only Immobilized applies (it is the
          more restrictive movement condition). For movement effects
          from core Exhausted: if Slowed and Exhausted are both
          active, use Slowed's Close range cap (more restrictive
          than Exhausted's movement halving).
Applied: By specific ability effects, environmental conditions, or
         toxins as defined by the applying ability.

Immobilized

Total suspension of movement, a paralytic toxin that cuts the connection between will and limb, a binding effect that arrests motor control entirely. The creature is present in the space it occupied. It is not going anywhere under its own power.

Immobilized | Speed | Extreme
Type: Speed condition (more severe than Slowed)
Effect: The Immobilized creature cannot move or take movement
        actions. All attacks made by the Immobilized creature: −2D.
        All attacks against the Immobilized creature: Advantage.
        The creature may still take non-movement actions (speak,
        use a held item, activate passive abilities, make Saves).
Duration: Until the condition's Save succeeds. At the start of each
          of the affected creature's Turns, the creature makes a
          Body Save (Threshold 3) as a Free Action. On success,
          Immobilized ends immediately.
Recovery: Body Save Threshold 3 at start of each Turn. Unlike core
          Restrained, Immobilized from a toxin source cannot be
          ended by Athletics or Acrobatics; it is not a physical
          restraint. A successful medical intervention (Wit +
          Medicine, Threshold 3, administered by an adjacent ally
          in one minute or as a Primary Action mid-combat at GM
          discretion) also ends Immobilized.
Stacking: Speed condition type. Supersedes Slowed, if both are
          active, only Immobilized applies. Immobilized and core
          Restrained overlap significantly in effect; if both are
          applied simultaneously (by different sources), treat the
          creature as Immobilized (use Immobilized's recovery rule,
          which is more specific to the source).
Applied: Currently defined in this catalog only through Still Hand's
         Venom Discipline (Stage 2). Other sources (elemental
         binding, environmental hazards) may apply Immobilized
         with GM approval using the same definition.
Genre Note: Immobilized from Kasia venom is a precision effect,
            the creature is physically intact and aware. It simply
            cannot execute the neural commands to move. This is
            meaningfully different from being pinned or grappled.

Extended Conditions

Extended conditions persist beyond the current encounter and require a Long Rest to recover from. They are not removed by the standard combat recovery options (Short Rest, Turn-by-Turn Saves). They function closer to core Health conditions in persistence, while being applied at specific moments rather than through the Save-or-condition framework.

Staggered

The body has been spent past what it should give. Not injured in the conventional sense, no specific wound dominates. The whole physical system is depleted: coordination faltered, reserves empty, every Body-governed action carries the weight of what was asked of the body to get here.

Staggered | Body | Extended
Type: Body condition (same type as Hindered; more severe)
Effect: The Staggered creature suffers −2D to all Body-governed
        roll pools: Body + Strike, Body + Grapple, Body + Athletics,
        Body + Endurance, Body + Fortitude, and Body Save.
        Additionally, movement is halved, a creature that normally
        moves to Near range per Turn is limited to Close range.
Duration: Until the creature's next Long Rest. Staggered persists
          through Short Rests and between scenes. It does not
          require ongoing saves to maintain; it simply lasts until
          the body has rested.
Recovery: Long Rest only. Staggered is not removed by standard
          combat condition removal (Commander Rally, Becoming the
          Hearth, Deep Voice Unblocking); those abilities target
          combat-duration conditions. Extraordinary healing (a
          Stage 3 healing ability or equivalent, at GM discretion)
          may remove Staggered early.
Stacking: Body condition type. Supersedes Hindered, if both are
          active, only Staggered applies. References to "Body
          Condition (Hindered, Staggered, or worse)" in ability
          text use this scale: Hindered at the mild end, Staggered
          in the middle, core Body Health conditions (Minor through
          Major) as the severe end.
Applied: As a cost of specific abilities. Currently defined in this
         catalog through the Channel's Full Burn (Stage 3), which
         applies Staggered automatically after use as an unavoidable
         cost, no Save is made against it.
Genre Note: Staggered is not damage. It is the body informing the
            character that what they just asked of it will be felt
            for the rest of the day. The impairment is real; it
            passes with sleep and recovery, not with a Short Rest.

Compulsion Conditions

Accorded

The weight of a formally declared Accord, a specific, witnessed, publicly stated condition, on creatures who understand what it means to make and break agreements. The Voren tradition holds that a witnessed Accord has social weight that is as real as physical force, and that the cost of breaking one is the destruction of one's word. In cultures where the Compact carries authority, that cost is not theoretical.

Accorded | Compulsion
Type: Compulsion (unique type, does not interact with other
      condition types for stacking purposes)
Effect: The Accorded creature cannot take actions that directly
        violate the Accord's stated condition. The specific Accord
        is declared aloud by the ability source at the moment of
        application; it must be a single, specific, stated
        condition ("No one leaves until this is resolved"; "You
        will not harm them while I stand"). What constitutes a
        "direct violation" of the stated Accord is adjudicated
        by the GM based on the exact words used.
        Accorded does not physically prevent action. The creature
        can choose to violate the Accord at any time. The Accord's
        hold is social and psychological, not mechanical restraint.
Duration: A number of rounds equal to the Compact Warden's Wit
          value (the creature that applied the Accorded condition).
Recovery: Automatic when the duration expires. The creature may
          also voluntarily break the Accord before duration ends,
          see Break below.
Break: If an Accorded creature voluntarily takes an action that
       directly violates the stated Accord, Accorded ends
       immediately. The creature then suffers Disadvantage on all
       roll pools for the remainder of the encounter. This
       Disadvantage cannot be removed or cleared; it is the cost
       of violating a witnessed Accord.
       Breaking the Accord does not harm the Compact Warden
       directly. The political and social consequences of
       breaking an Accord (in cultures where the Compact carries
       authority) are at GM discretion and may extend beyond
       the encounter.
Immunity: Creatures that cannot understand the spoken Accord (due
          to language barrier, extreme non-sapience, or being
          incapable of agreement-making) are immune. A Compact
          Warden may attempt to work through a translator; the
          Accord's hold is reduced in that case (−1 to Wit Save
          Threshold, at GM discretion). The core Wit Save
          (Threshold 3) still applies for creatures that do
          understand the Accord.
Stacking: Compulsion type. A creature cannot be subject to two
          active Accords simultaneously. If a second Accord is
          declared on an already-Accorded creature before the
          first expires, the new Accord replaces the first.
Applied: Via Wit Save (Threshold 3) from the Compact Warden's
         Stage 3 ability (Compact's Weight). All creatures within
         Near range who can hear and understand the Warden must
         save or be Accorded. Creatures that succeed their Save
         are unaffected; they understand the Accord but are not
         bound.
Genre Note: The Accord's power is legitimacy, not magic. The
            Compact Warden is not casting a spell. They are
            making the social consequence of violation immediate
            and explicit. In communities with no concept of the
            Voren Stewardship Compact, the ability functions
            identically, the weight of a witnessed declaration
            is cross-cultural. The Accord simply carries different
            political meaning depending on where it is invoked.

Reference: Poisoned

Poisoned is not a distinct catalog condition. When Andrus ability text refers to removing "Poisoned" (Deep Voice Unblocking, Stage 2), it refers to any active Body Health condition applied by a toxin source, using the core Health condition framework from Part 12.3 (Minor, Moderate, or Major severity, with associated Attribute reduction and Long Rest recovery).

The word "Poisoned" is used as shorthand for "currently suffering a toxin-originated Body condition." For tracking purposes, the GM notes the condition's severity (Minor/Moderate/Major) and applies recovery per core rules. Deep Voice Unblocking removes one such active condition regardless of severity.

Stacking Reference

Condition Type Supersedes
Shaken Psychological No additional effect if Frightened (core) is active
Frightened (core) Psychological Supersedes Shaken
Hindered Body No additional effect if Staggered is active
Staggered Body Supersedes Hindered
Core Body Health Condition Body Most severe Body condition applies only
Slowed Speed No additional effect if Immobilized is active
Immobilized Speed Supersedes Slowed; use Immobilized's recovery rule over Restrained (core) if both are somehow active
Core Exhausted Movement effect does not stack with Slowed (use Slowed's Close range cap)
Accorded Compulsion Replaces any active prior Accord on same creature

Different types always stack. A creature can be simultaneously Shaken (Psychological), Hindered (Body), and Slowed (Speed), each condition applies its effects independently.

Reading Condition Text in Ability Descriptions

Ability text in AX.GAN.08 sometimes specifies terms that modify the standard definitions above. When an ability's stated terms conflict with or extend a definition in this file, the ability's text takes precedence for that specific use. Defaults in this file apply when an ability does not specify.

Common variations to watch for:

  • Duration specified by ability: "Shaken until the end of their next Turn or until they deal damage", the "or until they deal damage" break trigger is specific to that ability; it is not a universal property of Shaken.
  • Fixed duration for Slowed: An ability may apply "Slowed for 2 rounds" rather than using the Save recovery, use the fixed duration.
  • Staggered as cost: Channel Full Burn applies Staggered automatically after the ability resolves. There is no Save against it; it is a cost of the ability.
  • "Body Condition (Hindered, Staggered, or worse)": This phrase in Reckoner's Trail-Proven indicates any condition of the Body type, Hindered and Staggered (catalog) plus core Body Health conditions (Minor/Moderate/Major). Trail-Proven's delay ability applies to any of them.
  • "or equivalent": In Hearthspeaker's Becoming the Hearth and Deep Voice's Unblocking, the phrase "or equivalent" in condition lists signals that the ability can remove any condition of a comparable type and severity, not exclusively the named conditions. GM adjudicates equivalency.