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Conditions

Ambushed

If a creature is ambushed, they cannot burn cards during that combat, and also cannot Reflect or Pierce.


Blinded

The creature fails any sight-based checks. In combat and perils, this creature suffers -2 dice.


Bleeding

The creature loses 1 health at the end of their turn, until they are healed through any means. Medicine checks to stop the Downed condition are 1 difficulty harder.


Deafened

The creature cannot hear, and automatically fails any hearing-based checks.


Downed

You are down and prone. See Injury and Death.


Frightened

A frightened creature suffers -2 to almost all rolls while the source of its fear is within Line of Sight. The creature can’t willingly move closer to the source of its fear.


Grappled

Grappled creatures cannot move by normal means, suffer -1AP, and -1 dice in combat, perils and certain skill checks. If the grappler takes damage from any source, they must succeed at a simple (DR10 + damage taken) Body check, or the grappled creature is released.


The grappler may move with the grappled creature, but it costs one more AP per tile if they are medium, two more if they are large.


Infected

Should your Rot level go above 0, you are considered Infected. Whilst infected, you gain the following effects:

  • Whilst standing outside during the daytime, you must make a Body peril, matching as many Rots as your Rot Level. You take 1 damage for every unmatched symbol. This can only happen once every two hours.

  • Corrupted creatures that you enter Battle with roll an additional die for each point of Rot you have.

  • You may cough and splutter often.


Corrupt

Should your Rot level reach 5 or above, you are considered Corrupt. Whilst corrupt, you lose the effects of being Infected, but you gain the following effects:

  • Your highest two Attributes are reduced by 1 until you become uncorrupt. If three or more ability scores are your highest, pick two.

  • Whilst standing outside during the daytime, you must make a Body peril, matching five Rots. You take 1 damage for every unmatched symbol. This can only happen once every two hours.

  • Wylds become Misses and do not explode, Rots become Hits and Explode.

  • You regain 2 health and recover from 1 physical injury when killing a Corrupt creature.

  • Your Explode Pool is based off your Rot Level instead of your Spirit.

  • Your breathing is extremely heavy. Stone Circles and Forests will give you a bad time. The Wyld shuns you. You may lose control over yourself…


On Fire

Creatures that become On Fire take the listed fire damage at the start of each of their turns. This condition ends if they or someone else takes an action to put them out, or they move through water or similar liquid.


Poisoned

If a hit with Poison successfully lands, the hit creature is poisoned. Whilst poisoned, the creature loses one health and 1AP at the start of each turn, until they are cured. Outside of combat, Poison is slowed to deal one damage per hour. Poisoned hits always resolve after Pierces. A hit can have Pierce and Poison.


If a lethal poison would deal damage to a downed creature, they must succeed on a complex Body peril or take the listed damage directly to their Body.


Prone

Prone creatures grant adjacent non-prone creatures +2 dice to melee attacks against them, but -2 dice to ranged attacks against them.


Scout

A creature with scout gains no penalties when trying to perceive stealthed creatures that enter their Scout range. Creatures with Scout immediately see Perils within their Scout range.


Stealthed

A stealthed creature cannot be attacked, and can attack as a reaction to a creature entering a space adjacent to them. The attacked creature is considered Ambushed.


Stunned

A stunned creature loses their reaction, AP and action. These do not replenish normally until the condition ends.


Unconscious

Your actions, reactions and AP are considered consumed until this condition ends. You are prone to finishing blows; see Injury and Death.

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