Conditions in the World of Saṃsāra

  • Bleeding: The being is losing blood, leading to potential damage over time.
  • Blinded: The being cannot see, typically causing penalties for activities requiring sight.
  • Charmed: The being cannot attack or harm the individual or entity that charmed them and often sees them as a friend.
  • Dazed: The being is temporarily disoriented, often preventing them from taking certain actions.
  • Debilitated: One of the being’s primary attributes or pools is severely reduced or at zero.
  • Fatigued: The being is tired and suffers penalties, often for physical actions or attributes.
  • Flat-Footed: The being is caught off-guard or unbalanced, leading to reduced defensive capabilities.
  • Frightened: The being is scared, resulting in penalties for a range of checks and saving throws.
  • Hindered: The difficulty of tasks the being attempts are increased.
  • Insane: The being’s grip on reality is weakened; they might experience hallucinations or exhibit extreme irrational behaviors.
  • Matrix Damage: Represents harm to a being’s presence or equipment.
  • Paralyzed: The being cannot move or act, often due to physical or magical restraints.
  • Physical Damage: Represents the harm a being has taken, often tracked on a scale or chart indicating overall well-being.
  • Prone: The being is on the ground, often affecting their mobility and defense.
  • Shaken: The being is momentarily disoriented, distracted, or scared and must recover to act normally.
  • Stunned: The being is temporarily incapacitated and can’t take certain actions.
  • Unconscious: The being is not awake or aware, preventing them from taking any actions.
  • Wounded: The being has suffered significant damage, which can result in penalties or further vulnerabilities.
  • Additional conditions:
    • Anchored: The being is bound to a specific location or object and cannot move beyond a certain radius from it.
      • Effect: Movement is limited to a specific range, typically 10 feet from the anchor point.
    • Blurred: The being’s outline and details are hazy, making them hard to pinpoint.
      • Effect: Attack rolls against the being have disadvantage, or equivalent penalty.
    • Dissonant: The being’s “Mind’s Eye” is out of sync, making it harder for them to interact with the world’s mechanics.
      • Effect: Skill checks and interactions related to understanding or manipulating the world’s mechanics are done with disadvantage or a penalty.
    • Ether-Touched: The being has been touched by the other realms of Saṃsāra, making them partially ethereal.
      • Effect: The being can move through objects but cannot interact with the physical world while moving. They also receive reduced damage from non-magical attacks.
    • Fragmented: Memories from other worlds or past lives flood in, causing confusion.
      • Effect: The being has difficulty distinguishing past lives from the present, leading to disadvantage or penalties on perception and insight checks.
    • Magic-Drained: The being’s magical energy is temporarily exhausted.
      • Effect: Cannot cast spells or use magic-related abilities for a duration.
    • Muted: The being cannot communicate verbally or mentally.
      • Effect: The being cannot cast spells with a verbal component or communicate their intentions.
    • Resonant: The being is in perfect sync with Saṃsāra’s mechanics.
      • Effect: The being gains advantage or a bonus on skill checks related to understanding or manipulating the world’s mechanics.
    • Steam-Bound: The being is tied to the flow of steam, either enhanced by it or vulnerable to its cessation.
      • Effect: In areas of high steam activity, the being gains bonuses to physical attributes. In areas lacking steam, they suffer penalties.
    • Temporal Shifted: The being is slightly out of sync with the current timeline.
      • Effect: They perceive events a few moments before or after they occur, leading to an advantage on reflex saves but disadvantage on real-time interactions.
    • Unearthed: The being’s connection to the physical realm of Saṃsāra is weakened.
      • Effect: They are more susceptible to ethereal or otherworldly effects and may float slightly above the ground, negating ground-based hazards.

These conditions provide unique challenges and benefits for beings in Saṃsāra, reflecting the world’s rich tapestry of magic, memories, and mechanics.