Quick Reference Sheet

Move (Movement can be spread throughout your turn)

 * Move.
 * Crawl.
 * Stand Up.


 * Use a Movement Ability.

Action

 * Standard Attack.
 * Interact with Environment.
 * Use an Action Ability.

Free Actions (Can use each one once per turn)

 * Action Surge.


 * Speak.
 * Switch Loadouts.
 * Grab or drop a Weapon, Shield, or Item.
 * Drop Prone.
 * Open or Close a Door.
 * Use a Free Action Ability.

Recover (Take all 3 actions EVERY turn)

 * 1. Clear 1 Affliction Point
 * 2. Clear 1 Condition Point from all Conditions
 * 3. Roll an Ongoing Damage Check

Reactions (One per turn)

 * Use a Reaction Ability.
 * Opportunity Attack.

Sensory Afflictions
Blinded Numbed Phantomed Deafened Muted Imbalanced
 * A blinded character can’t see. All attack rolls are made with Disadvantage, and any attempt for a character to conceal themselves from this character is made with advantage.
 * The character takes a -10 penalty to any check that relies on sight.
 * Any attack made against your Defence or Reflex is with Advantage.
 * A numbed character loses any feeling of touch.
 * Any attack made against the character’s Grit has Advantage.
 * A phantomed character loses the sense of their bodies’ movements and position.
 * The character takes a -10 penalty to any Dexterity Check.
 * Any attack made against the creature’s Willpower has Advantage.
 * A deafened character can’t hear anything.
 * The Character takes a -10 penalty to any check that relies on hearing.
 * A muted character can’t speak.
 * The character takes a -10 penalty to any check that relies on speaking.
 * An imbalanced character loses any sense of balance.
 * At the start and end of its turn, the character falls prone.

Stunning Afflictions
Staggered Dazed Stunned Unconscious
 * Any attack made against the character has Advantage.
 * A Dazed Character can’t make Reactions.
 * A Stunned character can’t make Actions or Reactions.
 * An unconscious character can’t take Actions, Moves, Free Actions, or Reactions.


 * The character falls Prone if possible.


 * Any Attack made against the character has Advantage.

Body Afflictions
Immobilized Restrained/Lagged/Restricted Rooted Slowed Weakened Withered Paralyzed
 * An immobilized character cannot move other than from teleportation and forced movement.
 * Any attack made against the character's Defence or Reflex has Advantage.
 * A rooted character cannot take Move Actions and cannot be moved from their space for any reason.
 * A slowed character’s speed is reduced to 1. This does not affect forced movement or teleportation.
 * A weakened character’s Attacks, Skill Checks, and Non-Skill Checks all have Disadvantage.
 * A withered character’s attacks all deal half damage rounding up. Ongoing damage is not affected.
 * A paralyzed character cannot take Actions, Moves, Free Actions, or Reactions.
 * Any attack made against the character’s Defence or Reflex has Advantage.

= Conditions = Invisible Incorporeal Nullifying Vanished
 * An invisible character is impossible to see without the aid of magic or special senses.
 * The character can always try to Conceal itself, even without cover.
 * Attacks against the character’s Defence have Disadvantage, and the character’s Attacks against Defence have Advantage.
 * ½ damage from abilities that do not require a magical loadout to use.
 * ½ damage from abilities that require a magical loadout to use.
 * This Character isn’t physically present, likely because they were temporarily teleported to a different plane of existence. They will reappear in the same space or the closest space possible on a later turn.