vault backup: 2026-03-12 12:16:42
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A creature afflicted with **Bleed** is suffering from deep, worsening wounds that build toward catastrophic blood loss.
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Certain attacks/weapons apply a certain amount of **Bleed Buildup**.
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- Bleed Buildup is tracked as a numeric value.
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- By default, all creatures have a **Bleed Threshold equal to 25% of their Maximum HP** (rounded down).
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- When Bleed Buildup reaches or exceeds this threshold, **Bleed triggers**.
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Bleed Buildup has **no effect** until the threshold is reached.
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**When Bleed triggers:**
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- The creature immediately takes **15% of their Maximum HP** as **true damage**
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- This damage **ignores armor, resistances, and damage reduction**
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- All Bleed Buildup on the creature is **reset to 0**
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After Bleed triggers, the creature gains **Bleed-Exhausted** for **2 rounds**.
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**While Bleed-Exhausted:**
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- The creature **cannot gain Bleed Buildup**
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- Any effects that would apply Bleed Buildup during this time are ignored
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This prevents immediate re-triggering.
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If a creature does not gain Bleed Buildup for **1 full round**:
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- Bleed Buildup is reduced by **20% of the Bleed Threshold** at the end of that round
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Bleed Buildup can never drop below 0.
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Blindness robs the target of visual perception.
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**While Blinded:**
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- The creature is **unable to see**.
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- Attack rolls made by the creature are at **disadvantage**.
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- Attack rolls against the creature are at **advantage**.
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- The creature automatically fails any ability check requiring sight.
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- Blindness does not prevent Parrying, but Parry checks are made at **disadvantage**.
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- Blindness lasts for **2 rounds**, unless otherwise specified.
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A creature afflicted with Burning is engulfed in persistent elemental flames.
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**While Burning:**
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- The creature takes **1d4 fire damage** at the start of each of its turns.
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- Burning lasts for **3 rounds** unless removed early.
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- Reapplying Burning **refreshes the duration**, but does not stack damage.
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- Burning may be removed early by:
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- Entering water
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- Being affected by [[Chill]]
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- Using an action to extinguish the flames
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- Dodging
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Chill numbs the body with freezing ether, slowing movement and reactions.
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**While Chilled:**
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- Movement speed is reduced by **25%**.
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- The creature has **disadvantage on Dexterity saving throws**.
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- The creature’s jump distance is halved.
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- Chill lasts for **2 rounds**.
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- If a Chilled creature is afflicted by Chill again, it becomes [[Frozen]] instead.
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- Chill immediately ends [[Burning]].
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[[Staggered]]
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[[Burning]]
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[[Chill]]
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[[Frozen]]
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[[Sapped]]
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[[Shock]]
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[[Winded]]
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[[Suffocate]]
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[[Blindness]]
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[[Metal Rods]]
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[[Bleed]]
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Your body is completely encased in solid ice, immobilized and helpless.
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**While Frozen:**
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- You are **incapacitated**.
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- You **cannot move, attack, cast [[Combat/Mantras]], Parry, or Dodge**.
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- Attacks against you are made with **advantage**.
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- You automatically **fail Strength and Dexterity saving throws**.
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- You gain **resistance to all damage** while encased in ice.
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- Frozen lasts for **1 round** unless otherwise specified.
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- At the **end of your turn**, you may attempt to break free by making a **Strength saving throw**.
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- On a success, Frozen ends immediately.
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- Taking **fire damage** while Frozen immediately ends the effect after the damage is resolved.
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- If Frozen ends early due to damage or escape, the creature is **Chilled** until the end of its next turn.
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Metal Rods are metallic spikes forcibly embedded into a creature’s body, inflicted by **Ironsing [[Combat/Mantras]]** and **Ignition Deepcrusher** basic attacks.
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**While afflicted with Metal Rods:**
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- Metal Rods have **no innate effect** until activated.
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Your ether flow is forcibly destabilized, leaving your reserves sluggish and primed for violent discharge.
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**While Sapped:**
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- Your **Mantra cooldowns are increased by 50%**.
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- You may still cast [[Combat/Mantras]].
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- Sapped lasts for **2 rounds**, unless otherwise specified.
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- When Sapped **ends**, the creature is immediately [[Shock|Shocked]].
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- The Shock applied when Sapped ends:
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- Follows all normal **Shock** rules.
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- Occurs even if the creature is immune to lightning damage.
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- Sapped does **not stack**; reapplication refreshes duration.
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Shock disrupts the nervous system with violent electrical discharge.
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**When Shock is applied:**
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- The creature is **stunned until the end of the current turn** (≈ 1 second).
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- This stun **interrupts hyperarmor and ongoing actions**, but:
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* Does not prevent Parrying
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- Does not prevent Reactions
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- Passive posture regeneration is disabled until the end of the creature’s next turn.
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**While Shocked:**
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- Movement speed is reduced by **25%** until the end of the creature’s next turn.
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- Shock does **not** stack; reapplication refreshes duration.
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While Staggered:
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- You cannot Parry or Dodge.
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- Attacks against you automatically **crit**.
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- You regain **all Posture** at the end of the staggered round.
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While a creature is Staggered, **anyone** may use an action to perform a **Critical**.
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A Critical:
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- Deals normal scaled damage
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- Adds the weapon’s **Critical Modifier**
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- Ignores blocking and parrying
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Suffocation deprives the body of ether flow and breathable air.
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**While Suffocated:**
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- The creature **cannot cast [[Combat/Mantras]] or spells**.
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- The creature takes **1 damage at the start of each of its turns**.
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- Suffocate lasts for **2 rounds**, unless otherwise specified.
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- Suffocate does not prevent attacking, dodging, or parrying.
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Your breath is violently forced from your lungs, disrupting balance, timing, and momentum.
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**While Winded:**
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- Your **Initiative is reduced by 1** (to a minimum of 0).
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- Your parry and attack throws suffer a penalty of -1.
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- Winded does **not** prevent attacking, parrying, dodging, or casting [[Combat/Mantras]].
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- Winded lasts for **2 rounds**, unless otherwise specified.
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- Reapplying Winded **refreshes the duration**, but does not stack its penalties unless explicitly stated by a feature.
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