Conditions are premade boons and banes you can use for your games. A condition lasts either until it is countered or the duration specified by the effect ends (if any). Multiple effects imposing the same condition don't stack, but you suffer only the worst among them.


CONDITIONS



CONDITION VALUES
Most conditions have values ranging from 1 to 4, with 4 being the most extreme version of that condition.



AFFLICTIONS
Afflictions are bundles of conditions. Every affliction that has more than one stage has a listed number of stages with a list of conditions and effects that occur upon each stage and an interval of time between each stage. The interval noted at each stage indicates the amount of time that passes after the start of the previous stage before a saving throw is made to resist the next stage's onset except for stage 1 which indicates how long after exposure/infection it begins. Most afflictions only have 3-5 stages.



SHOVING & COLLISIONS
Any time a creature is forcibly moved against their will, it's called "shoving" or "being shoved". Unless noted otherwise, shoving is treated as shifting for the purposes of triggering other actions.

If movement takes a target into or through an occupied space, the creator of the movement makes a Strength attack (if feat or basic action) or special attack (if power) against the Strength DC of the creature or object in the way.
Critical Hit: Secondary target is shoved along with primary for the full remaining distance ending movement adjacent to the initial target when it reaches its destination.
Hit: Secondary target is shoved along with primary for half the remaining distance ending movement adjacent to the initial target when it reaches its destination.
Miss: Initial target stops and takes damage as if they'd fallen half the remaining distance. The secondary target also takes this damage.
Critical Miss: Initial target stops, falls prone, and takes damage as if they'd fallen the remaining distance.
A creature can use a reaction to let the initial target pass by harmlessly. If it's an unavoidable effect, they must make a Dexterity save against the effect DC to dodge it or the attack functions normally.



RESISTING
A creature can take the Resist action to shake off a condition or affliction. This allows them to make a saving throw against DC10 + tier of effect or the effect's DC (whichever is greater).
Critical Success: The effect's remaining duration drops by 2 intervals. If it is permanent, you reduce the affliction stage/condition value by 2 for 1 interval.
Success:The effect's remaining duration drops by 1 interval. If it is permanent, you reduce the affliction stage/condition value by 1 for 1 interval (1 day unless noted otherwise).
Critical Failure: The effect's remaining duration increases by 1 interval. If it is permanent, you increase the affliction stage/condition value by 1 for 1 interval (1 day unless noted otherwise).

And interval is determined by the time listed on the effect. Most poisons have an interval of 1 round or 1 minute while most curses and diseases have an interval of 1 day or 1 week. If an effect has no interval, then exposure is the only way for it to get worse. For example, a Shadow's touch causes physical impairment but it can only worsen with multiple exposures.




Perks

Perks are abilities granted to you by the GM in place of ability points for overcoming challenges. You can gather perks quickly at roughly double the rate of ability points. However, perks require certain conditions to be met such as getting a Wealth ability but only while you're in good standing with a wealthy friend or getting a special Status with a certain city, but only while you maintain a good reputation in that city and so on and so forth. Perks can also be items which can simply be lost, stolen, or broken such as a magic sword you found or advanced technology given to you by an alien friend.