Status conditions are central to momentum combat. They define damage-over-time effects, action restrictions, defensive penalties, and long-term degradation.
| Status Tag | Description | Level Cap | Trigger On | Effect | Maintain Formula - FALSE reduces effect by one level. |
|---|---|---|---|---|---|
| Armored | You are wearing armor. | 1 | Got Hit | Deduct damage from Armor HP before Gladiator HP. Reduce damage by Intensity before applying. | ItemHP > 0 (You are armored until the armor fails) |
| Bleeding | You are cut and continue to bleed from the wound. | 5 | Turn Start | HP -= (1d4 * Intensity) | [CheckRoll] + CON.B < TN(10) (If you roll under the target, this evaluates to TRUE thus the effect is maintained.) |
| Disoriented | Mental confusion is breaking your rhythm making it hard for you to hit other gladiators. | 1 | Offense | TN += (2*Intensity) | [CheckRoll] + CHR.B < TN(10) |
| Flow | The gladiator has successfully begun an action combo. Peak martial focus and rhythm is being achieved. | 5 | On Strike | No direct effect. Is consumed by some actions. | FALSE (Flow will go down by one level each round. You ‘maintain’ flow by using actions that generate flow) |
| Poisoned | Toxins flow through your body. | 5 | Turn Start | HP -= (1*Intensity) | [CheckRoll] +CON.B < TN(10) |
| Prone | You are forced to the ground. | 1 | Offense Defense | +2 TN to your attacks OR -2 TN to your attackers | React = 0 (If react left, use it to stand. Otherwise, you will need to move to stand) |
| Restrained | You are pinned or physically snagged. | 1 | Offense | Movement actions fail; cannot change coordinates. | [CheckRoll] > Attacker.DEX |
| Shielded | You are shielded, usually because you are holding a shield. | 1 | Defense | TN += 2. Treat Basic Guard action as a Full Guard action; A Full Guard action now treats the opposed zone as an adjacent zone. | ItemHP > 0 (Items without HP are broken) |
| Staggered | Disrupted defensive readiness reduces your ability to react. | 1 | Defense | R -= 1. You can’t use the Basic Guard action. | [CheckRoll] > Attacker.STR |
| Stunned | Total neurological shutdown. | 2 | Turn Start | M -= (1+Intensity) | [CheckRoll] + CON.B < TN(10) |
| Thick Skin | Adrenaline-fueled damage mitigation. | 1 | Got Hit | DMG -= (1+Intensity) | Flow Level > 0 (Fighter will maintain Thick Skin as long as they maintain Flow greater than zero) |
| Taunted | Driven to attack your opponent without regard to self-preservation. | 1 | Turn Start | Restrict allocated actions | FALSE (will always go down by one level each round.) |
| Weakened | Trauma to vital nerve clusters making it harder for you to succeed on skill checks. | 1 | On Check | [CheckRoll] -= (1+Intensity) | [CheckRoll] + CON.B < TN(10) |
| Wounded | Deep, structural trauma to the body. | 5 | Turn End | CON -= (1+Intensity) | TRUE (Never ends on its own) |
| Hurried | You feel a surge of energy and begin your action sooner. | 1 | Resolution Start | Initiative + Intensity | FALSE |
| Hesitating | You take a moment to consider your next action. | 1 | Resolution Start | Initiative - Intensity | FALSE |
| Poised | You make yourself ready for the next action in the fight. | 1 | Offense Defense | Add +2 to your next attack roll OR +2 TN to your next defense this turn. | FALSE |
Status Tag - a short unique label name for the effect
Description - a description of the effect
Level Cap - an integer indicating the maximum level of the effect. A 1 indicates a single non-stacking effect.
Trigger - a key phrase describing when to activate the effect of the status. The following are valid triggers:
Effect - Whenever possible, this is a formula describing how to apply the effect, otherwise it is a description. Unless otherwise stated, the effect is applied once for each level of the effect. So Bleeding-2 will reduce HP by 1D4 twice.
Intensity - Defaults to 1. This can increase or decrease the impact of the effect. So a Bleeding-2 effect with an intensity of 2 would reduce HP by 2D4 twice each time it was triggered.
Maintain Formula - A formula that evaluates to true or false to calculate whether the effect will continue or end. A False result reduces the effect by one level or removes it if it is at level 1. A True result will maintain the effect at the existing level for another turn. This can feel counter intuitive for ‘resistance’ checks because the gladiator is trying to fail. Some effects are permanent or ended in special ways, and therefore their formula is ‘TRUE’.
Each status has a trigger, an effect, a maximum level, and a maintenance or resistance rule.
Triggers may happen on almost any event. For example at the start or end of a turn, volley, or action. They may happen due to a successful or unsuccessful attack, on taking damanage, or on a stat check.
Once the status effect has triggered, the effect is applied.
Maximum level controls the strength of the effect and is often tied to the duration.
The maintenence / resistance rule covers how the effect is reduced over time. Many effects have a time based rule. Some effect durations can be shortened or lengthend by a stat check.