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Rising Legends: Ailments
Ailments
Ailments are afflictions that cause incremental penalties. Each is caused in Tiers and has a chance to be reduced each turn. At the end of your turn, roll the shown defense to reduce the Tier by 1, DL 6 + Tier - 1 for each prior consecutive time you have failed. Ailments caused by an ongoing effect cannot be removed or reduced while the effect is ongoing.
Ailment damage causes 1 Tier of the Ailment for each Injury. Subjects gain reduction against the Ailment equal to the Tiers of the Ailment afflicting them.
Anosmatic Defense Nature
All subjects have smell Concealment Tier equal to Tier from you.
Blind Defense Nature
All subjects have vision Concealment Tier equal to Tier from you.
Clumsy Defense Nimble
Suffer a penalty on Might and Finesse Skill attack rolls equal to half Tier.
Dazzled Defense Endure
Suffer a penalty on Manifest rolls equal to half Tier.
Deaf Defense Nature
All subjects have sound Concealment Tier equal to Tier from you.
Mute Defense Nature
Reduce the Tier of sound you can speak by half Tier.
Sickened Defense Endure
After your turn starts, Sickened deals damage to your Minor Actions equal to half Tier.
Slow Defense Zeal
After your turn starts, Slow deals damage to your Movement equal to half Tier.
Stiff Defense Nimble
Suffer a penalty on Mobility rolls equal to Tier.
Trauma Defense Endure
After you fail your defense to reduce Trauma, Trauma deals damage to your Energy equal to half Tier. After recovering Grit, reduce Tier by the same amount.
Unsteady Defense Endure
Suffer a penalty on defense rolls against physical attacks equal to half Tier.
Weak Defense Endure
Suffer a penalty on damage rolls from Strike and Overpower equal to half Tier.


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