TRIBULATIONS

In certain instances, a Wayfinder will inform a player that they have picked up a Tribulation, which could result from Powers, Weapons, or natural effects in the story world, such as a storm.

A character cannot take the same Tribulation again while the first instance is still active, but multiple Tribulations can be stacked to create an increasing number of challenges.

Players can attempt to remove a Tribulation by rolling Endurance (or another applicable Trait) at the start of their turn.

Barring the Tired or Unconscious Tribulations, the majority of the following Tribulations will naturally dissipate after five rotations, unless they stem from a permanent effect or are removed via a successful Endurance roll.

Tribulation Description
Charmed The affected character cannot attack their Attacker. A charmed character should make an Awareness roll at the start of each turn to determine if they are still Charmed.
Frozen The affected character cannot move, and cannot take any actions (including speaking). If a character is Frozen as the result of a Power or temporary affliction, the affected character should roll Endurance at the start of each turn to determine if they are still Frozen (and must exceed the successes of the attack that froze them).
Grappled The affected character is held in a vice-like grip. Might must be rolled in opposition at the start of each turn to determine if the affected character is still grappled. Swiftness can be rolled in opposition to wriggle out of a grip instead of overpowering it.
Impaired The affected character is either Blinded, Deafened, or Muted. A Blinded character cannot see. A Deafened character cannot hear. A Muted character cannot speak. If the Impairment results from a Power or temporary affliction, the affected character should roll Endurance at the start of each turn to determine if they are still Impaired (and must exceed the successes of the attack that Impaired them). All rolls based on the Impaired sense automatically fail if the affliction is permanent.
Intimidated The affected character cannot attack the source of their fear. The Attacker (if there is one, and the Intimidation is not the result of a fear, phobia, etc.) gains two additional dice until the end of the affected character’s Tribulation, which they may add to any roll against the affected character. The affected character should roll Endurance at the start of each turn to determine if they are still Intimidated (and must exceed the successes of the roll that intimidated them).
Invisible An invisible character cannot be seen. Any character attempting to perceive an invisible character may only roll half of their Awareness dice.
Poisoned A poisoned character can only roll half of their Endurance dice, and their Current Life Points are halved as well. Poisoned characters will lose 1 of their Maximum Life Points every day until they are either cured or killed by the poison.
Tired A tired character can only roll half the dice of any given Trait until they rest, or are restored by other means.
Unconscious The affected character cannot take actions, cannot roll, and has no defense against attacks. They may roll half of their Awareness dice to try to regain consciousness. Another character may attempt to wake the affected character, which allows them to roll an additional Awareness die.