Status ailments

Status ailments are conditions that negatively affect characters. They represent the various complications “Milhamah” characters face during the course of combat, trekking behind enemy lines and discovering the mysteries of the Tree.

Ailments usually happen as a result of attacks or traps. will usually have an assigned degree of severity, as well as a duration. The severity might be instantly baked into an ability, such as the special attack Hellfire causing a burning of severity Moderate (2) plus the attack’s margin of success during the opposed roll.

Degree of Severity

  1. Mild
  2. Moderate
  3. Strong
  4. Severe
  5. Critical
  6. Mortifying

At the Narrator’s discretion, a status ailment with a severity of severe or higher has an increasing chance of resulting in permanent injury unless a medicine skill or healing shoresh ability is swiftly applied.

The following are a list of status ailments you may come across:



Wastrel: You suffer from bad luck that causes a curse of poverty. Each day, you must have a BLE save roll, depending on the severity of the ailment. If you fail, your character either loses one-tenth of your money or, if your character has none, a random item in the character’s personal inventory.


Silence: Your character cannot do speech acts.

Delirious: Your character cannot think coherently and acts as if he or she is drunk, drugged or demented.

Compelled: Your character is being brainwashed and manipulated through some overwhelming power to do something, even if it’s against their will. Effect: the character may make a Difficult PEA check at -XD penalty

Paralysis: Your character cannot physically move.

Blind: Whether it’s trouble with the eyes. or the environment obstructs vision, your character cannot see. Effect: Your character is -XD on skills and attributes that require sight. Penalties for ranged attacks are doubled.

Deafened: Your character cannot hear. Your character is -XD on skills and attributes that require hearing. Your character also may not be targeted by speech acts that only affect the target and nothing else.

Bound: Your character is somehow stopped from acting, usually from moving their hands and/or feet. The difference between this ailment and Paralysis is that Bound requires a person, object or energy skill to do the restraining that, if removed, will also remove the condition.

If this ailment has a physical cause, it may be cancelled with a successful DOM, VIG or GRA save roll against a Difficult rating at -XD penalty and any other relevant modifiers.
If its cause is mental or spiritual, a successful WIS, PEA or BLE save roll may cancel it, at Difficult with -XD penalty plus relevant modifiers.

Fear: Your character is scared and panicking. Effect: Your character is -XD on skills and attributes. While under this ailment, you either also make a successful PEA save or else flee until the perceived danger is gone.

Sleeping: Your character can’t do anything besides sleep. Another charater may wake him or her up, or a successful attack will also rouse the character into removing this effect. A sleeping character may also make a PEA save roll, depending on the ailment’s severity.

Beserk: Your character is in a rage and can’t think properly, except to destroy a specific target.

Burning: Your character is aflame, during which he or she takes a damage level for each shin () that pops up during a roll in which the character isn’t using a shoresh with shin in it. A successful water ability targeting this character may remove this ailment at the Narrator’s discretion.

Prone: Your character is knocked flat down on the ground and may only crawl till he can get back up. Most physical actions are -4D, and attacks and other physical actions upon the victim are +4D. The prone individual can spend a minor action to get up.

Dazed: The character is distracted, delirious or otherwise out of it. Those who are dazed must make a WIS or PEA save. If they fail, they remain dazed until the start of their next turn.

Unconscious: The character is KO’ed and cannot be normally roused without rest and sometimes medical care. When your Fatigue rises to 5, you fall unconscious and cannot act or respond to actions. If you fell unconscious due to exhaustion, you will remain unconscious for at least one hour, after which your exhaustion will return to 4.

Dying: A character is dying if all his or her shoresh letters are each hit once for damage, or if otherwise all wounds save one are given. The player is incapacitated and unconscious, thereby being unable to move or act on his or her own.

While dying, each turn the Player character must roll a VIG save; failing that, he must roll one extra die as a death count, up to 12 maximum. Each time the roll lands on a shoresh letter, the character suffers a critical hit, but if a rolled die is not a shoresh letter, it is ignored. In addition, any damage to a dying character scores an automatic critical hit.

When all shoresh letters of a dying character are again hit, the player is permanently dead. Dying may be reversed through powerful speech acts that remove dice hits above the threshold.

Dead: This happens when you take all stages of wounding damage. Welcome to She’ol, the abode of the departed! However, the Narrator may opt to have the victim get one more PEA save roll. Succeed adequately, and the character may turn into a Bat Qol. Otherwise, dead characters with negative Law Points become the cursed wicked and go to Gehenna, a flaming garbage dump for their everlasting destruction. The blessed will go to the paradise Gan ‘Eden or the highest heavens, Shamayim. How many Law Points that requires is up to the Narrator.