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States & Elements

States

States represent temporary conditions that alter a character’s capabilities—positively or negatively. They may be caused by abilities, environmental triggers, items, or status effects.

  • A State lasts for a duration determined by its source or until removed.

  • A character can only be affected by one instance of a given State from one source at a time.

  • Effects do not stack unless specifically stated.

  • Elemental status effects only apply if the damage reaches HP (see Elemental Damage rules).
     

 

Harmful States

 

Ablaze (Stacks Up to 10 Times)
Your body is engulfed in flame, consuming oxygen and focus alike.

  • Take 1d4 Pyro damage at the start of each turn per Ablaze stack.

  • You may spend AP equal to the number of stacks to extinguish yourself. Going prone halves the AP required.

  • Being Ablaze is a visible and dangerous condition—others may try to extinguish you or flee.

 

 

Addled
Your mind is clouded—scattered by psychic interference or trauma.

At the start of your next turn, roll a d10. On a 3 or less, you cannot use Mental abilities until the start of your following turn.

 

 

Airborne
You are lifted from the ground—launched, thrown, or suspended unnaturally.

  • You cannot move unless able to fly or teleport.

  • You automatically fail contested rolls against area effects.

  • Ranged attacks against you gain +2 due to exposed positioning.

  • At the start of your next turn, you land safely unless otherwise stated.

 

 

Bleeding (Stacks)
Open wounds continue to spill blood with every motion.

  • Organic targets only. Take 1 damage per stack at the start of your turn.

  • Bleeding ends if you recover HP or succeed on a Medicine check vs DR equal to stacks.

  • If a Regen stack would be granted, remove 1 Bleed stack instead.

 

 

Blinded
Darkness or trauma has robbed you of your vision.

  • You cannot see or use sight-based abilities.

  • You automatically fail sight-based actions.

  • Attack rolls against you gain +5, and your own attacks suffer -5.

  • Creatures can attempt to locate you by sound or other senses.

 

 

Deafened
Your hearing is gone—ripped away by sound or shock.

  • You cannot hear and automatically fail hearing-based checks.

  • You cannot benefit from Flow spent by allies unless line of sight is maintained.

 

 

Death’s Door
You’re on the brink—conscious, but hanging by a thread.

  • At 0 HP:

    • You deal half the damage.

    • Attack and ability rolls suffer a -5 penalty.

    • When damaged, roll a d10 vs a DR equal to the number of hits taken at 0 HP. On failure, the character dies.

  • Recovering any HP removes this state.

 

 

Disoriented
You’ve lost your sense of direction and timing.

  • Halves movement speed.

  • -2 to attack and skill rolls.

  • -2 to contested rolls.

 

 

Frightened
You become frightened of the source.

  • You cannot actively move toward the source of the state.

  • Your Defend rolls are Halved while looking at the source of the state.

 

 

Frozen
Your body is locked in place by ice or extreme cold.

  • You cannot act or move.

  • Any damage you take ends the state and is doubled.

 

 

Glitched (Mechanical only)
You are suffering from a system error or hardware malfunction.

Roll a d10 at the start of your turn:

  • On 6 or higher, act normally.

  • Otherwise, GM controls your actions this turn.

 

 

Grappled
You’re restrained in someone’s grip or caught by tentacles or terrain.

  • Movement becomes 0.

  • -2 to attack rolls.

  • Escape with a contested Athletics or Acrobatics roll against the Grapplers Athletics.

 

 

Hamstrung
You’ve taken a disabling blow to your leg or joints.

  • Disables abilities that require or allow movement.

  • Ends with healing or at the end of your next turn.

 

 

Lagging (Mechanical only)
Your system’s processes have fallen out of sync.

  • When using a Skill, roll a d10:

    • On 6+, it resolves as normal.

    • Otherwise, it resolves next turn.

 

Lullaby

For 1 round, the character cannot use abilities of their chosen school.

Mind-Warped
Your identity fractures—memories and logic twist in real-time.

  • At the start of your turn, roll a d10. On 3 or less, the GM controls your actions, and you suffer -3 to all rolls.

  • You can attempt a DR 5 Contested Insight or Perception roll to end the effect at the end of your turn.

Nocturne

A suppressive state that creates a dampening field, punishing repetitive actions.

Each time the affected character consecutively uses abilities in the same category or school, they gain 1 Nocturne stack. At 5 stacks, Nocturne is replaced by Lullaby.

Paralyzed (Organic only)
Your body is locked—nerves frozen or muscles seized.

  • You cannot act or move.

  • At the end of each turn, make a DR 5 contested Athletics or Resilience roll to end the state. Only affects organic or partially organic creatures.

     

Poisoned (Stacks up to 5 times)
Your system is under chemical siege.

  • Organic only.

  • The RP cost of reactions is increased by 1 (flat).

  • You regain 1 less HP when healed (per stack).

  • Lasts until cured or you take a long or short rest.

 

Prone
You are lying on the ground, vulnerable but harder to hit at range.

  • Movement speed is reduced to 1/4.

  • Melee attacks against you gain +2 and roll damage twice (keep higher).

  • -2 to resist area effects.

  • Stand as an action costing 1 AP.

 

 

Shade-Touched
Dark energy infects your soul, interfering with Warp abilities.

At the start of your next turn, roll d10. On a 3 or less, you cannot use Warper abilities until your following turn.

 

Shocked
Your nervous system is disrupted by electrical current.

  • -2 to melee attack rolls until the end of your next turn.

  • Mechanical targets: Roll contested vs DR 3 or become Glitched.

 

 

Stiff
Your body is rigid—frozen joints, calcified limbs, or system lag.

  • SPD reduced by 2.

  • If combined with Wet, you risk freezing.

 

 

Wet
You are soaked—by rain, immersion, or chemical splash.

  • Shocked and Stiff can now stack (max 5).

  • At 5 stacks of Stiff, you become Frozen until the end of your next turn.

  • Taking Pyro damage removes the Wet state.
     

 

Beneficial States

 

Ascended (Stacks with different Sources)
You have transcended limits—mind, body, or spirit.

  • Increases Attributes. Amount is determined by source

  • Can be customized depending on source.

  • Typically triggered by story events, Ascension armor or Signature Abilities.

  • Duration is determined by source.

 

 

Crouching
You lower your profile for stealth or cover.

  • Halves movement speed.

  • +2 bonus to Stealth actions.

  • +1 to ranged attack rolls due to steadier aim.

  • Half Cover is considered Three-Quarters Cover

 

 

Energized
You’re surging with energy.

  • Gain +1 AP at the start of each turn.

  • Lasts 2 turns.

Finale

Your next attack or ability costs 0 AP or RP. After using it, Finale is removed.

Hardened
Your body is reinforced—by armor, toughness, or sheer will.

  • Gain resistance to bludgeoning, piercing, and slashing.

 

 

Hasted
Your reflexes and speed surge beyond natural limits.

  • Gain +2 SPD and +1 AGI.

 

 

Invisible
You are unseen, either by optical cloaking or magical means.

  • You cannot be directly targeted unless detected.

  • Gain +5 to Stealth rolls.

  • Detected with special optics, scanners, or infrared tracking.

 

 

Invisible (Advanced)
A more sophisticated cloak that bends light and deflects heat.

  • Same as standard Invisibility.

  • Immune to heat-seeking or thermal detection, unless seen by special optics.

 

 

Overclocked (Mechanical Beings)
Your systems are pushed beyond safe limits.

  • Double AP for this turn.

  • Make a Contested Resilience roll with a DR equal to the AP spent at the end of your turn. On a failure, you overheat, becoming paralyzed until the start of your next turn.

Rhapsody

A state of manic inspiration that turns momentum into a cascading surge of energy.

The affected characters attacks and abilities ignore GP, automatically hitting unless the target uses a reaction to stop or evade it. Each successful hit grants a the Rhapsody stack. At 5 stacks, Rhapsody is replaced by Finale. 
 

Regen (Stacks)
Your body or system rapidly repairs itself.

  • Recover 1 HP per stack at the start of your turn.

  • Stacks last for 1 round.

  • Each application of regen stacks also increases the duration of the stacks by 1 round.

  • If a Bleeding stack would be inflicted, remove 1 Regen stack instead.

 

 

Inspired (Stacks up to 5 times)
You are empowered by memory, motivation, or destiny. The GM can grant this at any time and only the GM. 

Roll a 1d4+1, adding the result to any roll of your choice. You can expend any number of stacks at a time. Lasts until all are expended.

Ascension Upgrades

Some sources of the Ascended state grant additional bonuses aside from a temporary increase in attributes. Since each characters Ascend state acts differently, below is a list of traits that you can grant to a characters Ascend state, further customizing it.

Combat Upgrades
  • Ascended Weapon: Choose a weapon type. Summon a weapon of that type and grant it a special property of your choice. If your chosen weapon type is Paired, you can create two.

  • Mastery: Choose a weapon type. You gain a +5 bonus to the chosen weapons Proficiency level.

  • Burst Strike: Your attacks deal 1d8 damage to each character within 5 feet of your target. Choose the element when choosing this option.
     

 

Ability Enhancements
  • Free Ability Use: Choose one known ability without a Recharge. You may use it once per round without spending AP.

  • Amplify School: +2 to rolls and DR for all abilities from your chosen School.

  • New Ability: You can use an ability that you do not meet the prerequisite for. You choose the ability when choosing this option.

  • Full Term: Choose an ability you know with a persistent effect. It is used automatically when you ascend and lasts until your Ascend state ends, regardless of any restrictions that may end the ability.
     

 

Defensive & Support
  • Reactive Shielding: When you have no Shielding, you gain shielding equal to your END at the start of your turn.

  • Immunity: You gain immunity to 1 damage type of your choice.

  • Regeneration Pulse: You gain Regen stacks equal to your END until the end of your Ascension.

  • Field Anchor: You cannot be moved, pushed, or knocked prone against your will.
     

 

Mobility & Utility
  • Reactive Displacement: You can teleport up to 15 ft for 1 RP.

  • Flight: You can choose to fly whenever you move.

  • Speed Surge: Double your movement, and you ignore difficult terrain.
     

 

Field Manipulation
  • Terrain Lock: In a 5 ft. radius centered on you, create or remove a ground terrain.

  • Graviton Pulse: At the start of your turn, all enemies within 10 ft must succeed an AGI contest or be pulled 5 ft toward you.

  • Signature Refuel: Whenever you activate your Signature Ability while Ascended, it refreshes 1d4 SP.

Elemental Damage

Elemental damage in Warp Field adds a tactical dimension to combat by introducing vulnerabilities, resistances, and status effects tied to specific damage types. Each element has precise rules for how it interacts with characters, environments, and other elements.

 

Pyro

Description: Heat and fire-based damage.
Status Effect – Aflame
Interactions:

  • Ignites flammable objects or surfaces (GM discretion).

  • Melts Cryo-generated ice and frozen surfaces.

  • If a surface is flammable, fire may spread 5 ft. per round in an unbroken radius.

  • Status Immunity: Fireproof and inorganic mechanical targets are immune to Aflame unless stated otherwise.
     

 

Cryo

Description: Freezing damage caused by extreme cold or ice.
Status Effect – Stiff
Interactions:

  • Freezes liquids and moisture; frozen terrain becomes slippery.

  • Extinguishes Aflame status and other Pyro effects within a 5 ft. radius.

  • Wet or submerged targets can be frozen.
     

 

Voltaic

Description: Electrical damage or lightning surges.
Status Effect – Shocked
Interactions:

  • Water Conductivity: If the target is standing in water (even 1 inch deep), Voltaic damage:

    • Spreads to all characters within 10 ft. (same damage, one roll).

    • Is doubled against the primary target if Wet or submerged.

  • Shorts out electrical devices; double damage to energy shields and ignores GP when attacking Mechanical characters.
     

 

Shade

Description: Negative energy, shadow manipulation, or darkness-based damage.
Status Effect – Shade Touched
Interactions:

  • Neutralizes light-based effects in the area (e.g., magical light, holograms).

  • Creates darkness fields in a 5 ft. radius around the impact zone, lasting 1 round.

  • Can Bypass GP, dealing damage directly to HP.
     

 

Toxic

Description: Chemical, venomous, or corrosive damage.
Status Effect – Poisoned
Interactions:

  • Effective only against organic or semi-organic targets (GM adjudication).

  • Ineffective on fully mechanized targets.

  • Contaminates surfaces for 1 hour, requiring gloves or filters to handle safely.

  • Poisons food, drink, or consumables on contact.
     

 

Sonic

Description: High-frequency sound waves and vibrations.
Status Effect – Deafened
Interactions:

  • Shatters brittle materials (glass, ice, crystal) in a 5 ft. radius, and deals double damage to objects.

  • In enclosed metal environments Sonic damage becomes an AOE, damaging each character within 20 ft of the target.
     

 

Laser

Description: Focused, high-energy light damage.
Status Effect – None. Laser damage causes no status ailments on its own.
Interactions:

  • Reflects off mirrored surfaces (declare intent or roll GM-randomized angles).

  • Attacks and abilities that deal Laser damage ignore GP, automatically hitting unless the target uses a reaction to stop or evade it.

 

Inflicting Status Effects

To apply a status effect from elemental damage, the elemental damage must deal at least 1 point of damage directly to the target’s HP.

  • GP blocks status effects. If elemental damage is fully absorbed by Guard Points or other defenses, no effect is applied.

  • Partial HP damage is sufficient. If any portion of the elemental damage affects HP, the status effect is applied.

Diseases

Diseases represent persistent biological, anomalous, or metaphysical afflictions that alter a character over time. Unlike Conditions, Diseases do not fade at the end of combat and cannot be removed by simple rest unless explicitly stated.

Diseases are a core expression of Warp Field’s themes: power gained at a cost, survival through adaptation, and the long shadow of exposure.

Diseases vs States

Conditions

  • Short-term

  • Removed by abilities, rests, or triggers

  • Examples: Blinded, Shocked, Fatigued

Diseases

  • Long-term

  • Progress through stages

  • Require treatment, suppression, or acceptance

A character may suffer from multiple Diseases at once.

Disease Structure

Each Disease includes:

  • Type (Biological, Anomalous, Synthetic, Metaphysical)

  • Transmission Method

  • Stages (usually 3–4)

  • Bonuses & Penalties

  • Progression Trigger

  • Treatment Options

Diseases are meant to be meaningful, not background noise.

Contracting a Disease

When exposed to a Disease source, the character must make a Resilience roll.

  • DR is set by the Disease (usually 6–10)

  • On failure, the character contracts Stage I

  • On success, no disease is contracted

Some Diseases can be voluntarily accepted, bypassing the roll.

Disease Progression

Disease progression is checked when a Progression Trigger occurs, such as:

  • Completing a Long Rest

  • Exposure to a specific element

  • Using certain abilities

  • Entering or exiting a Warp Field

 

When triggered:

  • Roll Resilience vs Disease DR

  • On failure, advance one Stage

  • On success, the Disease does not progress and the DR to resist increases for the next one

Some Diseases never regress naturally.

Progression Triggers

Each Disease defines one or more triggers. When a trigger occurs, the afflicted character must make a Resilience roll against the Disease’s Progression DR.

On a failure:

  • The Disease advances by one Stage.

On a success:

  • The Disease does not progress—but symptoms remain.

Typical triggers include:

  • Completing a Long Rest

  • Using a specific damage type

  • Entering or exiting a Warp Field

  • Acting against or in favor of the Disease’s instincts

Some Diseases accelerate if indulged.

Suppression vs Cure
  • Suppression prevents progression but does not remove the Disease

  • Medication made for suppression removes the DR increase when making a Contested roll and can even grant bonuses to the roll

  • Curing removes the Disease entirely

  • Some Diseases cannot be cured, only controlled

A Disease will always specify what methods are effective.

Symptoms

Symptoms replace traditional bonuses and penalties.

  • Symptoms are always active

  • Many scale with Disease Stage

  • Some Symptoms override normal rules

  • Power-bearing Symptoms often compel behavior

Symptoms are not optional.

Power-Bearing Diseases

Certain Diseases grant significant mechanical benefits alongside penalties. These are intentional and narratively supported.

Accepting or advancing such a Disease is a player choice, but consequences escalate.

The more you lean on the power, the quicker it takes you.

Vampiric Affliction

Type: Biological / Anomalous
Transmission: Blood contact, bite, ritual
Progression DR: 8

A predatory mutation that feeds on living essence. It does not merely grant a hunger, it defines a need.

Progression Triggers

At the end of a Long Rest, advance progression if any of the following occurred since the last rest:

  • You dealt melee damage to a living, organic character

  • You were reduced below half HP

  • You inflict Bleed stacks

  • You went a full day without feeding (see below)
     

Stage I — Latent Hunger

The body begins adapting before the mind understands what it wants.

Symptoms

  • Predatory Feedback: You gain a +2 bonus to melee attack rolls against Bleeding characters.

  • Sharpened Instincts: +2 to Perception rolls to detect wounded or frightened creatures.

  • Solar Allergy: While you are within direct sunlight at the start or end of your turn, you take 1d4 Pyro damage.

  • Blood Craving: If you go 12 hours without feeding on the blood of a living, Organic character, you gain 1 level of Fatigue.

 

Stage II – Predatory Awakening

The canines sharpen, you gain strength, but the disease stops asking permission.

Symptoms

  • Sanguine Regeneration: When you deal melee damage to a living, Organic character, you regain 1d4 HP.

  • Dark Adaptation: You can see in dim light as if it were bright light. You gain a +2 bonus to your STR and END. This bonus can exceed your attribute maximums.

  • Attribute Max Extend: All of your attribute maximums increase by 3.

  • Social Degradation: -3 to Persuasion, Leadership, and Insight rolls involving trust or empathy.

  • Feeding Requirement: Blood Craving Fatigue increases to 3.

  • Radiant Instability: Solar Allergy damage increases to 1d6 and always grants 1 Aflame stack when it procs.

 

Stage III – Aberrant Ascension

Your body is no longer entirely yours. Stronger yet, but the hunger can take control if you aren't careful.

Symptoms

  • Predator’s Supremacy: You gain Resistance to all damage except Piercing and Pyro.

  • Blood Surge: When you reduce a living, Organic character to 0 HP, immediately gain 2 AP and remove Fatigue.

  • Dark Adaptation 2: You can see in darkness as if it were bright light. You gain a +2 bonus to your AGI and SPD. This bonus can exceed your attribute maximums.

  • Attribute Max Extend: All of your attribute maximums further increase by 3.

  • Healing Rejection: Only feeding during a rest, vampiric effects, or Regen stacks granted through abilities restore your HP.

  • Compulsive Hunger: When you reduce a living, Organic character to 0 HP, you must succeed on a DR 8 Resilience roll or immediately attack the nearest living creature on your next action.

  • Radiant Catastrophe: Solar Allergy damage increases to 1d10. You are vulnerable to Pyro damage.
     

Stage IV — Loss of Self

You are no longer in control.

When you progress to this stage, you immediately enter a Frenzied State and become hostile to all living creatures within 500 feet. You relentlessly pursue and attack the nearest valid target each turn, using the most direct path available. You do not distinguish between enemies, civilians, or allies.

While in this state:

You can only take offensive actions

You cannot benefit from reactions other than Defend and Evade

You are immune to charm, fear, and control effects

After you reduce 5 living, Organic characters to 0 HP, you may attempt a DR 10 Resilience roll at the start of your next turn.

On a success, you regress to Stage III and immediately gain 2 levels of Fatigue.

On a failure, the frenzy continues.

Trusted allies who can be seen or heard may attempt a relevant Social skill roll (GM adjudicated) to aid your recovery. Each successful aid reduces the required Resilience DR by 1.

If the frenzy continues for more than one full encounter, the GM may treat the character as a hostile NPC until the stage resolves.

Beneficial States
Ascension Upgrades
Elemental Damage
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