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Conditions

The full lexicon — every condition that can be inscribed on a writ, filed under the same drawers the editor uses. The color says what a condition does: Filter narrows the targets, Gate asks a yes-or-no about the actor, Prefer favors without pruning, and Prioritize ranks by a measure. The four kinds are explained in The Four Condition Kinds.

HP

ConditionWhat it asks
HP FullThe target has taken no damage.
HP Not FullThe target has taken at least some damage.
HP Below 75%The target is below three quarters of its health.
HP Below 50%The target is below half health.
HP Below 25%The target is below a quarter of its health.
HP At Or Above 50%The target still holds at least half its health.
HP At Or Above 75%The target still holds at least three quarters of its health.
HP At Or Above 25%The target still holds at least a quarter of its health.
Prefer WoundedFavor targets that have taken damage.

Formation & Situation

ConditionWhat it asks
AlwaysMatches every target.
Front RowThe target stands in the front row.
Back RowThe target stands in the back row.
Left ColumnThe target stands in the left column.
Center ColumnThe target stands in the center column.
Right ColumnThe target stands in the right column.
Full RowEvery column of the target's row is occupied.
Full ColumnBoth rows of the target's column are occupied.
Row With Most CombatantsThe target stands in the most crowded row.
Prefer Full ColumnFavor a target whose column is occupied in both rows, but settle for a lone one.
Row Holds 2 Or MoreAt least two reachable targets share the target's row.
AirborneOnly a foe hanging in the air from an ally's launch.
Prefer Front RowFavor front-row targets, but settle for the back row.
Prefer Back RowFavor back-row targets, but settle for the front row.

Coordination

These read the round's shared ledger: every soldier that acts claims its target, and the claims are wiped as each new round begins. "Ally" always means the actor's own side. The Marked status answers these four as well — a marked body reads exactly as one an ally has already attacked, which is what Mark Target is for.

ConditionWhat it asks
Not Targeted By AllyNo other unit on the actor's side has acted on this target this round, and the target is not marked.
Targeted By AllyAnother unit on the actor's side has already acted on this target this round, or the target is marked.
Prefer UntargetedFavor targets no ally has acted on this round and that are not marked, but settle for one that is.
Prefer Focus FireFavor targets an ally has already acted on this round, or that are marked, but settle for a fresh one.

AP & PP

ConditionWhat it asks
No APThe target has spent all of its action points.
No PPThe target has spent all of its passive points.
Prefer SpentFavor targets that have no action points left.

Status Effects

These read the status effects clinging to the target. Every applier gets a "Not" filter so a rule can stop re-stacking a status the target already carries; the "Is" filters and preference are for pressing an advantage the affliction opens.

ConditionWhat it asks
Target Is PoisonedThe target is poisoned.
Target Not PoisonedThe target is not poisoned yet.
Target Is StunnedThe target is stunned and will lose its next action.
Target Not StunnedThe target is not stunned yet.
Target Not BurningThe target is not burning yet.
Target Not BlindedThe target is not blinded yet.
Target Not Guard SealedThe target's guard is not sealed yet.
Target Not RegeneratingThe target is not regenerating.
Target Is MarkedThe target is marked.
Target Not MarkedThe target is not marked yet.
Prefer StunnedFavor stunned targets, but settle for another.
Prefer MarkedFavor marked targets, but settle for another.

Own HP

ConditionWhat it asks
Own HP FullThe actor has taken no damage.
Own HP Not FullThe actor has taken at least some damage.
Own HP Below 25%The actor is below a quarter of its health.
Own HP Below 50%The actor is below half its health.
Own HP Below 75%The actor is below three quarters of its health.
Own HP At Or Above 25%The actor still holds at least a quarter of its health.
Own HP At Or Above 50%The actor still holds at least half its health.
Own HP At Or Above 75%The actor still holds at least three quarters of its health.
Own Squad HP Below 75%The actor's own squad has lost a quarter of its combined health.
Own Squad HP Below 50%The actor's own squad has lost half its combined health.
Own Squad HP Below 25%The actor's own squad has lost three quarters of its combined health.

Own AP & PP

The actor's remaining points, read before this rule's action spends any.

ConditionWhat it asks
Own AP Is 0The actor has spent all of its action points.
Own AP 1 Or LessThe actor has at most one action point left.
Own AP 2 Or LessThe actor has at most two action points left.
Own AP 3 Or LessThe actor has at most three action points left.
Own AP 1 Or MoreThe actor has at least one action point left.
Own AP 2 Or MoreThe actor has at least two action points left.
Own AP 3 Or MoreThe actor has at least three action points left.
Own AP 4 Or MoreThe actor has at least four action points left.
Own PP Is 0The actor has no passive points left to react with.
Own PP 1 Or LessThe actor has at most one passive point left.
Own PP 2 Or LessThe actor has at most two passive points left.
Own PP 3 Or LessThe actor has at most three passive points left.
Own PP 1 Or MoreThe actor has at least one passive point left.
Own PP 2 Or MoreThe actor has at least two passive points left.
Own PP 3 Or MoreThe actor has at least three passive points left.
Own PP 4 Or MoreThe actor has at least four passive points left.

Own Condition

ConditionWhat it asks
First ActionThis is the actor's first action of the battle.
Second ActionThis is the actor's second action of the battle.
Third ActionThis is the actor's third action of the battle.
Own PoisonedThe actor is poisoned.
Own BurningThe actor is burning.

There is deliberately no "Own Stunned" gate: a stunned soldier loses its action outright, so no rule of its writ is ever consulted while the stun holds — the gate could never fire.

High Stats

ConditionWhat it asks
Highest HPPrefer the target with the most health remaining.
Highest HP PercentPrefer the target holding the largest fraction of its health.
Highest APPrefer the target with the most action points left.
Highest InitiativePrefer the target that acts earliest in the round.
Highest AccuracyPrefer the target most likely to land its own attacks.
Highest EvasionPrefer the target hardest to hit.
Highest Physical AttackPrefer the target that deals the most physical damage.
Highest Magic AttackPrefer the target that deals the most magic damage.
Highest Physical DefensePrefer the target that soaks the most physical damage.
Highest Magic DefensePrefer the target that soaks the most magic damage.

Low Stats

ConditionWhat it asks
Lowest HPPrefer the target with the least health remaining — the standing default. It only changes the aim when another ranking comes first.
Lowest HP PercentPrefer the target holding the smallest fraction of its health.
Lowest APPrefer the target with the fewest action points left.
Lowest InitiativePrefer the target that acts latest in the round.
Lowest AccuracyPrefer the target least likely to land its own attacks.
Lowest EvasionPrefer the target easiest to hit.
Lowest Physical AttackPrefer the target that deals the least physical damage.
Lowest Magic AttackPrefer the target that deals the least magic damage.
Lowest Physical DefensePrefer the target that soaks the least physical damage.
Lowest Magic DefensePrefer the target that soaks the least magic damage.

Combatant Type

One filter and one preference for every class in the game, plus the same pair for each broader role. A role condition keeps working as new classes join the roster: "Prefer Healer" means "kill the menders first" no matter what the menders are called.

ConditionWhat it asks
Target Is FighterThe target is a Fighter.
Target Is KnightThe target is a Knight.
Target Is HunterThe target is a Hunter.
Target Is SniperThe target is a Sniper.
Target Is ClericThe target is a Cleric.
Target Is BishopThe target is a Bishop.
Target Is WitchThe target is a Witch.
Target Is WizardThe target is a Wizard.
Target Is ArchmageThe target is an Archmage.
Target Is HedgebladeThe target is a Hedgeblade.
Prefer FighterFavor Fighters, but settle for another class.
Prefer KnightFavor Knights, but settle for another class.
Prefer HunterFavor Hunters, but settle for another class.
Prefer SniperFavor Snipers, but settle for another class.
Prefer ClericFavor Clerics, but settle for another class.
Prefer BishopFavor Bishops, but settle for another class.
Prefer WitchFavor Witches, but settle for another class.
Prefer WizardFavor Wizards, but settle for another class.
Prefer ArchmageFavor Archmages, but settle for another class.
Prefer HedgebladeFavor Hedgeblades, but settle for another class.
Target Is ArmoredThe target's class wears heavy armor.
Target Is HealerThe target's class can restore allies.
Target Is CasterThe target's class fights with magic.
Target Is RangedThe target's class fights with a bow.
Target Is MeleeThe target's class fights blade to blade.
Prefer ArmoredFavor armored classes, but settle for another.
Prefer HealerFavor healing classes, but settle for another.
Prefer CasterFavor magic classes, but settle for another.
Prefer RangedFavor bow classes, but settle for another.
Prefer MeleeFavor melee classes, but settle for another.
Two lookalikes worth telling apart

Row With Most Combatants is satisfied by whoever stands in the most crowded row — even if every row holds just one straggler. Row Holds 2 Or More demands an actual crowd: at least two reachable targets sharing the row. When you want a sweep to pay for itself, ask for the crowd.