Table of Contents

Conditions

Conditions represent minor injuries or situational complications that negatively affect the character. Temporary conditions last for one encounter (usually until the end of a conflict). Persistent conditions (received when your Guard is down) are lingering issues that may be treated as maladies, and heal using the rules for Healing/Recovery (p. 100).

Choose any Standard Conditions to place on a target on any successful penetrating attack (ie target's Guard is down); when an attack roll succeeds vs a target with Guard up, spend to roll on the Standard Conditions table. In addition to the rolled Condition, you may also place a Condition listed on a weapon's stat block. See the Conditions rules for more details.

Standard Conditions may be placed in both Social and Physical Conflicts; the remaining special Conditions are usually place by specific weapons, environments, or diseases with that quality.

Condition Descriptions

RollConditionDescription
1-10AggravatedAny single condition on the targeted character now becomes persistent (on targets with no conditions, this becomes Dazed)
11-20DazedYou have trouble reacting to your surroundings. Add to all checks.
21-30DisarmedLose the use of one weapon, one piece of evidence, your armor, or some other worn/carried accoutrement. (Represents dropping a weapon/tool, cutting through armor straps, or providing an argument that renders the evidence useless). This lasts until the end of the current Conflict/Encounter. If the object is a handheld tool, the Narrator may allow you to make a Focus+Composure test to find it, and spend a maneuver to pick it up. When Disarmed is persistent, the object takes a rank of Damage and needs to be repaired before it can be used again.
31-40DisorientedYou must act last in a round of Conflict. Outside of Conflict, you lose your sense of direction and may get lost without help.
41-50EntrappedYou are somehow barred from leaving the encounter and cannot flee (eg. backed into a corner, emotionally captivated). If persistent, this may involved emotional outrage, a sprained ankle, or some other malady preventing the desire/ability to flee.
51-60ExposedAn additional avenue of attack has opened up against you (normally there are 3 in physical combat, 1 in social conflict). Eg. moved onto uneven ground, exposing another angle of attack, or the conversation naturally divides to allow for two lines of argument to convince a single person.
61-70FatiguedImmediately lose 1 point of Guard. May be taken multiple times. Each condition reduces your current travel rate on foot by half, and the 3rd condition renders you too exhausted to move under your own power.
71-80OutmaneuveredYou have been manipulated into a disadvantageous position, either on the battlefield or in a conversation. All attacks targeting you are upgraded once.
81-90OverwhelmedYou are overwhelmed by emotion, information, or enemy combatants. Drop 1 Guard or shift one step of Disposition to your opponent's advantage. If persistent, these changes will occur at the beginning of every conflict until you recover from this condition.
91-100StaggeredYou are struck so forcefully, or told something so unexpected that you cannot maintain defense of yourself/your position. In physical conflict, you may not regain points of Guard through any means; in social conflict you cannot move your Disposition in the desired direction (opponents may still change your Disposition to your detriment). After the first missed opportunity to regain Guard/Disposition, remove this condition if it is temporary. For persistent conditions, you may not regain Guard or move your own Disposition regarding the instigating argument until the condition is removed.

Non-Standard Conditions