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
Roll | Condition | Description |
1-10 | Aggravated | Any single condition on the targeted character now becomes persistent (on targets with no conditions, this becomes Dazed) |
11-20 | Dazed | You have trouble reacting to your surroundings. Add to all checks. |
21-30 | Disarmed | Lose 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. |
31-40 | Disoriented | You must act last in a round of Conflict. Outside of Conflict, you lose your sense of direction and may get lost without help. |
41-50 | Entrapped | You 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. |
51-60 | Exposed | An 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. |
61-70 | Fatigued | Immediately 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. |
71-80 | Outmaneuvered | You have been manipulated into a disadvantageous position, either on the battlefield or in a conversation. All attacks targeting you are upgraded once. |
81-90 | Overwhelmed | You 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. |
91-100 | Staggered | You 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
- Bleeding: Immediately receives a Wound Penalty of -1, and another at the beginning of each turn you take (or every 5 minutes outside of Conflict), until you are stabilized by a Reason+Medicine check. If Bleeding is applied as a persistent condition, successfully stabilizing the character stops the bleeding, but the condition remains until removed via physical recovery. If you take a Wound or another condition before removing Bleeding, you will begin to bleed again.
- Blinded: You cannot see. You cannot use maneuvers to Aim, make Focus tests involving sight, and all opponents in physical conflict are treated as having heavy cover.
- Burdened: You lose your free Maneuver during your turn; you can only take a maneuver by trading in your Action.
- Burning: You're on fire. Receive a cumulative -1 Wound Penalty at the end of each turn that you remain burning. Removing this condition requires one action, and access to water, soil, or room to roll or some other way to suffocate the flame. This action may only be taken if you're not currently engulfed in another source of flame. It is always persistent, but removed when the character is extinguished instead of the normal recovery rules.
- Crippled: You have lost the use of one sensory organ or limb. You and the Narrator agree on what is lost. If you receive Crippled from a Triumph while your Guard is down, one limb or body part is amputated or crushed beyond natural recovery.
- Corrupted: You receive 1 point of Chaos. If it is a persistent condition, you may not lose any Chaos until this condition is recovered.
- Damaged: Immediately take a physical or emotional Wound. Your current context should determine its nature, and the Narrator will decide if it's not obvious. If persistent, this Wound may not be healed until you recover from the condition first.
- Delirious: Reduce Focus by 1. When testing Focus, you will suffer a delusion or hallucination - false sights, sounds, or smells that other characters cannot perceive.
- Deprived: A continued lack of a life-sustaining necessity (air, food, water, etc), and this condition can be taken multiple times. Each instance reduces Vigor by 1 (and affects all Vigor tests and traits like physical Defense). If you receive this condition when Vigor is already at 0, receive a Wound instead. Penalties are removed when you regain access to the deprived necessity, but Wounds remain until healed via normal recovery. See Extreme Environments for common deprivations.
- Destroyed: This persistent condition can only be placed by doing Damage to an object that has the Nonfunctional condition. It cannot by repaired, but can be salvaged for half its Cost value in materials. Not applicable to living beings.
- Incapacitated: You become unconscious, lose your turns in Conflict, and drop all Guard. If temporary, another character may spend an action to stabilize (Medicine+Reason) you. You can regain your Guard, but cannot act until the following round (ie you must lose at least 1 turn in Conflict). If left untreated, condition remains until the end of the Encounter. If persistent, you are comatose, and cannot regain consciousness until the condition is removed via physical recovery.
- Moribund: You will die when your Wound Penalties reach -8 rather than -10. You are at risk for going into terminal shock and dying.
- Nonfunctional: An object will no longer perform its intended function. If temporary, it represents a machine jamming up or momentarily ceasing to work due to environmental factors. Nonfunctional is usually placed as the consequence of the object receiving Damage exceeding it's Structure score. As soon as a single rank of Damage is repaired, reducing Damage to below the object's Structure, it is functional again. This condition has no effect on living beings.
- Obsessed: You must indulge in the object of your obssession (often drug addiction or magical infatuations) at least once per session; until it is indulged you must add to all checks. This condition may not be removed through normal healing if the character has indulged during the recovery period. This condition may be assigned multiple times to simulate depth of obsession, lengthening recovery time.
- Undone: Treat this condition as an additional second attack of the same type with a simple success. Discard this condition after resolving this second attack. This condition is never persistent.