Conditions and Effects

Conditions and Effects

Conditions are temporary or semi-permanent effects that can apply positive or negative modifiers to dice rolls and may limit the actions that a character is allowed to take. Most of these conditions are relevant for Combat mode.

Modifiers from Conditions are typically of the condition type. Some conditions with a # have a number associated with them. This indicates the strength of that condition and the value of the modifier associated with the condition.

Bleeding Out – A character that is Bleeding Out is unconscious and losing blood fast. They must take the Bleeding Out action at the end of each combat round (but excluding the round they gained this condition).

Distracted # – Your attention has been disrupted and you suffer the listed condition penalty to all Attack Rolls on actions that have the Attack trait. This condition is removed when your turn ends.

Distraught – You are hesitating and unable to make quick decisions. You must take the Distraught action at the beginning of each of your combat turns or during other high-stress encounters.

Encumbered – You are carrying too much weight. You have a -1 condition penalty to your Speed, -2 condition penalty to all Agility-based Skills and Resistances (Athletics, Parry, Subterfuge, and Reflexes).

Engaged – You are in active melee combat with an opponent. Typically, a character is engaged with an opponent if they are adjacent to that opponent. The two Engaged characters are considered to be moving around within their squares, sharing blows, and avoiding attacks. In order to move away from an Engaged opponent, you must succeed on a Withdraw reaction. Additionally, while Engaged with an opponent, taking the Stand or Fire actions results in a free attack (with a -2 situation penalty) from each Engaged opponent. If you or the opponent you are Engaged with are the target of a ranged attack, a Critical Failure results in the wrong target being struck.

Exposed # –You are in a compromising position and suffer the listed condition penalty to all Defense Rolls for any action against you with the Attack trait. This condition lasts until the beginning of your next turn.

Fatigued # – You are tired from a long journey or strenuous activity. You suffer the listed condition penalty to all Skill rolls.

Frantic – Your current Focus is at 0.

Hidden – You are behind Cover, in Concealment, or in Dim Light or Darkness and have taken the Hide action. Other characters do not know exactly where you are located and cannot target you with actions unless they successfully Seek and locate you. Regardless, you still have the benefits of Cover, Concealment, or dim lighting.

Hopeless – Your current Courage is at 0.

Immobilized – You are held in place and cannot take any action with the Move trait or that involves movement (such as Stride , Dash, Climb, Swim, etc.).

Grappled – An enemy is brawling with you and has a hold on you. You are Immobilized and Exposed 2 while grappled. You cannot use any weapons to Strike unless they have the Grapple trait.

Losing Control – A character that is Losing Control is succumbing to their fears and descending into madness. They cannot take any actions and they must take the Losing Control action at the beginning of their turn each combat round.

Motivated # – You are inspired and filled with determination. Until the end of your next turn, you can choose to gain the listed condition bonus on any one action roll of your choice. After the bonus is used, you are no longer Motivated.

Prone – You are laying upon the ground. You have a -2 situation penalty to both Attack Rolls and Defense Rolls on actions with the Melee trait. You gain medium Cover against ranged attacks (ranged attacks against you have a -4 situation penalty).

Restrained – An enemy or effect is holding you in place. You are Immobilized and Exposed 4 and can only take the Escape action.

Unconscious – Your consciousness has left you. You drop what you were holding and are blacked out upon the ground and helpless. You do not roll initiative and cannot take any actions. You cannot roll a Defense Roll against any Attack Tests against you. You are immune to any mental or spiritual damage while unconscious.

Uncontrolled – You are temporarily insane and out of control. The GM controls your character as they either fight inefficiently and without regard for their safety, or they flee without regard for others.

Weary – Your current Stamina is at 0.