Conditions

OVERVIEW

A CONDITION is an effect that can be applied specifically to a CHARACTER that will change the way it’s dealing with its environment. CONDITIONS fall into five primary categories, four of which have both positive and negative applications:

CATEGORIES

CONDITION CATEGORIES
CATEGORY EFFECT
DULL / SHARPEN Modify all dice rolled for all CHALLENGE and SAVE rolls for a given ASPECT POOL or ABILITY by the given amount.
WOUND / EMPOWER Decrease or increase the DIE TIER for all CHALLENGE and SAVE rolls for a given ASPECT POOL or ABILITY by the given amount.
DRAIN / REGENERATE Remove or add the given number of points to the CURRENT VALUE of an affected ASPECT POOL over time.
WITHER / ENERVATE Remove or add the given number of points to the MAX VALUE of an affected ASPECT POOL over time.
BREAK Treat an ASPECT POOL as though its value is ZERO for the duration of the effect.

Additionally, a CONDITION will have a TARGET that it affects. The TARGET is a mechanical aspect of play for the Character it’s affected by.

TARGET

CONDITION TARGETS
TARGET EFFECT
ASPECT Targets all Challenge and Save Rolls which depend on the given Aspect.
QUALITY Targets all Challenge and Save rolls which use the given Quality as a Modifier.
MOMENTUM Specifically targets the MOMENTUM pool of a Character.
ABILITY Targets all CHALLENGE Rolls which depend on the given Ability.
SENSORY Targets a specific sensory ability, and alters the accuracy with which a Character’s can use that sense.

Finally, a CONDITION will have a DURATION associated with it. That Duration will determine for how long the effect will last, or how often it will inflict damage. In general, there are three possibilities:

DURATION

CONDITION DURATIONS
DURATION INTERVAL DEFINITION
SCENE 1/min or 1/round CONDITION will last for the rest of the scene, but it’s reasonable to assume it will be under control afterwards.
REST 1/hour CONDITION will last until the Character gets some rest.
ACTION/CURE 1/day CONDITION will last until a specific action is taken or cure is provided.

Note that when a CONDITION is caused by a SPELL, DURATION will depend on how the spell was cast.

Given the above information, it should be straightforward for a Referee to extrapolate a Condition on their own for nearly every situation, but for simplicity’s sake some of the more common Conditions are detailed below.

DETAIL

EXAMPLE CONDITIONS

CONDITIONS
CONDITION CATEGORY TARGET DURATION
AFRAID WOUND ASPECT-MIND SCENE
ASLEEP BREAK MOMENTUM ACTION/CURE [awaken]
BLEEDING DRAIN ASPECT - BODY SCENE
BLESSED EMPOWER ASPECT-SPIRIT SCENE
BLINDED BREAK SENSE-VISION CURE
CATATONIC BREAK ASPECT-MIND CURE
CHARMED BREAK ASPECT-MIND
CONFUSED WOUND ASPECT-MIND SCENE
COVER EMPOWER PASSIVE DEFENSE SCENE
CURSED WOUND ASPECT-SPIRIT CURE
DEAD BREAK ALL CURE
DEAFENED BREAK SENSE-HEARING CURE
DISEASED WITHER ASPECT-BODY CURE
DOMINATED
DYING DRAIN ASPECT-ALL SCENE
ENRAGED EMPOWER ASPECT-BODY SCENE
EXHAUSTED DULL QUALITIES-ALL CURE [sleep]
HAUNTED WITHER SPIRIT CURE
INSANE WITHER MIND CURE
LUCKY SHARPEN QUALITIES-ALL REST
PETRIFIED BREAK ASPECT-BODY CURE
POISONED DRAIN ASPECT-BODY CURE
PRONE
STUNNED BREAK MIND SCENE
SUFFOCATING DRAIN BODY CURE [air]
UNLUCKY DULL QUALITIES-ALL REST
WEAKENED DULL QUALITIES-BODY REST
WOUNDED WOUND ASPECT-BODY REST