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
| 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
| 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
| 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
| 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 |