Conditions
Conditions hinder you and often last for a long time. Each has circumstances that must be met to be removed.
Burning
Burning occurs in Tiers. It deals Continuing Heat damage equal to half Tier. At the end of your turn, roll 1d12, DL 6 + Tier. On success, reduce Tier by 1. On failure by 3 or more, increase Tier by 1. Burning objects gain the Burning weapon property with value equal to Tier.
Immune and Reduction to Fire also applies to Burning. Burning can be reduced and removed the same way as Fire.
Dead
While you are dead, your body is a corpse object. Any non-Curse ongoing effects you created end.
Damage that exceeds a creature's Grit carries over to Energy, and once out of Energy, they begin to suffer Fatigued. Fatigued leads into Exhausted, and Exhausted it the most common way to die, often from Fumbling defense against Trauma.
Emotional
Emotional attempts to modify your actions by causing you to succumb to it. When you succumb, you may only take actions that are in line with the emotion for 1 round, must use a Major Action this turn if possible, and must resist effects that would reduce or remove Emotional. If Social Conflict is used against you to reduce the Tier, you must Resist with Zeal.
Emotional damage causes 1 Tier of the Emotion for each Injury. Subjects gain reduction against the Emotion equal to the Tiers of the Emotion afflicting them.
As your turn starts, choose Accept, Reduce, or Resist.
Emotional does not take complete control over you or change how you feel, rather adds a new motivation to everything you already have.
Encumbered
Suffer a penalty equal to Tier on all physical action rolls, defenses against physical attacks, and Mobility rolls. Increase your Movement costs by Tier.
Exhausted
Your Fatigued Tier cannot be below Tier. If it is, gain Fatigued until it is not. While afflicted by Tier 12 or higher, after you Fumble an Endure roll, you die.
After each 8 hours of rest, remove 1 Tier of Exhausted.
Fatigued
Have a penalty on Skill rolls equal to one third Tier. Each time you gain Fatigued other than from Exhausted, Fatigued attacks your Endure to cause Tier 1 Exhausted with half Tier d12. If you fail an Endure roll by 4 or more, fall Unconscious.
After each 20 minutes of rest, remove 1 Tier of Fatigued.
Prone
While Prone, suffer these penalties:
You can stand up by paying 2 Movement. Prone is removed when you become standing.
Slick
To Manipulate a Slick object requires Nimble, DL 3 + Tier.
To move in a Slick space requires Balance, DL increased by Tier. Standing while in a Slick space costs 1 Minor Action in addition to any other cost.
Creatures gain a bonus on Squeeze rolls and defense against Grab equal to half Tier. Suffer a penalty on other Mobility rolls equal to Tier and treat all objects and spaces as having the same Tier of Slick.
Creatures can use a Major action to reduce Slick Tier afflicting a subject in Reach by 1 using Survival, DL 9. Increase the Tier reduced by 1 for each 3 they exceed the DL.
Starving
Have Exhausted Tiers equal to Tier.
After a day passes without consuming at least 2 Bulk of water, gain Tier 2 Starving and Distressed. After a day passes without consuming at least 2 Bulk of food, roll Endure defense, DL 6 + the Bulk of food missed since you last failed this roll or reduced your Starving Tier. On failure, gain Tier 1 Starving and Distressed.
After a day of having consumed enough food and water, roll Endure defense to reduce Tier by 1, DL 6.
Strangled
As you become Strangled, if you were not holding your breath and are Ambushed, roll Quick Breath as if your Endure is Tier 0. You cannot breathe or speak. At the end of your turn, roll Endure to be able to breathe and speak for 1 round, DL 6 + Tier.
Suffocating
At the start of your turn, if you have no breath left and cannot breathe, suffer Tier 1 Suffocating. While Suffocating, you cannot speak. At the end of your turn, roll Endure defense, DL equal to Tier. On failure, become unconscious and the next time you fail this roll before Suffocating is removed, die.
Suffocating is removed when you can breathe.
Unaware
Suffer a penalty on Observe rolls equal to Tier.
The first time each round you succeed an Awareness roll, reduce Tier by 2. After taking Injury, reduce Tier by double Injury. If Tier is above 6, reduce the DL of Awareness by the number of rounds since you last succeeded an Awareness roll.
Unconscious
Becoming Unconscious causes Tier 6 Unaware, you become Prone, Drop all Gripped objects, and begin falling. While Unconscious, you cannot take actions, move, or use Awareness with vision or thermal.
When not caused by pain, being Unconscious normally represents being asleep. If a day passes without being Unconscious for 8 or more hours, roll Endure to avoid suffering Tier 1 Exhausted, DL 3 x the number of hours missed. Increase this DL by the number of prior consecutive days you made this roll.
After being Unconscious for 8 hours in a day, gain these benefits:
If Unaware is reduced below Tier 6, wake up from Unconscious.
Wounded
Wounded represents a serious and long term affliction. Each body part can be afflicted by Wounded separately. Some effects require rolling to determine what part is affected. When you do, roll 1d12 and match the face value on the following list. When you suffer Wounded, suffer an equal amount of Trauma Tiers.
Suffer a penalty on rolls equal to half Tier when using a Wounded part. Some parts also show additional penalties they apply. If using Guard with a Wounded part, that Guard requires rolling Athletics, DL equal to Tier. While at Tier 12 or higher, the part cannot be used for actions, moving, or senses.
After your eighth Recovery in a day, roll Endure for each Wounded part that is below Tier 24 to reduce Tier by 1, DL 6 + Tier - 1 for each prior consecutive time you have failed. If a day passes without getting eight Recoveries, roll this at that time, but increase the DL by the number of Recoveries you missed.
Part Type
If the target has more than 1 of the part rolled, roll 1d12. 1-6 affects left side, 7-12 affects right side. If there are still multiple parts that could be affected, roll 1d12 to determine the affected part, assigning values equally between each part.
1-5: Limb and roll 1d12 for specific part.
6-7: Small Torso. If target has none, affect Large Torso. This penalty applies to all actions that use parts connected to it and physical defenses.
8-11: Large Torso. This penalty applies to all actions that use parts connected to it, moving, and physical defenses.
12: Head and roll 1d12 for specific part.
Specific Limb
Movement limb affects a limb being used for movement at the time of effect or the primary limb used for movement if none are being used. This commonly affects legs, wings, and tails. Manipulation Limb affects a limb that is normally used to manipulate the environment or use objects. This is commonly arms or tentacles.
1: Tail. If target has none, affect Movement Limb instead.
2-5: Movement Limb. If target has none, affect Large Torso instead. While a Movement Limb is Wounded, each time you move using the Limb requires Nimble, DL 3.
6-7: Alternate Movement Limb. If target has none, affect Movement Limb instead. While an Alternate Movement Limb is Wounded, each time you move using the Limb requires Nimble, DL 3.
8-12: Manipulation Limb. If target has none, affect Small Torso instead.
Specific Head Part
When you become Unconscious, increase the Tiers of Unaware you gain by any head part penalty you have. If you suffer a head part wound while Unconscious, increase your Unaware Tiers by an equal amount and do not reduce Unaware Tier from injury that caused it.
1-2: Smell organ.
3-4: Sound organ.
5-7: Speech organ. This penalty also reduces the Tier of sound you can speak by an equal amount.
8-9: Vision organ.
10-11: Skull. This penalty also affects all senses.
12: Neck. This penalty also applies an equal number of Tiers of Strangled.
Wounding Pools
Your Grit, Energy, and Resolve Pools can suffer Wounded just like your body, though this only comes from effects that specifically cause them. Treat the Pool as reduced by an amount equal to the Tier. The affliction cannot have a higher Tier than the total of your Pool.
|