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Conditions

Conditions represent temporary or lasting states that affect how a character can act, what risks they face, and what consequences are likely.
Conditions are fiction-first, with mechanical effects that emphasize risk, cost, and consequence rather than flat numerical penalties.

Conditions are divided into Minor and Major categories.
The GM may upgrade or downgrade a Condition as the fiction changes.

Minor Conditions

Minor Conditions represent short-term hindrances, moments of imbalance, or limited impairment.
They usually last for a scene, or until the character has time to recover or regain control.

A Minor Condition typically: - Justifies a minor disadvantage, or
- Increases Effort cost by +1 for specific actions, or
- Makes certain consequences more likely

Minor Conditions do not usually prevent action outright.

Distracted

Your attention is divided or disrupted. Effects may include: - Minor disadvantage on perception, awareness, or reaction-based actions
- Increased risk of surprise, misjudgment, or escalation

Exposed

You have overcommitted or left yourself open.
Exposed is a temporary condition that normally clears at the end of your next Turn.

Effects may include: - Enemies gain strong fictional leverage against you
- Counterattacks or reprisals become more dangerous

Off-Balance

Your footing, posture, or timing is compromised.

Effects may include: - Minor disadvantage on physical actions
- Increased risk of being knocked prone, shoved, or disarmed

Shaken

Your confidence or composure is rattled. Effects may include: - Increased Effort cost for social or mental actions
- Heightened emotional or reputational consequences on failure

Singed

You have suffered minor elemental or environmental harm. Effects may include: - Increased risk if exposed to the same hazard again
- Escalation if ignored

Withdrawn

You have suffered moderate mental trauma and disengage from the world around you.

Effects may include: - Reduced engagement with others
- Internally focused behavior
- Short temper or irritability
- Active avoidance of conflict

Winded

You are short of breath or physically overextended.

Effects may include: - Increased Effort cost for physical actions
- Limited ability to push yourself further

Major Conditions

Major Conditions represent serious harm, impairment, or danger.
They persist beyond a single scene and usually require rest, care, or intervention to clear.

A Major Condition typically: - Counts as a major disadvantage, and
- Escalates the consequences of failure or partial success, and
- May restrict or forbid certain actions

Major Conditions make success riskier, not impossible.

Bleeding

You are actively losing blood or vital substance.

Effects may include: - Escalating harm if untreated
- Consequences worsen rapidly over time
- Immediate attention required

Blinded

You cannot see clearly, or at all.

Effects may include: - Severe restriction or prohibition of sight-dependent actions
- Extreme risk when moving or fighting
- Other senses may partially compensate with Effort

Broken

A limb, tool, or critical capability is compromised.

Effects may include: - Certain actions become impossible
- Requires significant time, repair, or magic to resolve

Catatonic

You are withdrawn from awareness and agency, mentally overwhelmed or shattered.

Effects include: - Inability to meaningfully perceive the world
- You may only take internal or self-affecting actions, if any are possible

Dissociated

You are disconnected from others and yourself; emotions are muted or fragmented.

Effects may include: - Difficulty interpreting the environment or social cues
- Impaired decision-making
- Poor or risky judgment under pressure

Exhausted

You are depleted beyond safe limits.

Effects may include: - Broadly increased Effort costs
- Pushing yourself risks collapse or injury
- Rest required to recover

Injured

You have suffered significant physical harm.

Effects may include: - Major disadvantage on strenuous physical actions
- Physical consequences escalate quickly
- Healing or Chirurgeon care required
- Actions have reduced effect; reduce Impact by 1 on relevant rolls

Poisoned

A toxin is affecting your body or mind.

Effects may include: - Ongoing or escalating consequences
- Restrictions on actions tied to the poison’s nature
- Treatment or antidote required

Poisoned effects vary by toxin.

Restrained

Restrained represents escalating physical control that limits movement and action through holds, bindings, entanglement, or sustained pressure (see Grappling). Restrained is measured in levels, reflecting how dominant that control has become.

Restrained does not imply helplessness. It represents loss of freedom, not incapacity.

Restrained Levels

Restrained 1 — Controlled

You are partially controlled.

  • You cannot move between distance bands.
  • You cannot disengage from Engagement.
  • Movement is limited to repositioning within the current band.
  • Actions requiring full mobility or leverage may be restricted by the GM.

This level represents a compromised stance, trapped limb, or partial bind.

Restrained 2 — Bound

You are strongly controlled.

  • You cannot move between distance bands.
  • You cannot disengage from Engagement.
  • You cannot Run.
  • Available actions are significantly limited by the fiction.
  • Long or unwieldy weapons are typically unusable.

This level represents a dominant hold or positional disadvantage.

Restrained 3 — Pinned

You are fully controlled.

  • You cannot move.
  • You cannot change position without assistance.
  • Actions are limited to attempts to break free or narrowly contextual actions approved by the GM.
  • You are vulnerable to repositioning, shoves, and follow-up control.

This level represents a pin or complete loss of leverage.

Breaking Free

To attempt to break free from Restrained, a character must spend an action and make a contested roll as determined by the fiction.

When attempting to break free: - Each level of Restrained negates one Impact generated by the roll.
- Remaining Impact may be spent to reduce Restrained by one level per action, or to change position if fiction allows.
- If all Impact is negated, the attempt fails but still represents exertion and shifting pressure.

Removing Restrained does not automatically end Engagement.

Escalation and Reduction

Restrained levels may increase through: - Continued grappling actions
- Successful shoves or control maneuvers
- Multiple attackers applying pressure

Restrained levels may be reduced through: - Successful break free attempts
- Assistance from allies
- Environmental leverage or narrative intervention

Restrained levels cannot normally exceed 3.

Condition Escalation and Interaction

  • Minor Conditions may escalate into Major Conditions if ignored.
  • Multiple Minor Conditions may combine into a Major Condition.
  • Major Conditions may worsen outcomes even on success.

Conditions are narrative tools first.
Use them to reflect the fiction, increase tension, and shape consequences.

Clearing Conditions

Minor Conditions usually clear: - At the end of a scene
- After a brief rest
- When circumstances change

Major Conditions usually require: - Time and rest
- Chirurgeon care
- Magic or special intervention

The GM determines when a Condition is removed based on the fiction.