Conditions
Conditions are temporary influences that affect a character's performance and are resolved through narrative actions or changes in circumstances.
Conditions are imposed on characters as a consequence of their actions and reactions to other characters, environmental effects, or situational challenges. For example, an enemy might Grapple a character restraining their movement, or an EMP burst might Disable Sensors on a spacecraft.
Conditions can be positive, providing a boost to an ability or providing a protective ward, or negative, such as impairments or hindrances. Positive conditions are often referred to as Boons, while negative conditions are referred to as Banes.
Conditions are entirely narrative and are not reflected in the game mechanics or directly in dice rolls. Rather conditions are narrative, managed by each player for their character, and applied by influencing choices related to a character's actions and behavior during gameplay. For example, a player would be logically restricted from attacking an adversary with their sword if their character currently suffered from a Broken Arm. A spacecraft would be unable to maneuver during a dogfight if it suffered severe Engine Damage. How a condition is applied to the narrative is guided by common sense with consideration provided by other players and the Game Host.
NOPE!
Players are granted considerable agency by the game rules about how they interpret and apply the narrative consequences of their character's conditions. During gameplay, if any player or the Game Host feels that a player is not respecting the state of their character related to their actions and behavior, they can say "Nope" requesting a player to reconsider their action.
Condition Type
Conditions are divided into three types based on their general narrative impact and duration:
MOMENTARY: Conditions that are temporary and resolve naturally over time such as being stunned, shocked, knocked prone, or frightened. The duration of a momentary condition is typically measured by the number of turns before it can be removed, Otherwise, it is automatically removed following the conclusion of an Encounter.
PERSISTENT: Conditions that remain on a character until a narrative event occurs that grants specific permission to remove them. Persistent conditions include things like physical wounds, sickness or poisoning, and mental or emotional handicaps. The impact and duration of a persistent condition are often measured by periods of Downtime with higher impact conditions spanning multiple periods.
PERMANENT: Conditions that remain on a character for the remainder of their lifespan. Permanent conditions should always be reflected on a character through the use of a Feature that describes how they are triggered and their effect. Permanent conditions are always a player's choice. Permanent conditions can be added to a character during character creation or advancement or as a potential consequence of their actions during gameplay.
USING PERMANENT CONDITIONS
While permanent conditions like a disability can enhance the gritty realism of an adventure or campaign, caution should be exercised when deciding whether to use them in your game.
Permanent conditions should never be imposed on a character without a player's consent. The use of permanent conditions should be discussed and approved by the entire group.
Condition Aspect
The effects of conditions are logically grouped into a set of aspects based on how they alter a character's performance. A condition's aspect is not reflected in any specific game mechanic. Their purpose is to help guide players concerning how they are narratively applied to a character's behavior and choices during gameplay.
MOBILITY: Represents a character's ability to move or reposition. Conditions that impact mobility include Immobilized from being caught in a trap, Slowed by thick mud, or Entangled by vines limiting movement. For vehicles, Locked Wheels or Disabled Thrusters may temporarily restrict mobility.
POWER: Reflects physical strength, energy, or endurance. Conditions that impact power include Exhausted after a prolonged effort, Weakened by a venomous attack, or Empowered by a fleeting surge of energy. A vehicle or machine might experience Overheated Systems after excessive use or a Power Boost from a temporary overclock.
CONTROL: Measures precision, focus, or reliability. Conditions that impact control include being Distracted by loud noises, Shaken by an intimidating foe, or Laser Focused. For equipment, Malfunctioning systems or Recalibrated Sensors may affect operational control.
PERCEPTION: Covers sensory input and awareness. Conditions that impact perception include being Blinded by a flash of light, Deafened by an explosion, or benefiting from Heightened Awareness increasing perception of subtle details. Equipment may experience Signal Jamming that blocks sensor functionality or Enhanced Detection for brief moments.
INFLUENCE: Covers social and identity aspects of the character and reflects the inherent tension between how a character views themselves versus how they are perceived and treated by others in the game world.
Managing Conditions
Conditions accumulate on a character as a consequence of their actions and reactions during gameplay. Conditions can stack multiple times if the same condition is applied more than once to a character indicating an increase in their impact and duration. Similar conditions can be merged and escalated. A Bruised Shoulder can turn into a Broken Collarbone if a character suffers damage to the same area. A Person of Interest in a crime might become Wanted by the Law if their reputation further deteriorates.
Conditions remain on a character until events in the narrative grant permission to remove them. The specific nature and impact of conditions, and how they are resolved are negotiated between the players and the Game Host, guided by common sense. The Game Host is the final authority for decisions regarding the scope and impact of specific conditions.
While some conditions may resolve naturally in the narrative (such as momentary conditions that resolve over time), some conditions may require a specific intervention before they can be removed. These types of conditions can be addressed using one of the following:
ACTIONS: During turn-based play, a character can use their action to attempt to address a condition. The player states their intentions about how they are attempting to treat the condition and the action proceeds using normal rules.
TEAMWORK: During turn-based play, an ally can use their teamwork reaction to treat another character's condition (as appropriate).
DOWNTIME: When characters have the opportunity to rest and recover during a period of Downtime, players can use Downtime Activities to address conditions such as seeking medical treatment.
TRACKING CONDITIONS
A character's conditions are dynamic and diverse, changing frequently, but also often lasting only a short time. Players can manage their character's persistent and permanent conditions on their character sheet, but it is often easier to manage conditions, particularly momentary conditions using a separate scratchpad.
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