- Conditions represent the myriad of ways you can be hurt outside of Wounds
- Conditions may end at the conclusion of a scene at the GM’s discretion
- However, some may remain until treated
- You can be subjected to the same Condition more than once
- When this happens, the penalties stack, e.g.:
- Hindered (2) – +2 DN to all tests
- Bleeding (3) – 3 Mortal Wounds at the end of each of your Turns
- If suffering more than one condition at once, similar penalties don’t stack, use only the worst penalty
- Defence can be reduced to a minimum of 1
- A character can’t take an action that would voluntarily reduce their Defence below 1
Bleeding
- Suffer one Mortal Wound at the end fo each of your Turns
- Bleeding can be stopped with a successful Toughness Test (DN 4), or if another character aids you with the Medicae Skill
- You can attempt to use Medicae on yourself (see p.124), but do so at +1 DN
Blinded
- You’re unable to see properly
- Increase the DN for any sight-related task (including all Combat Tests) by 4, replacing any lesser vision penalties
- At GM’s discretion, you may use a Combat Action to remove the Blinded condition, using a narratively appropriate skill
Exhausted
- On your Turn, you can only Walk or Crawl, perform a basic Combat Action (attack with no combat options, such as Aim or Multi-Attack), or Fall Back
- Additionally, you may not roll Determination
- Any Shock suffered by an Exhausted character is immediately converted into Mortal Wounds
- If you are Exhausted from a source other than exceeding your Maximum Shock, that effect determines how you remove the Exhausted condition
- Otherwise, the Exhausted condition is removed whenever you recover Shock
Fear
- When you encounter something that causes Fear, you roll your Resolve against a DN dictated by the source of Fear
- Success allows you to act normally
- If you fail, you suffer +2 DN to all Tests
- The penalty lasts until the end of the scene or until an ally passes a Leadership (Wil) Test of DN 2 + the source’s Fear value
- A being that causes Fear is immune to Fear and Intimidation Interaction Attacks
Frenzied
- When you become Frenzied, you may choose to embrace the frenzy or attempt to resist it
- If you choose to resist, at the start of your Turn make a DN 3 Willpower Test
- If you pass, the rage subsides and you resist the frenzy
- If the effect is triggered, embraced, or otherwise not resisted, you are Frenzied and must try to get into close combat as quickly as possible, charging the nearest visible enemy
- If you are in cover, you break cover and move towards the nearest enemy
- While Frenzied, you are immune to Fear and cannot be Pinned and must always use the All-Out Attack option, if possible
- You gain +1 to your Strength Attribute while Frenzied
Hindered
- Increase the DN for all Tests by +1, or higher if the rules of whatever is hindering you says so
- Hindered lasts until the end of the next Turn, unless otherwise stated
On Fire
- Take 1d3 Mortal Wounds at the start of each of your Turns
- You may then use your Action to throw yourself Prone and roll around in an attempt to extinguish the fire with a DN 3 Athletics (S) Test
- If you succeed, you are no longer On Fire
- Alternatively, you can attempt to ignore the flames and take your Turn as normal
- Make a DN 3 Willpower Test; if you fail, you are Hindered
Pinned
- If someone uses a Pinning Attack against you, they make a Ballistic Skill (A) Test against your Resolve
- If they succeed, you are Pinned until the start of the attacker’s next Turn
- If you’re behind cover, you hunker down
- If you aren’t behind cover, you immediately move to the nearest cover, using your Movement for your next Turn
- While Pinned, you can’t leave cover, but may take other Actions as normal
- You suffer a +2 DN penalty to Ballistic Skill (A) Tests when you target an enemy using a Pinning Attack against you
- You may attempt to rally Pinned comrades on your Turn by making a Leadership (Wil) Test as an Action, with a DN equal to the enemy weapon’s Salvo value
- Adding an extra +1 DN if a Pinned charcter has taken any damage (Shock or Wounds) during the combat
- If the Test is successful, you rally any Pinned allies within 5 metres, ending the effect
Poisoned
- Suffer a +2 DN penalty to all Tests while Poisoned
- The Poisoned condition ends when you are treated using the Medicae Skill or you succeed on a Toughness Test (DN based on the poison) at the beginning of your Turn
Prone
- Defence -2 against any attack made by a Threat within 5 metres of you
- Your Defence is increased by 1 when you’re attack from 6 or more metres away
- If you become Prone while flying, you fall to the ground and suffer falling damage (p.201)
- Standing up when Prone is a Free Action on your Turn
- If you stand up this way, you can only use the Standard Movement option; you can’t use combat options such as Brace or Aim
- An adjacent character may use a Simple Action to help you stand up immediately when you’re Prone
Restrained
- While Restrained you can’t use your Movement and your Defence is reduced by 2
Staggered
- When you move while Staggered, you Speed is reduced by half
- You can’t Run or Sprint unless otherwise stated
- The Staggered condition lasts until the end of your next Turn
Terror
- Make a Resolve Test against the DN of the source of Terror
- If you pass, you may act normally on your Turn
- If you fail, you suffer all of the effects of Fear, and you must use every action available on each of your Turns to move as far away as possible until you no longer have line of sight to the source of Terror
- Terror lasts until the end of the scene or until an ally passes a Leadership (Wil) Test of DN 2 + the Terror value
- Any effect that grants a bonus to Fear Tests also applies to Terror Tests
- Any effect that grants immunity to Fear Tests also applies to Terror Tests
- A being that causes Terror is immune to Fear, Terror, and Intimidation Interaction Attacks
Vulnerable
- Suffer -1 to your Defence
- Certain abilities and effects increase this penalty
- Being Vulnerable lasts until the end of your next Turn