Conditions
Overview
Conditions are active states that put pressure on a character.
A Condition may represent injury, exhaustion, fear, social exposure, contamination, oath pressure, resonance burn, lifeforce strain, pursuit, isolation, or other pressure that matters in play. Conditions are not a separate health track. They are fiction-facing constraints that change what a character can safely attempt and what consequences remain available.
Conditions should be specific enough to matter. Hurt is often too vague; Bleeding, Pinned, Distrusted, Storm-Marked, or Lost gives the table clearer guidance.
Condition Function
When a Condition applies to a roll, it usually removes 1 die from the pool.
A Condition can also matter without a roll. It may restrict permission, make an action impossible without help, expose the character to worse consequences, create social or magical vulnerability, or explain why a cost follows from the fiction.
Do not apply every Condition to every roll. A Condition matters when it directly affects the action, position, risk, or available consequence.
Condition Severity
Use severity to show how hard a Condition is to ignore or clear.
| Severity | Mechanical Weight | Typical Use |
|---|---|---|
Minor |
Usually removes |
Fatigue, embarrassment, brief exposure, shaken footing, light injury, temporary confusion. |
Serious |
Removes |
Deep exhaustion, public disgrace, dangerous pursuit, unstable wound, active contamination. |
Severe |
Removes |
Crippling injury, magical corruption, lethal exposure, total isolation, binding public condemnation. |
Severity does not usually increase the die penalty by itself. It changes how often the Condition applies, how hard it is to clear, and how serious the consequences become if ignored.
Combat Wounds and Pressure
uses Conditions for wounds and pressure.
| Combat State | Condition Form | Use |
|---|---|---|
Minor wound |
Minor physical Condition or wound mark. |
Common cuts, bruises, staggers, glancing shots, pain, or shallow harm. It matters when relevant but does not decide a standard fight alone. |
Serious wound |
Serious physical Condition. |
Deep injury, hard impact, disabling pain, bleeding, cracked bone, unstable system shock, or comparable harm. It can restrict permission, worsen position, or demand urgent response. |
Severe wound |
Severe physical Condition or removal state. |
Fight-ending harm, lethal exposure, maiming injury, catastrophic spell backlash, or scale-mismatch damage. It usually removes the target unless protected or stabilized. |
Combat pressure |
Immediate or persistent pressure state. |
Being pinned, exposed, crowded, off-balance, suppressed, separated, disarmed, flanked, or driven into danger. It usually affects the next relevant roll or becomes a Condition if it persists. |
Minor and Serious wounds can be tracked as wound marks during a fight, then translated into named Conditions afterward if they continue to matter. For example, two Minor wounds might become Bleeding or Battered; a Serious wound might become Cracked Ribs, Burned Hand, Shot Through, or Concussed.
Use named Conditions when the exact fiction matters. Use simple wound marks when the scene only needs pacing and defeat thresholds.
Combat pressure should be cleared by changing the situation, not by waiting silently. Cover, movement, rescue, help, equipment, magic, surrender, or a successful exchange can all answer pressure if the fiction supports it.
Applying Conditions
Conditions usually come from consequences, failed or costly rolls, dangerous choices, hostile action, magical overstrain, social fallout, travel pressure, or voluntary risk.
When applying a Condition, name it clearly and make its source obvious. A good Condition tells the player what changed and gives the Storyteller a concrete handle for future pressure.
Conditions can stack only when they describe meaningfully different pressures. A character can be Spent and Hunted, but should not carry three versions of the same exhaustion Condition unless the fiction has changed enough to justify separate pressure.
If several consequences point to the same pressure, increase severity, sharpen the fictional restriction, or add a related but distinct Condition.
Clearing Conditions
Conditions clear through appropriate fictional action.
| Condition Kind | Common Clearing Methods |
|---|---|
Physical |
Rest, treatment, shelter, tools, time, surgery, carried support, or magical healing where available. |
Exhaustion |
Food, water, sleep, safety, pacing, warmth, relief from burden, or stable shelter. |
Social |
Apology, testimony, public proof, patronage, restitution, formal hearing, or changed standing. |
Travel |
Reorientation, maps, guides, landmarks, safe route recovery, or reaching a known place. |
Magical |
Ritual cleansing, grounding, warding, expert help, sacrifice, containment, or withdrawal from the source. |
Lifeforce |
Rest, care, ritual restoration, time away from metaphysical pressure, or accepting a lasting trace. |
Minor Conditions may clear with a short scene of appropriate care or recovery. Serious Conditions usually require focused action, meaningful time, or help. Severe Conditions should require a dedicated recovery procedure, major opportunity, or lasting tradeoff.
Sample Conditions
| Condition | Usual Severity | Meaning |
|---|---|---|
|
Minor |
The character is physically or emotionally off balance and struggles with steady action. |
|
Minor or Serious |
Exhaustion, hunger, strain, or overwork makes effort harder. |
|
Minor or Serious |
Weight, duty, tools, or a carried person limits movement and response. |
|
Minor |
Sensory pressure makes focus difficult. |
|
Minor or Serious |
Illness, poison, blight, or contamination weakens the character. |
|
Minor |
The character’s sense of timing, ecology, body, or place is disrupted. |
|
Serious |
The character or group lacks a reliable route, landmark, or way back. |
|
Minor or Serious |
The character is visible, vulnerable, socially revealed, or physically unprotected. |
|
Serious |
A pursuer has enough information or momentum to keep pressure on the character. |
|
Minor or Serious |
Local people, law, or custom rejects the character’s presence or claim. |
|
Serious |
Storm attention, omen panic, or elemental charge clings to the character. |
|
Minor or Serious |
Others treat the character’s words, motives, or presence as suspect. |
|
Minor or Serious |
The character has lost access to an important weapon, tool, focus, or control device. |
|
Minor or Serious |
The character cannot move freely without first answering the pressure holding them in place. |
|
Serious |
The character’s body, limbs, vehicle, magic, or tools are controlled by bindings, grip, terrain, or force. |
|
Minor or Serious |
Shock, pain, overload, impact, or magic interrupts clear action for the moment. |
|
Minor or Serious |
Vital reserves, charge, heat, or usable magical capacity have been depleted. |
|
Serious |
Magical residue, disease, corruption, hostile resonance, or unstable matter clings to the character. |
|
Serious or Severe |
Resonance pressure has scorched, overloaded, or destabilized the character’s body or magical channels. |
Future Use
Later harm, travel, social conflict, magic, lifeforce, and recovery rules should reuse this Condition structure unless playtesting shows that a separate subsystem is needed.
Conditions should remain fiction-facing. They should replace most numerical harm tracking in the first-pass design rather than sit beside a large health-point system.