Endurance
Condition |
Adds |
Test Penalty |
Movement |
Speed |
Removal |
Notes |
Exhausted |
No Charge or Run | 1/2 |
Additional Fatigue or Exhaustion adds the Helpless condition. |
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Fatigued | No Charge or Run |
Additional Fatigued adds the Exhausted condition. |
Injury
Condition |
Adds |
Test Penalty |
Movement |
Speed |
Removal |
Notes |
Dying |
Successful first aid applied makes them Helpless, Unconscious, and Wounded instead. |
-1 Constitution on each start of the character’s turn. Death at –3 Constitution. |
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Injured |
Fatigued | -1 to all checks | No Charge or Run |
Additional Injured adds the Wounded condition. |
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Unconscious |
Prone Helpless |
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Wounded |
Exhausted | -2 to all checks | No Charge or Run | 1/2 |
Additional Injured or Wounded condition gives the Dying condition. |
Psychological
Condition |
Adds |
Test Penalty |
Movement |
Speed |
Removal |
Notes |
Ageusic* |
Fail all ability tests reliant on taste. |
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Anosmic* |
Fail all ability tests reliant on smell. |
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Blinded* |
Fail all ability tests reliant on sight. |
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Dazed* |
-3 to all checks | No Charge or Run | 1/4 | Specified duration of turns | ||
Deafened |
Fail all ability tests reliant on hearing. |
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Disoriented* |
Fail all ability tests reliant on orientation. |
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Dizzy* |
-2 to all checks involving gross spatial factors |
If Charge or Run, Willpower (Focus) TN 12 or go Prone instead |
1/2 |
Specified duration of turns |
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Helpless |
Cannot take any actions. |
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Numb* |
Fail all ability tests reliant on touch. |
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Panicked* |
Self: Willpower (Courage) Other: Communication (Leadership) or Strength (Intimidate) |
Spatial
Condition |
Adds |
Test Penalty |
Movement |
Speed |
Removal |
Notes |
Free-Falling |
See Environment |
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Hindered |
No Charge or Run | 1/2 | ||||
Prone |
Crawl Only |
Use half of Speed in a Move action to stand up |
+1 to melee attacks against prone -1 to ranged attacks |
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Restrained |
None | 1/2 |
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*Non-canon, may need balancing.