And power was given unto them over the fourth part of the earth,
to kill with sword, and with hunger,
and with death, and with the beasts of the earth.
— Revelation 6:8
"Conditions" represent a catch-all for anything that affects your state of being in some way. They can be physical, mental, social or supernatural, and cover anything from being wounded to being lost in the wilderness.
An individual condition can be applied multiple times.
For some conditions, the penalties continue stacking. For example, if you receive Clumsy from being Encumbered, and then you are hit by a drug that also applies Clumsy, you have two stacks of the condition, and take a -2 penalty.
For some conditions, the duration instead stacks. For example, if you are Dazzled from a flashbang and then a horror uses the Night Lights power on you, you stack the duration of your Dazzled from both effects.
You cannot see. All normal terrain is treated as difficult terrain, and you automatically critically fail all sight-based checks. All creatures are treated as having concealment from you, and you are considered flat-footed. You are immune to all visual effects.
Multiple applications of Blinded stack in duration.
Broken is a condition applied to objects. A broken object can't be used for its normal function, nor does it grant any bonuses.
If the item is a weapon, any attacks made with the item take a –2 item penalty to attack and damage rolls.
If the item is armour, the bonuses it grants to AC are halved, rounding down. Broken armor doubles its armor check penalty to skill checks.
If the item is a vehicle, decrease its Defence and Manoeuvre rating by 2, and its speed is halved.
If the item is a tool that provides a bonus to checks, those bonuses are halved, rounding down.
A broken item still imposes penalties and limitations normally incurred by carrying, holding, or wearing it.
Your movement has become clumsy. You take a -1 penalty to Dexterity-based skill checks and defences, including Armor, Dodge, Drive, Firearms and Stealth.
Multiple applications of Clumsy increase the penalty. At the start of each round, you can remove 1 application of Clumsy.
You are hidden from a creature, such as by a smoke bomb or camouflage. All attempts to specifically target you with an attack, spell, or other ability are required to make a DC 6 flat check. If the check fails, the attack, spell, or effect doesn't affect you.
Area effects aren't subject to this flat check. If the check fails, the attack, spell, or effect doesn't affect you.
Your mind has been muddled by intoxicants or magic. You are flat-footed, you do not treat anyone as an ally, and you cannot use reactions.
Roll a d4 on your turn. The result determines your actions:
1: You attack the nearest creature with a melee weapon or natural weapon
2: You babble incoherently for the round
3: You spend the round attacking yourself, dealing damage as if you struck yourself with an unarmed attack
4: You suffer from a powerful bout of vertigo, sickness, or nausea. You fall prone and spend the round trying to keep it together.
Every time you take damage while confused (including when you damage yourself), you can make a new save against the Confusion effect.
Multiple applications of Confused increase the duration of the condition.
Your will is not your own. You're being dominated by supernatural forces. Your actions during your turn are determined by your controller.
Multiple applications of Controlled increase the duration of the condition.
You are hidden behind an obstacle that can hide you from sight and protect you from attacks and environmental conditions. You gain a +2 circumstance bonus to Armor and Dodge defences, and to Stealth checks. You can use the Take Cover action to increase your bonus.
Cover does not stack, and overrides Light Cover. Two instances of Cover applies Heavy Cover.
Your eyes are momentarily overstimulated, such as after you've been exposed to a flashbang. All creatures and objects gain concealment from you.
Multiple applications of Dazzled increase the duration of the condition.
You cannot hear. You automatically critically fail all checks that require you to hear. If you try to perform an action that requires you speak (such as casting a spell with a verbal component or trying to use threats to intimidate a foe), you suffer a 25% chance that the check fails and you waste the action. You are immune to auditory effects, but not sonic attacks (which use high-frequency vibrations, not sound, to inflict damage).
Multiple applications of Deafened increase the duration of the condition.
The Underworld has tightened its grip on your soul. You take a -1 to all Stamina checks to stabilize while dying.
Multiple applications of Doomed increase the penalty. At the start of each new Scene, you can remove 1 application of Doomed.
Due to disease, blood loss, or magic, you're just drained. You take a -1 penalty to all Constitution checks and defences, including Endurance, Stamina and Movement. You also reduce your maximum Vitality Points by 3.
Multiple applications Drained increase the penalty, and reduce your Vitality Point total by an additional 3 per application. At the start of each round, you can remove 1 application of Drained. You do not regain Vitality Posts lost until you are healed or you take a short rest.
You're teetering on the brink of death. Dying is applied when you are at or below 0 Wound Points. When you are dying, you are unconscious. Every round while dying, you must make a Stamina check to stabilize.
The DC for this check is equal to 15+your negative Wound total.
If you fail, you take 1 additional Wound in damage as you continue to bleed out. If you critically fail this check, you die.
If you succeed on this check, you are no longer dying, but stabilized. If you critically succeed, you regain consciousness at your current wound total, and are instead On Death's Door.
You cannot gain multiple instances of Dying. If you are subjected to something that would render you dying while already dying, it either deals damage as normal (increasing your negative wound total), or it kills you outright if it does not deal damage.
You are carrying more bulk than you can manage. While you're encumbered, you gain the Clumsy condition, and treat all terrain as difficult.
You cannot have multiple applications of Encumbered. An additional application of encumbered causes Immobilized.
Your strength has been drained away due to exhaustion or magic. You take a -1 penalty to all Strength-based checks, including Athletics, Melee Weapons, and Unarmed Strikes.
Multiple applications of Enfeebled increase the penalty. At the start of each round, you can remove 1 application of Enfeebled.
You are beaten down physically, mentally and spiritually. You take a -4 to all Strength and Dexterity checks, and you treat all terrain as difficult terrain. You can only take a single movement action each turn, meaning you cannot run, charge or withdraw. You also take a -4 to Resolve or Willpower defences to resist spells and abilities that cause sleep or unconsciousness.
Exhausted does not stack. Multiple applications of exhausted cause one to become unconscious.
You are compelled to focus your attention on a particular target. You take a -2 penalty to all skill checks, and you can't take a concentrate action. This condition ends if a creature takes overtly hostile action towards you or any of your allies.
Multiple applications of Fascinated increase the duration of the condition.
You're so tired it has begun affecting your ability to function. You take a -1 penalty to all Defences.
Multiple applications of Fatigued increase the penalty.
You gain 1 application of Fatigue for every 4 hours you remain awake after 24 hours, or for every 4 hours you remain below your Anima Threshold.
All applications of Fatigue are removed after you take a long rest. You cannot otherwise remove Fatigued without magic or stimulants.
You are hurtling towards the ground. You fall up to 200 feet per action, or 600 feet per round. If the fall is less than 600 feet, you hit the ground during your turn, and you take 1d6 points of damage for every 10 feet you fell, up to a maximum of 20d6. If you take any damage from a fall, you land prone.
If you take an action to prepare to fall (for example, jumping from the top of a staircase down to the lobby below), you reduce the damage by 1d6. If you fall into water, snow, or an otherwise soft and yielding substance, you can reduce the damage by 2d6. You can combine both of these, and prepare to fall into a soft substance, to reduce your total fall damage by 3d6.
Certain spells, abilities and technologies (such as a parachute) can be utilized to negate falling damage.
You have been thrown off your game. You take a -2 penalty to Armor and you cannot take reactions until the condition is removed.
If you are Flat-Footed against a single target, this penalty only applies to that target. For example, you are Flat-Footed against Invisible attackers, meaning you only take the -2 penalty against that attacker, and they do not provoke reactions from you. If a rule doesn’t specify that the condition applies only to certain circumstances, it applies to all of them; for example, many effects simply say “The target is flat-footed.”
You are Flat-Footed at the start of combat, until you take your first action.
Flat-Footed does not stack at all, though certain abilities can renew its duration.
You are forced to run away due to fear or some other primal emotion. On your turn, you must spend every action trying your best to escape the source of this condition as expeditiously as possible. You cannot use any skill or action not directly related to fleeing. For example, you can use Athletics to jump a gap, or Disable Device to try and pick a locked door, but you cannot use Firearms to attack the target, nor can you use Steath to try and sneak away.
Multiple applications of Fleeing increase the duration of the condition.
The tides of fate favour you.
On any skill check affected by Fortune, you roll a d20 twice and take the higher of the two rolls as the result.
Fortune effects do not stack. If you have multiple applications of Fortune, you must apply them to separate rolls. Fortune is countered by Misfortune.
You are well-disposed towards the target. Friendly creatures are generally willing to help you, so long as the assistance isn't an inconvenience to them. You can only make Formal Requests and Seduction attempts on Friendly creatures. If you take a hostile action against a Friendly creature, their attitude towards you decreases appropriately.
You're gripped by fear and terror. You take a -1 penalty to all Intelligence, Wisdom and Charisma Defences and Checks, including Resolve and Composure. You are also vulnerable to having your anima drained by a horror.
Multiple applications of Frightened increase the penalty. At the start of each round, you can remove 1 application of Frightened.
You are being held by another creature. You gain the Flat-Footed and Immobilized condition. Any attempt to make a Manipulation or Attack action while Grabbed suffers a 25% failure chance, and you cannot Attack with any weapon that requires two hands to wield. If your action fails, it is wasted.
Grabbed does not stack. An additional application of Grabbed applies the Restrained condition.
You have substantial cover against hostile attacks and environmental conditions, such as hunkering in a bunker. You gain a +4 circumstance bonus to Armor and Dodge defences, and to Stealth checks.
Heavy Cover does not stack, and overrides Cover and Light Cover.
You're hidden from a creature, usually by using Stealth to hide. A creature you're hidden from is Flat-Footed against you, and must make a DC 11 flat checks to affect you. Area effects don't suffer this miss chance.
A creature can use a Perception action to try and locate you.
Hidden does not stack.
You have given into despair. You take a -1 to all Spirit checks and defences, including Willpower and Gnosis, and you cannot use Hero Points. You also reduce your maximum Anima Pool by 1 to a minimum of 1.
Multiple applications Hopeless increase the penalty and reduce your Anima Pool total by an additional 1 per application. At the start of each round, you can remove 1 application of Hopeless, though you do not recover any Anima lost due to Hopeless until you take a rest.
You are ill-disposed towards the target. Hostile creatures will not help you, and they may even seek ways to inconvenience or spite you, so long as such efforts are not overly burdensome. Hostile creatures are not necessarily physically violent towards you, but they do not have your best interests in mind.
You cannot take any action that involves movements, such as move, charge, withdrawal, guarded steps or falling prone). If you're immobilized by something holding you in place (such as a bear trap), and an external force would move you, that force must succeed an opposed check against the object or creature holding you.
Immobilized does not stack.
You couldn't really care one way of the other about the target. Indifferent creatures won't help you, but they don't seek to harm you either. Generally assume creatures are indifferent towards you unless otherwise noted.
You cannot be seen, and you are hidden to everyone. If a creature succeeds on a Perception check versus your Stealth to notice you while you're invisible, you are no longer Hidden to them but merely concealed. You cannot be observed while invisible except by special abilities, magic, or super science.
Invisibility does not stack.
You have slight cover from a target, such as a human shield. You gain a +1 to Armor and Dodge defences.
Light Cover does not stack. Two instances of light cover increase your cover to Cover. Four instances increase your cover to Heavy Cover.
The tides of fate pull against you.
On any skill check affected by Misfortune, you roll a d20 twice and take the lower of the two rolls as the result.
Misfortune effects do not stack. If you have multiple applications of Misfortune, you must apply them to separate rolls. Misfortune is countered by Fortune.
You're seen by others. Observed is the default state for most creatures, except those with natural invisibility or stealth.
If you make a Stealth check, you can become Hidden.
If you have another sense you can use Awareness with, you can use that sense to observe a creature or object instead.
You have made an incredible recovery from dying, but you're not in the clear yet.
On Death's Door is obtained when you critically succeed at a stabilization check while dying. You regain consciousness, even while at negative wounds. However, while you remain at negative wounds, you have the On Death's Door condition. You loose two actions per round while On Death's Door (normally reducing you to one action per round), and you cannot make reactions. Any time you take any damage, you must make another stabilization check (DC equal to your current Wounds) or you begin dying again.
On Death's Door is removed when you return to at least 1 Wound Point.
Your body has been frozen in place. You cannot speak or take any physical action, though you can take purely mental actions, such as telepathy or telekinesis. Your senses still function, but you suffer a -5 to your Awareness defence while paralyzed due to being unable to move to refocus your attention, and you cannot use Investigate to Search.
Multiple applications of Paralyzed increase the duration of the condition.
You are suffering from an ongoing source of damage, such as poison, fire, bleeding or radiation. You take Persistent damage at the beginning of your turn, so long as you have the Persistent Damage condition.
Multiple applications of Persistent Damage increase the damage taken.
Each type of Persistent Damage has its own prerequisite for removing it. Some Persistent Damage naturally fades with time, others can be ended by an action you take or an ally takes, and some forms of Persistent Damage require you to leave an area.
At the start of every turn, make a DC 15 flat check against each of the types of persistent damage affecting you. On success, you end the condition.
You have been turned to stone. You cannot take mental or physical actions, and your perception checks automatically fail. You become an object with a bulk equal to double your size (10 for most medium creatures), an AC of 5, a hardness of 8, and the same Hitpoints that you had when alive.
When you're returned to flesh, you retain any damage dealt to you while stone. If you are destroyed while stone, you die immediately. While Petrified, you do not age nor do you notice the passing of time.
Multiple applications of Petrified increase the duration of the condition.
You are lying on the ground. You take a -4 circumstance penalty to all melee attack rolls. You gain a +4 circumstance bonus to your Armor against ranged attacks, but you take a -4 penalty to your Armor against melee attacks. You count as flat-footed for the purposes of feats and abilties. The only move actions you can take are Crawl and Stand. Standing ends the prone condition.
While prone, you can use the Take Cover to gain the benefits of Greater Cover against ranged attacks (though you remain flat-footed)
If you are knocked prone while climbing or flying, you start falling instead.
You are blessed with a burst of speed. You can take 1 additional action per round.
Quickened stacks in duration. Quickened is countered by Slowed.
You are tied up or handcuffed, or a creature has you pinned. You gain the Flat-Footed and Immobilized conditions. You can make no physical actions other than Escape or Force Open.
Restrained overrides grabbed. Restrained does not stack.
You are violently ill. You take a -1 penalty to all your checks and defences. You can't willingly ingest anything, including medication, while sickened, though medication can be delivered to you via injection.
Once per round, you can take a single action retching in an attempt to recover. You make a new save against a sickened condition applied to you. On a success, you remove that application of Sickened.
Multiple applications of Sickened increase the penalty. At the start of each round, you can remove 1 application of Sickened.
Your movements are sluggish. You can take 1 fewer action per round.
Slowed stacks in duration. Slowed is countered by Quickened.
You're bit hit hard enough that you're finding it hard to focus. You loose 2 Actions every round, and you cannot take reactions.
Staggered stacks in duration.
You're knocked senseless. You lose 1 action for every application of Stun. Each time you regain actions (at the start of your turn), you subtract applications of Stunned. For example, if you had four applications of Stunned, you'd loose all 3 actions in one round, and then 1 action on your next round. If you lose all your actions in a round due to being Stunned, you are treated as Flat-Footed.
Stunned 1 Round is equal to 3 applications of Stunned; Stunned 1 Minute is equal to 30 applications of stunned.
Your thoughts are clouded. You take a -1 penalty to all Intelligence, Wisdom and Charisma Defences and Checks, including Resolve and Composure. It also becomes harder to cast spells or use supernatural abilities, requiring you to make a Concentration Check with a DC equal to 10+the number of stupefied applications you're suffering.
Multiple applications of Stupefied increase the penalty. At the start of each round, you can remove 1 application of Stupefied.
You're sleeping, knocked out, or otherwise unaware of the world around you. You can't act and you take a -4 to your Armor, Awareness and Dodge defences, and you have the blinded and flat-footed conditions. When you gain this condition, you fall prone and drop any items you're holding unless the GM determines you're in a situation where you wouldn't.
If you're unconscious because of the dying condition, you can't wake up until you remove that condition (reach 1 Wound Point). If you are restored to 1 Wound Point or more via healing, you lose the dying and unconscious conditions and can act normally on your next turn.
If you're unconscious due to taking an amount of non-lethal damage equal to your Vitality Point total, you are recovered when you heal any damage. If left unattended, you recover in 1 hour as if you just completed a Short Rest.
If you're unconscious because of stacking exhaustion, you regain consciousness when one of those applications of exhaustion are removed. If one of the applications was due to falling to 0 Anima Points, you recover 1d8+Spr anima points after being unconscious for 1 hour (or whenever you are able to take another short rest).
If you're unconscious and have more than 1 Wound Point (typically because you are asleep or unconscious due to an effect), you wake up in one of the following ways. Each causes you to lose the unconscious condition.
You take damage, provided the damage doesn't reduce you to 0 of fewer Wound Points. If the damage reduces you to 0 or fewer Wound Points, you remain unconscious and gain the dying condition as normal.
You receive healing, other than the natural healing you get from resting.
Someone shakes you awake by using the Interact action.
There's loud noise going on around you—though this isn't automatic. You can spend your reaction to make an Awareness check. You wake up if you succeed. If creatures are attempting to stay quiet around you, they must beat your Awareness defence with their Stealth Checks. Some magical effects make you sleep so deeply that they don't allow you to attempt this Awareness check.
If you are simply asleep, the GM decides you wake up either because you have had a restful night's sleep or, more likely, your alarm went off.
Unconsciousness does not stack.
Your presence is completely undetected by the target. When you're unnoticed, you're also hidden from the target. Unnoticed allows you to use abilities that can only be used against targets completely unaware of you.
You're suffering from grievous physical wounds. You lose one action every round.
Wounded is applied when you are below your wound threshold, but above 0 Wound Points.