Results and Conditions

Taking action produces results. Results are measured with conditions. Elements within the game are understood to function and respond in the game setting in the same way as their real-world counterparts. It would be exhausting to try and detail all possible circumstances and assign them game mechanics. Instead, conditions are used to describe ways in which results restrict or enable game elements.

Conditions are single words or short phrases that describe an element within the game. Conditions must be understood to be used in their common and ordinary meaning. All elements within the game (characters, objects, or locations) are in a normal or neutral condition unless something changes. In the normal condition, an element behaves in the same manner as its real-world counterpart, with the same abilities and restrictions.

Conditions have two effects: the narrative effect, and the mechanical effect. The narrative effect restricts or enables abilities, and influences actions, according to the commonly understood definition of the condition. The mechanical effect applies a specific game mechanic as long as the condition is in place.

Creating, Modifying, and Removing Conditions

Conditions are created, modified, or removed through the use of skills, abilities, powers, or game effects. Creating, modifying, or removing a condition is accomplished by an ability check that generates enough result points to affect the condition. The result points generate ranks that describe the severity and duration of a condition. Creating a more severe condition requires a larger difference between the result points and the resistance value. Conditions are discrete, progressive, or cumulative.

Discrete conditions are not created multiple times. They may be narratively related to other conditions or they may be unrelated to any other condition. If a character already possesses a discrete condition, and the same condition would be created again, the second creation is ignored.

Progressive conditions are narratively closely related. When a new progressive condition is created, it replaces the previous condition.

Cumulative conditions may be created multiple times. Each instance of the condition is created and removed individually, and all of the effects are added together, even if some of them cancel out others.

Conditions last until they expire or they are recovered. An expired condition is automatically removed at the end of its duration. Conditions may be recovered with an ability check. Recovering (removing) a condition requires the same number of result points as needed to create it.

All elements in the game use conditions to measure their ability, effectiveness, and persistence.

Condition Severity

A condition either restricts an existing ability or imparts a new ability. The severity of the condition describes the scale and scope of the condition, while the number of mechanical effects affects the roll of the dice or the numerical value of a skill, ability, or attribute. The result points of an ability check create a number of ranks to be spent on effects which describe the severity and duration of the condition.

Some ability checks generate an effect roll, such as damage in combat. The effect roll is always considered a rank 1 effect. If the ability check created more than 1 rank, the additional ranks may be spent on additional effects. Effect rolls always generate result points which are translated into ranks and used to create a condition; an effect roll cannot normally be used to create another effect roll.

Result PointsRankCondition SeverityCondition Duration
1-51minimalone full turn
6-102adequateone full round
11-153moderateuntil the end of the encounter
16-204completeuntil the end of the scene
21-255excessiveuntil recovered
26+6overwhelming
Rank Benchmarks

When creating or modifying a condition, ranks are spent to apply one or more of the following effects. An effect may normally be purchased multiple times; only one effect roll may be created in a single ability check. Effects may be purchased from more than one rank. The effects should always be narratively related to the ability check that created them.

For example, a character makes a stamina: endure ability check while preparing to cross a challenging obstacle field. If the stamina ability check creates 3 ranks of effects, options for effects for 3 ranks include: +3WD to acrobatics skill checks until the end of the next turn; or +1 bonus action for one round and acrobatics skill checks are made with Advantage until the end of the next turn; or +1D to acrobatics skill checks until the end of the encounter.

RankEffect
1create an immediate effect roll (eg., damage)
+/- 1D: an effect roll created this turn gains +/- 1D
+/- 2: a single skill check gains +/- 2 until the end of the its next turn
B1: a single skill check is made with Boost-1 until the end of its next turn
P1: a single skill check is made with Penalty-1 until the end of its next turn
+/-1WD: a single skill check gains +/- 1 Wild Die until the end of its next turn
Advantage: a single skill check is made with Advantage until the end of its next turn
Disadvantage: a single skill check is made with Disadvantage until the end of its next turn
Add/remove one full round to an existing condition.
2+/- 1D: a single skill check gains +/- 1D until the end of the next round
+/- 3: a single fixed value gains +/- 3 until the end of the next round
+/- 1 bonus action in the next round
Extend an existing condition to the end of the encounter.
Reduce an existing condition’s duration from the end of the encounter to 1D rounds.
3+/- 1D: a single skill gains +/- 1D until the end of the encounter
+/- 1 full action in the next round
Extend an existing condition to the end of the scene.
Reduce an existing condition’s duration from the end of the scene to the end of the encounter.
4+/- 1D: a single ability gains +/- 1D until the end of the scene
+/- 1 Action point
Require an existing condition to be intentionally recovered.
Reduce an existing condition’s duration from requiring intentional recovery to expiring at the end of the scene.
5+/- 1 ability until the end of the scene
Condition Effect Benchmarks

Conditions as Damage and Composure

Damage and composure describe groupings of narratively related pre-defined conditions related to a character’s ability to take action. Damage and composure conditions are cumulative.

Damage conditions are created as a result of a character taking damage. When a damage roll against Strength resistance creates result points, those results create a damage condition.

Composure conditions are normally created as the result of a successful Wits or Presence ability check. When an ability check against discipline or insight resistance creates result points, those results create a composure condition.

Body conditions are created as a result of an object taking damage. When a damage roll against toughness resistance creates result points, those results create a body condition.

As a character or object accumulated damage, composure, or body conditions, they will be less able to act until those conditions are recovered. The more conditions they accumulate, the more likely it is that they will be taken out of action.

RankDamageComposureBody
0NormalNormalNormal
1StunnedStartledDefaced
2HurtDisorientedDisrupted
3WoundedDiscouragedDamaged
4IncapacitatedDemoralizedBroken
5Out of ActionOut of ActionOut of Action
Damage, Composure, and Body Conditions

Conditions as Attitude and Willpower

Attitude and willpower describe groupings of narratively related pre-defined conditions related to a character’s ability to make decisions. Attitude and willpower conditions are progressive. A character’s attitude and willpower conditions modify their discipline and insight resistance.

Attitude refers to a character’s general outlook on situations, people, and challenges. It encompasses their beliefs, values, and emotional tendencies. A more helpful attitude leads characters to see conflicts as opportunities for growth or resolution. They will approach conflicts with a problem-solving mindset, seeking solutions and compromises. A more hostile attitude views most interactions as obstacles or threats. They will tend toward a fight-or-flight response, act irrationally, and escalate tensions.

Willpower is the character’s ability to exert self-control, remain disciplined, and persist in the face of challenges. It describes their capacity to stick to their decisions and follow through with actions. A centered character is more likely to commit to decisions when faced with adversity. They remain focused on their goals, and resist immediate gratification in favor of their principles. A broken character will be quick to abandon their commitments as soon as conflict arises. They tend to follow emotional impulses or the directions of others; they do not act with deliberation or rationality.

Resistance ModifierAttitudeWillpower
-15HelpfulBroken
-10FriendlyStressed
-5CooperativePressured
+/- 0NeutralNeutral
+5UncooperativeEngaged
+10UnfriendlyFocused
+15HostileCentered
Attitude and Willpower Conditions

Conditions as Measurements

Status conditions are used to measure game elements that have a limited use. Conditions always have a narrative description, but do not necessarily have a narrative or mechanical effect. In this way, a condition is used to measure quantity or duration without requiring the players or Game Master to keep track of individual units.

Each status condition is specific to each individual ability; the description of the ability will include the description of the status and which skill or ability is used to test it. When a status is tested, a failed check moves the status to the next condition; a successful check means the status stays on the same condition. A check that is failed by 5 or more points does not necessarily move the condition by more than one place.

All status conditions are progressive. As the status grows more difficult to test, a failed check becomes more likely, causing the status to deplete more quickly. Status conditions are also used to time a scene with an unknown duration; as the situation comes closer to resolution, the difficulty of a test becomes greater and failure becomes more likely.

DifficultyEffectQuantityDurationCoverage
9Full EffectFullFullFull
123/4 EffectHeavyWaningCovered
151/2 EffectLightFadingPartial
181/4 EffectDepletedDiminishedExposed
No EffectEmptyExpiredVanished
Status Conditions

Other Conditions

Conditions are not limited to damage, willpower, or status, and conditions are not unique to characters. Conditions are used to measure the state of every element within the game, depending on the particular game’s genre and emphasis.

An element always has at least two conditions: normal, and out of action. The normal condition means there is no effect on the character or game element. The out of action condition means the character or game element can no longer take action or make decisions. An element with only these two conditions as options is essentially a simple skill check.

An element or conflict may have any number of conditions. More conditions means that conflicts will have a greater emphasis in the game and take longer to play out. Fewer conditions will have less emphasis and play out very quickly.

An element usually begins in the normal condition and ends in the out of action condition. Every rank (five result points) between them is considered another condition. The number of ranks (conditions) in between the beginning and the end determines the length of the conflict.

Brief EncounterModerate EncounterLengthy Encounter
0 ranks (Normal)0 ranks (Normal)0 ranks (Normal)
1 rank1 rank1 rank
2 ranks (Out of Action)2 ranks2 ranks
3 ranks (Out of Action)3 ranks
4 ranks (Out of Action)
Encounter Length and Importance

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© December 12, 2023 Winston

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