Conditions
Conditions are effects that a character can be placed under to cause some sort of effect. Conditions can be permanent or impermanent, and the GM should decide how they are removed. The GM could decide a common potion solves a character's lethargy, or that only 2 healers know how to remove a particular type of poison.
Types of Conditions
There are three categories of conditions.
- Volatile Conditions:
Volatile conditions usually last a short time and can be removed quickly or passively pass. Conditions like short-term illnesses or handcuffs are volatile conditions.
- Permanent conditions:
Permanent conditions are conditions that don't go away without significant intervention. Loss of a limb or curses are permanent conditions.
- Dynamic conditions:
Dynamic conditions are conditions that can be volatile or permanent, like poisoning. With luck a dynamic condition will pass, and without luck a dynamic condition can be permanent or deadly. The GM decides how dynamic conditions are ended.
List of Conditions
##Volatile Conditions:
Restrained - a character is tied, minorly paralyzed, or handcuffed. They must spend 2 sequence dice on their turn to escape the restraint. Until then, they may not attempt other sequence actions
Immobile - a character cannot move. They can make attacks, but until the effect ends they are incapable of taking any movement. Immobilization lasts for your whole turn if you start the turn immobilized, even after the effect causing it is removed. If you break out of a bear trap at the start of your turn, you cannot move until your next turn.
Lethargy - a character is tired, and unable to use response dice. They must rest to clear this condition.
Unconscious - a character is sleeping. They cannot see or hear without waking up, which can happen because of a bright enough light or loud enough sound. They cannot move or take any actions.