Conditions

Type Explanation Total
Universal Conditions anyone can apply. 1
Standard Conditions caused by weapon attacks. 12
Elemental Conditions from elemental archetypes. 12

Universal

Everybody can apply the Grabbed condition to any adjacent target as an action. If your target doesn't want to be grabbed, roll a trigger die when you try it; you succeed on a 7+.

Condition Explanation
tentacle Grabbed minus-circle Grabber and grabbed are connected in some way; neither of them can move without dragging the other along for the ride. The distance between grabber and grabbed is always at maximum the same as the range of whatever ability caused the grab in the first place.

minus-circle If grabber or grabbed are small enough for the other to carry, they can be dragged. This causes encumbrance if both are the same size.

minus-circle The grabber can choose to end the effect as a free action during their turn.

minus-circle The grabber ignores the effects of cover and concealment in regards to the target they've grabbed.

plus-circle Unlike other conditions, the target can choose to skip the automatic recovery roll at the end of their turn for Grabbed if desired.

minus-circle Unlike other conditions, the Grabbed condition stacks. A single creature can be grabbed by multiple different other creatures and thus have multiple versions of the Grabbed condition in place on them at once, all of which are recovered from separately. Everybody in an interconnected grab-pile has to carry the weight of everybody else.

minus-circle Although a single creature can be grabbed by multiple other creatures at once, they can only grab up to one other target at a time.
banNegated By: Escapist: Unbound

Standard

When the trigger die is 10+ on a weapon attack, the weapon causes a standard condition in its target. Most weapons have three standard conditions for their wielder to choose from when this happens.

Condition Explanation
1 desert-skull Afraid minus-circle The first action every round must be spent getting physically further away from the source of fear. If no avenues of escape are available, take actions as normal.

plus-circle Second (and beyond?) actions each round are unaffected.
banNegated By: Steadfast
2 bleeding-eye Bleary minus-circle Treat all spaces as having partial concealment. Spaces that already have partial concealment are treated as having full concealment.
banNegated By: Investigator: Sharpeye
3 cut-palm Bleeding minus-circle When rolling to remove condition at the end of the round, lose 1 Flesh if result is 1-4 and lose nothing if result is 5-8. Rolling to remove as an action during the round does not cause damage regardless of trigger die result.
banNegated By: Adamant: Mechanical
4 noose Choking minus-circle Lose 1 Energy at the end of each round. If no Energy remains, lose Flesh instead. Successfully throwing off the condition prevents damage for that round.

minus-circle Making a recovery action no longer restores 1 Energy (but still allows a check to remove a condition as normal).
banNegated By: Adamant: Mechanical
5 cracked-helm Cracked minus-circle Incoming attacks critically hit on a trigger die result of 10+.
banNegated By: Adamant: Self-Repair
6 snail Crippled minus-circle The maximum distances of all movement and abilities that grant movement are reduced by one step on the standard distance scale (10 → 5 → 2 → 1 → 0).
banNegated By: Sprinter: Energized
7 ringing-bell Dizzy minus-circle Every time a movement action is taken, lose 1 Energy.

minus-circle Cannot dash (travel further in exchange for Energy) during a movement action.

plus-circle Movement made for free (without spending any actions) is unaffected.
banNegated By: Acrobat: Steady
8 broken-bottle Leaking minus-circle When consuming any resource (Provisions/Supplies/Mojo), consume +1 additional point if possible.
banNegated By: Merchant
9 turd Nauseous minus-circle All weapon attacks cost 1 Energy in addition to any normal costs they may have.

minus-circle Cannot double attack during a round.

plus-circle Weapon attacks made for free (without spending any actions) are unaffected.
banNegated By: Berserker: Aggressor
10 aura Numb minus-circle Treat Escalation as 1 for purposes of attack damage dealt regardless of its true level.
banNegated By: Berserker: Aggressor
11 player-pain Sore minus-circle Do not automatically regain lost Attention at the beginning of each round.
banNegated By: Steadfast: Defy Pain
12 falling Vulnerable minus-circle All incoming weapon attacks deal +2 damage.
banNegated By: Vigilant

Elemental

Each elemental condition is inflicted by and closely associated with a corresponding elemental archetype. Many elemental conditions can be directly upgraded by knowing the right abilities, making their effects more variable than standard conditions. Effects listed here are the basic versions.

Condition Explanation
1 player-dodge Buffeted minus-circle Every time the subject takes damage from an attack, they are knocked directly away from the attacker a number of meters equal to the damage taken. Solid barriers or creatures in the way block movement made past them.
banNegated By: Tempest: Capricious
2 burning-embers Burning minus-circle When rolling to remove condition at the end of the round, lose 1 Flesh if result is 1-4 and lose nothing if result is 5-8. Rolling to remove as an action during the round does not cause damage regardless of trigger die result.

minus-circle All spaces within 1 meter are fully lit, all within 2 meters are dim light (or fully lit if they were already dim light).

plus-circle This condition is automatically removed by getting wet or entering an airless environment.

plus-circle This condition is automatically spread at the beginning of each turn to any adjacent creature that is grabbing or being grabbed by a creature that already has it.
banNegated By: Firebug: Fireproof
3 battery-black Charged minus-circle After each action taken, roll a trigger die. If 1-4, lose 1 Energy.

plus-circle Free actions are unaffected.

plus-circle Recovery actions are unaffected.
banNegated By: Tesla: Battery
4 snowflake Chilled minus-circle Roll a trigger die at the beginning of each turn. If result is 1-6, take only one action that round instead of two.
banNegated By: Cryophile: Boreal
5 reverse Confused minus-circle Roll a trigger die at the beginning of each turn. If result is 1-3, the opposing team decides what actions you take that round.
banNegated By: Steadfast: Focused
6 arcane-mask Cursed minus-circle Cannot recover from any other condition before recovering from this one.
banNegated By: Luckster
7 broken-skull Dissolving minus-circle At the end of each round, lose one point from a combat rating of your choice (Melee, Remote, or Whelm). If all combat ratings are 0, lose Flesh instead. Successfully throwing off the condition prevents combat rating decay/damage for that round.

minus-circle Combat ratings return to normal at end of current exploration turn.
banNegated By: Mordant: Insoluble
8 mass-driver Irradiated minus-circle Cannot restore lost Energy or Flesh by any means.

minus-circle When rolling to remove condition at the end of the round, lose 1 Energy if result is 1-4 and lose nothing if result is 5+. If no Energy remains, lose Flesh instead. Rolling to remove as an action during the round does not cause lost Energy regardless of trigger die result.

minus-circle When rolling to remove condition at the end of the round, gain a random mutation if result is 1 and do not mutate if result is 2+. Rolling to remove as an action during the round does not cause mutation regardless of trigger die result.
banNegated By: Adamant: Inviolable
9 aware Migrained minus-circle Roll twice, take lower number for first trigger die check each round. Resets at beginning of turn.

plus-circle Second+ trigger die checks each round are unaffected.
banNegated By: Thunderer: Muffle
10 apple Overloaded minus-circle If Energy is equal to Flesh at the end of the round, lose 1 Flesh. If Energy is less than Flesh, no effect. Successfully throwing off the condition prevents its effects for that round.
banNegated By: Fecundite: Biofeedback
11 guarded-tower Petrifying minus-circle If Energy is 0 at end of turn, immediately and permanently turn to stone. Successfully throwing off the condition prevents its effects for that round.

minus-circle Stone creatures cannot take any actions at all, even free actions.

plus-circle The three combat statistics (Melee, Remote, Whelm) of a petrified subject are all treated as being equal to the subject's level for purposes of defense.

plus-circle Stone creatures are treated as being one size larger than their actual size for purposes of how hard it is to move or carry them.

plus-circle All conditions on petrified subjects are suspended and cannot be recovered from. Conditions that deal damage over time or otherwise carry potential negative consequences when the recovery roll is too low such as Choking or Bleeding are totally harmless for petrified subjects.
banNegated By: Gaian: Pliancy
12 brandy-bottle Poisoned minus-circle When rolling to remove condition at the end of the round, lose 1 Energy if result is 1-4 and lose nothing if result is 5-8. If no Energy remains, lose Flesh instead. Rolling to remove as an action during the round does not cause damage regardless of trigger die result.

minus-circle Energy/Flesh lost via the Poisoned condition cannot be regained by any means until the end of the current exploration turn.
banNegated By: Adamant: Inviolable