CONDITIONS
Conditions are an additional series of physical and mental consequences suffered by an Investigator as the result of failed rolls, encounters with horrors, and narrative choices. These are supplemental to the Deprived and Fatigue conditions in the basic rules and behave in a similar manner, taking up an Inventory Slot once received. A Condition may also be taken as a result of Mundane Fallout . Many of these Conditions can also be taken by an Investigator multiple times, representing an increasing severity or burden they’re faced with.
While Conditions are primarily a narrative effect, they may introduce new complications that make previously mundane actions more difficult or risky to attempt, prompting a Save in order to do them.
Clearing Conditions from an Inventory Slot is simpler than Fallout or a Wound, and can often be resolved with a few moments of rest in a safe place, provided any additional narrative needs presented by the Conditions are also addressed.
You can create your own custom item tags, or use those provided below:
CONDITIONS
- Stressed: A mental or emotional strain. Each new instance of Stress deals an additional +1.
- Exhausted: Pushing past one’s physical limits.
- Hungry: Going without food for an extended period of time.
- Thirsty: Going without water for an extended period of time.
- Intoxicated: Being drunk or under the influence of drugs. The impact depends on the amount and users tolerance.
- Frightened: Failure in the face of terrifying reality or serious metaphysical injury. A CTRL Save must be made to approach the source.
- Poisoned: Toxins flow through the Investigator. DEX is decreased by d6 every hour.
- Bleeding: The wound remains open, pouring out blood. Lose d4 HP every 15 minutes until addressed.
- Burning: On fire, causing d4 damage per round.
- Blinded: An inability to perceive using sight.
- Nauseated: Sick to the stomach, making movement and quick actions more difficult.
- Dazed: Temporary impairment of cognitive and motor function.
- Stunned: Temporarily unable to move or react.
- Unconscious: Unable to respond, perceive, or take actions.
- Deafened: A ringing in the ears makes it impossible to hear.
- Incapacitated: Unable to take actions.
- Prone: Brought to the ground. Must resort to crawling during the duration.
- Grappled: Entangled during a struggle, making movement and action difficult until released.
- Restrained: Bound, unable to move or engage in a majority of actions.
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