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Conditions are temporary modifiers or states that can affect characters. Most conditions are either malign or benign, but some are more complicated and are a mix of bad and good things.

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Durations

The individual conditions describe what they do and how long they last...but not always; some conditions are longer lasting.

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Brief

Brief conditions are temporary, and are rated with a numerical duration of counter tokens which are removed 1 per round in the same way that recharge tokens are removed from actions. When there are no more tokens on a Brief condition, the effect expires and the condition is removed.

By default, Brief conditions stack but do not aggregate. If a character has multiple brief conditions affecting them simultaneously, they all apply even if they have the same name. Unless otherwise directed to (such as for the Intoxicated / Drunk conditions), you do not just add the indicated number of new recharge tokens to an existing effect.

Instead put a tracker into play with the indicated number of recharge tokens for each new condition and remove a recharge token from each condition each round even if the character already has a condition of the same name. They all apply their stated effect.

For instance, if a character has the Exposed condition with 5 recharge tokens on it, and something adds the Exposed condition again with 3 recharge tokens, don't put 3 recharge tokens on the existing Exposed condition to make it last longer. Instead put a second Exposed condition into play with 3 recharge tokens on it. The effect of both Exposed conditions is applied to the character for three rounds, after which the second shorter duration condition expires and the original continues for two more rounds.

Occasionally an effect will grant a "Brief" condition, but describe something to turn it off rather than give a number of counter tokens. This indicates that a normally Brief condition is being escalated to be a Contingent or perhaps Encounter condition. For instance, an effect might grant the Exposed condition until a maneuver is spent to recover rather than lasting for a set number of rounds.

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Encounter

Encounter conditions last for the remainder of an encounter, as the name indicates. In a combat encounter this is until combat ends or a Rally Step occurs, whichever comes first. In Story mode this is usually a Scene but might last for an Act or even potentially an entire Adventure.

Encounter conditions do not stack; if a character is affected by the same Encounter duration condition twice the second application has no effect and is ignored.

Note, this is called Lingering in WHFRP3, but this term has been reassigned as a timing trait.

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Contingent

Contingent conditions define a state, trigger, stimuli, or circumstance that causes the listed effect to occur or be applied and typically a means to get rid of the condition. In some cases this is a cause and effect relationship; a character might contract a disease and thus suffer an ill effect which can be gotten rid of by "curing" the disease. An item might get broken which causes it to be problematic to use, which can be gotten rid of by repairing the item.

Rather than a specific duration contingent conditions have a severity and a narrative description that must be interpreted. Contingent conditions tend to be a little more complicated than other conditions and have sub classifications.

  • Critical Wounds: when characters are severely injured they suffer critical wounds which are specific and have a description, a mechanical effect, and a severity that indicates how difficult it is to recover from or heal the critical wound. In addition to the mechanical effect, a critical wound effectively lowers a character's Wound Threshold by one until it is healed as it counts as a Wound. Thus if a character has 14 Wounds and currently has 2 critical wounds, they can only take 12 more Wounds before being reduced to 0 Wounds and knocked unconscious. Critical wounds also are what determines character death; if a character's current number of critical wounds exceeds their Toughness, they are dead.

  • Schisms: when characters are severely troubled or exposed to things that their minds cannot deal with, they suffer schisms. Schisms are generally temporary, but can become a permanent insanity. Schisms have a description, mechanical effect, and a severity that indicates how difficult it is to recover from the schism. Additionally, a schism effectively lower a character's Grit threshold by one until it is recovered from. Thus if a character has 14 Grit and currently has 2 schisms, they can only lose 12 more Grit before being reduced to 0 Grit and rendered catatonic or otherwise unable to function. Schisms are also what determines character playability; if a character's current number of schisms exceeds their Willpower they are rendered demented and they fall under GM control.

  • Illness: though it is unusual in a superheroic context, characters sometimes acquire illnesses. Illnesses have a description, a mechanical effect, and a severity that indicates how difficult it is to overcome or recover from illness. Illnesses are usually temporary, but a character is inconvenienced or worse while the illness persists. Some illnesses are diseases and are much more difficult to get rid of. Some illnesses count as a Critical Wound, where noted, and affect the survivability of a character in addition to their normal effect.

  • Alteration: radiation accidents, serums, spells, random mutations...these things tend to happen in superheroic games. Of course, often times these form part of an origin story and are already represented as part of who a character is and why they are superheroic or part of their advancement as new and interesting powers are gained. Alteration conditions are not intrinsic, permanent parts of a character but simply some change that is applied to them temporarily. Alterations are often at least partially beneficial. Alterations have a description, a mechanical effect, and a severity that represents how powerful or significant the Alteration is. The severity of an Alteration can be added to a character's total point value when determining that character's over all power; a 60 point character with 10 points of Alterations is effectively a 70 point character until the Alteration condition is removed.

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Brief Conditions (Malign)

The following table list sample malign brief conditions and a summary of their effects.

A column of percentile based random roll ranges is also provided in case a GM wishes to assign a random condition without using a deck of condition cards.

Brief Conditions (Malign)
RollNameSummarySeverity
1-5 Demoralized Add Image to skill checks.1
6-10Sluggish Suffer 1 additional fatigue for each maneuver you perform during your turn.1
11-15 Sickened When you suffer fatigue suffer the listed amount of fatigue +1.1
16-20 Susceptible When you suffer 1 or more Wounds you suffer 1 stress.1
21-25 Intoxicated Add ImageImage Image to all checks. If you gain this condition again, apply the Drunk condition (if it isn't already applied), and move all recharge tokens off of the Intoxicated conditions you suffer from onto the Drunk condition. 1
26-30 Hindered When you perform a movement maneuver, you suffer +1 fatigue.1
31-35 ExposedOpponents add Image to their dice pools when attacking you. 1
36-30 Overwhelmed Add Image to physical checks.2
31-35 Perplexed Add Image to mental checks.2
36-40 Exhausted You cannot recover fatigue. Add Image to physical checks.2
41-45 Shocked You cannot recover stress. Add Image to mental checks.2
46-50 Slowed Add 1 recharge token to all of your non-Ongoing recharging actions. You cannot spend fortune points to remove recharge tokens while this condition is in effect.2
51-54 Frightened When exposed to Fear based effects suffer an amount of stress and move a number of steps towards neutral stance equal to the Fear rating of the effect.2
55-58Deafened You have been temporarily deafened. You add ImageImage to any check that relies on hearing, which includes social checks based on communication. You will have difficulties coordinating with teammates, responding to audible cues, heeding warnings, and so forth. 2
59-60Spiked One of your Stunts is treated as having -1 SR while this condition lasts. If a Stunt is reduced to 0 or less it stops functioning. Passive Stunts cannot be reduced to less than SR1, and Gear Stunts are not affected by this condition.2
61-62 WeakenedAdd Image to all Strength based checks. Your Strength rating is considered to be it's current rating -1; i.e. if you have Strength 5 you have an effective Strength of 4 while this condition is in effect. If you are reduced to Strength 0 you cannot carry anything, cannot move more than 1 movement maneuver per Turn, and can barely even manipulate light weight objects. If you are reduced to less than 0 Strength you can't move at all and are considered to be impeded.2
62-63 DepletedAdd Image to all Toughness based checks. Your Toughness rating is considered to be it's current rating -1; i.e. if you have Toughness 5 you have an effective Toughness of 4 while this condition is in effect. If you are reduced to Toughness 0 you cannot undertake strenuous activity, cannot move more than 1 movement maneuver per Turn, and when you suffer Wounds you also suffer 1 fatigue. If you are reduced to less than 0 Toughness you can't move at all and are considered to be impeded.2
64-65 ImpairedAdd Image to all Agility based checks. Your Agility rating is considered to be it's current rating -1; i.e. if you have Agility 5 you have an effective Agility of 4 while this condition is in effect. If you are reduced to Agility 0 you cannot manipulate anything more complex than a light switch, cannot move more than 1 movement maneuver per Turn, and bump into and knock things over. If you are reduced to less than Agility 0 you are reduced to crawling at such a low rate of speed that it's left to the GM's discretion how long it take you to get anywhere and you are considered to be impeded.2
66-67 BaffledAdd Image to all Intelligence based checks. Your Intelligence rating is considered to be it's current rating -1; i.e. if you have Intelligence 5 you have an effective Intelligence of 4 while this condition is in effect. If you are reduced to Intelligence 0 you cannot manipulate anything more complex than a light switch, cannot move more than 1 movement maneuver per Turn as you forget where you were going, and bump into and knock things over, and are incapable of coherent thought or speech. If you are reduced to less than Intelligence 0 you sit or stand and do little more than drool, or bumble around in random directions and you are considered to be impeded.2
68-69 DepressedAdd Image to all Willpower based checks. Your Willpower rating is considered to be it's current rating -1; i.e. if you have Willpower 5 you have an effective Willpower of 4 while this condition is in effect. If you are reduced to Willpower 0 you cannot undertake strenuous activity, resist social or mental attacks, cannot move more than 1 movement maneuver per Turn, and when you lose Grit you also suffer 1 stress. If you are reduced to less than 0 Willpower you can't move at all and are considered to be impeded.2
70-71 BelittledAdd Image to all Fellowship based checks. Your Fellowship rating is considered to be it's current rating -1; i.e. if you have Fellowship 5 you have an effective Fellowship of 4 while this condition is in effect. If you are reduced to Fellowship 0 you cannot speak coherently, cannot make social overtures of any kind, and engender feelings of contempt and distaste in others. If you are reduced to less than 0 Fellowship you can't communicate at all or effectively interact with others and are considered to be impeded.2
72-75 ImperiledOpponents remove Image from their dice pools when attacking you.2
76-77Challenged Add Image to all checks.3
78-79 Delayed While this condition is in effect, you must take the bottom most initiative tracker available for your superteam. During your End of Turn phase if the initiative tracker you used is not already at the Initiative 0 step on the Initiative Tracker, move it down one step.3
80-81 Thunderstruck When you assemble any dice pool while this condition is in effect, immediately prior to rolling remove one Image (if any are available to be removed). When you are dealt damage, you take +1 damage.3
82-83 Ignited You take damage immediately when this condition is applied and again each turn during your End of Turn phase equal to the number of recharge tokens remaining on this condition. Soak applies. Recharge tokens can be removed on a 1:1 basis with maneuvers both by yourself and by allies engaged with you.3
84-85 Impeded You cannot take movement maneuvers. Opponents remove Image from their dice pools when attacking you. 3
86-87 Staggered Add 1 recharge token to all of your non-Ongoing recharging actions. Your stance is immediately reset to neutral. You cannot change your stance while this condition is in effect.4
88-89 Held You cannot take movement maneuvers or physical actions. DEF based upon being able to avoid attacks via dodging or blocking is not usable. Opponents remove ImageImage from their dice pools when attacking you. 4
90-93 Lulled You are conscious but cannot take any maneuvers or actions, including mental actions. DEF based upon being able to avoid attacks via dodging or blocking is not usable. Opponents remove ImageImage from their dice pools when attacking you. Remove 1 recharge counter from this condition for each Wound you suffer or Grit you lose on a 1:1 basis.4
94-95 Helpless You are conscious but cannot take any maneuvers or actions, including mental actions. DEF based upon being able to avoid attacks via dodging or blocking is not usable. Opponents remove ImageImage from their dice pools when attacking you. This is equivalent to being unconscious, but ends immediately once this condition is removed. 5
96 Drained Add Image to all checks. Your Strength, Toughness, Dexterity, Intelligence, Willpower, and Fellowship ratings are considered to be their current rating -1.5
97 DrunkIf you gain additional Drunk or Intoxicated conditions, rather than put them into play put all of their recharge tokens onto this condition and discard them. Add ImageImageImage to all checks. If this condition gains recharge tokens and the number of recharge tokens is 10 or higher, roll randomly on the Brief Condition (Malign) chart and apply the indicated condition; leave 9 recharge tokens on this condition and move the remainder to the randomly rolled new condition.5
98Sapped All of your Stunts are treated as having -1 SR while this condition lasts. If a Stunt is reduced to 0 or less it stops functioning. Passive Stunts cannot be reduced to less than SR1, and Gear Stunts are not affected by this condition.5
99 Blinded You have been temporarily blinded. You do not get the benefit of your innate DEF trait vs. attackers though other forms of DEF might apply if they don't rely on you seeing an incoming attack and getting out of its way. You add ImageImage to any check that relies on sight, can't take deliberate movements (direction is randomized) without some kind of non-visual cue to follow, and are generally rendered combat ineffective. You can attempt to make a hearing based or touch based Observation check as a maneuver each Turn to reduce your dice pool penalty by Image, but the difficulty of this Observation check will vary based upon circumstances and what you are attempting to do. 5
100 Worse than you thought Roll twice on this table  

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Brief Conditions (Benign)

The following table list sample benign brief conditions and a summary of their effects.

A column of percentile based random roll ranges is also provided in case a GM wishes to assign a random condition without using a deck of condition cards.

Brief Conditions (Benign)
RollNameSummarySeverity
1-5 InvigoratedDuring your End of Turn phase you may remove 1 recharge token from one of your recharging non-Ongoing abilities.1
6-10 RefreshedDuring your Beginning of Turn phase you recover 1 stress and 1 fatigue.1
11-15Inspired You add Image to all of your dice pools.1
16-20Energized During your turn you may take +1 maneuver without suffering fatigue.1
21-25 Honed One your attacks inflicts +1 damage1
26 Camouflaged You are difficult to detect when stationary or moving carefully; all checks to detect you add Image Image. You can attempt to take a movement maneuver, or make small movements or adjustments such as readying a weapon or turning in place by making a Stealth (Ag) check vs Average 2d difficulty; if you fail or roll a calamity, remove all recharge tokens from this card and discard it. If you make a physical attack, remove all recharge tokens from this card and discard it.2
27-29 MetabolizedDuring your End of Turn phase you regain 1 Wound.2
30-32 SoothedDuring your End of Turn phase you regain 1 Grit.2
33-35 FavoredDuring your End of Turn phase you regain 1 Fortune.2
36-38 Calmed When you are in a Defensive stance, you add Image to all of your dice pools. When this condition is first applied to you if you are not in an Defensive stance, you may suffer 2 stress to stay in your current stance, or else you immediately move to 1 step deep into an Defensive stance.2
39-41 Irritated When you are in an Offensive stance, you add Image to all of your dice pools. When this condition is first applied to you if you are not in an Offensive stance, you may suffer 2 stress to stay in your current stance, or else you immediately move to 1 step deep into an Offensive stance.2
42-44 Strengthened You gain +1 Strength.2
45-47 Toughened You gain +1 Toughness.2
48-50 Quickened You gain +1 Agility.2
51-53 Brightened You gain +1 Intelligence.2
54-56 Encouraged You gain +1 Willpower.2
57-59 Cheered You gain +1 Fellowship.2
60-62 Warded You gain +1 DEF.2
63-65 Shielded You gain +1 Soak.2
66-68 Prepped You gain +1 Psyche.2
69-71 Buffed You gain +1 SR with one of your Stunts.2
72-74 Accelerated During your End of Turn phase, move the initiative marker you just used up one step; it is not usable again this Round.2
75-77 Focused You add Image to all of your dice pools.3
78-80 Protected Opponents targeting you add Image to their dice pool.3
81 Hidden You are difficult to detect. People generally wont notice you unless you draw attention or expose yourself (such as by strolling across a sunlit field while whistling Dixie), and all checks to detect you add Image Image, until you attack. If you attack, remove all recharge tokens from this card and discard it.3
82-84 RenewedDuring your End of Turn phase you regain 1 stress, 1 fatigue, 1 fortune3
85-87 RegeneratedDuring your End of Turn phase you regain 1 Wound, 1 Grit3
88-90 Enraged All of your attacks inflict +1 damage. When this condition is first applied to you if you are not in an Offensive stance, you may suffer 2 stress to stay in your current stance, or else you immediately move to 1 step deep into an Offensive stance.4
91 Cloaked You are invisible, until you attack. If you attack, remove all recharge tokens from this card and discard it.4
92-94 EnlivenedDuring your End of Turn phase you may remove 1 recharge token from all of your recharging non-Ongoing abilities.4
95-96 VitalizedDuring your End of Turn phase you regain 1 stress, 1 fatigue, 1 fortune, 1 Wound, 1 Grit.4
97Disappeared You are invisible, even if you attack. Opponents that cannot sense you do not get the benefit of their innate DEF trait vs you though other forms of DEF might apply if they don't rely on seeing an incoming attack and getting out of its way (some force field or aura effects grant DEF via deflection vs dodging). Opponents add ImageImage to attacks targeting you unless they can make a hearing or touch based Observation check or a relevant Detect check as a maneuver each Turn to reduce their dice pool penalty by Image.5
98Blurred During your Turn you may take an additional action5
99Boosted You gain +1 SR with all of your Stunts.5
100 Better than it seemed Roll twice on this table  

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