Conditions

A character’s condition refers to their physical form, mental state, emotional state, and/or physical state. Some conditions stay with the character for a certain amount of time while others will stay until some other condition removes it. Most conditions hinder the character but there are some that serve as boons.

A character can only have one emotional state at time so new ones will replace old ones; likewise, a character can only have on physical form at a time. Characters may have multiple mental or physical states and they stack though some conditions will remove others. If not noted, use common sense as best as possible to resolve conflicting conditions.

Apathetic

  • Emotional state
  • An apathetic bioform is unwilling to do much of anything and needs to make a “Motivation draw” before attempting any action.

Astral Projection

  • Physical Form
  • As an astral projection, you leave your body an empty vessel in the realm of reality as all of your consciousness becomes complex psychic energy in the Astral Plane.
  • You may move around in all three directions at the rate of 75 miles per second – 100 miles per second if travelling by way of Cogstruction wires.
  • By default, you are spatially “linked” to your body. You hover above it like a helium balloon and are lighter than most air. You are affected by gravity and forces stronger than gravity though in the
  • Regardless of how far you travel or how lost you are, you are always able to directly make your way back to your body (at a speed of 75 miles per second).
  • Your body and astral projection are tethered – if your body receives damage, your vim is still affected as normal.
  • The speed of the fatigue timer is greatly increased to a rate of 1 per every minute (or 1 per 10 rounds of combat).

Apparition

  • Physical Form; The first stage of death
  • As an apparition, a bioform is unable to do anything and lingers near the place of death in the Haez plane.

Calm

  • Emotional state; Default
  • For better or worse, a calmed bioform will lose any other conditions based on “Mental state”.
  • Calm grants no additional benefits/drawbacks.

Casual

  • Mental state
  • Unaware of danger, all actions against the casual bioform have a modified difficulty of -2.

Charmed

  • Mental state
  • If the bioform is unaware of the charmer, the bioform is instead inflicted with the “Compelled” condition.
  • All actions that would inhibit or otherwise upset the charmer attempted by the charmed bioform have a modified difficulty of +1.
  • Any actions by the charmer that would cause “Persuaded” in the charmed bioform are done so with a modified difficulty of -1.

Dead (final)

  • Once a bioform meets final death, it is unable to be resurrected or brought back in any capacity. The bioform no longer exists.

Debilitated

  • Physical/Mental state
  • The debilitated bioform will not be able to make use Function actions.

Depressed

  • Emotional state
  • All actions to make the depressed bioform joyful have a modified difficulty of +1.
  • All actions to make the depressed bioform apathetic or enraged have a modified difficulty of -1.
  • All actions are one speed phase longer for the depressed bioform. For example, quick speed actions are resolved in the regular speed phase.

Disoriented (levels 1 – 3)

  • Mental state
  • The disoriented bioform is confused about their surroundings and must make a “Motivation draw” before attempting any action.
  • All Communicate, Function, Labor, Sense, Surge, and Traverse actions for the disoriented bioform have a modified difficulty of +X where X is the level of disorientation.
  • Unless otherwise noted:
    • The level of disorientation can be reduced by 1 if the bioform dedicates 1 vim to the condition at the beginning of the round.
    • Once the level of disorientation = 0, the condition is removed.
    • The level of disorientation can never go higher than 3.

Grayed

  • Physical state
  • The grayed bioform is unable to use Surge actions or move vim to relics.

Enraged

  • Emotional state
  • The enraged bioform will attempt to attack or destroy whatever trigger has caused the rage.
  • In instances where the enraged bioform is unaware of what caused the rage, it will try to destroy objects within its environment.
  • An enraged bioform is unwilling to react in any other way and a “Motivation draw” is required before attempting any other type of action.

Focused

  • Mental state
  • The focused bioform is mentally ready with prediction-like assuredness and all actions have a modified difficulty of -1.
  • Unless otherwise noted:
    • Place one vim on this condition for the bioform once the condition is afflicted.
    • The vim can be moved to Life Support at any time; which immediately removes this condition.

Intimidated

  • Emotional state
  • If the bioform is unaware of the intimidator, the bioform is instead inflicted with the “Unsettled” condition.
  • All actions that would inhibit or otherwise upset the intimidator attempted by the intimidated bioform have a modified difficulty of +1.
  • Any actions by the intimidator that would cause “panic” in the intimidated bioform are done so with a modified difficulty of -1.

Invisible

  • Physical state
  • The invisible bioform cannot be seen using the normal Sense ability.
  • The invisible bioform will still be seen from within the Aura and Astral planes or by those who are filtering their vision to see psychic or magon energies.
  • The invisible bioform might make its presence known if it interacts with the world by making noise or indirectly leaving evidence (e.g. standing in a puddle will look as if there is voided space in the water).

Joyful

  • Emotional state
  • All actions to make the joyful bioform apathetic or depressed have a modified difficulty of +1.

Off-balance

  • Physical state
  • The off-balanced bioform is either on one knee, or foot or bent over are holding their body in a way as to not fall over.
  • All actions for the off-balanced bioform have a modified difficulty of +1.
  • The off-balanced bioform can make an action with a modified difficulty of +2 in order to remove the “off-balance” condition.
  • The off-balanced bioform can change the condition to “Prone” without any difficulty.

Panicked

  • Emotional state
  • The panicked bioform will attempt to flee or hide from whatever trigger has caused the panic.
  • In instances where the panicked bioform is unaware of what caused the panic, it will try to flee the environment.
  • A panicked bioform is unwilling to react in any other way and a “Motivation draw” is required before attempting any other type of action.
  • A panicked bioform may make an “Emotion draw: Rage” with a modified difficulty of -2.
  • All other Emotion Draws (Calm, Joyful, Depressed) have a modified difficulty of +2.

Paralyzed

  • Physical state
  • The paralyzed bioform is unable to move any muscles or action-based relics.
  • The paralyzed bioform is able to use Surge and Focus abilities and passive relics.
  • The paralyzed bioform is still able to distribute vim as normal.

Persuaded

  • Mental state
  • The “persuasion” is of one course of action, ideal, or fact (regardless of truth or rationality).
  • The persuaded bioform will not put themselves directly in harm’s way.
  • All actions to counter-persuade the persuaded bioform have a modified difficulty of +2.

Pinned

  • Physical state
  • The pinned bioform is unable to use Traverse actions because it is either grappled by other bioform(s), confined by some container, or restrained by some other force.
  • The pinned bioform might still be able to use other physical actions – it depends on the circumstances (and Narrator’s approval).
  • The pinned bioform may able to break free (depending on the circumstance) by making a “Breakaway draw”.
  • Breakaway Draw: Function (Dexterity) or Labor (Strength), difficulty = depends on situation

Pinning

  • Physical state
  • The pinning bioform is constantly using force to hold another bioform at bay.
  • Use the Opposed Actions rules in order to test the pinning action if this action is resisted by the pinned bioform.
  • All other actions for the pinning bioform have a modified difficulty of +3.

Prone

  • Physical state
  • The prone bioform is laying on the ground without any limbs propping them up.
  • All actions against the prone bioform have a modified difficulty of + 3.
  • All physical actions made by the prone bioform have a modified difficulty of -3.

Ready

  • Physical state; Default
  • The ready bioform is on both feet and ready to act.
  • Ready grants no additional benefits/drawbacks.

Sedated

  • Mental state
  • The sedated bioform moves and thinks slowly, all actions happen at a speed phase later than usual.
  • All actions for the sedated bioform have a modified difficulty of +1.
  • Actions that intend to inflict the Slumber condition on the sedated bioform have a modified difficulty of -2.
  • Unless otherwise noted:
    • This condition is inflicted once a character has at least 6 vim dedicated to Fatigue (including Fatigue proxies).

Shielded (levels 1 – 3)

  • Physical state
  • All attack actions against the shielded bioform have a modified difficulty of +X where X is the level of the shielded condition.
  • All physical actions performed by the shielded bioform have a modified difficulty of +1 (regardless of level).
  • All resist draws performed by the shielded bioform have a modified difficulty of -X where X is the level of the shielded condition.

Slumber

  • Mental state; Fatigue proxy
  • The slumbering bioform is asleep and unable to act or react.
  • Unless otherwise noted:
    • Place vim on to this condition as Slumber damage is inflicted.
    • This condition is inflicted once a character has at least 8 vim dedicated to Fatigue (including Fatigue proxies) AND at least 1 of those vim is dedicated to this condition.

Unconscious

  • Mental state
  • The unconscious bioform is unable to act, react, think, or speak.
  • The unconscious bioform may still distribute vim as normal.
  • The biological timers for the unconscious bioform have a modified time of +1 speed.

Unseen

  • Physical state
  • The unseen bioform is difficult to detect with the normal Sense ability and any action to do so will have a modified difficulty of +3.
  • The unseen bioform will still be seen from within the Aura and Astral planes or by those who are filtering their vision to see psychic or magon energies.
  • The unseen bioform might make its presence known if it moves, makes noise, or indirectly leaves evidence (handprint in the dust as it hid behind an old workbench).

Unsettled

  • Emotional State
  • The unsettled bioform is somewhat spooked and all actions that would otherwise inflict a “Panicked” condition on it have a modified difficulty of -1.

Unskilled (levels 1 and 2)

  • Mental/Physical state
  • An unskilled bioform must draw one 10 (level 1) or two 10s (level 2) in addition to drawing the value that will meet or exceed the target difficulty.
  • Level one unskilled may be attempting to hack a new psybernet system while level two unskilled may be attempting to hack a new psybernet system without ever hacking a system before.

Winded

  • Physical state
  • A winded bioform cannot move on their own and will fall, becoming “Prone: if they attempt any physical action.
  • A winded bioform can still use Focus, Communicate, and Surge actions.

Wisp

  • Physical Form; The final stage of death
  • As a wisp, a bioform is unable to do anything and lingers in the Limbo plane.