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After a run-in with a Laser Beast an ulran adventurer limps to her starship, fresh burns covering her legs. An ino rubs his temples at a hotel bar as the poison in his drink takes hold of his mind. A magically enhanced colony of Ror-nan confidently rolls onto a stage and delivers a comedic routine that leaves the audience in stitches.
Conditions are negative and positive statuses that have an impact on the effectiveness of player Characters and NPCs. Everything from feeling insulted to suffering a debilitating wound could be a negative condition, and anything from feeling encouraged to being magically empowered could be a positive condition. Specific Attacks, magic, poisons, and more apply conditions to player Characters and NPCs alike.
Specific Attacks and abilities can apply conditions as noted in their Descriptions. Player Characters always gain a negative condition when their Health Levels are reduced to 0 and gain a positive condition when they succeed at four or more skill rolls on one turn in Combat. In addition, the GM can choose to apply a condition when they think it fits the story, often as a result of a failed or successful skill roll.
When a condition is applied to or by a player character, the player works with the GM to determine the specifics.
Every condition has a name, such as, “bruised ego,” “broken ankle,” or “energized.” Work with your GM to come up with a name that seems appropriate for the condition. For example, if Brutu the Pirate Captain delivers a swing with a Laser Sword that knocks out Luwe the glean, Luwe’s player and the GM Work Together to come up with the minor condition “sliced forehead.” After the condition has been established, determine what level of effect it has—minor, moderate, or significant—and what skill(s) it affects. In our example, “sliced forehead” is a minor condition that negatively affects Luwe’s Perception Skill.