Polemos: 8th Age - Conditions

Conditions

IMPORTANT NOTE: This document has not been finalized yet and may change in the future

AEA: Anti-Cyborg

  • +1 FP reservation by [cybernetic] augmentations when they reserver at least 1 FP.
  • Duration: until affliction removed

AEA: Bravado

  • Half cover and concealment bonuses.
  • Duration: until affliction removed

Amputation

  • Body area cannot be used or targeted.
  • Duration: until affliction removed

Anthegal Bias

  • -1 attitude modifier for non-anthegals.
  • Duration: until affliction removed

Armor Facing

  • When in same sphere as squad leader - reduce armor damage taken by up to [condition level] damage. For each 2 points of damage reduced subtract one armor value. Cannot reduce damage if insufficient armor value is available.
  • Duration: until removed
  • Tags:
    • Squad

Armor Gap Focus

  • When attacking targets visible to squad leader: -[condition level] target armor ratings, -1 damage to target.
  • Duration: until removed
  • Tags:
    • Squad

Arthenian Bias

  • -1 attitude modifier for non-ethnic arthenians or cultural filonians.
  • Duration: until affliction removed

Bandaged

  • Reset any spread for [bleeding] conditions originating from this body area. Negates any damage dealt from [bleeding] conditions on this body area.
  • Duration: [condition level] hours or until removed

Bleeding

  • -[condition level] HP per round. If body area is already at minimum vitality this condition spreads to all adjacent body areas.
  • Duration: until wound removed
  • Tags:
    • Bleeding

Blind

  • -[condition level] accuracy roll modifier.
  • Duration: 3 turns

Burning

  • -1 HP to all body areas.
  • Duration: [condition level] turns

Cautious

  • +2D6 to [stealth defense]. Re-roll each time [stealth defense] is used.
  • Duration: [condition level] minutes

Cloaked

  • Remove this condition when hidden condition is removed or if any body area has non-cloaked layers on top of cloaked layer (item, dermal augmentation, etc.).
  • Duration: until removed

Close Quarters Formation

  • +[condition level] [physical defense] skill modifier when another squad member is within 5 squares; -2 precision.
  • Duration: until removed
  • Tags:
    • Squad

COL: Anti-Magi

  • +2 XP modifier to improve MP or [supernatural] skills.
  • Duration: until affliction removed

COL: Pagan Intolerance

  • -3 attitude modifier for agathonian religious minorities.
  • Duration: until affliction removed

Combat Stimulant

  • Add +[condition level] modifier to [combat] skills. Receive 1 fatigue wound at the end of each round.
  • Duration: [condition level] turns

Controlled Breathing

  • +[condition level] precision.
  • Duration: 2 turns

Conviction

  • Spiritualism skill gains [hacking defense] tag; reserve 1 FP.
  • Duration: while sustained

Cooldown

  • The specified ability cannot be used.
  • Duration: varies

Cover

  • All damage from incoming attacks to GM determined body areas is dealt to cover material instead.
  • Duration: until removed
  • Tags:
    • Cover

Curse

  • +[condition level] damage taken.
  • Duration: 3 turns

Cybernetic Overload

  • Targeted [cybernetic] [generator] augment has double power generation and double FP costs.
  • Duration: 1 turn

Cybernetic Rejection

  • Cybernetics augmentations on body area cannot be used.
  • Duration: until wound removed

Daze

  • Do not gain a primary action on your turn. Ready may be performed as a secondary action.
  • Duration: [condition level] turns

Deaf

  • Automatically fail [perception] checks involving hearing only. -1D6 [perception] rolls.
  • Duration: until affliction removed

Difficult Terrain

  • +1 movement cost to move into each location in this area.
  • Duration: until removed
  • Tags:
    • Field

Disguised

  • Grant the social auspices of some general identity. Set plausibility modifier determined by GM. Creatures that have successfully tested the disguise or otherwise had the disguise exposed may ignore this condition.
  • Duration: until removed

Disorientation

  • -6 [perception] skill modifier; -2D6 [perception] rolls, -4 [defense] skill modifier. Do not gain a primary or secondary action on your turn.
  • Duration: [condition level] turns

Distracted

  • -2D6 to [stealth defense]. Re-roll each time [stealth defense] is used.
  • Duration: [condition level] turns

Drone

  • -1 [combat] skill modifier. +1 attitude modifier for organic individuals. Add corruption point when unusually meek to organic individuals; Remove corruption point when unusually outspoken to organic individuals.
  • Duration: until affliction removed

EMP Shell

  • Disable all [electrical] augmentations within 2 range. Affected augmentations cannot be enabled.
  • Duration: [condition level] turns

Enshroud

  • Immune to all damage. Cannot take any actions.
  • Duration: [condition level] turns

Erevno Eviction

  • This being will soon fade and no longer be able to access the physical world.
  • Duration: until affliction removed

Exhaustion

  • -1 SP per round.
  • Duration: until wound removed

Exposed

  • -1D6 [defense] rolls.
  • Duration: [condition level] turns

Failed Arm

  • -2 all skill rolls. Remove wound if body area HP > 0.
  • Duration: until wound removed

Failed Foot

  • Add prone condition if 1D6 > 3. Add prone condition if all legs have either failed leg or failed foot wounds. Remove wound if body area HP > 0.
  • Duration: until wound removed

Failed Hand

  • Items held in body area cannot be used in ability requirements for equipped/held purposes, but can still be targeted. Remove wound if body area HP > 0.
  • Duration: until wound removed

Failed Leg

  • -50% maximum movement speed. Add prone condition if all legs have either failed leg or failed foot wounds. Remove wound if body area HP > 0.
  • Duration: until wound removed

Failed Wing

  • Cannot use [fly] abilities. Remove wound if body area HP > 0.
  • Duration: until wound removed

Fatal Funnel

  • -6 [firearm defense] skill modifier when defending attacks while directly ahead, behind, or under a threshold such as a door frame without cover.
  • Duration: until removed
  • Tags:
    • Field

Fatigue - Disabled

  • -1D [defense] rolls, -2 SP per round
  • Duration: until fatigue removed
  • Tags:
    • Fatigue

Fatigue - Unconscious

  • Cannot make any actions or roll skills except the relax action. Remove all conditions the character is sustaining, even on other objects.
  • Duration: until fatigue removed or until removed
  • Tags:
    • Fatigue

Fatigue - Weakness

  • -1D [defense] rolls, -1 SP per round
  • Duration: until fatigue removed
  • Tags:
    • Fatigue

Fatigue - Winded

  • -1 modifier to all skills
  • Duration: until fatigue removed
  • Tags:
    • Fatigue

FCC: Network Security Weakness

  • -2 [hacking defense] skill modifier.
  • Duration: until affliction removed

FCC: Uneducated

  • -1D6 scholarship rolls.
  • Duration: until affliction removed

FDC: Instigation

  • -3 attitude modifier for non-FDC agathonians.
  • Duration: until affliction removed

FDC: Martyr Complex

  • -2 endurance skill modifier.
  • Duration: until affliction removed

Filonian Bias

  • -1 attitude modifier for non-ethnic arthenians or cultural arthenians.
  • Duration: until affliction removed

Filos: War Crime Participant

  • -4 attribute modifier to those who know details of your involvement. +1 corruption point when you gain corruption points.
  • Duration: until affliction removed

Flying

  • Remove any any [movement stance] condition(s) on add.
  • Double maximum movement speed, movement can clear obstacles up to 20 range high (if ceiling allows). Considered [flying]. Cannot be targeted by [melee] abilities except by other flying objects, cannot use [melee] abilities except targeting other flying objects, -1D6 [firearm defense].
  • Duration: [condition level] turns or until removed
  • Tags:
    • Movement Stance

FPA: IWAR Weakness

  • -2 hacking skill modifier.
  • Duration: until affliction removed

FPU: Redistributionist

  • -2 attitude modifier for middle-class individuals, businessmen, or entrepreneurs.
  • Duration: until affliction removed

FPU: Revolutionary

  • +1 XP modifier to improve MP or [traditional] skills.
  • Duration: until affliction removed

Free Vernick: Melee Weakness

  • -1 [melee] skill modifier.
  • Duration: until affliction removed

Free Vernick: Naive Diplomacy

  • -2 deception skill modifier.
  • Duration: until affliction removed

FRF: Undisciplined

  • -2 maximum focus.
  • Duration: until affliction removed

Frostbite

  • Add bleeding condition level 1 to [condition level] random body areas.
  • Duration: until next turn

Full Belly

  • Gain no effects from [food] items.
  • Duration: 2 hours

Grave Condition

  • Remove any any [bleeding] on all body areas condition(s) on add.
  • Ignore [bleeding] condition effects. Vital wound progresses in 20 turns. Remove wound if body area HP > 0.
  • Duration: until wound removed

Grenade Focus

  • +[condition level] to grenade throw back rolls and [grenade] ability throwing rolls when in same sphere as squad leader.
  • Duration: until removed
  • Tags:
    • Squad

Half Concealment

  • +2 [firearm defense] skill modifier if GM determines direction of attack has concealment.
  • Duration: until removed
  • Tags:
    • Concealment

Hidden

  • -50% maximum movement range, undetected to all creatures with {condition detection defense} difficulty to detect. Remove condition after performing any non-[stealthy] ability or if detection difficulty is reduced below 1.
  • Duration: until removed
  • Tags:
    • Posture
    • Undetected

Illumination

  • Shine light up to [condition level] squares away. Reserve 1 MP.
  • Duration: until removed

Impersonating

  • Grant the social auspices of a specific identity, as well as the more general auspices that the identity inherits. Set plausibility modifier determined by GM. Creatures that have successfully tested the impersonation or otherwise had the impersonation exposed may ignore this condition.
  • Duration: until removed

Infection

  • -1 modifier to all skills.
  • Duration: until wound removed

Infiltration

  • Stealth conditions added have a minimum condition level of [condition level] when within 20 squares from squad leader.
  • Duration: until removed
  • Tags:
    • Squad

Inner Demons

  • Gain [condition level] additional stress when gaining stress.
  • Duration: until affliction removed

Iron Hearted

  • -1 [teamwork] skill modifier. -1 attitude modifier for organic individuals. Add corruption point when unusually uncaring to organic individuals; Remove corruption point when unusually empathetic to organic individuals.
  • Duration: until affliction removed

Isolated Squad Network

  • +[condition level] [hacking defense] skill modifier when network members are all squad members.
  • Duration: until removed
  • Tags:
    • Squad

Joint Damage

  • -2 maximum SP.
  • Duration: until affliction removed

K-H Blackout

  • [k-h] [generator] items' and modules' produce zero energy output.
  • Duration: until removed
  • Tags:
    • Field

K-H Pollution

  • Halve [k-h] [generator] items' and modules' energy output.
  • Duration: until removed
  • Tags:
    • Field

Kneeling

  • Remove any any [movement stance] condition(s) on add.
  • -25% maximum movement speed, -2 [physical defense], +2 [firearm defense] for attacks 3 range or longer, +1 precision.
  • Duration: until removed
  • Tags:
    • Movement Stance

Low Light

  • -2D6 to any accuracy roll.
  • Duration: until removed
  • Tags:
    • Field

Magic Stunted

  • Maximum MP is zero, and cannot be raised in any way.
  • Duration: until affliction removed

Magnetic Shield

  • Add [condition level] armor to all body areas, rating {condition rating} for kinetic, piercing, and slashing damage, and ({condition rating} / 2) rating for explosive damage.
  • Duration: until next turn

Major Necrosis

  • Set difficulty to remove wound to 18.
  • Duration: until wound removed

Member Bias

  • -1 attitude modifier for individuals without USC membership.
  • Duration: until affliction removed

Mental Fatigue

  • Remove condition if FP > 0. Add (1D6 - [willpower] / 2, minimum 1) fatigue wounds. Receiving any additional FP damage adds 1 fatigue wound per point of damage.
  • Duration: until removed

Microgravity

  • Set natural maximum movement speed to zero. Movement speed and direction is preserved as momentum turn-by-turn. Move at beginning of turn based on momentum.
  • Duration: until removed
  • Tags:
    • Field

Minor Necrosis

  • Set difficulty to remove wound to 6.
  • Duration: until wound removed

Movement Depleted

  • Cannot use [movement] abilities.
  • Duration: 1 turn

Necrosis

  • Set difficulty to remove wound to 9.
  • Duration: until wound removed

Network Sensitivity

  • Reserve 1 SP for each network you are connected to.
  • Duration: until affliction removed

Off Hand

  • -4 skill modifier when using an equipped one handed item with this hand unless ability has [off hand] tag.
  • Duration: until affliction removed

Orthodox Bias

  • -1 attitude modifier for non-orthodox individuals.
  • Duration: until affliction removed

Phyirn Syndicate: Marksman Weakness

  • -2 precision.
  • Duration: until affliction removed

Phyirn Syndicate: Outlaw

  • -2 attitude modifier for law-abiding individuals.
  • Duration: until affliction removed

Physical Fatigue

  • Remove condition if SP > 0. Add (1D6 - [endurance] / 2, minimum 1) fatigue wounds. Receiving any additional SP damage adds 1 fatigue wound per point of damage.
  • Duration: until removed

Pinned Down

  • -1D6 suppressed condition rolls this turn if you did not end the turn in the same location you started in.
  • Duration: until end of turn

Prone

  • Remove any any [movement stance] condition(s) on add.
  • -50% maximum movement speed, -4 [physical defense], +4 [firearm defense] for attacks 3 range or longer, -2 maneuverability, +2 precision.
  • Duration: until removed
  • Tags:
    • Movement Stance

Pyrkagian Bias

  • -1 attitude modifier for non-ethnic pyrkagians.
  • Duration: until affliction removed

Quarter Concealment

  • +1 [firearm defense] skill modifier if GM determines direction of attack has concealment.
  • Duration: until removed
  • Tags:
    • Concealment

Readied

  • +1D6 to a single skill roll this turn. Declare bonus roll use at beginning of turn. If any [defense] rolls are made before use you must use this bonus on that roll instead and remove condition.
  • Duration: 1 turn

Recoil

  • -[condition level] accuracy.
  • Duration: 2 turns

Rejector

  • -2 maximum focus. -2 attitude modifier for artificial individuals. Add corruption point when unusually unjust to artificial individuals; Remove corruption point when unusually just to artificial individuals.
  • Duration: until affliction removed

Republic of Vernick: Medical Weakness

  • -2 medicine skill modifier.
  • Duration: until affliction removed

Republic of Vernick: No Retreat

  • -1 movement speed.
  • Duration: until affliction removed

Restrained

  • Body area and linked restraint cannot be in used in non-[restrained] abilities.
  • Duration: until removed

RFDF: Stealth Weakness

  • -2 sneaking skill modifier.
  • Duration: until affliction removed

Senate: Corruption

  • -2 attitude modifier for working-class or poor individuals.
  • Duration: until affliction removed

Senate: Long Range Weakness

  • -1 [firearm] skill modifier when target is beyond short range.
  • Duration: until affliction removed

Severe Exhaustion

  • -2 SP per round.
  • Duration: until wound removed

Severe Infection

  • -2 modifier to all skills.
  • Duration: until wound removed

Severe Scarring

  • -1 maximum vitality.
  • Duration: until affliction removed

Shock

  • Each turn roll a random body area - that body area cannot be used that turn.
  • Duration: [condition level] turns

Smoke Screen

  • Add +[condition level] modifier to [physical defense] skills.
  • Duration: until next turn

Soul Hacking

  • Spiritualism skill gains [hacking] tag; reserve 2 FP.
  • Duration: while sustained

Soul Networking

  • Spiritualism skill gains [network management] tag; reserve 2 FP.
  • Duration: while sustained

Spirit Network Access

  • Gain networked aspect; reserve 3 FP.
  • Duration: while sustained

Squad Leader

  • Remove any squad leader condition(s) on add.
  • [squad] conditions are added/removed to all members of your squad. Squad can never have more than [condition level] total members. When squad leader is removed, remove squad member condition from all members.
  • Duration: until removed

Squad Member

  • Remove any squad member condition(s) on add.
  • When squad member is removed, remove all [squad] conditions from self.
  • Duration: until removed

Stress - Broken

  • Add or increment one [corruption] affliction. Reset stress to zero.
  • Duration: until stress removed

Stress - Desperate

  • Reserve 2 FP. +1 modifier to all skills. -1D6 skill rolls.
  • Duration: until stress removed

Stress - Driven

  • Reserve 1 FP. +1 modifier to all skills.
  • Duration: until stress removed

Stress - Tormented

  • Reserve 2 FP. +1 modifier to all skills. -1D6 skill rolls.
  • Duration: until stress removed

Suit Breach

  • [space suit] items do not provide pressurization against vacuum.
  • Duration: until removed

Suppressed

  • At end of turn roll 2D6. Hit with a shot for each point under or equal to [condition level]. Ex: roll = 3, condition level = 5 then 3 shots hit. Shot damage/etc. is taken from a random shot used to add this condition; number of shots hit cannot exceed the total number of shots fired. Remove condition after resolving roll.
  • Duration: until end of turn

Synth-Supremacist

  • -1 [persuasion] skill modifier. -2 attitude modifier for organic individuals. Add corruption point when unusually unjust to organic individuals; Remove corruption point when unusually just to organic individuals.
  • Duration: until affliction removed

Taking Cover

  • Gain [concealment] and [cover] bonus conditions when defending against all [firearm] abilities. GM decides bonuses based on current location and direction of attack. Movement may cause GM to re-evaluate bonuses. Remove [concealment] and [cover] conditions when this condition ends.
  • Duration: until next turn

Thermosphere

  • -2 energy output by [k-h] [generator] items. +50% energy output by [chaos] [generator] items.
  • Duration: until removed
  • Tags:
    • Field

Total Concealment

  • +4 [firearm defense] skill modifier if GM determines direction of attack has concealment.
  • Duration: until removed
  • Tags:
    • Concealment

Tourniquet

  • Affects target body area and all downstream body areas (i.e. away from the chest body area). Add bandaged condition to affected body areas. Every 10 minutes this condition is in place lower affected body areas' vitality by one. If a body area is already at minimum vitality an unknown necrosis wound is added.
  • Duration: until removed

USC Sleeper Cell Suspicion

  • -1 attitude modifier for individuals without USC membership.
  • Duration: until affliction removed

USC: Apathy

  • -1 maximum stamina; -1 maximum focus.
  • Duration: until affliction removed

USC: Militant Materialist

  • -2 attitude modifier for religious or spiritual individuals.
  • Duration: until affliction removed

Vacuum

  • Deal 1D6 void damage to all non-pressurized body areas.
  • Duration: until removed
  • Tags:
    • Field

Vernick Bias

  • -1 attitude modifier for non-ethnic vernicks.
  • Duration: until affliction removed

Weapons Committed

  • Cannot use [parry] abilities.
  • Duration: 1 turn