CONDITIONS

Below is a list of all conditions that may affect a player or NPC.

## BLEEDING

* When Bleeding, a player of NPC will take 1D12 damage in the opening phase of their turn. To stop the Bleeding, the player or NPC, or one of their allies, may perform medical aid with a Triage Stim, or some measure of cauterizing or clotting agent.

## BLINDED

* While blind, a player or NPC becomes incapable of successfully using firearms, or any ability requiring line of sight. This includes most Cracks.

## BURNING

* Upon a character or NPC taking three instances of heat damage within a single turn-rotation, the burning condition is applied. While burning, you take 1D4 damage per turn for either one turn-rotation, or until you use an action to treat the source of burning.

## DEAD

* Death may not be the end for all. A dead PC or NPC may be brought back to life if the following conditions can be met.
	+ Engram retrieval:
		- An engram of the PC or NPC must be taken before, or within one day of their death. Engrams can be constructed using REMAP tech on the living or dead, or by cataloging a living subject using a seCure terminal lounger attachment. Engrams may be stored indefinitely.
		- If an engram is taken post-mortem, the engram will act as a direct resumption of the deceased character's life. If the engram is taken preemptively, the character's memory, experience, and level will reset to the point of the engram's capture.
	+ Body procurement:
		- If the body of the deceased is in good condition (not mortally wounded, died by cause other than physical damage), their engram can be used to jump-start their synapses and bring them back fully within one day of their death.
		- If the body of the deceased is unusable, a spare may be used. This requires the brain death of the spare's original owner. The GM will assist the player in reworking their character to reflect the change in physical attributes brought by the new body.
		- If the body of the deceased is unusable, and no spare can be provided, the engram may be inserted into a sufficiently advanced mechanical host. Procurement of a mechanical host requires the capture and disabling of an ATAS unit, or comparable drone. The world will react differently to a human engram within a mechanical body, typically with great mistrust or hostility.
	+ Engram activation:
		- A mechanical body may be activated by any sufficiently skilled Cryptech.
		- An organic body originally belonging to the deceased may be activated with a seCure unit.
		- An organic body obtained through other means will require REMAP facilities to activate.
* Resurrection comes at a steep price. If a PC or NPC is successfully resurrected with the use of an Engram, a piece of their humanity, intangible and undefinable, is forever lost. This character becomes more reckless and hostile, lessening their regard for human life.
* Each time a character is resurrected, roll 1D100. On the initial resurrection, a roll of 1 will result in a corrupted reactivation, removing a PC from their player's control and changing them to be a hostile, chaotic NPC.
* For every resurrection following their first, dice used for resurrection rolls will decrease in size along the standard dice set. (D100, D50, D20, D12, D10, D8, D6, D4)
* If a player is successful in reviving a character using a D4, the player must thereafter flip a coin to determine whether corruption occurs.

## DYING

* When dying, you are unresponsive to outside stimuli. You may be revived by medical attention from a conscious player or NPC. If you are not revived before two turn-rotations may complete, you are dead.

## IN COVER

* While in cover, you leave very little of yourself exposed, granting a +5 to your evasion. Shots taken while in cover have a -5 to hit, due to the need to blind-fire to maintain cover.

## INFECTED

* Infection comes in stages, progressively worsening the longer a player or NPC is infected. Each turn-rotation that completes after the initial infection worsens the condition one stage. Freelancers and NPCs with no implants are immune to the Infected condition.
	+ Stage 1: You must succeed on a Tech skill check of 15 to use any Cracks. Any rolls to hack or break encryption are made at disadvantage.
	+ Stage 2: Your Biomech components have become compromised. Lose access to Cracks. If you have Biomech components that are crucial to your mobility, gain the Wounded condition.
	+ Stage 3: The infection is doing critical damage to your core systems. Take 1D6 Synaptic damage per turn until the infection is removed or reduced.
* The Infected condition may be removed entirely by spending all three actions of a Cryptech's turn. A Cryptech may alternately choose to use two actions to halt the progress of infection, preventing it from worsening.
* A non-Cryptech may use two actions of their turn to walk an infection affecting themselves back by 1 stage, but may not remove or halt the conditions progress.

## PINNED

* While pinned, you are being restrained in a prone position, or against an object. Your evasion is reduced to 0 while under this condition, leaving you open to guaranteed hits by attackers. If you are pinned by an opponent, roll BRN opposed at disadvantage to escape being Pinned. If you are pinned by the environment, roll a BRN check (difficulty at GM's discretion) to see if you can escape. Once you have escaped being Pinned, you become Prone.

## POISONED

* Once afflicted by poison, the affected character or NPC takes 1D8 damage per turn until medical treatment is applied. Half of the damage taken by an instance of poisoning can be healed if poison-specific treatment is available.

## POOR VISIBILITY

* Poor visibility requires that all sight-based rolls are performed at disadvantage. This includes chance-to-hit outside of melee range.

## PRONE

* While prone, you are knocked to the ground. Your evasion is reduced by 5 while under this condition. Take one action to return to an upright position. You may also be pulled upright by an ally, spending one of their actions instead.

## RESTRAINED

* While restrained, you are held in place by something against your will. Your evasion is reduced by 5 while under this condition. Succeed on a BRN check, or opposed BRN roll, to escape your restraints.

## STEALTH

* While in stealth, you are undetectable by cursory observation. Your movement range is reduced by half. Traversing uneven footing will not further reduce your speed, but will require you to roll a FNS check to remain in stealth. Someone investigating your position may be able to discover you while in stealth. Succeed on an opposed roll (FNS vs INT) to remain undetected.

## STUNNED

* While stunned, you are afflicted with a sense of disorientation. You must roll all INT based checks at disadvantage while stunned. Your movement is treated as if on uneven footing while stunned. Chance-to-hit rolls are made at disadvantage. Succeed on a Fortitude saving throw to end the effects of stun, rolled at the end of each of your turns. The main phase of your first turn after being afflicted by stun is skipped. While stunned, your evasion decreases by 5.

## TAUNTED

* When a player or NPC has been Taunted, their focus is drawn to the source of the taunt. A Taunted character must succeed on a FOR check of 15 in order to break the Taunted condition and attack any other target. The Taunted condition naturally expires at the end of an affected character’s turn.

## UNCONSCIOUS

* While unconscious, you must succeed in a FOR check of at least 15 on your initial attempt to awaken, if not under any other effects. Each failure to wake reduces the bar by 1. You may be awoken by any conscious player or NPC that wishes to do so.

## UNEVEN FOOTING

* When on uneven footing, you have difficulty navigating your environment. Reduce your movement speed by half, or travel at full speed with a FNS or RFX check (difficulty at GM's discretion). A failed check will result in falling prone.

## WOUNDED

* When wounded, you are in a critical state. This does not necessitate your health being low, as a wounded condition may be inflicted through the disabling of Biomech parts, or the administration of sedatives. Your movement range is reduced by half, and all physical skill checks are performed at disadvantage.