Conditions allow a PC to turn any action roll into a success. When you overcome limits, you mark the related attribute’s condition and treat the roll as if you got a 6 result. The nature of your condition depends on the attribute.
When you mark a condition it doesn’t necessarily mean your character feels that way all of the time; it indicates a vulnerability. When they face obstacles, that vulnerability may complicate the situation.
Anytime you use a related action, you also roll a condition die. This should either be a different looking 6-sided die (e.g. different color), or you can roll it after your main action roll. This die represents the chance that your vulnerable condition will influence your actions.
Any result from the condition die is factored in separately from the main action results:
1-3: condition fallout. The condition you have adds a new complication to the situation. Propose what that looks like to the GM.
4 or 5: keep your cool. The condition doesn’t affect your roll. This time.
6: dig deep. Your condition inspires an advantage or helps you in an unexpected way. Propose to the GM how your condition gives you better insight. Note: this does not affect the success of your action. This is an advantage separate from the base action.
The fallout is separate from the main action. It should not cancel out any of the PC’s success on their main action roll. Instead, it represents a way their related condition complicates the situation. Think of this as the way your emotions or injuries work against you.
Because conditions involve PC emotions, the character’s player will primarily suggest the fallout from a condition. The GM will agree or offer a modification to the idea to make sure it fits with the fiction. As a character, lean into the emotional complications rather than trying to minimize them. Remember, fallout doesn’t change your success or failure; it’s a way for your character’s emotions to drive the momentum of the story further.
There are some suggestions in the list below for inspiration, but go with what fits for your character.
Sometimes being vulnerable will work to your advantage. Like fallout, the player proposes what makes sense for their character. The GM will agree or propose an alternative.
Think of advantages as tapping into the benefits of negative emotions. Make up your own advantage or choose one from the list.
Recovering from Conditions
There are two ways to recover from conditions.
When you get a full success on an action (a 6 result), you can choose to turn that into a costly success: you will still succeed, but your condition will add a consequence. The GM will tell you what the consequence will be before you have to agree. You can do this with any action, not just actions related to your current condition. Once you have agreed to the consequence, describe how this experience gives your character greater insight into their condition and clear the condition.
Second, you can recover from conditions by using the recovery action during downtime. You build a dice pool based on the number of favors you spend (max 4) and roll. Look at the highest result.
1-3: discontent. You find stress or obligation rather than relief. Add another condition.
4 or 5: respite. You get a break. Clear 1 condition.
6: renewal. You feel re-centered. Clear all of your conditions. Two or more 6’s: it’s a critical success. Also roll to reduce stress.
Describe how you spent your recovery time. Maybe the favors led to a party or to safe time alone in the wilderness or a chance to pursue a favorite hobby.