S Conditions

Low Ebb
Enter anytime, when you're not really feelin' it.
People sort of stay out of your way…
If you suddenly perk up, enter High Tide!
Leave at the end of the session. (Enter Low Ebb to signal you aren't really feelin' it.)

High Tide
Enter when instructed, or when the spotlight's on you.
Gain an additional Drive per action.
Leave after the next big climax,
Especially if it's a character moment!

Kinship
Enter by having a moment with another PC.
When they do something clutch: show some appreciation, end the condition, and gain +4 Drive.

Iron-Heart
Enter when instructed, when you're feeling unstoppable.
Your max HP is increased.
Leave when you suffer another condition, or after resting twice.

Wound
Enter when you've been injured.
Your max HP is reduced.
Leave when you receive medical treatment.

Sick
Enter when you've been poisoned, or have taken ill.
Your HP can't increase out of battle.
If your HP after a battle exceeds the HP you had beforehand, reduce it to the amount you had beforehand.
Leave when you receive medical treatment… or get enough bed rest.

Weary
Enter when you're tired, worn out, or get drenched in rain or other bad weather.
Whenever you spend LP, pay an additional 1 LP surcharge.
Leave when you have a chance to really rest.

Hungry
Enter when you rest without eating… in a game that cares about that.
At the end of a battle, or after making a skill check, lose n HP. (Unless that would reduce you to 0.)
Leave when you eat something.

Distracted
Enter when something else is on your mind, or your having trouble focusing on what's happening in front of you.
When you perform skill checks, you only succeed on 6s, and not 5s.
Leave when someone or something finally snaps you out of it and returns your attention to the task at hand.

Hexed
Enter when afflicted by bad magic, or a particularly nasty monster's Overdrive.
At the beginning of each combat, receive a certain Long status.
Leave when someone manages to unhex you.

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