The Elder Scrolls - Fate Core RPG
“All currently active magic effects, including diseases and armor enchantments, are shown in the Magic inventory, under ‘Active Effects.’”
— The Elder Scrolls V: Skyrim
Conditions are a type of Aspect, but with a number value attached to them. They are similar to Consequences but with a stronger temporary twist. They normally stick to a character or item and describe what state or special circumstances they’re in. Something could be on fire, a weapon might be worn out damaged, a creature poisoned, or a thief invisible. Conditions generate an effect but exist only as long as their number in above 0.
Features of a Condition
Conditions consist of an Aspect, an associated number value, and and effect or function their value has—like dealing or restoring that amount of damage.
The Condition’s Aspect can either be variable and to be filled in during play, or set by the rules or source of the Condition. A Condition’s Aspect, like almost any other Aspect, is attached to a character or object in the world. It can be invoked and compelled just as any other Aspect could, but performs its primary effect without any need to pay a price.
A Condition’s value determines its duration. Every time the Condition generates its effect, the value is reduced by 1, until it reaches 0. At that point, the Condition disappears again.. The value also sets the difficulty of overcoming it—e.g. what roll it takes to quench the flames when burning. It follows the Fate ladder of rating difficulties from Average (1) to Legendary (8) since Conditions are never negative. However, since many Conditions are bad for you, it may be more appropriate to use negative terms instead. Here is a suggestion for those terms, partially derived from the standard terms used for Consequences.
The effect produced by a Condition can vary widely, from reducing stress, to granting bonuses on rolls, damage, or armor. Sometimes the effect is nothing more than what the Aspect describes—since Aspects are always true. In such a case, the number value either serves only as difficulty of overcoming the Condition, or some other purpose.
Examples of Conditions:
|MODEST (3) PARALYSIS||◇ ◇ ◇✗|
|You cannot move or perform actions.|
|MILD (2) BURNING||◇ ◇|
|Does 1 point of damage each turn.|
Conditions in Play
Conditions come into effect at the beginning of the affected’s turn. When it’s your turn, check if you have any active Conditions on you. You have the chance to do a single minor action to take an antidote or use another method of counteracting the Condition that does not require a full action. You can reduce the value of a Condition by taking antitoxins, casting counter-spells, or receiving blessings, depending on the Condition.
For each Condition that sticks to you, apply its effect before you do your major action. Use the Condition’s remaining value to determine the size or scope of its effect. This means, when the condition has already been reduced, use the remaining number rather than its original value. After applying the effect, check off one point off the Condition’s remaining value. If the condition is constant, leave its value as it is, or modify it according to its specified rule. In the next round, use the new or remaining value instead.
Always apply the effect before reducing the value, so you don’t skip ahead in the Condition’s progression!
|Main Page > Gameplay > Conditions|