Armournaut

Conditions & Syndromes

a guide to conditions & syndromes that can affect players in sessions

Conditions

Conditions represent innate or acquired physical and mental constraints. These can be injuries, maladies, pathologies, dispositions or mental illnesses. The most typical way to get a condition is through combat. 

When you suffer a critical hit to your character roll 2d6 with the first die is the tens digit, the second die is the ones digit. Consult the conditions below and apply the one with number that corresponds to your dice roll.

Severities

Each condition has 2 severities. First severity point represents impairment and the second represents significant loss or function or more significant impairment. Severity increases if you acquire the same condition twice. Conditions on the second severity point double the Difficulty Score , credit cost and treatment time by their listed values.

Physical

11-15. Arm Injury: -1 DS penalty to skill tests relying on arm use, cannot use: Difficulty Score 3, 2000cs, 7 days.

16-23. Leg Injury: -1  DS penalty to skill tests relying on leg use, cannot use: Difficulty Score 3, 2000cs, 7 days. 

24-26. Brain injury - In combat, roll diligence Difficulty Score  3 or lose Brief Action, -2 to all rolls: Difficulty Score 5, 10000cs, 3 days. 

31–33. Eye Damage - 1 DS penalty to tests relying on sight, Blind: Difficulty Score  6, 8000 cs, 14 days. 

34–36. Ear Damage -1 DS penalty to tests relying on hearing , Deaf: Difficulty Score  3, 4000 cs, 21 days.

41–42. Throat Damage: -1 DS penalty to tests relying on speech, Mute: Difficulty Score  4, 1000 cs, 6 days. 

43–44. internal bleeding: Manoeuvre and Reflex Action actions cause one wound, all actions except free cause one wound: Difficulty Score  7, 700,  2 day.

45–46. Weakened Body: -1  DS penalty to tests,  -2  DS penalty to tests.  Difficulty Score  3,  2000 cs,  30 days.

51–52. Organ Trauma: +1 damage received from attacks, Exhausted (1): Difficulty Score  7, 9000 cs, 10 days.

53–54. Respiratory Damage: -2 DS penalty to athletics and endurance, half movement and suffer the suffocating status:  Difficulty Score  8, 10000,  1 day. 

55. Cardiac Damage: Must pass DS 2 diligence test or lose tactical action. Must instead pass DS 4 diligence test or lose tactical action: Difficulty Score  5, 20000 cs, 3 days. 

56. Spinal Damage: movement halved regardless of on foot or in vehicle, paralysed: Difficulty Score  10, 30000 cs,  31 days.

Mental

For mental conditions the first severity point subtracts 1 from the associated attribute score. The second point of severity reduces the associated attribute score by severity 2.

61. Mood Symptoms (Diligence) Difficulty Score  4, 8000 cs,  30 days.

62. Dissociative Symptoms (Technique) Difficulty Score  6,  6000 cs, 28 days.

63. Trauma Symptoms (Grit) Difficulty Score  7, 7000 cs, 31 days.

64. Psychotic Symptoms (Reason) Difficulty Score  5, 9000 cs,  20 days.

65. Anxious Symptoms (Cunning) Difficulty Score 3,  6000 cs, 21 days.

66. Psychosomatic Symptoms: Increase severity of an existing physical condition. If this cannot be done, acquire a random physical condition.

Diagnosis

Before physical or mental conditions can be treated or temporised a diagnosis must be attempted. For physical conditions this is done by rolling a successful detect test as a free action. Mental conditions are diagnosed by rolling successful insight checks. The unmodified difficulty score of these tests is the treatment’s difficulty score. Failing these tests adds Difficulty Score (equal to difference between test score and target score) to any tests made to treat or temporize them. Conditions only need to be diagnosed once before being temporised or treated, diagnosing can be attempted once per scene or encounter. Targets that have been successfully diagnosed can be treated or temporised as a brief action instead of a tactical. 

Treatment

All conditions may be resolved with adequate treatment. Each condition has an associated aid check, credit cost and time to treat. Successful treatment involves meeting these 3 requirements, once these requirements are met you remove the condition along with associated penalties. You can ignore a single requirement for treatment by doubling the Difficulty Score  of the aid/resolve check, credit cost or time to treat associated with the remaining 2 requirements. You may ignore 2 treatment requirements by tripling the Difficulty Score  of the aid/resolve check, credit cost or time to treat associated with the remaining 1 requirement.

Requirements

Meet All Requirements: You can meet all requirements of treating the listed condition 

Ignore ONE Requirement: You can skip paying one of the three costs, but you must double the other two.

Ignore TWO Requirements: You can skip paying two of the three costs, but you must triple the single remaining cost.

Temporise

You can temporise all of a targets conditions to reduce its severity to 0  with a successful Difficulty Score 7 aid (for physical condition) or Resolve (for mental resolve) test. If a temporised character loses 1 wound all temporized conditions become severity 2. Temporizing can also be used to remove any active statuses by rolling a DS 2 aid test with + 1 for each status.  

Other Modifiers to Treatment

The GM may apply additional penalties or bonuses to any aspect of treatment, diagnosis or temporisation based on the narrative up to an including preventing or permitting treatment when it would be otherwise possible or impossible respectively .  

Syndromes

Syndromes are collections of conditions that come from one source like pathogen, radiation or a disease. When diagnosing, treating or temporizing a syndrome the Difficulty score, criptoscirp cost and time required for treatment are the highest values from the conditions that comprise the syndrome. Meeting these requirements means that all conditions within the syndrome have been successfully diagnosed, treated or temporized. 

Expanded List of Syndromes 

This section covers modelling illnesses through the syndrome system. These are recommendations to give you an idea but it is strongly encouraged that you tweak and alter these to suit your sessions. It is advised that in a scene or encounter that you don't overload players with syndromes and that you consider syndromes to be the primary threat of any scene or encounter. Bear in mind typical players will naturally be orientated to treating a syndrome as quickly as possible. Consider building off this urgency to make the session engaging. Also consider giving the condition to few players to ensure investment in an outcome.

Acarids 

Radiation Sickness 


Hypothermic Fibrosis


Envenomation


Post-Traumatic Encephalopathy


Silicosis 


Parasitosis


Decompression Sickness


Neurodegenerative Myelitis


Throat Mites


Dust Lung


Traumatic Ocular Neuropathy


Sepsis-Induced Delirium


Hab Sickness


Barotrauma 


Rabies Encephalitis


Solar Retinopathy


Spinal Tuberculosis


Viral Meningoencephalitis


Disseminated Intravascular Coagulation


Cachexia Syndrome