Incapacitating Conditions
Basic Set: Campaigns · p.428
Open source p.428All of these afflictions prevent you
from taking voluntary action for the
duration. In addition to their other
effects, you’re effectively stunned (-4 to
active defenses). In combat, you must
Do Nothing on your turn. If an afflic-
tion lets you drop, you can sit, kneel, go
prone, etc. if standing, or go prone if
kneeling or sitting. If it lets you stagger,
you can drop, change facing, or step or
crawl one yard. In all cases, you are
still effectively stunned.
Agony: You are conscious but in
such terrible pain that you can do
nothing but moan or scream. If stand-
ing or sitting, you fall down. While the
affliction endures, you lose 1 FP per
minute or fraction thereof. After you
recover, anyone who can credibly
threaten you with a resumption of the
pain gets +3 to Interrogation and
Intimidation skill rolls. Low Pain
Threshold doubles the FP loss and tor-
ture bonus. High Pain Threshold lets
you overcome the agony enough to
function, but at -3 to DX and IQ.
Choking: You are unable to breathe
or speak. You may do nothing but
drop. While the choking endures, you
suffer the effects of suffocation (see
Suffocation, p. 436). If you have an
object lodged in your throat, a friend
can try a First Aid roll to clear it; roll at
-2 before TL7. Each attempt takes 2
seconds. If you have Doesn’t Breathe
or Injury Tolerance (Homogenous),
you cannot choke!
Daze: You are conscious – if you are
standing, you remain upright – but you
can do nothing. If you are struck,
slapped, or shaken, you recover on
your next turn.
Ecstasy: You’re incapacitated with
overwhelming pleasure. Treat as
Agony,
but
neither
Low
Pain
Threshold nor High Pain Threshold
has any effect – and instead of a bonus
for torture, someone offering to con-
tinue the pleasure gets +3 to any
Influence roll! If you have Killjoy,
you’re immune.
Hallucinating: You can try to act,
but you must roll vs. Will before each
success roll. On a success, you merely
suffer seconds of disorientation.
This gives -2 on success rolls. On a fail-
ure, you actually hallucinate for
minutes. In this case, the penalty is -5.
The GM is free to specify the details of
your hallucinations, which need not be
visual. On a critical failure, you “freak
out” for minutes. You might do any-
thing! The GM rolls : the higher the
roll, the more dangerous your action.
Paralysis: You cannot move any vol-
untary muscles, and fall over if you are
not in a balanced position. You remain
conscious, and can still use advantages
or spells that require neither speech
nor movement.
Retching: You are conscious but
vomiting (or suffering dry heaves). You
can try to act, but you will be at -5 to
DX, IQ, and Per, and automatically fail
at any action that requires a
Concentrate maneuver. At the end of
the retching spell, you lose 1 FP. You
gain no benefit from recent meals or
oral medication – you’ve thrown it up.
Seizure: You suffer a fit of some
kind. Your limbs tremble uncontrol-
lably, you fall down if standing, and
you cannot speak or think clearly. You
can do nothing. At the end of the
seizure, you lose FP.
Unconsciousness: You are knocked
out, just as if you had suffered injury.