// AUTO-GENERATED by tools/build-conditions.py — do not edit by hand. export const VANITY_CONDITIONS = [ { "id": "rattled", "name": "Rattled", "group": "combat", "short": "−1 die on everything", "rules": "You've lost half your Grit and it shows: −1 die on every roll until you climb back above half.", "ends": "Grit recovers above half" }, { "id": "wounded", "name": "Wounded", "group": "combat", "short": "−1 die to a fitting action", "rules": "A lingering injury — a gashed arm, a split brow. −1 die to a kind of action the GM rules it hampers.", "ends": "Treated: kit, Mend, or downtime" }, { "id": "off-balance", "name": "Off-Balance", "group": "combat", "short": "−2 dice on your next roll", "rules": "You're reeling. −2 dice on your next roll, attack or defence — you still act, you just act badly.", "ends": "After your next roll" }, { "id": "prone", "name": "Prone", "group": "combat", "short": "−1 die; rising costs your Move", "rules": "Flat on your back: −1 die on everything, and standing up costs your Move.", "ends": "You spend a Move to rise" }, { "id": "held", "name": "Held", "group": "combat", "short": "No move, no clean swings", "rules": "Grappled or snared: no movement, no clean attacks, and defenders hit you as if you were flanked.", "ends": "You win a Brawn contest to break free" }, { "id": "marked", "name": "Marked", "group": "combat", "short": "The next Bane you bank counts as 2", "rules": "Something patient has written your name. The next Bane you bank counts as 2 instead of 1 — the GM will tell you when it lands.", "ends": "The next time you bank a Bane" }, { "id": "encumbered", "name": "Encumbered", "group": "combat", "short": "−1 die Brawn/Flair · half move", "rules": "Carrying past your Load (6 + Brawn): −1 die on Brawn and Flair, half movement until you drop the excess.", "ends": "You drop below your Load" }, { "id": "slowed", "name": "Slowed", "group": "spell", "short": "−2 dice, no move next round", "rules": "Frost Grip or its like: −2 dice and you cannot move until the caster's next turn.", "ends": "The caster's next turn" }, { "id": "asleep", "name": "Asleep", "group": "spell", "short": "Unconscious until roused", "rules": "Dropped by Sleep: unconscious, and may be Subdued without a roll. Damage or loud danger wakes you.", "ends": "Harm or clamour wakes you" }, { "id": "charmed", "name": "Charmed", "group": "spell", "short": "Treats the caster as a trusted friend", "rules": "You believe the caster is a dear friend for the scene. Requests against your nature, or violence, break it — and you remember.", "ends": "Scene's end, or a betrayal" }, { "id": "blessed", "name": "Blessed", "group": "spell", "short": "+1 die on everything", "rules": "Conviction, made contagious: +1 die on every roll this scene. Does not stack with itself.", "ends": "Scene's end" }, { "id": "cursed", "name": "Cursed", "group": "spell", "short": "−1 die on everything", "rules": "Doubt with a pointed finger: −1 die on every roll until cleared by an act the GM rules penitent.", "ends": "A penitent act, or Cleanse" }, { "id": "warded", "name": "Warded", "group": "spell", "short": "+2 defence dice", "rules": "Arcane Ward, Sanctuary or Aegis: +2 defence dice, stacking with armour and shields.", "ends": "The ward's stated duration" }, { "id": "blurred", "name": "Blurred", "group": "spell", "short": "Attackers take −2 dice", "rules": "Your edges smear: everyone attacking you takes −2 dice until the caster's next turn (or the scene, if paid up).", "ends": "The caster's next turn, or scene" }, { "id": "downed", "name": "Downed", "group": "state", "short": "A companion is out — not dead", "rules": "A companion at 0 Grit: out of the scene, not dead. It recovers to full after a night's rest or Mend Beast.", "ends": "A night's rest, or Mend Beast" }, { "id": "spent", "name": "Spent", "group": "state", "short": "A spell can't be cast", "rules": "A failed spell is spent: it cannot be cast again until you recover it with a rest or a recovery ritual.", "ends": "Rest, or a recovery ritual" }, { "id": "taken-out", "name": "Taken Out", "group": "state", "short": "Down — the fiction decides how badly", "rules": "Your Grit is empty: you're out — unconscious, routed, captured, dying or dead, as the fiction and the weapons decide. A winner may Subdue instead of kill.", "ends": "The story says so" } ];