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Previous Section: [[06 🔵 Death]]
# Conditions
Conditions are effects that characters experience. These effects do not directly cause damage and are often created by the environment or other characters. A list of conditions can be found in [[01 A Conditions|Appendix A: Conditions]]. Pay special attention to exhaustion--that condition can outright kill a PC and is often inflicted by environmental hazards and other forms of harm covered in this chapter.
# Next Section
[[03 🔵 Statuses]]
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Previous Section: [[02 🔵 Conditions]]
# Statuses
Statuses are similar to Conditions with the difference being that statuses deal direct damage to a character experiencing them. There is a status for every damage type and these statuses have a level that ranges from 1 to 10. At the end of a character's turn they roll a number of d6s equal to the level of the status and receive that amount of damage of the matching damage type. A list of statuses can be found in [[02 B Statuses|Appendix B: Statuses]].
# Next Section
[[04 🔵 Toxins and Drugs]]
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Previous Section: [[03 🔵 Statuses]]
# Toxins and Drugs
Toxins and drugs come in a wide variety of forms; the former are usually weaponized; the latter, mostly recreational or enhancing. A list of toxins and drugs can be found in appendix [[13 ❌ Toxins]].
## Toxins
Toxins is a catchall term for many substances. If you're going to use it as a weapon, rather than a boost or recreational high, it falls in this category.
## Drugs
Drugs are toxins that you take on purpose, and they vary from beer to high intensity performance and mood enhancers. They can have enormous effects on a character's mood and personality. If a character gets high on street drugs, it shouldn't be glossed over.
## Attributes
Both drugs and toxins have similar attributes to identify how to use the substance in game.
### Vector
Vector refers to how the toxin is delivered to the target.
**Contact** toxins can be solid, liquid, or gaseous. They attack the victim through the skin. These toxins, if in liquid form, can be coated on a weapon. In this case, they can be applied with a successful attack.
**Ingested** toxins must be eaten by the victim. They can be solids or liquids. Since they must be eaten, the generally take longer to have an effect.
**Inhalation** toxins are applied as a gas, and they must be breathed in by the target.
**Injection** toxins must get into the target's bloodstream, whether through a dart, hypodermic needle, or a cut. These can also be used to coat an edged weapon, but they only affect a target with a successful attack that causes physical damage.
### Speed
Speed determines how quickly the victim suffers the toxin's effects. These effects are always applied at the end of a combat round. **Immediate** means the effect is applied at the end of the same combat round in which the victim is exposed. A speed of 1 combat round means the effect is applied at the end of the next combat round, and so on.
### Duration
Duration is the length of time the substance stays effective in the bloodstream.
### Power
Power tells how powerful the toxin is. A toxin resistance check of Body + Stamina is used to resist the toxin. The DV of this check is equal to the power of the toxin. If a toxin is resisted, the imposed statuses do not apply unless noted in the toxin description. If toxin is resisted fully and the toxin deals damage no damage is dealt, however if the toxin is not resisted the full damage is dealt.
### Effect
Effect tells what happens to a victim exposed to the toxin. Many toxins simply cause damage; in this case, the effect defines the type of damage. Damage from toxins is treated just like any other injury. Some toxins cause other effects, such as imposing particular conditions or statuses. These statuses are listed as part of the substance's description. Unless otherwise noted, all effects occur unless the toxin is resisted.
### Concentration
Sometimes a character gets hit with a lot of toxin. If exposed to more than a single dose at a given time, increase the Power of the toxin by +1 per additional dose. Likewise, if an individual is left in contact for an extended period, the effects can be increased. If the victim is still being exposed after 10 combat rounds, perform another toxin resistance check. For each subsequent toxin resistance check after the first, increase the power of the toxin by +1, cumulatively.
## Antidotes
If they're to do any good, antidotes must be taken before a toxin's effect kicks in. An antidote taken afterward will not diminish the damage caused by the toxin but may reduce the Duration and the toxin's other effects. Note that some toxins simply have no effective antidote.
# Next Section
[[05 🔵 Starvation and Dehydration]]
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Previous Section: [[04 🔵 Toxins and Drugs]]
# Starvation and Dehydration
Characters who don't eat or drink suffer the effects of [[06 🔵 Exhaustion|exhaustion]]. Exhaustion caused by a lack of food or water can't be removed until the character eats and drinks the full required amount.
## Food
A typical character needs to eat one pound of food per day. You can make food last longer by eating half rations. Eating half rations in a day counts as half a day without food.
A character can go without food for a number of days equal to 3 + Stamina (minimum 1). Beyond that, a character automatically suffers one level of exhaustion at the end of each day they haven't eaten.
One normal day of eating resets the count of days without food to zero.
## Water
A character needs one gallon of water per day or two gallons per day if the weather is hot. A character who drinks only half that much water must succeed on a DV 15 Stamina save or suffer one level of exhaustion at the end of the day. A character who drinks even less water automatically suffers one level of exhaustion at the end of the day.
If the character already has one level of exhaustion, the character suffers two levels each day with little or no water.
## When to track food and water
In certain campaigns or games, tracking how much food and water the PCs are carrying can feel like a hassle. In those situations, as along as your GM approves, it is fine to assume you have enough rations and water to avoid starvation or dehydration. However, resource management plays a critical role in making exploration heavy campaigns and adventures feel dangerous and meaningful. Tracking food and water also allows survivalist characters like rangers to really shine.
So before handwaving resource management, make sure your group discusses if a campaign, adventure, or story arc could actually benefit from using these rules.
# Next Section
[[06 🔵 Suffocating]]
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# Suffocating
Most creatures, particularly most PCs, need to breathe air to survive. When a creature can't breathe, such as while submersed in water, it must hold its breath.
A creature can hold its breath for a number of minutes equal to its Stamina (minimum of 30 seconds).
When a creature runs out of breath or is choking, it can survive for a number of rounds equal to its Stamina (minimum of 1 round). If it is still out of air at the start of its next turn, it drops to 0 health. The creature can't regain health or be stabilized until it can breathe again.
## Holding your breath and inhaled effects
In most cases, holding your breath is ineffective against inhaled poisons, harmful gasses, and similar effects because such hazards are caustic. They still affect the nasal membranes, ducts, and repository systems of creature that need air to survive. However, such effects don't work against creatures that don't need to breathe because they don't rely on a respiratory system for survival.
Unless an inhaled effect specifically states otherwise, assume it always affects breathing creatures and doesn't affect creatures that don't need to breathe.
# Next Section
[[07 🟡 Diseases]]
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Previous Section: [[06 🔵 Suffocating]]
# Diseases
Diseases are physical afflictions that can be contracted from hazards and some characters. A disease typically ravages its victims over multiple days, causing more damage the longer it is left untreated.
# Next Section
[[02 🔵 Combat Process]]