Conditions are status effects applied to entities within scenarios. Each condition has its own unique mechanical effect described below. There are few of these, as most typical buffs and debuffs are instead found in Stat Tracks.
Conditions are most commonly applied through cards or card entries. Any card or entry that applies a condition will also describe how long the condition lasts if not otherwise removed. If multiple conditions are set to expire at the same time, they should be removed in the order in which they were applied.
The affected entity cannot Move, including with Fly (but may Phase or Teleport, which ends the condition).
In combat, Grabbed lasts until the affected entity and the bestowing entity no longer share the same section or until either the affected or bestowing entity is defeated. In some cases, the Grabbed condition can be bestowed at range. In these cases, it does not automatically end as a result of entities no longer sharing the same section.
The affected entity may attempt to break free from a Grab as a Strategy; doing so results in an opposed Acrobatics roll with ties in favor of the affected entity. Success immediately ends the Grab, even if imposed at range.
The bestowing entity may attempt to pull the affected entity along as it Moves into another section. In this case, the bestowing entity must win an opposed Acrobatics roll as part of that movement with ties in favor of the bestowing entity. If the bestowing entity wins, the affected entity moves along with the bestowing entity, and the condition continues. If the bestowing entity fails, the Grabbed condition ends, and the affected entity is not forced to Move. The bestowing entity may choose to cancel their Move upon failing, in which case their Move is lost for that turn.
In exploration, Grabbed usually comes with some specific mechanism for ending it or with a specified duration. If it doesn't, it can only be ended by defeating the imposing entity or otherwise separating (such as the imposing entity Moving away or the Grabbed entity using Phasing or Teleportation).
The affected entity is turned to stone and is unable to Move, perform any sort of play, draw or discard cards, or otherwise contribute to scenarios or the narrative (apart from, potentially, being used as a heavy stone prop). Petrified entities usually cannot suffer damage, Injury, Disease, or other conditions, although the DM may choose to allow certain effects to bypass these restrictions, and other exceptions may also apply. Essentially, the character is treated as though they were dead; however, their body is stone rather than a corpse.
Death is typically permanent, but Petrification can be reversed by certain powerful spells or rare objects. PCs that find someone capable of this service (usually available in a large city) may pay 1 Wealth to undo an ally's Petrification. This generally requires a rest as a part of the procedure.
The Petrified condition is usually applied when a PC is defeated, as a penalty for failing a scenario, or through specific narrative sequences. It is rarely directly imposed from a single play. DMs that utilize it frequently should expect to need to provide additional Wealth to players or hand out easier access to recovery.
The affected entity gains +1 to its Inflict dice levels and may deviate from its normal patrol path. This condition lasts until the end of the scenario unless otherwise noted. Exclusively applies to Seekers in stealth type exploration scenarios. Seekers automatically become Alerted whenever they cause the PCs to lose a Stealth Token or find a defeated Seeker that was not hidden away.