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  1 
  TABLE OF CONTENTS 
  RECONDITIONED 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  2 
  RECONDITIONED 
  CREDITS 
  Author: Sean Creef 
  Editor: Morgan Hillan 
  Artists: Onyx Path Scion Art Packs 
   
  SPECIAL THANKS TO 
  My wife and those who get any use out of this 
  supplement. 
   
   
   
  
   
  3 
  TABLE OF CONTENTS 
   
  SOCIAL CONITIONS 
     4 
   
  MENTAL CONDITIONS 
    6 
   
   
  PHYSICAL CONDITIONS 
    7 
   
  DAMAGE CONDITIONS 
    9 
   
  
   
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  RECONDITIONED 
   
  RECONDITIONED 
   
  INTRODUCTION 
  Reconditioned is a collection of Conditions for use with 
  Scion 2nd Edition. The additional material in this 
  supplement is presented to allow both Players and 
  Storyguides ways to represent some of the nearly infinite 
  possible situations a character can find themselves in. The 
  Conditions in this supplement fall into one of four 
  categories – Social, Mental, Physical and Injury Conditions. 
  This delineation is based upon the way a Condition 
  manifests, but not the impact it has on a character. Many 
  Physical Conditions have impacts in both Social and Mental 
  Arena actions. In addition to the effect, description and 
  Resolution of each condition, a list of possible sources will 
  be included with certain Conditions. This list is not 
  exhaustive, but is a guide to integrate these conditions into 
  your game. 
  SOCIAL CONDITIONS 
  Social Conditions cover the nebulous, hard to define 
  impacts of reputation and impressions. These Conditions, 
  when positive, are often either more specific, shorter lived, 
  or less impactful than Social Edges.  
  CLEANED UP WELL 
  You aren’t so bad looking after all. A shower, some 
  fresh clothes and you are downright presentable. For the 
  following scene, you receive the benefit of an improved 
  level of Attitude with everyone else in the scene. 
  Resolution: This Condition will end naturally at the 
  end of the scene, and not grant any momentum for doing so. 
  It can be resolved sooner if something happens to dirty your 
  character, damage their clothes or otherwise diminish their 
  appearance. 
   
  FAUX PAS 
  Something you said or did has caused a scene, and 
  people have taken notice. Such a mistake will make further 
  interactions difficult, though not impossible. You suffer a 
  +2 Difficulty on all Intrigue rolls for the remainder of the 
  scene. 
  Momentum: Add Momentum to the pool whenever 
  you fail a roll impacted by this Condition. 
  Sources: Good roleplaying, poor dice rolls. 
  Resolution: This Condition will fade at the end of the 
  scene. It can also be Resolved through the application of an 
  appropriate action taken by another character to cover for 
  your uncouth behavior, at the Story Guide's discretion. 
   
  GOOD IMPRESSION 
  Perhaps you were set up on a date by a mutual friend, 
  or you just happened to say the right thing at the right time. 
  But whatever it is, for the moment the people nearby have 
  taken a liking to you. For the remainder of the scene, you 
  shift Attitudes towards your character one step positive. 
  Resolution: This Condition will end naturally at the 
  end of the scene, and not grant any Consolidation for doing 
  so. 
   
  NOODLE INCIDENT (PERSISTENT) 
  Something in your character’s past, some incident, 
  seems to always precede them. This incident may or may 
  not have happened, and it is not always considered a 
  negative act, but it is always the first thing one thinks of 
  when they think of your character. You suffer +2 
  Complications in any situation where you need to convince 
  someone that you did not do the alleged incident - failure to 
  buy off this Complication means that they will continue to 
  harbor these suspicions and will act as if the stories were 
  true, which could result in them contacting authorities or 
  taking steps to protect themselves as they see fit. Also, other 
  characters receive +2 Enhancements to be aware of you 
  through knowledge of the incident 
  
   
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  RECONDITIONED 
  Resolution: A concerted, intense effort to spread 
  alternate theories, or efforts to quash the story are both ways 
  to possibly make others stop talking of the incident. One 
  could also do something at least as dramatic, which would 
  replace this Condition with another suitable one. 
   
  ODD ONE OUT 
  To be polite, your character sticks out in their current 
  environment. Perhaps they are a walking corpse among the 
  living, modern soldiers in feudal Japan, or just have the 
  wrong clothing in the wrong neighborhood. Either way, they 
  are exceedingly easy to locate and it is obvious that they do 
  not belong. They suffer a +2 Complication on all rolls to 
  blend in, hide, or interact with locals. Should this 
  Complication not be bought off, someone will take notice of 
  the character, and trouble will soon catch up with them. 
  Momentum: Add Momentum to the pool whenever 
  someone recognizes you due to this Condition. 
  Sources: Strange Terra Incognitae, Ancient Beings in 
  the modern day, poor fashion choice.  
  Momentum: Gain Momentum whenever this Condition 
  causes the Band a new and interesting problema. 
  Resolution: With effort, characters can engage in 
  better disguises, adopt local clothing, or depending on the 
  character perhaps even shapeshift themselves into appearing 
  as they belong. This Condition will also fade naturally when 
  removed from whatever environment it was necessary for. 
   
  STELLAR REPUTATION (PERSISTENT) 
  Everyone knows you. If not directly, they know of you 
  by reputation. Fortunately, your reputation is beyond 
  reproach. The word of your deeds is wholly positive, and 
  even those who may detest you, they at least respect you. 
  When engaging in Intrigue actions, you are never 
  considered to have a negative attitude with anyone. You 
  may not gain a positive impression, but even the most 
  uncouth of foes will treat you fairly. 
  Resolution: This Condition is resolved if your 
  character acts in a way that is obviously contrary to their 
  reputation - the Storyguide has the final say in what 
  constitutes ill behavior. Further, other parties can conspire 
  to ruin your reputation over time. 
   
  PATH EXEMPLAR (PERSISTENT) 
  Whatever Path you are walking, you walk it the best. 
  Your character is the epitome of their Origin or Role. When 
  one thinks of that Path, the person they picture will strongly 
  resemble your character. You may be the archetypal 
  Detective, never letting a case rest until solved, or the sort 
  of party animal all Satyr aspire to be. 
  Whatever Path this Condition is linked to, your 
  character gains 2 Enhancements to any social rolls made to 
  influence other members of the path, as well as with anyone 
  who would respect - or fear - your path. At Storyguide 
  discretion, this can be taken for non-Pantheon Society paths. 
  Resolution: This Condition is resolved if your 
  character acts in a way that is obviously contrary to the 
  ideals of their Path - the Storyguide has the final say in what 
  constitutes unfitting behavior. 
   
  PAROLE (PERSISTENT) 
  (MILD/MODERATE/SEVERE) 
  You have done prison time, and that debt to society still 
  has interest. Though no longer incarcerated, you are 
  required to follow a number of additional stipulations while 
  you remain in society. 
   
  Being on Parole inflicts a number of minor penalties on 
  a character. Mild Parole imposes one level negative shift in 
  Attitude with anyone who is inclined to think less of them, 
  and +1 Complication on all Social Arena rolls not using the 
  Subterfuge Skill. Failure to buy off this Complication 
  increases the Condition to Moderate. Moderate Parole 
  maintains the one level negative shift in Attitude, and 
  increases the Complication from Mild Parole to +2. Failure 
  to buy off this Complication increases the Parole Condition 
  to Severe. Severe Parole imposes a two level negative shift 
  in Attitude with all Storyguide characters, and a +3 
  Complication on all Social Arena rolls not using the 
  Subterfuge Skill. If this Complication is not bought off, the 
  Parole Condition is replaced with the Wanted Condition 
  (See Below). 
  Momentum: Add Momentum to the pool whenever 
  your Condition strengthens. 
  Resolution: At the end of any session in which a 
  character's Parole did not increase in severity, it will reduce 
  in one level to a minimum of Mild. Removing Mild Parole 
  requires a character to keep their Parole at Mild for (7-
  Subterfuge) 
  consecutive 
  sessions, 
  or 
  some 
  story 
  development grants the character reprieve (a Pardon, 
  exoneration, or Titan War are all possibilities). Should a 
  character ever die, they immediately resolve the Parole 
  Condition. Replacing Severe Parole with Wanted also 
  resolves the Condition. 
   
  VILLAINOUS (PERSISTENT) 
  You may be the hero of your own story, but the world 
  at large disagrees. Your character has a thorough, though 
  perhaps not deserved, reputation as a Bad Guy. People are 
  less likely to trust, but more likely to fear you, and this 
  reputation is always in the back of their minds when they 
  deal with you. While you gain +2 Enhancements to 
  Leadership rolls where your cruel nature can apply, you 
  receive +2 Difficulty on any other relevant rolls. 
  Momentum: Add Momentum to the pool whenever 
  you fail a roll due to this Condition. 
  
   
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  RECONDITIONED 
  Resolution: To resolve this Condition would require a 
  heroic act which is at least as notable as whatever caused 
  your reputation as a villain. 
   
  WANTED (PERSISTENT)  
  Someone wants your character. Perhaps you are a 
  Parole Violator (see above), or someone placed a bounty on 
  your head. You may have angered a local despot who has 
  black ops teams out to assassinate you. Either way, you need 
  to avoid notice. This Condition adds a +3 Complication to 
  any Physical or Social Arena rolls made in the presence of 
  Storyguide Characters. Failure to buy off this Complication 
  places the character in the path of those pursuing them by 
  the end of the session. 
  Momentum: Add Momentum to the pool whenever 
  your character gets caught due to this Condition. 
  Resolution: This Condition ends after any of the 
  following criteria are met - the character is captured by their 
  pursuers, the character dies, or some story development 
  grants the character reprieve, perhaps buying off their 
  hunters, or fleeing to another country, realm or plane of 
  existence - though depending on the circumstances of the 
  story, this may not be enough. 
  MENTAL CONDITIONS 
  Conditions which reflect a character’s state of mind, or 
  their emotional and psychological wellbeing fall under the 
  descriptor of Mental Conditions. Mental Conditions can 
  represent strong emotional responses, reactions to outside 
  interactions and long term psychiatric issues. 
  ADDICTION (PERSISTENT) 
  (MILD/MODERATE/SEVERE)  
  It could be a chemical dependency or a psychological 
  addiction, but your character has a Need that goes above and 
  beyond what is normally required. This Condition assumes 
  that you are able to indulge in your chosen Addiction 
  frequently enough that you are not suffering from any sort 
  of Withdrawal (see below). Instead it is meant to model the 
  frequent psychological drain one experiences when their 
  lives are partly under the sway of an addiction. Mild 
  addiction adds +1 Difficulty to Mental Arena Actions. 
  Moderate Addiction adds +2 Difficulty to Mental Arena 
  Actions, and Severe Addiction adds +2 Difficulty to all 
  actions. 
  Momentum: Add Momentum to the pool whenever 
  you fail a roll impacted by this Condition. 
  Resolution: Resolving an Addiction should not be a 
  simple task. Players and Storyguides should take care to 
  treat the difficulty of addiction and the grips it can take on a 
  person. 
  Resolving an Addiction Condition will replace it with 
  a lower level of the Condition. Mild Addiction can only be 
  fully resolved through dedicated effort, or some exceptional 
  type of intervention - possibly Divine. Resolving a level of 
  Addiction other than Mild will require significant effort, as 
  well as medical treatment and social support. 
   
  AT PEACE 
  Your character is calm, relaxed and accepting of the 
  fate of things. They will take lumps with aplomb, refusing 
  to let the world wear them down. For the duration of the 
  scene, gain +2 Enhancements to Resistance Approach rolls.  
  Sources: Meditation, exposure to cosmic truth. 
  Resolution: This Condition will fade naturally without 
  resolution at the end of the scene. It can be resolved if 
  someone or something takes a concentrated effort to disrupt 
  your chill. 
   
  DESPONDENT 
  A deep and profound sadness grips you. It may be 
  something you experience often, or the result of a real and 
  very personal loss. Regardless of the origin, the 
  overwhelming sense of sorrow grants +1 Difficulty on all 
  rolls for the remainder of the scene. 
  Momentum: Add Momentum to the pool whenever 
  your character fails a roll impacted by this Condition. 
  Resolution: This Condition will fade naturally without 
  resolution at the end of the scene. It could be Resolved 
  through the application of a Social action to temporarily 
  distract you from the pain, or perhaps the application of 
  chemical or mystical Intervention. 
   
  ENLIGHTENED 
  Through meditation, exposure to some sort of cosmic 
  phenomena or maybe just a good dream, your character is 
  currently open to the deeper secrets of the universe. Gain +1 
  Enhancement to any rolls made in the Mental Arena for the 
  rest of the Scene. 
  
   
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  RECONDITIONED 
  Resolution: This Condition will fade naturally at the 
  end of the scene. It could be resolved sooner if something 
  disrupts your (real or perceived) connection to the world. 
   
  FRIGHTENED 
  Fear grips your character. You aren’t ready to give up 
  the game and run for the hills just yet, but the catch in one’s 
  throat and the possibly quite healthy fear of death is a 
  distraction nonetheless. You suffer +2 Difficulty on Attack 
  actions and Resistance Approach based rolls. 
  Momentum: Add Momentum to the pool whenever 
  you fail a roll impacted by this Condition. 
  Resolution: This Condition will fade naturally without 
  resolution at the end of the scene. It could be Resolved 
  through the application of a Social action to inspire you to 
  bravery, or perhaps the application of chemical or mystical 
  intervention. 
   
  SOCIALLY AWKWARD (PERSISTENT) 
   
  It could be a significant phobia, or social anxiety. It 
  may be that you are shy, or possibly even just very strange. 
  Regardless of how much you like or dislike other people, 
  something about you is vaguely off-putting to them. You 
  receive +2 Difficulty on all Social Rolls with Storyguide 
  Characters that you do not share a Bond with. 
  Momentum: Add Momentum to the pool whenever 
  you fail a roll impacted by this Condition. 
  Resolution: This Condition could be resolved through 
  psychotherapy, telepathy, or perhaps a dedicated effort to 
  learn social mores. 
   
  UNDER PRESSURE 
  Don’t worry, but everything is riding on the outcome of 
  this event. From a professional athlete in the championship 
  to a hacker trying to break into a security system and save 
  their friends from a toxic gas, sometimes the pressure can 
  mount to a degree that you need to just buckle down and get 
  it done. While you have the weight of the world (usually 
  metaphorically) on your shoulders, you receive +2 
  Complications to actions using the Finesse Approach. 
  Failure to buy off this Complication will result in a failure 
  that propels the plot forward - the bomb time is reset but not 
  deactivated, the pass goes out of bounds and stops the clock.  
  Momentum: Add Momentum to the pool whenever 
  you fail a roll impacted by this Condition. 
  Resolution: This Condition will fade naturally without 
  resolution at the end of the scene. It can also be Resolved 
  through overcoming whatever situation was causing the 
  pressure - making the game winning pass, or turning off the 
  security system. 
   
  WELL INFORMED 
  Through diligent research, the collection of Clues 
  (Scion: Origin  page 73) you have a plethora of useful 
  information pertinent to a small area, such as a specific 
  person, organization, location or field of study. Your 
  character can draw upon this knowledge to gain +2 
  Enhancements to a roll where this information could be 
  relevant. 
  Resolution: This Condition is resolved when the bonus 
  is utilized. 
  PHYSICAL CONDITIONS 
  Those Conditions which affect the body, such as 
  beneficial or detrimental health situations, are Physical 
  Conditions. Many of the Status Conditions presented in 
  Scion: Origin would be considered Physical Conditions. 
  CHRONIC ILLNESS (PERSISTENT) 
  You suffer from some long term and ongoing illness 
  which has a permanent presence in your life. While it may 
  not always be an active impediment, the Condition can 
  cause you impairment in numerous ways. Some Conditions 
  may flare at random times, or in response to stimuli like 
  weather or other phenomena. Some may only impede you 
  in certain specific tasks. Regardless, when the illness would 
  impact you negatively, you receive +2 Complications to 
  rolls appropriate to the nature of the illness. Note this is not 
  limited to Physical Arena rolls, as there is often social 
  stigma around less visible illnesses, and the mental drain of 
  having to deal with one means this Condition can apply to 
  any roll. Failure to buy off this Complication can result in 
  embarrassment, injury, or any situationally appropriate 
  adverse effect the Storyguide deems appropriate. 
  Momentum: Add Momentum to the pool whenever 
  you fail a roll impacted by this Condition. 
  Resolution: Whether or not this Condition can be 
  removed is a decision which should be reached between the 
  Player and the Storyguide. A chronic medical Condition is 
  a major part of a character’s life, but it does not singularly 
  define them. Depending on the specifics of the setting, a 
  chronic illness may be treatable with extensive medical 
  care, Super Science, or the application of superhuman 
  powers. If a player chose to play a character with an illness, 
  perhaps as a method of dealing with the difficulties of a real 
  life Condition, it would not be appropriate for the 
  Storyguide to remove this Condition without consulting 
  with the player. 
   
  DEHYDRATED (MILD/MODERATE/SEVERE) 
  As opposed to food, which can be forgone for weeks, 
  water is a much more pressing need. A character can 
  dehydrate in a day, or in hours under extreme circumstances 
  of environment or exertion. When unable to rehydrate, you 
  suffer from increasing impairment. Mild Dehydration 
  results in a +1 Difficulty to Physical and Mental Arena 
  Actions. Moderate Dehydration levees a +2 Difficulty to all 
  
   
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  RECONDITIONED 
  actions, and severe Dehydration increases the Difficulty of 
  all actions by 4. 
  Momentum: Add Momentum to the pool whenever 
  you fail a roll impacted by this Condition. 
  Resolution: 
  Anything 
  beyond 
  Mild 
  cases 
  of 
  dehydration, less than a day or so, will require medical 
  intervention. For a normal human, death will resolve the 
  Condition in 4 to 7 days. 
   
  ENERGIZED 
  Even in the best of times, a character can be 
  exceedingly refreshed. Maybe you had a hot bath, long sleep 
  and a hearty breakfast. Or maybe you are suffused with the 
  essence of a Golden Apple or healing spring. Either way, 
  you receive +1 Enhancement to any rolls made in the Mental 
  or Physical Arenas. 
  Resolution: This Condition fades naturally after 24 
  hours. It can be resolved sooner if the source of the excess 
  energy is removed or counteracted - poison, super science 
  devices, bad clams, or other sources. 
   
  HUNGOVER 
  While technically a form of dehydration, Hangovers are 
  often featured in fiction as something heroes have to deal 
  with and overcome. This is of course a genre feature, and 
  not always applicable. Regardless, as it is cinematically 
  different from dehydration, it receives its own Condition. 
  Storyguides who want more realism can replace this with 
  Dehydrated (Mild). The Hungover Condition imposes +1 
  Difficulty to Mental Arena actions. 
  Momentum: Add Momentum to the pool whenever 
  you fail a roll impacted by this Condition. 
  Resolution: After 24 hours, the Condition fades. It can 
  be resolved early though medication, hydration, and, 
  depending on the tone of your game, folk remedies like raw 
  eggs or the hair of the dog. 
   
  OLD WOUNDS (PERSISTENT) 
  At some point, you received a serious injury, and you 
  have never been the same since. This Condition is linked to 
  an Injured or Maimed Condition you have received. Until 
  the Condition can be resolved, you will suffer one half of 
  the penalty from the Injury Condition. At Storyguide 
  discretion, it may be possible to obtain temporary relief 
  without Resolution. 
  Momentum: Add Momentum to the pool whenever 
  you fail a roll impacted by this Condition. 
  Resolution: To Resolve this Condition requires 
  extensive medical care dedicated to nothing but correcting 
  the injury. This care cannot be applied while you are 
  currently suffering any active Injury Conditions. 
   
  SLEEP DEPRIVED 
  Without adequate rest, a person can begin to mentally 
  fray. If you burn the candle at both ends for two long, you 
  will run out of wick. If your character is chronically short of 
  sleep, or spends an extended period without such, they will 
  suffer a +2 Difficulty to Mental Arena actions. What counts 
  as sleep deprived is best decided by the Storyguide - a 
  regular human will begin to show signs hours, days, or 
  maybe weeks before a Demigod, for instance. 
  Momentum: Add Momentum to the pool whenever 
  you fail a roll impacted by this Condition. 
  Resolution: This Condition can be resolved by gaining 
  adequate rest, as determined by the Storyguide. It is also 
  possible that more esoteric solutions could exist. 
   
  STARVING (MILD/MODERATE/SEVERE) 
  Without enough fuel, the body cannot act at full 
  strength. To obtain the Starving Condition, you must either 
  have been without food for several days, or on such a low 
  caloric intake that you are unable to meet your basic needs 
  for an even longer period. Many factors could influence how 
  long it takes someone to begin to starve - a properly 
  hydrated person can live for a month or more, but this 
  Condition will apply much sooner. While starving, you 
  suffer an increasing level of impairment to Physical Arena 
  actions. Mild starvation imposes +1 Difficulty, Moderate 
  starvation a +2 Difficulty, and Severe starvation a +2 
  Difficulty to all Physical Arena actions. 
  Momentum: Add Momentum to the pool whenever 
  you fail a roll impacted by this Condition. 
  Resolution: Mild starvation can be resolved with a 
  return to proper nutrition. The longer a character has this 
  Condition, the more likely they will require medical 
  intervention to fully recover. 
   
  WELL FED 
  Most times, access to food is not a pressing 
  consideration for characters. But there are times when they 
  may have reduced access to adequate nutrition. In these lean 
  times, a good meal can make all the difference. When a 
  Storyguide decides this Condition applies, gain +2 
  Enhancements for Physical Arena actions. 
  Resolution: This Condition fades naturally after 24 
  hours. It could be resolved sooner if a character was forced 
  into strenuous physical activity or stimulated to an unusual 
  degree. 
   
  WELL RESTED  
  Sometimes, a good night’s sleep can do wonders. You 
  were able to get some quality rack time in a situation or 
  location where that is a rare luxury - a war zone, an 
  apocalyptic wasteland, a gaming convention or other 
  stressful environment. Storyguides should feel free to not 
  grant this Condition in circumstances where characters 
  
   
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  RECONDITIONED 
  would be expected to regularly be refreshed and rested. For 
  the remainder of the day, you gain +2 Enhancements for 
  Mental Arena actions. 
  Resolution: This Condition fades naturally after 24 
  hours. It could be resolved sooner if a character was forced 
  into strenuous physical activity or stimulated to an unusual 
  degree. 
   
  WITHDRAWAL (PERSISTENT)  
  A companion to Addiction (see above), this Condition 
  replaces the former when your character is unable to indulge 
  in their addiction. Until able to resolve the Condition, you 
  suffer a +2 Complication to all actions. Failure to buy off 
  this Complication means you make some small but 
  noticeable sign of need - shaking, scratching, begging for a 
  hit. 
  Momentum: Add Momentum to the pool whenever 
  you fail a roll impacted by this Condition. 
  Resolution: There are two ways to resolve this 
  Condition. The first, and often easiest, is to indulge in one’s 
  addiction once again. The other is to receive appropriate 
  treatment for the addiction - medical and psychiatric care, 
  Divine Intervention or stranger remedies. 
   
  WRACKED WITH PAIN 
  Something is currently causing your character immense 
  physical pain. This may be the result of injury, trauma, or 
  something more unusual -torture, exposure to unusual 
  energies, or strange weapons. Regardless of the source of 
  the pain, you will suffer a +2 Difficulty for all actions while 
  experiencing it. 
  Momentum: Add Momentum to the pool whenever 
  you fail a roll impacted by this Condition. 
  Resolution: Resolving this Condition will result in 
  finding a way to end or alleviate the pain. Depending on the 
  source, this could be anything from escaping a torturous trap 
  to injecting a painkiller or other medical aid. 
   
  INJURY CONDITIONS 
  Whenever a character finds themselves suffering from 
  the dangers of the world, they risk the chance of Injury. 
  Combat is the most frequent source of Injury Conditions, 
  but other forms of harm are present in The World. Sixteen 
  new Injury Conditions are included, covering Bruised, 
  Injured and Maimed. 
   
  FLESH WOUND +1  
  You’ve been struck in the meaty part of a limb, it 
  probably looks worse than it is. This is often caused by 
  grazing gunshots or mostly dodged blades. 
  Damage Type: Bashing, Lethal 
  Effect: Increased Difficulty to Close Combat Actions. 
  Resolution: Various Calling or other healing magic; 
  otherwise, wait two days. 
   
  HEAT STROKE +1  
  It got hot in here! While you aren’t directly burned, a 
  quick and powerful exposure to heat managed to get you a 
  bit weakened. But you likely dodged the flame. 
  Damage Type: Environment (Heat) 
  Effect: Increased Difficulty for Athletics Actions. 
  Resolution: Various Calling or other healing magic; 
  otherwise, wait two days. 
   
  RICOCHET +1 
  It may have been an explosion raining down shards of 
  glass, or maybe a bullet took a bounce from a nearby wall, 
  cutting you and impeding movement. 
  Damage Type: Lethal 
  Effect: Increases Difficulty of all actions any time the 
  character moves. 
  Resolution: Various Calling or other healing magic; 
  otherwise, wait two days. 
   
  WINDED +1 
  A strong strike to the torso - or your torso striking a 
  hard surface, has caused the air to be forced from your lungs, 
  leaving you gasping for breath. 
  Damage Type: Bashing 
  Effect: Increase Difficulty of all Extended Actions. 
  Resolution: Various Calling or other healing magic; 
  otherwise, wait two days. 
   
  GUT SHOT +2 
  Being shot in the abdomen is second only to the head 
  in bad ideas. Taking one to the gut, in addition to the 
  extreme pain from having a bullet moving around whenever 
  you do, is also a near guaranteed pass to an infection from 
  one’s own intestines or stomach. 
  Damage Type: Lethal 
  Effect: Increased Difficulty of all Physical Actions 
  Resolution: Healing magic, or wait two weeks. 
   
  HEAVY BLEEDING +2 
  A deep wound, causing the body to lose blood faster 
  than it can reliably clot. In addition to the tissue damage, the 
  rapid blood loss makes it harder to move and fight. 
  Damage Type: Lethal 
  Effect: Increase Difficulty for Athletics and Close 
  Combat actions.  
  Resolution: Healing magic, or wait two weeks. 
   
  
   
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  RECONDITIONED 
  PUNCTURED LUNG +2 
  Something has pierced your lung. It may have been 
  someone’s blade or a bullet, or maybe something smashed 
  your own rib through it. You’ll have a hard time breathing 
  as you risk drowning in your own blood, assuming the lung 
  doesn’t just fully deflate. 
  Damage Type: Bashing, Lethal 
  Effect: Increased Difficulty of all Resilience Approach 
  actions. 
  Resolution: Healing magic, or wait two weeks. 
   
  SCALDED +2 
  Maybe you managed to avoid being set on fire, but you 
  still took too much heat. Blistering skin and singed hair 
  cause pain over a large portion of the body. 
  Damage Type: Environmental (Heat) 
  Effect: Increase Difficulty of all Physical actions.  
  Resolution: Healing magic, or wait two weeks. 
   
  SHRAPNEL +2 
  Hot, sharp shards of material penetrating the body are 
  no good for anyone. When too close to an explosion, you 
  are bound to catch searing fragments, which will cause pain 
  and slow you down. 
  Damage Type: Lethal, Shockwave 
  Effect: Increased Difficulty to any actions involving 
  Movement.  
  Resolution: Healing magic, or wait two weeks. 
   
  TINNITUS +2 
  Sometimes you can be hurt without being hit. Gunshots 
  in close range, explosions, and even monstrous screams can 
  cause painful, distracting ringing in the ears - signs of 
  serious internal damage. 
  Damage Type: Shockwave 
  Effect: Increased Difficulty for Mental and Social 
  Actions  
  Resolution: Healing magic, or wait two weeks. 
   
  TORN LIGAMENT +2 
  With a lucky shot or a deep slash, someone has cut one 
  of your major ligaments. Balance and motion will be thrown 
  off as you lose significant range of motion. 
  Damage Type: Lethal 
  Effect: Increased Difficulty to Attack actions. 
  Resolution: Healing magic, or wait two weeks. 
   
  BROKEN SPINE +4 
  Severe trauma, or preciscely applied force, has snapped 
  one or more vertebrae in your spine. Even if the spinal cord 
  itself remains intact, movement is exceedingly difficult, as 
  any quick movements could lead to further injury. 
  Damage Type: Bashing, Lethal 
  Effect: Subtract 4 from Defense. 
  Resolution: Healing magic, or wait two weeks. 
   
  CEREBRAL HEMORRHAGE +4 
  The good news is, you aren’t externally bleeding. The 
  bad news is that you are bleeding inside your skull. This puts 
  pressure on the brain, and you’ll need that to function. 
  Damage Type: Bashing 
  Effect: Increased Difficulty of all Physical and Mental 
  Rolls.  
  Resolution: Healing magic, or wait two weeks. 
   
  MISSING ARM +4 
  You’ve lost at least half of a limb, either hacked or 
  blown clean off. The sudden and drastic change in balance, 
  as well as the loss of a hand, is a major impairment in any 
  conflict. This Injury is most appropriate from attacks with 
  the Messy Tag. 
  Damage Type: Lethal 
  Effect: Increased Difficulty of all Attack rolls. 
  Resolution: Healing magic, or wait two weeks. 
   
  MISSING LEG +4 
  One of your legs has been severed from at least the 
  knee, making movement a difficult task, if not impossible. 
  This Injury is most appropriate from attacks with the Messy 
  Tag. 
  Damage Type: Lethal 
  Effect: Increased Difficulty of all Athletics and Close 
  Combat rolls. 
  Resolution: Healing magic, or wait two weeks. 
   
  SEVERE BURNS +4 
  If exposed to direct, high intensity fire or heat, massive 
  tissue damage can occur over large portions of the body. 
  Skin and muscle can melt and slough off, and the injuries 
  are likely to leave permanent scars. 
  Damage Type: Environmental (Heat) 
  Effect: Increased Difficulty of all Physical and Social 
  Actions.  
  Resolution: Healing magic, or wait two weeks. 
   
   
  
SOURCE: textdata/thevault/Scion (storyteller) [multi]/2nd edition/3rd Party/SCION 2e - Reconditioned.pdf