Conditions
First off: Conditions. Torchbearer doesn't use a hitpoint system to track your health and well-being. Instead, you gain (and lose) various Conditions throughout play that have a (mostly) negative effect on your character. Those Conditions are:
- Fresh: Every character starts with Fresh. When you're Fresh, you get +1D (an additional die) to all tests. You lose Fresh whenever you gain another Condition, and can generally only get it back when you leave Town with no other conditions (in other words, once it's lost on a given adventure, it's lost until at least the start of the next adventure, and possibly beyond).
- Hungry and Thirsty: Hungry and Thirsty subtracts one from your disposition (group hitpoints) in any conflict (a direct confrontation with another creature or group; non-conflict tests, like finding a way around a washed-out bridge, are more common in Torchbearer than in other systems). It can be removed by eating or drinking. It's one of the most common Conditions, and one of the easiest to relieve.
- Angry: Lots of stuff will make you Angry, and not just an argument with NPCs. Trying to do something and failing can be frustrating, and Angry may be the result. When you're Angry, you can't use the beneficial aspects of traits or wises (but you can still use traits against yourself to gain checks). Angry can be removed when camping with a Will test or in Town.
- Afraid: In D&D, your inexperienced farmhand may face down monsters out of legend without flinching, and stand up to a horror that just eviscerated a companion without fear. It's a little silly, honestly. Like Angry, Afraid is often a result of a failed test. Failure to successfully bridge a bottomless chasm may not necessarily result in your death, but you may become Afraid as you narrowly cheat death. It can be relieved with a Will test when camping or in town.
- Exhausted: Hopefully by this point it's obvious that the sorts of exertions and trials you're likely to face can be fatiguing. Exhausted makes most every test a little bit harder (except for Circles, used to find people you might know, and tests to recover from Conditions). You recover from this condition with a Health test in the camp or town phases. It's worth noting that things like wearing heavy armor and casting spells can make it harder to recover from Exhausted.
- Injured: If your makeshift bridge over the bottomless chasm collapses, you might skip across safely but Afraid, or you might just grab the lip of the far side, banging your ribs painfully on the rocks and becoming Injured (it's also a common result of combat, obviously). Being injured imposes a -1D penalty to Nature, Will, Health and all skill tests. This penalty is not applied to Resources and Circles, nor to Will or Health tests for Recovery. Even worse: a failed test while Injured can result in death! (The GM will tell you if death is a possible consequence of a test before you make it.) Recovering from Injured requires a Health test in camp or town. You do have the option to suck it up, however, which removes the Injured Condition at the cost of reducing either Health, Nature, or a Health-based skill by 1 (chosen by the GM).
- Sick: Lots of things can make you sick: that undercooked owlbear steak you ate or that brackish water you drank; the gases from that trap you failed to disarm; the poisoned blade of an orcish assassin. When you're Sick, you can't practice, learn from a Mentor, or advance skills or abilities. Nature, Will, Health and skill tests are all harder also. Like being Injured, being Sick makes death a possibility. Recovering from Sick is a Will test in camp or town. Like Injured, when Sick you can sweat out the fever, which works much like sucking it up.
- Dead: I think you know what this means. There's not really a test to recover from this.
There are two major ways to gain Conditions: through failed tests and from The Grind. The Grind will always award Conditions in a particular order, but a failed test can result in any appropriate Condition (except Dead, unless you're already Sick or Injured, or in a conflict to the death).
The Grind
I've mentioned the Grind several times. Let's talk about what it is!
Adventuring will, well, grind you down. Clambering through ancient ruins in the dark with minimal supplies for long periods of time and facing terrifying foes will leave you hungry, exhausted, and afraid. Every fourth turn during the adventure phase, you'll gain a condition, in order, starting with Hungry and Thirsty:
Hungry and Thirsty -> Exhausted -> Angry -> Sick -> Injured -> Afraid -> Dead
If you already have the next condition, you skip on down the chain. If you're Hungry and Thirsty, you become Exhausted; if you're already Angry, instead of becoming Angry 4 turns later you become Sick.
Clever adventurers will realize that, because camping resets the clock, camping often is important (but it's not without its dangers). Managing your Conditions and deciding when to press on and when to turn back is important.
Camping
Camping is covered in the core rulebook under the heading "Safe Havens and Other Poor Assumptions", and it's named that for a reason. When you make camp, the GM decides how safe it is, either Typical, Unsafe or Dangerous (though you can do things to try to make it more safe). The GM will roll for random events, and then you'll get to spend Checks (earned by using Traits to make life more difficult) to make tests. For instance, you might use Scavenging to look for some useful item or some food, or Cook to try to make your rations stretch. You might also use Checks to try to recover from Conditions.
Recovery
When you try to recover in camp, you must recover in a specific order as well. Note that this order is different than the order you get the conditions during the Grind. You can't alleviate a later condition until your earlier conditions are successfully addressed.
hungry and thirsty -> angry -> afraid -> exhausted -> injured -> sick
Note that there are methods that don't obey this rule - it only applies to recovery tests. Drinking a potion to alleviate a condition is a free action at any time and out of order. Clerics learn prayers which can resolve conditions at any time and in any order as well. Actions such as elvish singing, halfling merrymaking, or other creative use of skill or nature can temporarily or permanently recover conditions outside of the normal recovery process (and potentially outside of camp).