Conditions represent temporary states that affect a character beyond ordinary Wound penalties. They may result from attacks, injuries, hazards, magic, equipment, or other effects.
Some Conditions use stacks. When a Condition is applied again, add the new stacks to those already present, up to any maximum listed by the Condition.
Unless stated otherwise, the effects of multiple stacks are cumulative.
A Condition remains until its listed duration expires, its removal requirement is met, or an effect specifically removes it.
Some Conditions can be removed with Shake It Off. Conditions that cannot be removed this way state so in their description.
Bleeding
Max Stacks: 3
Duration: Until removed
Bleeding represents significant blood loss from open wounds, internal trauma, or uncontrolled hemorrhaging.
At the start of your first turn each round, suffer 1 Damage per stack of Bleeding.
Bleeding does not increase on its own.
Stabilization removes 1 stack of Bleeding, plus 1 additional stack for each positive Hit. Other medical treatment, abilities, or effects may remove Bleeding as stated in their rules.
Bleeding can also be reduced with Shake It Off.
Burning
Max Stacks: 10
Duration: Until extinguished
Burning represents a character or object actively on fire.
At the start of each of your turns, suffer 2 Raw Damage per stack of Burning, with AP 2 per stack.
Roll Passive Defense normally. Burning strikes the Torso for purposes of Armor and Hit Location.
After resolving the damage, gain 1 additional stack of Burning, up to the maximum.
To extinguish the flames, spend 2 AP and make an (Agility + Resolve) ×2 Attribute Check. Each positive Hit removes 1 stack of Burning.
Full submersion, fire suppressant, magic, or another appropriate method may remove additional stacks or extinguish the fire entirely.
Burning can also be reduced with Shake It Off.
Chilled
Max Stacks: 4
Duration: Remove 1 stack at the start of each round.
Chilled represents numbness, stiffness, and loss of coordination caused by extreme cold.
For each stack of Chilled, suffer:
- −1 Movement
- −5 to all tests
At the start of each of your turns, remove 1 stack of Chilled.
If the source of cold is ongoing, such as exposure to a freezing environment or sustained cryogenic effect, stacks may continue to accumulate as described by that source.
Heat, shelter, protective equipment, magic, or another appropriate remedy may remove additional stacks at the GM’s discretion.
Chilled can also be reduced with Shake It Off.
Corroding
Duration: Until removed
Corroding represents acid or another corrosive substance continuing to eat through flesh, armor, and other materials.
At the end of the affected character’s turn, resolve all current Corroding stacks as a single damage instance. Each stack contributes 2 Raw Damage and Armor Penetration 2.
No Active Defense is possible against Corroding damage. Passive Defense, including Toughness, applies normally.
After resolving the damage, remove 1 stack of Corroding.
If Corroding’s Armor Penetration reduces the Armor protecting the affected location to 0 at any point, mark that Armor as Corroded.
Once all Corroding stacks from that exposure are gone, Armor protecting a Corroded location is permanently reduced by 1 until repaired.
Suitable cleaning, neutralization, or another appropriate treatment removes all remaining Corroding stacks.
Distracted
Max Stacks: 4
Duration: Until removed
Distracted represents confusion, sensory overload, suppressive pressure, or another effect that disrupts focus.
For each stack of Distracted, suffer a −5 penalty to all tests.
During your turn, you may spend 1 AP to Refocus, removing all Distracted stacks.
Stunned
Max Stacks: 3
Duration: Until removed
Stunned represents shock, disorientation, neurological disruption, or overwhelming impact.
For each stack of Stunned, lose 1 AP, to a minimum of 1 AP. While Stunned, your Movement is halved regardless of the number of stacks.
At the start of your turn, make a Vigor Attribute Check. Remove 1 stack of Stunned for each positive Hit.
If all stacks are removed, Stunned ends immediately and you act normally with your remaining AP.
Applying Stunned again adds additional stacks, up to the maximum.
Prone
Max Stacks: 1
Duration: Until the character stands
Prone represents being knocked down, deliberately dropping to the ground, or otherwise fighting from a grounded position.
While Prone:
- Attacks against you gain +10 to their Success Target.
- Your attacks suffer −10 to their Success Target. This penalty does not apply when attacking another Prone target.
- You may crawl at half Movement.
Standing costs 1 AP and removes Prone.
You may voluntarily become Prone as a Free Action during your turn.
Unconscious
Max Stacks: 1
Duration: Determined by the cause
Unconscious represents being unaware of your surroundings and incapable of deliberate action.
While Unconscious, you cannot take actions, spend AP, move voluntarily, or make Active Defenses. You count as Defenseless.
Unless the cause or circumstances state otherwise, you fall Prone and drop anything you are holding.
Unconscious lasts for as long as the effect that caused it specifies. Injury, drugs, toxins, medical procedures, magic, and other effects may use different durations or recovery conditions.
Restrained
Max Stacks: 4
Restrained represents being pinned, bound, trapped, entangled, or otherwise prevented from moving freely.
While Restrained, your Movement is 0. You suffer −5 per stack to tests and actions that require significant physical movement. Actions that do not require meaningful physical movement are unaffected.
Escaping normally costs 2 AP and requires a test appropriate to the source of the restraint. If the escape attempt relies on physical movement, the Restrained penalty applies to that test.
The effect causing Restrained determines how it can be escaped, broken, removed, hacked, dispelled, or otherwise ended.
Blinded
Max Stacks: 5
Duration: Remove 1 stack at the start of your first turn each round
Blinded represents impaired vision caused by injury, intense light, smoke, chemicals, darkness, or another effect that interferes with sight.
For each stack of Blinded, suffer −5 to tests that rely on sight. Tests that do not meaningfully depend on vision are unaffected.
At 5 stacks, you cannot see. Tasks that require sight automatically fail unless another sense, ability, or piece of equipment allows you to perform them.
At the start of your first turn each round, remove 1 stack of Blinded.
Deafened
Max Stacks: 5
Duration: Remove 1 stack at the start of your first turn each round
Deafened represents impaired hearing caused by intense noise, pressure, injury, obstruction, or another effect that interferes with sound.
For each stack of Deafened, suffer −5 to tests that rely on hearing. Tests that do not meaningfully depend on hearing are unaffected.
At 5 stacks, you cannot hear. Information conveyed only through sound, including speech, warnings, and nearby movement, cannot be perceived unless another sense, ability, or device allows you to compensate.
At the start of your first turn each round, remove 1 stack of Deafened.
Frightened
Max Stacks: 3
Duration: Until overcome
Frightened represents overwhelming fear tied to a specific creature, object, event, location, or other identifiable source.
For each stack of Frightened, suffer −5 to all tests.
At 1 stack, you cannot willingly move closer to the source of your fear.
At 2 stacks, any voluntary movement must take you farther away from the source.
At 3 stacks, you must use your available Movement to move away from the source as directly as circumstances allow.
Frightened never forces you into an obviously greater or more immediate danger.
At the start of your first turn each round, make a Willpower Attribute Check. Remove 1 stack of Frightened for each positive Hit. Frightened ends once all stacks are removed.
Fatigue
Max Stacks: 4
For each stack of Fatigue, you suffer a −5 penalty to all tests.
At 4 stacks, you are on the verge of collapse. Whenever an effect would cause you to gain another stack while already at 4, make a Vigor Attribute Check. On a failure, you become Incapacitated.
How Fatigue is removed depends on its source. Ordinary exhaustion and sleep deprivation normally require rest, while drugs, magic, augmentations, medical treatment, or other effects may remove Fatigue differently.