Lose 1 HP at the start of each of your turns.
Inflicted by: - A weapon, attack, or effect explicitly inflicts Bleed
Cleared by: - A successful Medicine check stops the bleeding immediately. TN 9 by default; use the inflicting source's own Notes entry instead if it specifies a different TN. Left untreated, Bleed persists until the character is Stabilized or the wound is otherwise closed
You are Downed at 0 Vitality. Lose 1 Vitality at the start of each of your turns. Die at −(IRON + 2) Vitality.
Duration: Until Stabilized, killed, or you reach the Death Threshold
Inflicted by: - Vitality reduced to 0 (Downed)
- Grievous Wound roll of 8 (Arterial Hit), which bleeds out even with HP remaining
Cleared by: - Stabilization: Medicine check (Tempo 6, TN 11 + how far below 0 the patient is)
- Medical Kit (+2 Roll Bonus to Stabilization)
- Anchor the Dying (Bastion Soul R1) stops the bleeding for the rest of the scene
- Blood Rouse (Flesh Shaper R2) stabilizes and restores 2 HP
- Knit Flesh / other psionic healing brings HP above 0
−4 dice to all actions requiring sight (Pool Penalty).
Inflicted by: - Flash attack, injury to eyes, total darkness without other senses, certain Psionic effects
Cleared by: - Recover action (Tempo 6) if temporary, OR change in circumstances (light returns, eyes heal)
−2 dice (Pool Penalty) to your very next action only.
Inflicted by: - Sudden repositioning, spatial distortion, or a moment of confusion (see the inflicting source for any triggering roll)
Cleared by: - Automatic, once the penalized action resolves
Your Channeling fails immediately. The Talent's Cost is spent (Strain/Erosion/Memory). You take 1 additional Strain from feedback.
Duration: Resolves immediately (the Talent fails on the spot)
Inflicted by: - Taking any damage while in the Open State, then failing the Focus check (ECHO + Focus vs. TN 8 + damage taken)
- Being hit by a Salt Round while in the Open State (automatic, with no Focus check allowed)
- Being doused in rock salt while in the Open State (automatic, with no Focus check allowed)
- Disrupt (Bastion Soul R1), a Reaction that interferes psychically without dealing damage
- Other Salt-based or anti-Psionic effects targeting an Open Psionic
Cleared by: - Resolves immediately. There is no 'cleared' state; the Talent simply fails
- Cost is not refunded (Strain/Erosion/Memory already paid is gone)
−1 die to physical actions (Pool Penalty); Speed reduced by 1; difficulty with Stealth and Athletics.
Duration: Until load is reduced below the Encumbered threshold
Inflicted by: - Carrying more than your normal load (baseline approximately 1 + IRON significant items, or weight equivalent)
- Carrying a Downed ally, which counts as a significant load (see the Mule's Back exception)
- Heavy armor or gear that exceeds your normal capacity
Cleared by: - Drop excess items
- Transfer load to allies or mounts
- Mule's Back (Muck-Raker Calling Talent) doubles carrying capacity before Encumbered triggers
- Provisioner (Calling Talent) allows +50% supplies before Encumbered triggers
−2 dice (Pool Penalty) to your ranged attacks, and no Point-Blank TN bonus against the engaging enemy.
Inflicted by: - An enemy is at Point-Blank range (within 2yd of you) and is not Incapacitated
Cleared by: - Disengage action (Tempo 4, move at Speed, no attacks), eliminating the engaging enemy, or an ally pulling them away
Attackers gain TN −1 against you (easier to hit).
Duration: Until start of your next turn (Tempo-triggered), or until you reach cover (positional)
Inflicted by: - Completing an action with Tempo 3 or less (most Fast Actions)
- Being caught in the open without cover
- Standing up from Prone (no longer Prone, but visibly upright)
Cleared by: - Start of your next turn (automatic, for Tempo-triggered Exposure)
- Reaching cover (for positional Exposure)
- Take Cover action (Tempo 3)
Flee from the source at full Speed for 1 Beat, then become Suppressed for the rest of the scene.
Duration: 1 Beat of fleeing, then Suppressed for the scene
Inflicted by: - Fearmonger (Mindweaver R2)
- Mass Hysteria (Mindweaver R4)
- Critical Failure on certain Fear effects
- Other GM-discretion Fear effects from supernatural sources
Cleared by: - Automatic after 1 Beat of fleeing, when the condition converts to Suppressed
- Iron Calm (Bastion Soul R1) removes Frightened before the flee triggers
- Adrenaline Purge (Flesh Shaper R2) removes Frightened and grants Fear immunity for 5 Ticks
- Burden Transfer (Bastion Soul R2, absorbed by another)
- Immune: Targets with Fear immunity (Zealous Acolytes, certain Veil-Born, Iron Will)
Cannot move. Attacks limited to Light weapons or Unarmed (Tempo 3 max). May attempt to Escape each turn.
Duration: Until Escaped, released by the grappler, or the grappler is incapacitated
Inflicted by: - An enemy succeeds on a Grapple action against you
- Hollow Man Grab attack on hit
- Walking Dead Embrace attack on hit
- Fen-Wraith on successful Cold Touch (initiates Drown)
- Tar Widow Tar Coating (unarmed attackers automatically Grappled)
- Brood Mother Tendril Lash on hit
- Red Mother's Maw Pseudopod on hit (then Swallow)
Cleared by: - Win an Escape attempt: Opposed IRON + Brawl vs. grappler's IRON + Brawl
- Grappler releases you voluntarily
- Grappler is incapacitated (Stunned, Downed, killed)
- Allies can attempt to break the grapple (GM discretion)
The character's identity is gone. They are no longer playable. The body remains, but nothing recognizable inhabits it.
Duration: Permanent
Inflicted by: - Burning your final remaining Memory (the fifth and last Pillar of your Memory Palace)
- Backlash: The Breach (three 1s on Bleed/Cursed Dice) when you have only one Memory remaining
- Memory Hole (Mindweaver R5) used on someone with one Memory left, targeting that Memory
- Source-text: 'a corpse left unsalted in a place where the Veil is thin' (becomes a Hollow Man creature, not the same as a player character going Hollow)
Cleared by: - The Hollow's Rest (Bastion Soul R5 Miracle) restores the capacity to form new Memories; does not return lost Memories. The Hollow becomes a person again, but a stranger.
- Nothing else. Hollow is otherwise permanent.
Speed is reduced to 0.
Inflicted by: - Physical restraint that binds the feet or lower body without holding the whole body: tar, snares, deep mud, certain Veil-Born effects
Cleared by: - A successful escape check (attribute and TN set by the inflicting source; IRON is most common) frees you early. Otherwise, Immobilized clears automatically when its stated duration expires
−2 dice (Pool Penalty) to all actions for the rest of the scene.
Duration: Rest of the scene, or until cleared
Inflicted by: - Poison, toxin, or another nausea-inducing effect (see the inflicting source)
Cleared by: - Automatic at the end of the scene. Remedies clear it early: the Folk Remedy or Poison Doctor talents, or a Medicine check where the source allows one
While channeling a Psionic Talent: cannot take other Actions, cannot make Reactions, can only Shift (no Scramble/Rush/Sprint/Take Cover). Vulnerable to Disruption.
Duration: From the Tick you declare Channeling until the Tick the Talent resolves (Tempo 4–9 for most Talents)
Inflicted by: - Declaring a Channeling action (any Psionic Talent)
Cleared by: - Talent resolves at its Tempo (automatic)
- Channeling fails (Disrupted, Fumbled, or voluntarily aborted)
As Immobilized (Speed 0), and you also suffer a −2 dice Pool Penalty to all attacks, representing the difficulty of fighting while skewered or held fast.
Inflicted by: - A weapon or attack explicitly Pins you, typically a Critical hit with an impaling or piercing quality
Cleared by: - A successful escape check (IRON, TN 13 by default unless the source specifies otherwise) frees you. An ally may also free a Pinned character with a Tempo 3 action
Melee attacks against you at TN −2 (easier to hit); ranged attacks against you at TN +2 (smaller profile); your melee attacks at −2 dice; your ranged attacks at +1 Roll Bonus if braced; Speed reduced to 2.
Duration: Until you Stand
Inflicted by: - Attacks with the Knockdown quality (Heavy Cleave, Power Fist, Bone Club, Trample)
- Failed Resist roll on Knockdown effects
- Tripping or being shoved
- Diving for cover (voluntary)
- Choosing to go Prone (voluntary)
- Failing certain QUICK checks by 5+ (Suppressing Fire, environmental hazards)
Cleared by: - Stand Up action (Tempo 3), which triggers Exposed
- Being lifted or carried by an ally
Your next action costs +2 Tempo.
Inflicted by: - A Talent, weapon, or effect that explicitly Staggers you (Brutal Strike, Dirty Fighter, a psionic clash)
Cleared by: - Automatic, once the delayed action resolves
Cannot take an action when your Tick is called. May still spend Mettle on Reactions. Your position on The Count advances by 3 Ticks.
Duration: Until your position advances 3 Ticks (one missed turn)
Inflicted by: - Critical hit from a weapon with the Stun quality (Brass Knuckles, Sledgehammer, Power Fist)
- Overwhelming force or impact damage
- Certain Psionic effects (Phantom Pain, Memory Palace Siege, The Unmask failure by 1–3)
- Knockdown attacks that the target fails to resist (situational)
Cleared by: - Automatic after your position on The Count advances 3 Ticks
- Adrenaline Purge (Flesh Shaper R2)
- Burden Transfer (Bastion Soul R2, absorbed by another)
−2 dice (Pool Penalty) to all actions. You are rattled, flinching, unable to focus.
Duration: Rest of scene, or until cleared
Inflicted by: - Near-miss from gunfire (attack misses by Margin 1–2)
- Failing a Fear check
- Fen-Wraith Fear Aura, Stormcaller Static Burst, other Veil-Born terror effects
- Iron Revenant Boiler Scream
- Redeemer Inquisitor's The Sermon
- Frightened condition resolving (after 1 Beat of fleeing)
- Psionic effects (Fearmonger, The Fatal Reading, Mass Hysteria, The Unmask success, Prophecy of Doom)
Cleared by: - Spend 1 Mettle (shake it off)
- Recover action (Tempo 6)
- Iron Calm (Bastion Soul R1, if from supernatural source)
- Adrenaline Purge (Flesh Shaper R2)
- Burden Transfer (Bastion Soul R2, absorbed by another)
−1 die to all physical actions (attacks, athletics, grappling). Pool Penalty, stacks with other Pool Penalties to the −5 cap.
Duration: Until healed above half Vitality
Inflicted by: - Vitality reduced to or below half your maximum (the Wounded Threshold)
Cleared by: - Healing brings Vitality above half maximum
- Long Rest (recovers IRON HP)
- Knit Flesh, Organic Repair, and other psionic healing
- Medical attention (1 hour of care)