Conditions

20 conditions

Status effects that change what a character can do. From the merely inconvenient to the permanently catastrophic.

Bleed

Moderate

Lose 1 HP at the start of each of your turns.

  • A weapon, attack, or effect explicitly inflicts Bleed
  • 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

Bleeding Out

Severe

You are Downed at 0 Vitality. Lose 1 Vitality at the start of each of your turns. Die at −(IRON + 2) Vitality.

Until Stabilized, killed, or you reach the Death Threshold

  • Vitality reduced to 0 (Downed)
  • Grievous Wound roll of 8 (Arterial Hit), which bleeds out even with HP remaining
  • 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

Blinded

Severe

−4 dice to all actions requiring sight (Pool Penalty).

  • Flash attack, injury to eyes, total darkness without other senses, certain Psionic effects
  • Recover action (Tempo 6) if temporary, OR change in circumstances (light returns, eyes heal)

Disoriented

Minor

−2 dice (Pool Penalty) to your very next action only.

  • Sudden repositioning, spatial distortion, or a moment of confusion (see the inflicting source for any triggering roll)
  • Automatic, once the penalized action resolves

Disrupted

Moderate

Your Channeling fails immediately. The Talent's Cost is spent (Strain/Erosion/Memory). You take 1 additional Strain from feedback.

Resolves immediately (the Talent fails on the spot)

  • 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
  • Resolves immediately. There is no 'cleared' state; the Talent simply fails
  • Cost is not refunded (Strain/Erosion/Memory already paid is gone)

Encumbered

Moderate

−1 die to physical actions (Pool Penalty); Speed reduced by 1; difficulty with Stealth and Athletics.

Until load is reduced below the Encumbered threshold

  • 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
  • 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

Engaged

Minor

−2 dice (Pool Penalty) to your ranged attacks, and no Point-Blank TN bonus against the engaging enemy.

  • An enemy is at Point-Blank range (within 2yd of you) and is not Incapacitated
  • Disengage action (Tempo 4, move at Speed, no attacks), eliminating the engaging enemy, or an ally pulling them away

Exposed

Minor

Attackers gain TN −1 against you (easier to hit).

Until start of your next turn (Tempo-triggered), or until you reach cover (positional)

  • 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)
  • Start of your next turn (automatic, for Tempo-triggered Exposure)
  • Reaching cover (for positional Exposure)
  • Take Cover action (Tempo 3)

Frightened

Moderate

Flee from the source at full Speed for 1 Beat, then become Suppressed for the rest of the scene.

1 Beat of fleeing, then Suppressed for the scene

  • Fearmonger (Mindweaver R2)
  • Mass Hysteria (Mindweaver R4)
  • Critical Failure on certain Fear effects
  • Other GM-discretion Fear effects from supernatural sources
  • 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)

Grappled

Moderate

Cannot move. Attacks limited to Light weapons or Unarmed (Tempo 3 max). May attempt to Escape each turn.

Until Escaped, released by the grappler, or the grappler is incapacitated

  • 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)
  • 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)

Hollow

Critical

The character's identity is gone. They are no longer playable. The body remains, but nothing recognizable inhabits it.

Permanent

  • 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)
  • 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.

Immobilized

Moderate

Speed is reduced to 0.

  • Physical restraint that binds the feet or lower body without holding the whole body: tar, snares, deep mud, certain Veil-Born effects
  • 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

Nauseated

Moderate

−2 dice (Pool Penalty) to all actions for the rest of the scene.

Rest of the scene, or until cleared

  • Poison, toxin, or another nausea-inducing effect (see the inflicting source)
  • 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

Open State

Moderate

While channeling a Psionic Talent: cannot take other Actions, cannot make Reactions, can only Shift (no Scramble/Rush/Sprint/Take Cover). Vulnerable to Disruption.

From the Tick you declare Channeling until the Tick the Talent resolves (Tempo 4–9 for most Talents)

  • Declaring a Channeling action (any Psionic Talent)
  • Talent resolves at its Tempo (automatic)
  • Channeling fails (Disrupted, Fumbled, or voluntarily aborted)

Pinned

Severe

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.

  • A weapon or attack explicitly Pins you, typically a Critical hit with an impaling or piercing quality
  • 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

Prone

Moderate

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.

Until you Stand

  • 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)
  • Stand Up action (Tempo 3), which triggers Exposed
  • Being lifted or carried by an ally

Staggered

Minor

Your next action costs +2 Tempo.

  • A Talent, weapon, or effect that explicitly Staggers you (Brutal Strike, Dirty Fighter, a psionic clash)
  • Automatic, once the delayed action resolves

Stunned

Severe

Cannot take an action when your Tick is called. May still spend Mettle on Reactions. Your position on The Count advances by 3 Ticks.

Until your position advances 3 Ticks (one missed turn)

  • 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)
  • Automatic after your position on The Count advances 3 Ticks
  • Adrenaline Purge (Flesh Shaper R2)
  • Burden Transfer (Bastion Soul R2, absorbed by another)

Suppressed

Moderate

−2 dice (Pool Penalty) to all actions. You are rattled, flinching, unable to focus.

Rest of scene, or until cleared

  • 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)
  • 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)

Wounded

Minor

−1 die to all physical actions (attacks, athletics, grappling). Pool Penalty, stacks with other Pool Penalties to the −5 cap.

Until healed above half Vitality

  • Vitality reduced to or below half your maximum (the Wounded Threshold)
  • 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)