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Chapter 9

Status Effects

Status Effects are effects that apply to your character for a prolonged duration.

Effects:

Befuddled

All Checks made that require coherent thoughts are done with a Disadvantage equal to the Befuddled condition’s Difficulty.

Resolved by:
Make a Willpower check against the Befuddled condition’s Difficulty. On a success, the effect ends.

Blinded

You cannot see. Any checks relying on sight fail automatically unless you are within melee range of the target, in which case you take a Disadvantage equal to the Difficulty of what is blinding you.

Charmed

You view the person or creature that charmed you as one of your closest and most trusted friends.

Resolved by:
Rolling a Willpower Check as an action on your turn against the charm’s Difficulty. On a success, the charm ends and you become fully aware of how it affected you. You can make an attempt at the end of every turn.

Deafened

You cannot hear. Any checks relying on hearing fail automatically. Any defensive combat actions can only be made if the target is in your sight.

Diseased

Diseases vary greatly, and as such the below is merely a guideline.
Have a Disadvantage to all rolls equal to the disease’s Difficulty. Reduce the disease’s Difficulty by your Resistance Difficulty each day.

Resolved by:
- Medicine
- First-Aid checks

Fatigued

Your fatigue represents how exhausted you are. The effective maximum HP of your Head is reduced by the value of your fatigue, meaning you can go unconscious if you have too much. In addition, fatigue gives a disadvantage to all checks made (by the amount of your current fatigue). You typically get fatigue from not sleeping, extreme temperatures, not eating or drinking enough or marching extreme distances without rest. There is no upper limit to fatigue; in extreme conditions, it may kill you.
A full rest (8 hours of sleep or inactivity) removes one level of fatigue
Some proficiencies will also give you fatigue if you use them for prolonged durations. See the Proficiency list for more details.

Grappled

You suffer a -1 disadvantage to all actions, while others get a +1 advantage on attacks made against you.

Resolved By:
A CQC Check to Break Free.

Muted

You cannot speak. Any checks relying on your voice fail automatically. Anything you try to do to make sound with your voice will fail.

On Fire

You take Fire Damage each turn equal to the Fire’s difficulty which you can divide over affected limbs or limbs directly attached to affected limbs. A limb dealt damage this way becomes affected as well. You cannot have more affected limbs than the Fire’s Difficulty. Each affected limb must receive at least 1 damage. Destroyed limbs cannot be targeted and limbs destroyed by the fire lose their “affected” status, meaning the fire can spread further again. Being exposed to more fire (an attack, for example) will in most cases increase the Fire’s Difficulty by 1 to a maximum equalling the number of targetable limbs you have.

Resolved by:
- Using a full turn to Stop, Drop and Roll via an Agility Roll. Beating the Fire’s Difficulty puts out the fire. (This leaves you Prone).
- Dousing yourself in water (or any other suitable material).
- Removing the supply of oxygen to the fire.

Pinned

Pinned combines the effects of Grappled and Prone. Breaking Free with CQC has an additional -1 Disadvantage.

Resolved By:
A CQC Check to Break Free with a -1 Disadvantage

Poisoned

Poison comes in different varieties. Examples listed below may not fully encompass the poisons you encounter but may serve as a baseline to design them from. When afflicted, immediately roll a Resistance Check to see if the poison affects you at all. If you are afflicted with the same poison twice, the second infection onwards increases the Difficulty by 1.

Damaging Poison
Take damage every turn equal to the poison’s Difficulty, then reduce that Difficulty by your Resistance Difficulty (minimum 1). If the poison is ingested/inhaled, affected limb is Torso, otherwise it is wherever the poison entered your body.

Debilitating Potion
Have a Disadvantage to all rolls equal to the poison’s Difficulty. Reduce the poison’s Difficulty by your Resistance Difficulty each minute (six combat rounds). If the poison’s Difficulty exceeds your maximum health, you fall Prone (but do not go unconscious).

Sleeping Potion
You fall asleep and cannot be awoken. Reduce the poison’s Difficulty by your Resistance Difficulty each hour.

Prone

Prone targets move at half speed. Standing up takes 5m of movement. Movement speed can be further reduced by missing limbs or any other afflictions. Melee attacks against you have a +1 Advantage, while ranged attacks get their Disadvantages as if they have their effective range halved.

Resolved by:
Standing up. You know this.

Stunned

You cannot perform any actions that require physical movement.

Resolved By:
Automatically ends at the end of a round.

Suffocating

You can go without oxygen for a number of minutes equal to your Resistance Proficiency Level + 1. After this, you start suffocating. For each round you are suffocating you gain a level of Fatigue.
Fatigue gained in this way is immediately removed once you are able to breathe again.

Resolved by:
Regaining the ability to breathe.

Surprised

You cannot perform any Actions or Reactions against the source of the Surprised condition.

Resolved by:
Automatically resolved at the end of a round.

Terrified

You become deeply afraid of something or someone. You cannot perform any actions unless you are outside a radius equal to the source of your Terrified condition’s Difficulty multiplied by ten. While inside this radius, the only action you can perform is a Movement action to go further away from the source.

Resolved by:
Rolling a Willpower Check against the Terrified condition’s Difficulty. On a success, the Terrified condition ends. You can make an attempt at the end of every turn as soon as you are out of the radius. If you are inside the radius you can make the Check with a Disadvantage equal to the Difficulty of the source of the Terrified condition.