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There are ways to affect an enemy other than damage. This page lists universal statuses—conditions that impose an often harmful effect on a character while the status is active.
Status Resistance Test
In some cases, you can roll Body + Willpower to end a status or at least diminish its duration. This is called a status resistance test, which is not subject to wound modifiers. The Remedy action allows you to roll a status resistance test against all statuses you currently have.
All statuses are temporary and use one of three durations: conditional, decay, or potency. Some statuses are limited and can only be one of these three durations.
Conditional: The status effect is active so long as a specific condition or requirement is satisfied. When this necessary condition is no longer true, the status ends. Conditional statuses cannot be ended prematurely; only by eliminating the condition allowing the status to be active can you cure it.
Decay: A duration measured in rounds. At the start of your first turn in a round, you apply the status effect and then decrement the remaining decay value by 1. When this value reaches 0, the status ends.
Potency: The status remains active until you resist it. To end a potency status, you must make a status resistance extended test. The potency value is the test goal. You make a status resistance test at the end of your turn every initiative pass, adding any net hits toward your progress. When your progress equals or exceeds the potency value, the status ends. Until this happens, the effect of the status is continuous.
It is possible for you to be subject to the same status more than once at a time. Each application of a status is called an instance. When afflicted by multiple instances of the same status, use the following rules.
Track Durations Separately: You must still track each instance’s duration separately, including rolling a separate status resistance test for potency-based statuses. A status doesn’t end just because one instance expires.
Effects Stack: Damage and modifiers from multiple instances of the same status are cumulative. For decay-based statuses, all cumulative effects are combined before applying the effect. Conditional- and potency-based statuses apply their cumulative effects continuously.
You have a superior tactical position or can more easily affect a target. You have Advantage when other characters or objects grant it to you.
- +1 Dice Bonus: All tests you roll targeting the subject gain a +1 dice bonus.
- +1 DV: Any attacks you make against the target gain +1 DV.
- Not Cumulative: A subject can never grant you Advantage more than once at a time. These bonuses are not cumulative with multiple instances.
Trauma has resulted in extensive blood loss.
- Decay Duration: Bleeding always has a decay duration.
- Damage Equals Decay: Bleeding inflicts untyped Light damage equal to its current decay value. This damage is not reduced by AV.
You can’t see or are otherwise incapable of perceiving your environment.
- +2 Active Skill Threshold: Thresholds for active skill tests increase by 2. Tests dependent on the denied sense automatically fail.
- Grant Advantage: While Blind, you also grant Advantage to all other characters.
- Denied Advantage: While Blind, you cannot benefit from Advantage.
You are on fire or are otherwise exposed to extreme heat.
- Decay Duration: Burn always has a decay duration.
- Damage Equals Decay: Burn inflicts fire damage equal to its current decay value.
Chemical agents dissolve away your gear and deteriorate your flesh.
- Decay Duration: Corrosion always has a decay duration.
- Damage Equals Decay: Corrosion inflicts acid damage equal to its current decay value.
- Armor Negation Not Cumulative: The armor negation of acid is not cumulative with multiple instances of Corrosion; apply only the highest acid rating to armor negation.
A part of your body or equipment is rendered less functional.
- Dice Pools Halved: Any test requiring use of the Disabled component has its dice pool halved (round down) after applying all modifiers. Dice from spending Edge points are not reduced. Disabled body locations also impose other penalties (see table).
- Not Cumulative: Multiple instances of Disabled on the same component are not cumulative. However, instances on different components of the same category are (such as both arms being Disabled).
- Peramanent Damage Risk: Rolling a glitch with a Disabled component can result in it being rendered unusable until healed or repaired.
|Body Location||Disabled Effect|
|Head||All mental attributes are considered halved (round down) and you grant Advantage. You also cannot use Interrupts.|
|Torso||All physical attributes are considered halved (round down) and you grant Advantage.|
|Arm||Your lift capacity is halved.|
|Hand||You cannot hold any item in the Disabled hand. Unless your other hand is also Disabled, you can still use two-handed items.|
|Leg||You must succeed a Gymnastics (3) or Running (3) test to move, else you are Stuck until the start of your next turn. If you roll a glitch, you fall Prone after the test is resolved.|
|Foot||You are Slowed until your foot is no longer Disabled.|
Note: If your Head or Torso are Disabled, you do not halve your attributes for any test that is not subject to wound modifiers.
You are unconscious and can no longer take volitional actions.
- Blind, Prone, and Helpless: While Downed, you fall Prone (if possible) and drop any held items. Until you are no longer Downed, you are also Blind and Helpless.
- Can’t Take Actions: You cannot take actions, including reactive actions like defense tests.
- Starting IP Only: While Downed, you do not gain the 1 IP at the start of your turn each initiative pass. You still gain your normal starting IP at the start of each round.
You have taken Critical overflow damage and are on the brink of death.
- Conditional Duration: Dying always has a conditional duration and ends when you heal all Critical overflow damage, Stabilize, or die.
- Downed: While Dying, you are also Downed.
- Can’t Heal: While Dying you cannot heal any damage boxes.
- Auto-Stabilize Test: At the start of your turn each initiative pass, you must roll an Auto-Stabilize test to become Stabilized.
- Impending Death: If your total Critical overflow damage exceeds your Body rating, you immediately die.
You cannot defend yourself.
- No Defense Tests: You cannot roll defense tests. Any attack made against you counts every hit as a net hit. You still resist damage normally.
You are lying on the ground, squeezing through a tight space, or are in some other vulnerable position.
- Conditional Duration: Prone always has a conditional duration, ending when you stand up or move out of a space causing this status.
- Limited Advantage: While Prone, you grant Advantage to all characters within 2 spaces of you. Ranged attacks targeting you from beyond 2 spaces instead suffer a -1 dice penalty.
- Slowed: While Prone, you are also Slowed.
- Ignore Slowing Terrain: While Prone, any space’s effect that would reduce your speed is ignored.
Electric currents course through your body.
- Decay Duration: Shock always has a decay duration.
- Damage Equals Decay: Shock inflicts electricity damage equal to its current decay value.
Either weakened or obstructed, your movement is inhibited.
- Half Speed: Your normal speed is halved (round down, minimum 1).
- Can’t Run: You cannot take the Run action.
Despite fatal wounds, your body has managed to halt the approach of death for a time.
- Conditional Duration: Stabilized always has a conditional duration. It ends when you remove all Critical overflow damage or take more Critical damage. Taking damage causes you to start Dying again.
- Downed: While Stabilized, you are also Downed.
Something prevents you from moving by yourself.
- Can’t Move: You can’t move from your current space. Unless an effect notes otherwise, you can be force moved.
- Act Normally: Aside from being unable to move, you may perform any other actions you normally could at no penalty.
You can barely move; dazed and virtually paralyzed.
- Grant Advantage: While Stunned, you also grant Advantage to all other characters.
- Can’t Take Actions: You cannot take any actions that cost IP. You can still defend against attacks and resist damage normally.
You are completely unaware of a source of danger.
- Conditional Duration: Surprised always has a conditional duration. When you are aware of a threat, you are no longer Surprised to it.
- Grant Advantage: While Surprised, you also grant Advantage to all other characters.
- Helpless: While Surprised, you are also Helpless.
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