Effects
The 24 Effects that change a character or a scene, and how stacking Effects work.
Effects change what a character or a scene can do. There are 24 of them. Open one to see its full card.
| Effect | Stacking | When it applies | What it does |
|---|---|---|---|
| Ambushed | Does not stack | Immediate (1 Round) | Your enemy gains 1 Round to prepare. They can’t deal damage. |
| Bleeding | 5×EXP | Start of turn (damage) | Direct Vitality loss, bypasses Guard. |
| Blind | Does not stack | Immediate | Lose Vision Range. Sight-based rolls auto-fail. |
| Burning | 10×EXP | Start of turn (damage) | Targets Guard. Once Guard is gone, damage is taken from Vitality. |
| Collapsed | Does not stack | Immediate | On the ground. Motion rolls with Stagger. Melee attacks against you have Prowess. 1 SP to stand up, otherwise Break. |
| Dazed | Does not stack | Immediate | Lose Stamina equal to EXP. Lasts until the end of your next turn. |
| Deaf | Does not stack | Immediate | Lose Audio Range. Sound-based rolls auto-fail. |
| Encumbered | Does not stack | Immediate | For every 10 points over Load Capacity, Motion is reduced by 10 ft. A Trivial injury for every hour. |
| Exposed | EXP/2 | Immediate (damage) | Vulnerable to a chosen damage type. Take additional damage (Level × 2). |
| Fatigued | Does not stack | Immediate | Reduce damage done by Level × 2. |
| Fortified | EXP/2 | Immediate | Resistant to a chosen damage type. Reduce damage taken (Level × 2). |
| Frozen | 10×EXP | Immediate | For every 5 charges, reduce maximum Motion by 5 ft. |
| Hidden | Does not stack | Immediate | Unseen. Can’t be targeted directly. Sneak checks by you have Prowess; Track checks to find you have Stagger. |
| Injured | Does not stack | Immediate | Gain a Trivial, Harmful or Grave injury. |
| Invisible | Does not stack | Immediate | Can’t be seen, even in Vision Range. Can’t be directly targeted. |
| Irradiated | 5×EXP | Immediate | Maximum Guard reduced. Targets within a 10 ft radius at the start of your turn take the same damage halved (min 1). |
| Mute | Does not stack | Immediate | Lose the ability to speak. |
| Panicked | Does not stack | Start of turn | Retreat as far as possible from the perceived threat, by the shortest path that avoids the most known damage. |
| Pinned | Does not stack | Immediate | Grappled or restrained. Take the Break action to counter. |
| Poisoned | 10×EXP | Immediate | For every 5 charges, reduce damage dealt by 1. |
| Scentless | Does not stack | Immediate | Lose Scent Range. Scent-based rolls auto-fail. |
| Shocked | 5×EXP | Start of turn (damage) | Maximum Vitality reduced. Targets within a 10 ft radius at the start of your turn take the same damage halved (min 1). |
| Slowed | Does not stack | Immediate | Stamina Point cost is doubled. |
| Unconscious | Does not stack | Immediate | Reached 0 Vitality. Unable to act or move. Can be revived with the Heal action. |
How stacking works
Some Effects stack as charges. Charges drop by 1 at the end of each Round, and spending 1 SP removes 2 charges. The most charges you can hold depends on your level:
| Stacking limit | Level 1 | Level 5 | Level 10 | Level 20 |
|---|---|---|---|---|
| 5×EXP | 5 | 10 | 25 | 50 |
| 10×EXP | 10 | 20 | 50 | 100 |
| EXP/2 | 1 | 1 | 2 | 5 |
