3.7. Status Conditions

You'll find your current Status Conditions at the bottom of the Status Box on Page 2 of your Character Sheet.

P2 ConditionsBox.png

Learning the Status Conditions will help you overcome your enemies and avoid situations where your enemies will try to weaken and overpower you. Most Status Conditions have two levels represented by "Stacks". For each Stack of a Condition, the Condition's effect becomes stronger or lasts longer.

Unless noted otherwise, whenever you gain a Status Condition you will gain it as a "Fleeting Condition". Having a Fleeting Condition means that you will lose one Stack (or level) of the Fleeting Condition at the end of each of your Turns, provided you did not gain the Stack on your Turn.

When you gain a "Persistent Condition" instead of a Fleeting Condition, you will retain all Stacks of that Condition until its ending conditions are met. For example, when you lose a Vitality and gain a Wound, you will gain a randomized Condition as a Persistent Condition that will only go away once you Recover your lost Vitality.

Fleeting Conditions and Persistent Conditions work in the same way for all NPCs as well.

The Big 2 Status Conditions

Concentrating

Concentrating is always a Persistent Condition.

Abilities with a Test that involves "Concentration" (or "Concentration Abilities") impose one stack of Concentrating when they take effect and remove one stack of Concentrating when that Ability or its effects end.

For each stack of Concentrating that you have, you will gain a Disadvantage on Ability Tests that involve Concentration. If you fail a Concentration Ability Test, all active Concentration Abilities will end. When you Fail such an Ability Test, the Ability that just failed may still take effect (if it describes a Low Score effect.)

While you have stacks of Concentrating, if you take Damage or if one of the Components of one of your active Concentration Abilities gets interrupted, then you will need to make a Tuning Save. This Tuning Save will have a Disadvantage for each stack of Concentrating that you have. If you Fail the Tuning Save, all active Concentration Ability effects end.

This Condition limits how many active Concentration Abilities you can have going at any one time. The more you have active, the more Disadvantages you have on starting a new one. If you even Fail a Test, then all active Concentration Abilities come to an end, you lose your Concentrating Stacks, then you finish evaluating the Failed Test of the Ability that broke the camel's back.

Exhausted

Exhausted is always a Persistent Condition.

Abilities with a Test that involves "Exhaustion" (or "Exhausting Abilities") impose one stack of Exhausted on you when you Pass their Test. You lose all stacks of Exhausted at the end of an Episode.

All future Tests that involve Exhaustion have one Disadvantage for each stack of Exhausted that you have.

This Condition effectively limits how many times you can perform your most powerful Abilities. Since the Stacks of this Ability only go away upon ending an Episode, you may only be able to cast a few Exhausting Abilities before too many Disadvantages stack up and the risk begins to outweigh the reward. Most Exhausting Abilities have a steeper cost of Failure, so take care when choosing to use one.

Wound Conditions

Of the Status Conditions, there are 6 Wound Conditions. The Character Sheet lists a summary of each.

The Wound Conditions in more detail are:

1 Stack: You are half conscious. You have one stack of Restrained, Slowed, Susceptible, and Vulnerable.

2 Stacks: You are unconscious and unaware of your surroundings. You have two stacks of Restrained, Slowed, Susceptible, and Vulnerable. Interrupts Movement. You cannot perform Free Actions or Free Reactions unless they are Prepared Free Reactions. This includes speech and other improvised acts.

Blunted

1 or 2 Stacks: You have a Disadvantage when using Abilities.

1 Stack: Your speech is weak or faltering. You have Disadvantage on Spell Abilities with a #Chants Component.
2 Stacks: You cannot breathe. At the end of your Turn, You must Pass an Athletics Test or suffer 1 True Damage. If that Damage would cause a Wound, you instead gain a stack of Unconscious.

A creature can use a Free Action to hold their breath, provided they have no stacks of Choked. As a result:

!Moveable

1 Stack: Lose 1 Beat now and gain 1 less Beat per Round than usual.
2 Stacks: Lose all your Beats now and gain no Beats per Round.

1 Stack: Half your Movement (rounded down.)
2 Stacks: Set your Movement to 0. You cannot move or stand up. Your active Movement Styles are Interrupted.

Vulnerable

1 or 2 Stacks: All incoming Damage is increased by the number of Stacks of this condition (unless the Damage was at zero.) This occurs prior to any Defenses or other modifications.

Wounds

Whenever you take Damage directly to your Vitality, you will gain a Wound. When you gain a Wound, you will have to roll a d10 to randomly gain a Wound Condition as a Persistent Condition. Whenever you regain Vitality, you will be able to choose one Wound Condition Stack to remove for each Vitality gained. If someone else healed you, they can choose which Wound Condition Stack to clear.

Some Abilities also use the Wound Test to randomly inflict or alter Status Conditions, though those Abilities may inflict Fleeting Conditions instead.

Use your Character Sheet!

The Wound Conditions on your Character Sheet are numbered for easy reference.

Roll a d10 with no Modifier for the Wound Test:

Stealth Conditions

Other Status Conditions

There are many other Status Conditions. Some of the supplemental Status Conditions will simply be defined as a combination of Status Conditions. In these cases, you will simply mark each listed Status Condition with the number of stacks described. The stacks of each of these child Status Conditions will share the Fleeting or Persistent status of their parent, though they may be affected by Resistances, Immunities, and Weaknesses separately.

Size

Your current Size is also listed under the "Other Conditions" section. You will generally start as Small(½u), Medium(1u), or Large(2u) (your choice.)

From the Glossary:

There're 7 core Sizes that are each double that of the previous size. While you shouldn't obsess over exact measurements, you can use the units listed below as a reference.

Size Reference Units
(in³)
Units
(ft³)
Units
(m³)
Tiny Spider, Chicken, Rat, Roach ¼ 0.38
Small Koala, Raccoon, Turkey ½ 0.75
Medium Donkey, Pig, Emu, Human, Bigfoot 1 5 1.5
Large Cow, Moose 2 10 3
Huge Elephant, Giraffe 4 20 6
Massive Whale Shark, Blue Whale 8 40 12
Gargantuan A swarm of 15 creatures 16 80 24
The game will use Size to describe creatures, objects, and areas of effect for Abilities.

Creatures of a given Size may not take up that full cube of space, but they do take up enough of the space that only creatures more than one size larger or smaller than them can get by.

Creatures that don't neatly fit into their cube may also list a modifier after their size. Size Modifiers won't provide an exact size, but they hint at how much extra or less space they take up. The modifiers are as follows:

Size Modifier Modification Description
Short Height is closer to half their cube size, or shorter.
Tall Height is closer to one and a half their cube size, or taller.
Long Length is closer to double their cube size, or longer.
Below are some examples of creatures for different modified sizes:
  • Medium Short. Capybara, Panda, Wolf, Dwarf.
  • Medium Tall. Bear, Minotaur, Bigfoot.
  • Medium Long. Colossal Squid, Tiger Shark.

Size Modifiers are there for the GM to reference and use when making calls, but have no explicit mechanical bearing on the game like the base Sizes do.

Next Up: 3.8. Ability Boxes