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.

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
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.
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:
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.
The Wound Conditions on your Character Sheet are numbered for easy reference.
Roll a d10 with no Modifier for the Wound Test:
- [0!] Gain a stack of Unconscious.
- [1] Gain a stack of Blunted.
- [2] Gain a stack of Choked.
- [3] Gain a stack of Moveable.
- [4] Gain a stack of Restrained.
- [5] Gain a stack of Slowed.
- [6] Gain a stack of Vulnerable.
- [10!] Gain a stack of Subtle (also as a Persistent Condition until healed.)
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:
Next Up: 3.8. Ability Boxes