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 Stacks of a Status Condition the Stacks will be "Fleeting". At the end of your Turn, you will lose one Fleeting Stack of each Status Condition, provided you did not gain the Stack on your Turn. (Each NPC loses a Fleeting Stack of each Status Condition at the end of the Round instead of losing it at the end of their Turn.)

When you gain a "Persistent Stack" of a Status 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 Wound Condition. You will gain a Persistent Stack of the Wound that lasts until you Recover your lost Vitality.

Fleeting Stacks and Persistent Stacks work in the same way for NPCs, except that Fleeting Stacks are removed at the end of the Round instead of the NPC's Turn.

The Big 2 Status Conditions

Concentrating

Concentrating is a Status Condition representing your mind's focus on active Spells.
Stacks of Concentrating are always Persistent, unless otherwise stated.

Abilities with a Test that involves "Concentration" (or "Concentration Abilities") impose one Persistent Stack of Concentrating when they take effect with that Ability as the source of the Status Condition. The Stacks clear when the source Ability ends or its effects end. Similarly, the source Ability will end if you lose your Stacks of Concentrating.

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, you lose all Stacks of Concentrating and all active Concentration Abilities end. When this happens, the Ability that caused you to lose Concentration may still take effect and give you a new Stack of Concentrating if it's description says that it does.

While you have Stacks of Concentrating, if you take Damage, then you will need to make a Tuning Save. If you Fail the Tuning Save, you will lose all Stacks of Concentrating and all active Concentration Abilities will 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 a Status Condition that represents your ability to attempt your strongest Abilities.
Stacks of Exhausted are always Persistent unless otherwise stated.

Abilities with a Test that involves "Exhaustion" (or "Exhausting Abilities") impose 1 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 1 Stack of Restrained, Slowed, and Vulnerable.

2 Stacks: You are unconscious and unaware of your surroundings. You have 2 Stacks of Restrained, Slowed, and Vulnerable. Your Movement is Interrupted. You cannot speak or take any other improvised acts.

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 Requirement.
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 1 Stack of Unconscious.

Note: A creature can use a Free Action to hold their breath, provided they have 0 Stacks of Choked. While holding their breath:

1 Stack: Your can only hear Loud sounds. They instead count as Noisy. You have a Disadvantage on any actions that would require hearing.

2 Stacks: You cannot hear any sounds. You automatically fail Tests that would require hearing to succeed.

A creature has jumped on your back or hitched a ride on you in some way.

1 or 2 Stacks: The source of this condition attaches to you and shares your space with you. When you use Movement, you must Lift and Carry the source of this condition.

1 Stack: The source of this condition can move you as they Move by spending double their usual Movement. They cannot move you into immediate danger, like damaging Zones or a place where you would Fall.
2 Stacks: The source of this condition can move you into damaging Zones or a place where you would Fall.

1 Stack: All Abilities except Free Actions and Free Reactions cost 1 extra Beat to perform.
2 Stacks: You cannot use Abilities except Prepared Free Reactions.

1 Stack: Halve your Movement and Movement Styles (rounding down.)
2 Stacks: You have no Movement. You cannot Move or stand up. Your active Movement Styles are Interrupted.

1 or 2 Stacks: Gain a Disadvantage on all Saves. Whenever you would take more than 0 Damage, take 1 extra Damage (calculated prior to applying Defenses.)

Wounds

Whenever you take Damage directly to your Vitality, you will gain a Wound. When you gain a Wound, you will gain a Persistent Stack of a random Wound Condition, rolling a d10 to determine which Wound. Later, when 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 a Wound Condition. Unless otherwise stated, those Abilities will always inflict Fleeting Stacks.

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:

If gaining a condition that requires a source, like Mounted or Movable, the source of the Damage that gave you the Wound can choose whether to become the source of the condition or not.

For each Vitality you heal, you may remove 1 Wound and it's relevant Status Condition.

Stealth Conditions

Other Status Conditions

There're 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 1¼ 0.38
Small Koala, Raccoon, Turkey ½ 2½ 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