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Conditions

An Exhaustive Guide to Status Effects

Conditions are statuses that can affect creatures for a given amount of time, oftentimes originating from targeted or Situational Fallout. These Conditions are separated between Major and Minor effects:

Major Conditions

Name Effect
Bleeding (P) Suffer 1 Stress in a given Potential (P) at the beginning of each of your turns.
Blinded A Blinded creature cannot see, and attacks made on this creature while they are not Unseen have Advantage.
Cursed A Cursed creature cannot regain Stress, Resistances, or Marks.
Dazed A Dazed creature cannot take Reactions and is considered Mentally Vulnerable.
Distracted A Distracted creature cannot Concentrate and has Disadvantage on Mental Tests.
Fortified (X) A Fortified creature reduces X amount of incoming Mental Stress.
Frenzied A Frenzied creature is not constrained by the pairing rules of Direct and Indirect (or Attack and Movement) Actions when they take a turn. Alternatively, they may instead play a third Action Card when taking a turn, only choosing its Indirect or Movement side.
Invisible An Invisible creature cannot be targeted by attacks.
Mentally Vulnerable A Mentally Vulnerable creature is Vulnerable (I, W, H, & T).
Petrified A Petrified creature is considered Physically Vulnerable, and cannot move or take Actions, Surges, or physical reactions that affect targets other than itself.
Pinned A Pinned creature is also Rooted, Held, and Bound.
Retaliate (P/Q) A creature with the Retaliate condition deals 1PDV of damage to a creature within Here to their Q Potential when they successfully deal damage to the Retaliating creature.
Slowed A Slowed creature cannot take any Movement Actions besides the Default Shift, which requires a successful Test to activate.
Spirited An ally to a Spirited creature recovers a Stress point when succeeding on a Test while within Near range of the ally.
Warded (X) A Warded creature reduces X amount of incoming Physical Stress.
Physically Vulnerable A Physically Vulnerable creature is Vulnerable (M, F, N, & S).

Minor Conditions

Name Effect
Afraid An Afraid creature cannot move closer to the creature or effect it is afraid of.
Armed An Armed creature is considered to have a weapon or some other implement of attacking equipped.
Armored An armored creature is considered to have a Physical form of protection equipped.
Bound A Bound creature rolls Tests made to take the Attack Action with Disadvantage. Physical Attacks against this creature have Advantage.
Charmed A Charmed creature considers its charmer as friendly and cannot target it with harmful abilities.
Deafened A Deafened creature cannot hear, nor can it be affected by abilities relying on sound.
Empowered (P) An Empowered creature has advantage on Tests made under the target Potential (P).
Enraptured An Enraptured creature considered all creatures other than the creature enrapturing it to be Unseen.
Held A Held creature is Rooted (1), centered on the creature holding it, and has Disadvantage on Tests requiring the appendage being held.
Muddled (P) A Muddled creature has Disadvantage on Tests made in the specified Potential (P).
Pushed (X) A Pushed creature is moved X spaces away from the effect that applied the condition.
Rooted (X) A Rooted creature cannot use a Movement Action to move further than X tiles away from this effect's center.
Silenced A Silenced creature cannot be heard, nor can they activate abilities relying on sound.
Unseen A creature that is Unseen by a target creature has Advantage on Attack Tests against the target and the target creature has Disadvantage on Sense Tests made to detect the Unseen creature. After making a weapon or unarmed attack while Unseen, the attacking creature loses the Unseen Condition.
Vulnerable (P) Attacks made against a Vulnerable creature targeting Potential P are made with Advantage, and Tests made in Potential P by a Vulnerable creature against damaging effects are made with Disadvantage.

Special Conditions

Exhaustion. An Exhausted creature becomes subject to the effects of the Exhaustion Table (see below). A creature may accumulate this Condition multiple times, represented by Exhaustion Levels. The first time a creature becomes Exhausted, they start at Exhaustion Level 1, and further applications of this Condition increase the Exhaustion Level by 1. The Exhaustion Condition lasts Until Dispelled. After every Long Rest, a creature may recover from 1 Exhaustion Level.

Exhaustion Level Effect
1
2
3
4
5
6 The Exhausted creature immediately dies.