Rules
Effects
Conditions that change what a Persona or Foe can do. Open one for its full rule.
- AmbushedYour enemy gains 1 Round to prepare. They can’t deal damage.
- BleedingStacksDirect Vitality loss, bypasses Guard.
- BlindLose Vision Range. Sight-based rolls auto-fail.
- BurningStacksTargets Guard. Once Guard is gone, damage is taken from Vitality.
- CollapsedOn the ground. Motion rolls with Stagger. Melee attacks against you have Prowess. 1 SP to stand up, otherwise Break.
- DazedLose Stamina equal to EXP. Lasts until the end of your next turn.
- DeafLose Audio Range. Sound-based rolls auto-fail.
- EncumberedFor every 10 points over Load Capacity, Motion is reduced by 10 ft. A Trivial injury for every hour.
- ExposedStacksVulnerable to a chosen damage type. Take additional damage (Level × 2).
- FatiguedReduce damage done by Level × 2.
- FortifiedStacksResistant to a chosen damage type. Reduce damage taken (Level × 2).
- FrozenStacksFor every 5 charges, reduce maximum Motion by 5 ft.
- HiddenUnseen. Can’t be targeted directly. Sneak checks by you have Prowess; Track checks to find you have Stagger.
- InjuredGain a Trivial, Harmful or Grave injury.
- InvisibleCan’t be seen, even in Vision Range. Can’t be directly targeted.
- IrradiatedStacksMaximum Guard reduced. Targets within a 10 ft radius at the start of your turn take the same damage halved (min 1).
- MuteLose the ability to speak.
- PanickedRetreat as far as possible from the perceived threat, by the shortest path that avoids the most known damage.
- PinnedGrappled or restrained. Take the Break action to counter.
- PoisonedStacksFor every 5 charges, reduce damage dealt by 1.
- ScentlessLose Scent Range. Scent-based rolls auto-fail.
- ShockedStacksMaximum Vitality reduced. Targets within a 10 ft radius at the start of your turn take the same damage halved (min 1).
- SlowedStamina Point cost is doubled.
- UnconsciousReached 0 Vitality. Unable to act or move. Can be revived with the Heal action.
