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Chapter 7 of 12 · about 7 minutes

Effects

The 24 Effects that change what a Persona can do, and how stacking Effects build up and wear off.

First draft. This guide is a first draft. The rules and the game will keep changing, so expect corrections. Where something is a working guess it is marked Draft.

What an Effect is

An Effect is a condition on a Persona or Foe: Bleeding, Blind, Pinned, Slowed and so on. Each one changes the rules for whoever has it. Some apply once and stay until something removes them. Others are stacking Effects, which build up in charges.

Stacking Effects

Stacking Effects carry charges. Each has a maximum, worked out from your EXP, so the same Effect can be a nuisance at level 1 and a killer at level 15. Charges drop by 1 at the end of every round. You can also spend Stamina to clear them faster: each SP removes 2 charges.

Maximum charges by level
EffectMaximumLevel 1Level 5Level 10Level 20
Bleeding5×EXP5102550
Burning10×EXP102050100
ExposedEXP/21125
FortifiedEXP/21125
Frozen10×EXP102050100
Irradiated5×EXP5102550
Poisoned10×EXP102050100
Shocked5×EXP5102550

Example: Bleeding

A level 10 Persona (EXP 5) can hold up to 25 Bleeding charges. At the end of each round the stack drops by 1. Spending 3 SP removes 6 charges at once.

All 24 Effects

The Effects
EffectStacks toWhenWhat it does
AmbushedImmediate (1 Round)Your enemy gains 1 Round to prepare. They can’t deal damage.
Bleeding5×EXPStart of turn (damage)Direct Vitality loss, bypasses Guard.
BlindImmediateLose Vision Range. Sight-based rolls auto-fail.
Burning10×EXPStart of turn (damage)Targets Guard. Once Guard is gone, damage is taken from Vitality.
CollapsedImmediateOn the ground. Motion rolls with Stagger. Melee attacks against you have Prowess. 1 SP to stand up, otherwise Break.
DazedImmediateLose Stamina equal to EXP. Lasts until the end of your next turn.
DeafImmediateLose Audio Range. Sound-based rolls auto-fail.
EncumberedImmediateFor every 10 points over Load Capacity, Motion is reduced by 10 ft. A Trivial injury for every hour.
ExposedEXP/2Immediate (damage)Vulnerable to a chosen damage type. Take additional damage (Level × 2).
FatiguedImmediateReduce damage done by Level × 2.
FortifiedEXP/2ImmediateResistant to a chosen damage type. Reduce damage taken (Level × 2).
Frozen10×EXPImmediateFor every 5 charges, reduce maximum Motion by 5 ft.
HiddenImmediateUnseen. Can’t be targeted directly. Sneak checks by you have Prowess; Track checks to find you have Stagger.
InjuredImmediateGain a Trivial, Harmful or Grave injury.
InvisibleImmediateCan’t be seen, even in Vision Range. Can’t be directly targeted.
Irradiated5×EXPImmediateMaximum Guard reduced. Targets within a 10 ft radius at the start of your turn take the same damage halved (min 1).
MuteImmediateLose the ability to speak.
PanickedStart of turnRetreat as far as possible from the perceived threat, by the shortest path that avoids the most known damage.
PinnedImmediateGrappled or restrained. Take the Break action to counter.
Poisoned10×EXPImmediateFor every 5 charges, reduce damage dealt by 1.
ScentlessImmediateLose Scent Range. Scent-based rolls auto-fail.
Shocked5×EXPStart of turn (damage)Maximum Vitality reduced. Targets within a 10 ft radius at the start of your turn take the same damage halved (min 1).
SlowedImmediateStamina Point cost is doubled.
UnconsciousImmediateReached 0 Vitality. Unable to act or move. Can be revived with the Heal action.