Bleeding: Will be Knocked Out or Slain! in a specified number of Turns unless someone stanches the flow of blood with a bandage or some other form of medical treatment. The Injury reopens each time a Critical or Sublime Failure is rolled for a Combat-, Brawn-, or Agility-based Skill test.
Blinded: Cannot use Dodge or Parry, and Flip to Fail on any Skill test involving sight.
Deafened: When Initiative rolls are made, make a successful Awareness test or else do not add the Blackbird’s PB to that roll.
Defenseless: Cannot use any Reactions whatsoever.
Disarmed: Loses their weapon 3 strides away in a random direction, and is unable to use their weapon hand until the following Turn.
Disoriented: Must add +1 additional AP to the cost of Reactions.
Engaged: Cannot leave the Engagement without triggering Opportunity Attacks from Engaged foes, save through the Maneuver Movement Action.
Flanked: Attacks against the Blackbird are made at +10.
Grappled: Cannot use Combat Actions save to Resist at the beginning of their Turn to escape the Grapple.
Helpless: Cannot use any Actions or Reactions, no roll to attack, and may be Slain! with any blow.
Knocked Out: Unconscious and Helpless until awakened.
Prone: On the ground; add 1D6 Damage dealt to a Prone foe.
Stunned: Begin Turn with 1 less AP.
Surprised: Suffers an additional 1D6 Damage and cannot use Reactions.
Wounded: Must add +1 additional AP to the cost of Movement Actions.