Statuses
Blinded |
Level 1: -3 penalty to all test involving visibility. Level 2: -6 penalty to all test involving visibility. Level 3: auto fail test involving visibility. |
Burning # |
# Physical Damage Each Round. Spend Major Action and roll [Agility + Reaction](2) |
Chilled |
-4 Initiative Score and -1 to dice pools besides Damage Resistance. |
Confused # | -# to dice pool on actions |
Corrosive # | # Physical Damage each round. |
Cover |
+1 bonus per level. Attacking from Cover requires a Minor Action |
Dazed |
-4 Initiative Score and cannot gain or spend Edge |
Deafened |
-3 per level on test involving hearing. Level 3 auto fails tests |
Fatigued |
-2 per level on all dice pool besides Damage Resistance. Characters move 5 meters less per turn |
Frightened | -4 to all dice pools involving target |
Hazed | Cannot move between Astral and Physical |
Hobbled | Movement halved |
Immobilized |
-3 Attack Rating. No Reactions on defense tests. No movement. |
Invisible # |
# threshold on perception check to notice character. Improved version affects cameras |
Nauseated |
Body + Willpower (2) or cannot take Action this round. Success can act but loses Minor Action |
Panicked | Cannot act except to avoid condition causing panicked effect |
Pertrified | +10 Armor, cannot act. |
Poisoned # | # damage on round one. #++ each additional arounds |
Proned |
movement is 2m, +2 Defense Tests on Ranged attacks from Medium or further. -2 on attacks from Close or Near. -4 penalty on melee attack or Bow attacks |
Silent # |
# threshold on Perception test Improved version affects microphones |
Stilled |
-10 to Defense Rating. No actions beyond Perception and mental communication. No Defense Tests. Can take Damage Resistance. Cancels all other effects. |
Wet | -6 penalty to Damage Resistance against cold or electricity |
Zapped | -2 to Initiative Score, cannot take Sprint action, and -1 penalty to all dice pools. |
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