This page is currently under construction! Don't take it too seriously.

Harm

Harm track

Fatigue

When you're fatigued, physical approaches can be more difficult.

When you take physical harm, mark fatigue.
+1t
Mark Fog

Exhausted

+1t

Wounded

+1t, Imposes condition

Maimed

+1t, Permanent disfiguration or debilitation.

Death

Fog

When you're foggy, mental approaches can be more difficult.

When you take mental harm, mark fatigue.
+1t
Mark Fatigue

Panicked

Fight — Clash with your worst physical approach and +1t
Flight — Run from the situation. If it starts a Chase, take +1t for each Chase action you take.
Freeze: The GM takes an Action. You cannot make a Reaction.

Unstable

Clearing Harm

Rest

Gain back all rest abilities.
Clear marks of fatigue or fog: Clear any 3 marks per downtime action.

Recover

Clear exhausted: 1 action
Clear wounded: 2 actions and need a healer
Clear maimed: 4 actions and need a healer

Restore

Clear panicked: 2 actions and need a friend
Move unstable to panicked: 4 actions and need a friend

Conditions

Conditions are imposed by an effect in the fiction and until they are cleared. Usually they give -1d on certain Approaches