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