Harm

Harm track

When you take Harm, mark or write in the next box on your Harm track.

Harm Track.png

In the fiction, things in the world attempt to harm you but as long as you aren't completely fatigued or mentally foggy, you can keep yourself from taking the worst of it.

You won't fall prey to a brutal stabbing (Wounded or Maimed) unless you're already so tired (Fatigue and Exhausted) that you can't prevent it.

You won't have a mental breakdown (Panicked) until you're too dazed (Fog) to think clearly, and you won't be shaken to your core (Unstable) unless you ignore your panic.

Threat dice

Gain threat dice (+1t) on your Physical or Mental rolls depending on how far along each side of the Harm track you are.

For example, if you have 4 Fatigue and are Exhausted but you are all clear on the Mental side, you'll roll +2t on Force, Discipline, and Finesse rolls, but +0t on Guile, Intuition, and Empathy rolls.

Harm types

Harm comes in 3 types: Physical, Mental, or Stress.
The GM will specify which type of Harm you are taking.

When you take Physical Harm, mark the Physical side of the track.
When you take Mental Harm, mark the Mental side of the track.

Stress

Fatigue and Fog are the types of Stress. When you take stress, you mark your choice of Fatigue or Fog.

When you take stress, only mark Fatigue or Fog. Stress can't force you to mark further boxes on the Harm track

Fatigue

When you are fatigued, physical approaches can be more difficult.

When you mark your 4th Fatigue, on top of taking +1t to Physical rolls, gain +1 Fog. (This can't cause you to take further mental harm.)

Exhausted

You're ready to collapse. Take +1t to Physical rolls.

Wounded

Take the wound that the GM describes. Being wounded imposes a condition.
Take +1t to Physical rolls.

Maimed

When you get maimed, you take a permanent disfiguration or debilitation as well as a condition.
Take +1t to Physical rolls.

Fog

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

When you mark your 4th Fog, on top of taking +1t to Mental rolls, gain +1 Fatigue. (This can't cause you to take further physical harm.)

Panicked

You're having a mental breakdown.
Take +1t to Mental rolls.
Any time you become panicked, it triggers a Fight / Flight / Freeze response.

Fight / Flight / Freeze response

Choose a response that fits the situation and your character:

Fight — Clash with your worst physical approach, and take +1t on the action.
Flight — Run from the situation. If it starts a Chase, take +1t for the first Chase action you take.
Freeze — The GM makes a GM Action. You cannot make a Reaction. If the action would have you roll, automatically take the botched result.

Unstable

Write a status that fits the situation and your character. Becoming unstable imposes conditions.
Take +1t to Mental rolls.
Any time you become unstable, it triggers a Fight / Flight / Freeze response.

Resisting Harm

Clearing Harm

See Downtime: Clearing Harm

Conditions

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

Wounded, Maimed, Unstable

Being wounded, maimed, or unstable causes a condition with a long term project track.

Wounded causes a Wound condition.
Maimed causes a Scar condition.
Unstable causes an Instability condition.
Each usually inflicts a -1d to a particular approach.

When you Rest during Downtime, tick the track. When the last box is marked, clear the condition.