Test Status

The Priority status effect mirrors attacks of opportunity or enemy focus in other systems. Priority is applied when performing full-turn actions or as a side effect from abilities. Characters have a +20 skill/+2 effect bonus when acting against targets with Priority: if presented with a target with Priority, NPCs will always attack that target at the expense of others. Multiple people can be afflicted with Priority, but although all will grant the skill/effect bonus to attackers only the most recent recipient has the constant attack focus.

Advantage is a beneficial status, covering a range of prerequisites that must be met in order to add additional effect dice to an action's pool. In most situations, only one Advantage bonus can be granted within a turn; even if multiple conditions are met, only the two most beneficial Advantage dice will apply. The Advantage status (and any bonuses bestowed by aspects that work off Advantage) lingers until these dice are "spent" and added to a roll.

The Exposed status cancels any defensive bonuses (passive or otherwise) from cover or reduced visibility. An Exposed character may still attempt active defences, but they are not allowed to roll a dice: the skill roll is assumed to be 0, then applicable modifiers are added. It is therefore possible, but not likely, for a character to dodge fire despite being flung into the open. Exposed is afflicted by certain terrain types and abilities and can be shaken off by performing a full move action.

Exhausted is applied when a character runs out of HP, or as a result of an ability. Unless otherwise stated, active aspect abilities cannot be used when a character is Exhausted (this means any aspect tied to the expenditure of actions or HP. Aspects with constant passive effects are unaffected).

Statuses that can increase in severity:

T status effects

Marked 1 per 1T
Marked units grant attackers a +10 skill bonus to hit rolls for every point. Unlike Vulnerability, the Marked bonus remains the same regardless of the roll or modifier.

Vulnerability 2 per 1T
Vulnerability applies a bonus to effects directed against the character's person. Vulnerability 2, for example, means that all attacks have +2 attack power. Vulnerability sometimes applies only to specific damage or effect types, but it is usually universal. The bonus granted by Vulnerability cannot exceed the base effect roll: Vulnerability 10 would effectively become Vulnerability 6 if 6 was the result rolled on the dice. Vulnerability is frequently used to implement damage over time mechanics, when T or N wounds would be excessive.

Ponderous 2 per 1T
Every point of Ponderous grants an active defence bonus to the targets of the character afflicted with Ponderous. Ponderous is used to represent techniques that are sluggish, forecasted, and otherwise easily countered, and is also how the Exigency system abstracts many effects that would reduce someone's attack speed. An attack from a character with Ponderous 2 would grant the defender a +20 bonus to their active defence roll.

Daze 1 per 1T
Every point of Daze reduces the target's skill rolls by 10 (affecting both the value on the dice and modifiers). This includes active defence rolls. Daze cannot bring a roll below zero.

Weaken 1 per 1T
Every point of Weaken reduces the target's effect rolls by 1. This includes defences, but when targeting defences Weaken applies only to the value on the dice, and does not affect the defence's modifiers. Weaken cannot bring a roll below zero.

Impede 1 per 1T
Every point of Impede reduces the target's Movement amount by 1 arena. However Impede cannot disable Movement entirely: if the afflicted character attempts a full-turn move action, they will move at least 1 arena even if the Impede effect should cancel that.

N status effects, all deal 1 success per 1N. N status effects cancel most persistent buffs

A Lockout applies a cooldown to the target's ability/abilities, or extends a cooldown that's already active. Every point of Lockout confers a 1-turn cooldown on the targeted Attribute, Speciality, or Resource (item) preventing associated aspects or modifiers from being used. A Lockout cooldown behaves like a regular ability cooldown in every way: it recovers passively, and doesn't require action expenditure unlike reloading a weapon. Even if a Lockout is targeting the Attribute responsible for a character's chosen active defence, that active defence will not be disabled, although it will be penalised as it must be rolled sans Attribute modifiers.

Stun steals actions. Stun 1 means that a target wastes a single action in their turn, whereas Stun 3 means they miss the turn entirely. Stun does not disable active defences. Stuns are often used to abstract actions lost due to responses taken to avoid otherwise lethal scenarios: throwing yourself clear of a devastating bomb, or parrying a blow that threatens to decapitate you.

Push (or Pull, any directional forced movement) moves the character 1 arena away from their starting position for every success.

The only status effects that can afflict Knockdown when applying 4 points or more are Lockout, Stun, and Push. A Knockdown entirely disables active defences (skill rolls used to oppose the skill rolls of incoming attacks) and is therefore Not Good. While some combinations of statuses can effectively disable AD too- Exposed combined with Lockout [Agility], or a very severe Daze- these do not count as triggering Knockdown.

Hypothetically, L damage (Lethal) status effects would afflict any N-strength status (instead of a wound) and the Attribute injury as normal.

Combination statuses (used only for example shorthand)

Stagger 1: Stun 1, Daze 2
Slow 1: Impede 1, Ponderous 1
Beacon 3: Marked 3, Vulnerability 3
Sprawled: Push 2, Exposed
Bleeding: Vulnerability 4, Priority

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