Statuses refer to various things that can affect characters, enemies, or allies during gameplay. These statuses can have both positive and negative effects and often alter how a character behaves, interacts with the world, or responds to challenges. They typically impact actions, dice rolls or difficulty scores for tests.
Afflicted (1-10) (chemical, radiological, pathological)
You are rendered reeling from any combination of physical and or mental conditions. When you first receive the afflicted status roll an endurance. If you pass you suffer no effects, if you fail you acquire a number of conditions equal to the amount of success short you are from the target score. How long the conditions last is determined by your result on the chronicle die:
1: Until fully treated
2-3: 1 week
4-5: 1 day
6: for the rest of the scene
Each character can only suffer the afflicted status once in a scene and if it occurs again they instead increase the severity of one condition they possess by one. If this can't be done nothing happens.
Burning
You suffer 1 wound every round you are burning and must succeed a DS 4 resolve test or add a penalty of 3 DS to any tests you make while burning. The burning status can be cleared with a successful DS 3 technique test.
Crushed
You are considered restrained (4) and take 1 damage each time you take an action.
Dazed
You may take only brief actions and free actions until the start of your next turn
Electrocuted
You must pass an endurance test equal to the electrocuted value for each action you take or critically fail them. The gm may also elect to roll an energy damage attack against you depending on the nature of what is inflicting the electrocuted value.
Exhausted (1-3)
You reduce your dice pools equal to your exhaustion value. Every 24 hours you spend awake or with interrupted sleep incurs exhausted 1 to a maximum exhausted 3.
Exposed
You are rendered vulnerable to attack, attack and damage rolls made in attack tests made against you have +1 to the die result.
Falling
You suffer 1 wound for each hex you fall past your grit.
Freezing
Brief actions and reactions are now tactical actions to perform and you cannot benefit from resting. You suffer 1 damage at a rate determined by the severity of cold you are exposed to as shown below:
Bitter: 1 wound a day (winter)
Frigid: 1 wound a hour (antarctic)
Piercing: 1 wound a round (space)
Frenzied
You must pass a resolve test with a DS equal to the frenzied value + 1 for each mental condition you have. If you fail you attack the nearest target, melee attacks gain +2 ED and range attacks count as you having the assault weapon trait.
Gravity (Zero-G, Low-G or High-G)
While in 1 G planetary or rotational gravity you may act normally without any penalties applied for gravity.
Zero-G
In Zero-G you may only move by vaulting unless you have some other means of propulsion or equipment that permits normal movement. In zero G time to bleed out is halved.
Low-G
In Low-G successes in vault tests count as double for calculating distances moved.
High-G (2-35)
For each G over 1G you reduce all your movement and defence by 1. Past 3 G you must pass athletics checks with a DS equal to the current G to take any action. At 5 G you must begin taking resolve tests equal to current G to remain conscious. At 7 G you gain the crushed status. At 9 G you must pass the grit 9 test to not die. In high G damage from falls are increased by G.
Hidden
Hidden characters cannot be targeted by attacks, abilities or equipment, they are still vulnerable to the pervade action if they were targeted prior to becoming hidden. Their exact location is not known though they can also be affected by area weapons, environmental conditions or anything that affects an entire zone they are within such as a tactical nuke.
Characters cease to be hidden if they end their turn within line of sight unless they are in cover, obscured, not being looked or have a DS penalty to being detected. They also cease to be hidden if they take the attack, pervade, ram, trample, suppress or riposte actions at GM's discretion. Characters may take the grapple action and remain hidden provided they are successful with the grapple and not witnessed. Successful takedown actions also do not remove the hidden status.
Impaired (1-6)
You have difficulty in the use one or more of the following:
Speech
Sight
Hearing
You gain a DS penalty equal to the impaired value to any action that even partly involves one of the aforementioned.
Paralysed
You cannot move or use your arms and legs as a part of any action. you cannot do anything that requires the use of your arms and legs.
Paroxysm (1-3)
You are seized suddenly by an aggravation of a physical or mental condition. Conditions you have increase in severity for a number of rounds equal to the paroxysm value.
Prone
You count as exposed to melee attacks and in partial cover from ranged attacks.
Restrained (1-6)
You are rendered immobile and reduce your speed to zero. Attacks made against you add +1 to their chronicle die results. Additionally you reduce your def by 2 and suffer DS penalties to gunnery, small arms and melee tests equal to the restrained value when targeting anyone but the one restraining you.
Starvation
Starvation is triggered when you go more than Grit + 2 days without a meal. Attributes halved until character has two meals in a 24 hour period. You die from starvation after 7 + grit + endurance value days without food.
Stunned
You may take no actions to the start of your next turn, you may only be stunned once in an encounter.
Suffocating
You are considered suffocating if you have no air supply in any given round. While suffocating you suffer a 3 DS penalty to all tests and are rendered unconscious after your grit +2 rounds of being suffocating. If you are unconscious and suffocating then you will die in a number of rounds equal to your endurance.
Terrified (1-6)
You are seized by a pervasive dread that unsteadies your body and stifles your thoughts. You must pass a resolve test equal to the terrified DS +1 for each mental condition you have before taking any tactical actions in a round.
Unconscious
You can take no actions, may not speak and automatically fail all tests.