# Conditions
#### Bleeding out
- Make a Vigor roll at the start of each turn. Failure means they perish. Success means he must roll again next turn. A raise means he stabilizes.
- RECOVERY: Other characters may use an Action to stabilize them with a successful Healing roll minus the patient's Wound penalties.
#### Bound
- Can't move, Distracted and Vulnerable, can only try to break free.
- BREAKING FREE: One Action to break free. Success progresses Bound to Entangled.
- FROM A FOE: Victim initiates an opposed Athletics roll with captor (either may roll Strength at -2 to maintain or break free of the hold.) A Shaken grappler maintains hold. Stunned grapplers let go.
- FROM A DEVICE: One Action to roll Strength OR Athletics -2, minus any Entanglement penalties.
#### Distracted
- -2 from all Trait rolls until the end of next turn.
#### Entangled
- Can't move, Distracted.
#### Exhausted
- -2 to all Trait rolls. 2 levels of Fatigue = Exhaustion.
#### Fatigued
- -1 to all Trait rolls.
- INCAPACITATION FROM FATIGUE: Cannot perform Actions and may be unconscious.
- RECOVERY: Improve 1 level of Fatigue per hour. Incapacitated characters may be unconscious for 2d6 hours. With treatment, they improve to Exhausted.
#### Incapacitated
- Incapacitated Characters are still dealt Action Cards, but draw related Edges are ignored. If Incapacitated by damage or injury, immediately make a Vigor roll:
- Critical failure: Character dies.
- Failure: Roll on the Injury Table (pg. 95) Permanent Injury and Bleeding Out.
- Success: Roll on the Injury Table. The Injury goes away when all Wounds are healed.
- Raise: Roll on Injury Table. Injury goes away in 24 hours.
- RECOVERY: Incapacitated Characters make a Vigor roll every day to recover. Healing at least one Wound on an Incapacitated patient removes Incapacitation.
#### Prone
- Takes a Free Action to fall prone during a turn. Standing is a Free Action and costs 2” of movement.
- -4 to ranged attacks against prone Characters from a range of 3" or greater; not stackable with Cover. Damage from AoE attacks suffer -4 as well.
- Prone Characters's Parry score and Fighting rolls subtract -2.
#### Shaken
- May only take Free Actions. At the start of their turn, Characters may try to recover from Shaken with a Spirit roll as a Free Action. On a success, the character is no longer Shaken and acts normally.
- BENNIES can be spent to remove Shaken, even if it's not their turn.
#### Stunned
- Stunned Characters are Distracted, fall Prone, can't move or take Actions, don't count towards the Gang Up bonus, and are subject to The Drop.
- RECOVERY: Succeed a Vigor roll at the start of the turn to shake off Stunned, but remain Distracted and is now Vulnerable until the end of their next turn. A raise removes everything.
#### Vulnerable
- Actions against the Character are made at +2. Doesn't stack with the Drop.
#### Wounded
- Cumulative -1 to all Trait rolls and Pace, including any Healing rolls.