# 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.