Caffeinated alien The World Below: Status Effects

Aggravated Wound

The character has a grievous wound that puts them on death’s door. If the character fails an action while under the effect of this status effect, they immediately drop to Near Death, no matter how many Injury Levels or injuries they have left. Antagonists with this status effect drop to a remaining injury instead.

Resolution: The character benefits from first aid, uses an appropriate power, or falls to Near Death.

Agony

The character is suffering excruciating pain from a wound. They took damage from a weapon made to hurt more than to slay. All actions are made at +1 difficulty for the remainder of the scene.

Resolution: The character benefits from first aid.

Bleeding

The character is bleeding out from a wound or suffering in ternal bleeding. All physical actions come with a Minor Complication that, if not bought off, deals 1 injury to the character.

Resolution: The character benefits from first aid or falls to Near Death.

Branded

The recipient of this status effect has been marked with Kaos energy, making it easier for pursuers to track them. Any creature who knows the brand gains 1 Intellect Advantage on rolls made to track or locate the character, creature, or object. The creator of a brand determines the brand’s appearance, always knows the brand, and can share that knowledge with others through a brief verbal exchange.

Resolution: This status effect ends when the target is destroyed or if the brand is removed through a Sorcery that ends this status effect. A target may only be Branded by a single source at one time. If the target receives the Branded status effect a second time, the first Branded status effect ends.

Burning

The character has been set on fire, either from being in a burning area or from a Kaos source. The character takes 1 injury at the end of their turn until this status effect resolves.

Resolution: The character spends their action on their turn putting herself out, or someone else spends their action for them.

Confused

Something has bamboozled the character and left him unable to process his environment fast enough. His reaction time slows, and he cannot keep up with the action. The character suffers +1 difficulty to actions requiring thought or mental acui ty (such as presenting an argument, searching for clues, making a precise shot, or casting Sorceries). This reduces the Complication from any antagonist Special Rules by one step to a minimum of Minor.

Resolution: The character must spend his turn reorienting himself to shake the Confused effect. Otherwise, this status ef- fect resolves at the end of the scene.

Crestfallen

Due to extreme sadness, malaise, guilt, or fear, the character is socially overwhelmed. All social actions against the character gain 1 Social Advantage.

Resolution: This status effect ends when the character gains the Refreshed status effect.

Dazed

The character has suffered a shock that leaves them with a heady sense of disorientation. The character cannot perform more than a single simple action or two reflexive actions each round until this status effect is resolved.

Resolution: The Dazed status effect wears off as time passes: 2 rounds if the effect that applied it was a Minor Complication, 3 for Moderate, and 4 if it was Major. The effect resolves sooner if the character benefits from first aid.

Deprived

Your character has not eaten anything substantial or drank in a long while. All actions suffer a +1 difficulty until this status effect resolves.

Resolution: The character eats or drinks something.

Disgraced

Your character’s reputation is tarnished because they failed their community or settlement in a significant way. Everyone who witnesses it shifts one step negative in attitude toward them. If they were already negative, this just reinforces their bad opinion.

Resolution: The character must spend time to restore their reputation.

Exhausted

The character has been awake too long and is running on fumes. Either that or she’s been under extreme duress or affected by a Kaos beast that’s put them into a dreamlike state. Whatever the cause, the character suffers a Moderate Complication on all actions until they go to sleep. Failure to buy off the Complication results in the character hallucinating, experiencing short-term memory loss, or being affected by another appropriate status effect. Antagonists cannot activate more than one Antithesis next round on failure.

Resolution: The character rests for eight hours or three scenes.

Exposure

The character has been exposed to extreme heat, extreme cold, or a supernatural extreme that has left him fighting for his life. All Complications cost one more hit to overcome. Minor Complications require 2 hits, Moderate require 3, and Major require 4.

Resolution: The character receives first aid, or the effect fades after two scenes of leaving the area where the character gained the status effect.

Fabulist

You’ve been caught out in a lie. Choose one: the target holds the lie against you and creates a 1 step bond of animosity, or he accepts it this time and gains +1 Advantage to resist attempts to lie to him for the rest of the scene.

Resolution: Only time or the truth will restore his faith in the character.

Fast-Acting Toxin

The character has encountered a toxin either through ingestion, injection, or contact. This status effect lasts for a number of rounds equal to one plus any additional hits garnered on the action roll spent to inflict the poison or the environmental toxin’s rating. For each round it persists, it inflicts 1 injury to the target.

Some fast-acting toxins are soporifics, may paralyze their target, or deal any number of other unusual effects rather than injuries. Instead of dealing injuries that persist over time, this toxin afflicts the target in the same round it’s applied.

Poisons can be administered as part of a normal attack or placed in food or drink. In the case of someone attempting to poison their target’s food or drink, make an opposed Larceny action against their action to notice.

Resolution: The character can attempt to overcome the poi- son by dedicating a simple Survival action, or the time lapses.

Flush with Kaos

The character has entered a high wild Kaos area or been exposed to Kaos long enough for it to cling to them. Gain a +1 Enhancement on all attempts to tether Wild Kaos.

Resolution: The effect fades when the character leaves the area or at the end of the scene, whichever comes first.

Gaseous

A gaseous character’s body has become smoke, vapor, or a cloud of mist. While in this state, they have 2 Durability Advantage against incoming attacks. The character can’t initiate any attacks other than Close Combat. When using Close Combat while gaseous, a character can only purchase Combat Tricks but cannot inflict any damage. When a gaseous character purchases a Combat Trick, they become tangible again. A gaseous creature can move through gaps as small as 1 millimeter, moving at their normal walking speed.

Resolution: If the character chose to become gaseous, the status effect lasts for the duration described in the power that inflicted it or whenever the character chooses to end it using a Survival or Esoterica action (difficulty 2).

If the character was gasified against their will, the effect lasts for a number of rounds equal to 1 plus any additional hits garnered on the action roll spent to inflict the gasification. Re- storing gaseous characters to solidity required a Medicine or Esoterica action (difficulty 3).

Grappled

Your character is held in a grapple and must take actions to attempt to maneuver, and they cannot take Defense actions against their attacker. This includes a reflexive action to increase their Defense. You may purchase the following Tricks on attacks against your character’s opponent.

Overwhelm (2 hits): Gain control of the grapple. Resolve this status effect and apply it to your character’s opponent.

Disengage (1 hit): You leave the grapple. Resolve this status effect.

Resolution: Purchase either the Overwhelm or Disengage Trick, or someone else breaks up the grapple.

StatusEffectResolution
Aggravated WoundFailing an action drops to Near DeathFirst aid, power, Near Death
AgonyActions made at +1 difficulty for sceneFirst aid
AwedAny attention action: +1 difficulty, Moderate DazedScene ends or exit
BleedingPhysical actions: Minor 1 injuryFirst aid, Near Death
BrandedCreatures who know the brand gain 1 Intellect Advantage to findTarget destroyed, removed
BurningTakes 1 injury at end of each turnAction puts them out
Confused+1 difficulty to actions requiring mental acuityTurn spent reoriented or end of scene
CrestfallenSocial actions against them gain 1 Social AdvantageGains Refreshed status
DazedCan only perform single simple action or two reflexive actions each roundAfter 2/3/4 rounds (Minor/Moderate/Major)
DeprivedAll actions suffer +1 difficultyEats or drinks something
Destroyed Reputation
DisgracedWitnesses shift one step negative in attitudeMust spend time to restore reputation
ExhaustedSuffer a Moderate Complication on all actions until they sleepRest for eight hours or three scenes
ExposureComplications cost one more hit to overcomeFirst aid, or after two scenes of leaving
Fabulist1 step bond of animosity, or gains +1 Advantage to resistOnly time or the truth
Fast-Acting Toxin1 injury per round, for one plus hitsSuccessful Survival, or time lapse
Flush with Kaos+1 Enhancement on attempts to tether Wild KaosLeave the area, or end of scene
Gaseous2 Durability Advantage against incoming attacks; can only make Close Combat attacks, and only Combat TricksCombat Trick purchased, duration (1 + hits), Survival/Esoterica self (diff 2), Medicine/Esoterica other (diff 3)
GrappledCan only act to maneuverDisengage or Overwhelm, or grapple is broken
GuiltySuffer a Minor Complication with an action that doesn’t atoneComplication bought off, successful atonement, end of session
ImmobilizedNo actions predicated on physical movementSpend an action freeing
InfectedMust overcome Moderate Consequence each round, or increases infection to 5 then Taken OutMedical or occult aid
InsensateNo pain, no Path Skill dice when dropping Injury Levels; cannot gain AgonyFirst aid, or scene ends
Inspired+3 Enhancement when taking dictated actionAction taken
Kaos LockedAffected by Sorcery until endSorcery resolution
Kaos WarpedSuffers Major Complication on all actions; loses access to Theses, Syntheses, Antitheses next actionSuccessful Survival (diff 2) or Medicine (diff 2), time lapses
Liquified2 Durability Advantage against attacks; Close Combat only; cannot be GrappledDuration, Survival/Esoterica action (diff 2) self, Medicine/Esoterica action (diff 3) other
PetrifiedMajor Complication on all actions except tethering Wild Kaos; -1 Physical Attributes each round -> StatueDuration, Survival/Esoterica (diff 2) self, Medicine/Esoterica (diff 2) other, end of session
Refreshed+1 Enhancement on all actionsThree actions, first session of adventuring
Senses OccludedAny sensory action suffers a Complication, injury or riskTwo/three/four rounds (Minor/Moderate/Major)
SlowedSimple action to move, cannot run or rushLeaves area, effect wears off
Slow-Acting ToxinMinor Complication on physical action; increases to Major to all actionsBuys off Complication from initial (first scene) or two subsequent actions
StunnedModerate Complication to all actions, single reflexive action next turn if not bought offFirst aid, succeeds in overcoming, scene ends
Taken OutNo more actions, removed from fightCombat ends, restorative action
Taxed(PC) No Enhancements when manipulating Structured or Wild Kaos, doubled Kaos Tricks cost; (SG) Enacting character removes Antithesis uses equal to hitsDetailed duration
TerrifiedModerate Complication on any non-fleeing action, if not bought must spend an action making full move awayBeyond Long range of source, scene ends
Unexpected Favor1 Social Advantage againstTask is undertaken