Armournaut

Statuses

a guide to the statuses that can affect players in sessions

Statuses 

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. 

Statuses on characters can be removed by passing an aid test with DS2 +1 per status activate. Statuses on vehicles can be removed by passing an engineering test with DS2 +1 per status activate.

You cannot temporise a status that has a source that is still present and affecting you within the scene or encounter. 

Afflicted (x) (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. 

If a character already suffering the afflicted status would suffer the afflicted status again they instead increase the severity of one condition they possess by one. If this can't be done nothing happens.

Burning (x)
At the start of your turn, you must pass a DS 4 resolve test or add a penalty of 3 DS to any tests you make while burning. At the end of your turn, you take X wounds; the burning status is doubled every round until cleared. The burning status can be cleared with a successful DS 3 technique test. (Or removed by anyone passing an Aid test with DS2 +1 per status activate, as normal.) 

Vehicles that are burning instead take X damage at the end of their turn on all segments; the damage is doubled every round until cleared. The burning status can be cleared with a successful DS 3 technique test. (Or removed by anyone passing an Engineering test with DS2 +1 per status activate, as normal.)

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 end of your next turn.

Electrocuted (x)
You must pass an endurance test equal to the electrocuted value for each action you take or  expend fail to take them. If you roll a 1 on chronicle die for endurance test you suffer damage equal to the DS of the test. 

Exhausted (x)
You reduce your dice results of all tests by the exhaustion value. Every 24 hours you spend awake or with interrupted sleep incurs exhausted 1 to a maximum exhausted 3.

Exposed (x)
You are rendered vulnerable to attack, attack and damage rolls made in attack tests made against you have +X to the die result where X is equal to the exposed value.

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 wound 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 may only use your actions to indiscriminately move towards and attack the nearest target whenever able with your equipped weapon(s) while frenzied. Melee and range attacks count as you having the cruel weapon and momentum weapon traits. 

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 vault tests count as double for calculating distances moved and time to bleed out is halved.

Low-G
In Low-G successes in vault tests count as double for calculating distances moved.

High-G (x)
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.

Suppressed 

You cannot take the manoeuvre action. 

Impaired(x)
You have difficulty in the use of 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 (x)
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 
Your speed is set to 1. You count as exposed to melee attacks and in partial cover from ranged attacks. (You may use a move action to stand up and clear the Prone status instead of moving.)

Restrained (x)
You are rendered immobile and reduce your speed to zero. Additionally, you reduce your def by (x) and suffer DS penalties to gunnery, small arms and melee tests equal to the restrained (x) 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. Cannot benefit from a recovery downtime while suffering the starvation status. 

Stunned
You may take no actions until the end 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 (x)
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 (x) +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.

Marked
You are marked, this status allows certain effects to trigger against you (see overwatch), mark is then consumed once effects have been triggered.