State
#mechanics #state
States are descriptors of repercussions applied to characters by Means, Misses, Fumbles, or Battlefield Geometries.
The most commonly applied two states are Off-Balance and Exposed. They are typically assigned based on Complications, Misses, or Fumbles, and are categorically linked.
The standard state applied for a Complication or a Miss is Off-Balance.
Off-Balance - Any window against the character is widened by 1. Unless a Means says otherwise, Off-Balance can be cleared by using 1 Action to regain balance. If Off-Balance would apply a second time, the state for the character progresses to Exposed.
The standard state applied for a Fumble is Exposed.
Exposed - Any Complication rolled against the character is considered a hit. Nothing else about the window changes. Unless a Means says otherwise, Exposed can be cleared by using 2 Actions to regain Guard, or partially cleared to Off-Balance by using 1 Action. Exposed does not progress if applied a second time.
Other States are assigned based on Means choices or battlefield geometry.
Movement States
Entangled - Movement distance is halved, meaning Reposition now takes 2 Actions to move Close, 4 actions to move Medium, and 8 actions to move Far. Entangled can be cleared by using 1 Action to Disentangle.
Rooted - Character cannot move. Rooted can be cleared by using 2 Actions to Uproot.
Prone - Character is on the ground either on their stomach or back. Movement distance is halved. Measures rolled against the character are widened by 1. Prone can be cleared by using 1 Action to Stand, unless a Means says otherwise.
Fatigued - Character can only use 1 action each turn.
Grapple States
Grappled - Character is held still by another entity. Movement distance is halved and character's physical Measures shrink by 1. Grappled can be cleared by a successful Attack action to Break Free.
Pinned - Character is prone and held still by another entity. Character cannot move and physical Measures shrink by 2. Pinned can be cleared by a successful Attack action to Break Free and 1 Action to Stand, unless a Means says otherwise.
Engulfed - Character is fully inside another entity. Character cannot move. Engulfed can be cleared by forcing the entity to let go by inflicting enough damage through successful Attack actions or through the death of the entity engulfing the character.
Wound States
Wounded - Character has taken a light flesh wound or bruise to an appendage that can be used to attack. Character's physical Measures with the wounded appendage shrink by 1. Wounded can be cleared by a successful action to Rub Some Dirt In It, Healing, or by taking a Short Rest. If Wounded is applied to the same appendage 3 times in one encounter, that appendage is now Bleeding.
Bleeding - Through repeated attacks to the same appendage, character has taken a deeper flesh wound or bone bruise. Character's physical Measures with the Bleeding appendage shrink by 2. Bleeding can only be cleared by First Aid, Divine Means, or taking an Overnight Rest. If Bleeding is applied to the same appendage 3 times in one encounter, that appendage is now Maimed.
Maimed - The appendage can no longer be used to attack or defend. If the Maimed appendage is a leg, movement speed is halved and you are permanently Off-Balance. If the Maimed appendage is an arm, physical Measures shrink by 2. Maimed can only be cleared through Divine Means. Otherwise Maimed is a permanent state.
Disarmed - Character has lost control of their weapon and is now unarmed. Rearming with another stowed weapon takes 1 action, unless a Means says otherwise.
Battlefield Geometry States
Concealed - Character is partially obscured from vision. Physical Measures against this character narrow by 1.
Covered - Character is behind hard cover. Physical Measures against this character narrow by 2.
Elevated - Character has height advantage over a hostile combatant. Physical Measures from elevation widen by 1.
Cramped - Environment obstructs full range of motion. Measures with Brawn Weapons, Ranged Weapons, and Spells narrow by 1.