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Acid Aegis Bleed Burning

Does not stack. Lasts until Stacks. Lasts until end of Stacks. Lasts until end of Does not stack. Lasts until
end of combat. combat. combat. end of combat. At the end of
your turn, lose 2 Regenerator
At the start of your turn, lose When taking damage from an At the start of your turn, lose
stacks. If you have no Regen-
2 Hit Points. If you have attack, reduce that damage by one Hit Point per stack of
erator stacks to lose, take 1d6
Aegis stacks, lose 2 of those your current Aegis stacks. Bleed. Then lose one stack of
damage.
instead. Bleed.
At the start of your turn, lose
Any character may spend an
1 stack of Aegis.
Action to remove Burning
from themselves or an ally.

Death Fatigue Disoriented Exhausted Frightened


Stacks. Lasts until removed. Any vampire Stacks. Lasts until the end of Stacks. Lasts until the start of Stacks. Lasts until end of combat.
who would gain a sixth stack of Death Downtime.
Fatigue dies on the spot (see the Burning combat. Whenever you have at least one
Out Bright section for information about You take a -1 per stack penalty on stack of Frightened, any time you
what this entails.) You take a -1 per stack penal- all Fate Checks. would spend Will Points, you must
You suffer a -1 per stack penalty to ty to Parry/Dodge/Resist. first spend Will Points equal to
Contributing during Downtime. Unless a Power, Item, Effect or
your number of Frightened stacks.
During your turn, you may other circumstance specifically says
Unless a Power, Item, Effect or other If this would leave you without
circumstance specifically says it removes or spend an Action to lose 2 it removes Exhausted, it does not
enough Will Points to activate a
transfers Death Fatigue, it does not remove stacks of Disoriented. remove Exhausted.
or transfer Death Fatigue.
Power or ability, you may not
When you perform a Feral activate that Power or ability.
During the Prep phase of Downtime, you Rapture, instead of regaining Will
may spend your Village's Resources, At any time during your turn, you
one-for-one, to remove stacks of Death Points, you may lose a single stack
may spend an Action to remove 2
Fatigue. of Exhausted.
stacks of Frightened.
Poisoned Ravenous Regeneration Shrouded
Stacks. Lasts until end of Stacks. Lasts until end of Stacks. Lasts until end of Stacks. Lasts until end of combat.

combat. combat. combat. If you have Shrouded, enemies may not


target you unless all members of your party
At the start of your turn, lose Whenever you would damage At the start of your turn, gain have Shrouded. In that case, they may only
target the member of your party that has the
one Will Point per stack of a target with an attack, add +1 Hit Points equal to your least stacks of Shrouded.
Poisoned. Then lose 1 stack of per stack to that damage. current Regenerator stacks. Your allies may still target you with abilities
Poisoned. Then lose 1 stack of Regener- despite your stacks of Shrouded.
At the end of your turn, lose
ator. On any character's turn, they may spend an
1 stack of Ravenous. Action to remove 2 stacks of Shrouded from
a Shrouded target. This ability may target
characters with Shrouded.
At the start of your turn, lose 1 stack of
Shrouded.
Lose a stack of Shrouded whenever you
attack someone.

Thunderclap Trickle Charge


Does not stack. Lasts until Does not stack. Lasts until
end of combat. end of combat.
When you are attacked, your At the start of your turn, gain
attacker immediately gains 5 1 Will Point. If you have this
stacks of the Disoriented Condition when combat
Condition, then you lose this ends, your Will Points refill
Condition. to their maximum.

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