Effects
page 325 in PDF
When Damage causes an Effect the Damage can carry on until the end of the Encounter, or beyond.
Environmental
Any extreme environment outside of the norms of human comfort can eventually cause Damage. The Story Guide (SG) will decide on a cadence for how often a Character must make a Survival Skill Check and what Damage they receive from failing.
Poison
The target suffers the Damage effects listed by the poison.
Bleeding
Without healing, the Character will die. A Bleeding Character is in an Encounter. The Character takes a point of Body Damage at the start of their Action each Round. To avoid the Damage they must then make an Endurance Reaction Roll, Success Number (SN) 7. For every instance of Bleeding caused the SN increases by 1. To stop the Bleeding, a Character must make a Successful First Aid Check . The SN is increase by 2 if the Bleeding Character is making the Check.
Stun
The Character is dazed or winded. The Character's Physical Defense (PD), Mental Defense (MD) and Soul Damage (SD) are reduced to zero. The Character cannot take any Action except an Endurance of Will Check against SN 8. They must get 3 Successes in order to stop being Stunned.
Burning
The victim suffers Fire Damage equal to the Rank of the Fire at the end of their turn. To extinguish the fire roll a Survival Skill Check. If they get a number of Success equal to or greater than the Rank of the Fire they are extinguished. They may also fully submerge themselves in water using a Primary Action.