Story Lens
Scars, Not Sudden Death
When luck runs dry, trouble sticks to your name
At Black Ford, Harl missed one parry and paid in blood, but he did not fall. The spear tore his shoulder, his grip weakened, and every swing after that cost him breath. By dawn he still stood, marked and slower, carrying the fight in his body.
Consequences in OpenRPG are the story of that cost. A bad roll does not always end you; it leaves a tag the table can use. Wounds, panic, broken gear, and bad footing turn future choices harder until someone buys time, treatment, or shelter.
- On failed or risky outcomes, apply a concrete consequence tag instead of instant defeat.
- Each consequence must change play now: penalties, blocked actions, tighter margins, or new danger windows.
- Consequences persist until fiction and mechanics both support recovery.
Introduction
Consequences are threshold-based effects that follow from the outcomes of actions — the ongoing weight of what happened in play.
Consequences are threshold-based effects that follow from the outcomes of actions. They are not punishment for failure or reward for success — they are the ongoing weight of what happened. A bad hit leaves a wound. A fumbled negotiation leaves a reputation. A brutal fight leaves something that needs healing before the next one.
Consequences arise from four contexts: combat outcomes, skill challenges, social encounters, and exploration attrition. The same three-tier framework applies across all of them — short-term effects that clear by end of scene, transition effects that escalate if untreated, and long-term effects that persist across sessions until properly healed.
The framework does not distinguish between a broken arm and broken confidence. Both are real. Both require care. Both can be healed — but neither goes away on its own.
Short-Term Consequences
Short-term consequences are named status conditions that apply immediately and expire by end of encounter. They change what a character can do, not just how well they do it.
Short-term consequences are concrete named statuses — not generic roll modifiers. Each applies specific mechanical effects: attribute penalties, blocked action types, or changed positioning rules. They last for a defined duration within the encounter and cannot carry into the next scene.
| Status | Triggered by | Key effect | Clears |
|---|---|---|---|
| Dazed | Concussive hit, flash, impact | mentalWits –20, combatDefense –10 | 1d3 rounds |
| Stunned | Heavy impact, nerve strike | physicalReflexes –20, combatDefense –20; no offensive actions | 1 round |
| Prone | Knockdown, leg sweep | combatMeleeWeapon –20, combatDefense –20 | 1 action to stand |
| Grappled | Grapple attack, hold | combatMeleeWeapon –20, combatDefense –20; no two-handed weapons | Contested Strength (1 action) |
- Short-term statuses do not escalate — they expire, they do not compound into long-term.
- A status can be re-applied; recovering from Stunned and being Stunned again are separate events.
- Stun does not stack — re-application restarts the duration rather than extending it.
- Standing from Prone does not trigger zone-of-control exhaustion.
Long-Term Consequences
Long-term consequences persist beyond the encounter and across sessions. They arise from untreated transition statuses or from critical results severe enough to apply lasting damage immediately.
Long-term consequences are the system's most serious outcomes. They are not cleared by rest or the end of a scene — they require active treatment, healing, or sustained recovery through play. Two named statuses occupy this tier: Severe Injury and Downed.
Long-term consequences arise in two ways: a transition status that goes untreated escalates to long-term at the end of the encounter; or a critical result delivers a long-term consequence directly, bypassing the transition tier entirely.
| Status | Common sources | Clears by |
|---|---|---|
| Severe Injury | Untreated transition status; direct critical result | Healer + rest; some injuries permanent without surgery or powerful imbuement |
| Downed | HP reaches 0; explicit Downed result | First Aid to stabilize; Medical check to restore to 1 HP |
- Multiple Severe Injuries do not stack numerically — use the highest penalty per affected attribute.
- Accumulating unhealed Severe Injuries may impose additional narrative consequences at GM discretion.
- A Downed character with active Bleeding requires both to be addressed separately — stabilizing does not stop blood loss.
- Psychological long-term consequences from untreated Combat Shock follow the same framework — healer, imbuement, or roleplay and time.
Recovery & Healing
Long-term penalties and injuries should be reversible through meaningful play, not treated as permanent dead ends.
Characters who take long-term penalties or suffer lasting physical harm can recover through meaningful play. Recovery addresses both confidence and injury.
Regaining Confidence
| Recovery Method | Effect | Requirements |
|---|---|---|
| Opposite Critical | Remove entire penalty | Critical Success (96-100) in same category |
| Ally Support (Success) | +5 confidence restoration | Relevant skill check by ally |
| Ally Support (Critical) | Remove entire penalty | Critical Success by ally |
| Downtime Training | Gradual improvement | Multiple successful checks or milestone |
| Experience Points | Buy off penalties | GM discretion, XP cost |
Healing Physical Injuries
- Medical treatment: care by someone skilled in healing, medicine, or alchemy reduces severity; a critical success may fully heal the injury.
- Rest and downtime: minor injuries heal naturally over days to weeks, while serious trauma may require a full rest period.
- Magical or psionic healing: restoration, spirit, body, or shapeshifting effects can partially or fully heal damage.
- Permanent scars: rare lasting marks may require powerful magic or major narrative events to remove.
How Consequences Work
The three-tier framework — short-term, transition, and long-term — that organises every consequence in the system.
Every consequence in this system belongs to one of three tiers. The tier determines how long a consequence persists and what it takes to clear it. The tiers apply equally to physical injuries, psychological wounds, social damage, and environmental attrition — the framework does not distinguish between a broken arm and a broken confidence. Both are real. Both require time or care to mend.
| Tier | Duration | Clears By | Examples |
|---|---|---|---|
| Short-term | One round to end of encounter | Automatic — expires at end of encounter or when the triggering condition ends | Dazed, Stunned, Prone, Grappled |
| Transition | Short-term if treated; long-term if not | Active treatment before the encounter ends prevents escalation; untreated, it becomes long-term | Bleeding, Arm Impaired, Leg Impaired, Combat Shock |
| Long-term | Until healed — persists across sessions | Time and rest, healer treatment, imbuement, or (for psychological injury) roleplay + time | Severe Injury, Downed |
Transition statuses: the fork in the road
A Transition status is a warning and an opportunity. Treat it during the encounter and it clears. Leave it untreated and it becomes a long-term consequence that will outlast the fight. The choice to use a First Aid action on Bleeding is not just a mechanical decision — it is a story decision about whether this wound defines the character going forward.
Re-application
Short-term statuses can be re-applied within the same encounter. Being Stunned once, recovering, and being Stunned again are two separate events — both are valid. Each application runs its own duration and clears independently. Multiple applications of the same status do not extend duration; each instance expires on its own timeline.
Physical and psychological injuries
The framework applies without distinction to physical wounds and psychological ones. A fractured leg and a severe combat shock response are both Transition statuses that escalate to long-term if untreated. Both require time and care to heal. A healer can treat either. The only difference is that psychological injury — Combat Shock, and its long-term form — can also be resolved through roleplay and time: the scene after the battle, the conversation that names what happened, the slow return of the self that was shaken loose.
Named Status Conditions
All named status conditions used in this system, organised by tier with full mechanical definitions and recovery paths.
Named statuses are the system's vocabulary for what has happened to a character. Every status has a tier, a mechanical effect, and a clear recovery path. When a table result or ability references a named status, this section is the authoritative definition.
| Status | Tier | Duration | Primary Effect | Clears By |
|---|---|---|---|---|
| Dazed | Short-term | 1d3 rounds | mentalWits –20, combatDefense –10 | Duration expires |
| Stunned | Short-term | 1 round | physicalReflexes –20, combatDefense –20; no offensive actions | Duration expires |
| Prone | Short-term | Until standing | combatMeleeWeapon –20, combatDefense –20 | 1 action to stand |
| Grappled | Short-term | Until escaped/released | combatMeleeWeapon –20, combatDefense –20; no two-handed weapons | Contested Strength check (1 action) |
| Bleeding | Transition | Until treated or Downed | physicalEndurance –2 to –12 per round | First Aid check; or tourniquet (limb wounds) |
| Arm Impaired | Transition | Rest of encounter / long-term if untreated | physicalCoordination –20+, combatMeleeWeapon –20+ | End of encounter (minor); healer + rest (escalated) |
| Leg Impaired | Transition | Rest of encounter / long-term if untreated | physicalBalance –20+, combatDefense –20+; movement halved | End of encounter (minor); healer + rest (escalated) |
| Combat Shock | Transition | 1d3 rounds / long-term if untreated | mentalDiscipline –20, mentalWits –10 | Duration expires; or roleplay + time; or healer/imbuement |
| Severe Injury | Long-term | Until healed | Varies by injury — typically –20 to –40 on relevant attributes | Healer + rest; some injuries permanent without surgery |
| Downed | Long-term | Until stabilized/healed | Unconscious or incapacitated; no actions possible | First Aid (stabilize); Medical check (restore to 1 HP) |
Short-term Statuses
Short-term statuses are encounter-bound. They expire automatically — either at the end of their listed duration or at the end of the encounter, whichever comes first. They cannot be carried out of a fight by duration alone. They can be re-applied: recovering from Stunned and being Stunned again are separate events.
Dazed
A blow to the head, a flash of blinding light, or any concussive impact that disrupts the senses without fully incapacitating. The world reorganizes itself around the target. Thought comes slow.
| Field | Detail |
|---|---|
| Tier | Short-term |
| Duration | 1d3 rounds |
| Mechanical Effect | mentalWits –20, combatDefense –10 |
| Recovery | Automatic at end of duration. Cannot be cleared early. |
| Interactions | Stacks with other short-term statuses. Cannot escalate to long-term. |
Stunned
A sufficiently heavy impact, concussive force, or nerve strike. For the length of a held breath, the body overrules the will.
| Field | Detail |
|---|---|
| Tier | Short-term |
| Duration | 1 round |
| Mechanical Effect | physicalReflexes –20, combatDefense –20; no offensive actions this round. The target may still defend and move at half speed. |
| Recovery | Automatic at end of duration. A second Stun result while Stunned refreshes the duration rather than stacking. |
| Interactions | Stun does not stack. Re-application restarts the 1-round duration. |
Prone
Knockdown, leg sweep, or any result that puts a character on the ground. The ground comes up fast. The fight continues from a different angle.
| Field | Detail |
|---|---|
| Tier | Short-term |
| Duration | Until standing |
| Mechanical Effect | combatMeleeWeapon –20, combatDefense –20. Ranged attacks against a Prone target from beyond adjacent range: –10 to hit (harder low profile). Melee attacks by a standing adjacent attacker against a Prone target: +10 to hit. |
| Recovery | 1 action to stand. Standing from Prone does not trigger zone-of-control exhaustion. |
| Interactions | While Grappled and Prone, standing requires escaping the grapple first. |
Grappled
A successful grapple attack, joint lock, or chokehold. The body is being directed by someone else.
| Field | Detail |
|---|---|
| Tier | Short-term |
| Duration | Until escaped or released by the attacker |
| Mechanical Effect | combatMeleeWeapon –20, combatDefense –20. Cannot use two-handed weapons. Movement only possible if the grappler moves and takes the target with them. |
| Recovery | Contested Strength check once per round as a standard action. Success ends the grapple. |
| Interactions | Grappled + Prone is a common combination; the target cannot stand without first escaping the grapple. |
Transition Statuses
Transition statuses fork on treatment. Address them before the encounter ends and they clear. Leave them unaddressed and they persist as long-term consequences. This applies equally to physical injuries and to psychological ones — Combat Shock left untreated becomes the same kind of long-term wound as a broken arm left unset.
Bleeding
A wound that opens a vessel — cut, puncture, or torn tissue. Blood has its own urgency. It moves toward the floor regardless of what you need it to do.
| Field | Detail |
|---|---|
| Tier | Transition |
| Duration | Ongoing each round until treated or until target is Downed |
| Mechanical Effect | physicalEndurance loses the listed amount per round at the start of that character's turn. Amount is specified by the result that caused it (typically –2 to –12). |
| Recovery — treated | Successful First Aid check stops bleeding entirely. One check, no ongoing rolls. The wound remains; the blood loss stops. |
| Recovery — untreated | Continues until physicalEndurance reaches 0 and the character becomes Downed. A tourniquet applied to a limb wound stops bleeding immediately without a check but must be removed within one hour or causes permanent damage. |
| Interactions | Multiple Bleeding wounds do not stack — use the highest rate. A stabilized character still has the wound; only the active blood loss stops. |
Arm Impaired
Significant damage to arm muscle, tendon, or joint — short of full loss but enough to compromise function. The arm is still present. Its participation is reduced.
| Field | Detail |
|---|---|
| Tier | Transition |
| Mechanical Effect | physicalCoordination –20 or more (as specified by the result that caused it), combatMeleeWeapon –20 or more. Two-handed weapons add –10 if the impaired arm is the grip or support arm. |
| Recovery — treated | End of encounter, if the injury was minor. The arm recovers enough for basic function. |
| Recovery — untreated | Escalates to Severe Injury. Requires healer and rest to resolve. Two Arm Impaired results on the same arm escalate immediately to Severe Injury without waiting for end of encounter. |
| Interactions | Arm Impaired stacks with Grappled on the same arm — the locked joint combines with the functional impairment. |
Leg Impaired
Significant damage to leg muscle, joint, or ankle — enough to compromise movement. The leg continues to function as a leg. It has lodged a formal complaint.
| Field | Detail |
|---|---|
| Tier | Transition |
| Mechanical Effect | physicalBalance –20 or more (as specified), combatDefense –20 or more. Movement speed halved. Cannot run. |
| Recovery — treated | End of encounter, if the injury was minor. Movement returns to normal. |
| Recovery — untreated | Escalates to Severe Injury. Two Leg Impaired results on the same leg escalate immediately to Severe Injury. |
| Interactions | Leg Impaired + Prone is a common combination from leg-targeted attacks. |
Combat Shock
Witnessing or experiencing trauma severe enough to disrupt psychological function — extreme injury, witnessing the death of allies, facing a threat that overwhelmed the mind's ability to process. The mind has encountered something it was not equipped for. It is doing its best.
| Field | Detail |
|---|---|
| Tier | Transition |
| Duration | 1d3 rounds (short path) or until recovered (long path) |
| Mechanical Effect | mentalDiscipline –20, mentalWits –10 |
| Recovery — short path | Duration expires and the character returns to normal. No action required. |
| Recovery — long path | If the initial shock is severe (GM determination), or if Combat Shock is triggered repeatedly without resolution, it escalates to a long-term psychological consequence with the same penalties applied persistently. Recovery then requires: (1) roleplay + time — meaningful narrative engagement with the experience at the table; (2) healer or imbuement treatment (accelerated); or (3) extended downtime. A healer is not required if the table engages the fiction of recovery. |
| Interactions | Combat Shock is the only Transition status with a roleplay recovery path. It is treated identically to a physical Severe Injury in terms of the recovery framework — the wound is real, the mechanism of healing is different. |
Long-term Statuses
Long-term statuses persist beyond the encounter and across sessions. They cannot be cleared by rest alone in most cases. They require active treatment — a healer, a physician, an imbuement, or sustained recovery through play.
Severe Injury
Any injury designated Severe: major structural damage to a body part, organ involvement, significant bone fracture, or an escalated Transition status that was not addressed in time. Something has been changed. The body or the mind has been altered and is in the process of trying to return to what it was.
| Field | Detail |
|---|---|
| Tier | Long-term |
| Duration | Until healed. Persists across sessions. |
| Mechanical Effect | The listed attributes are reduced by the listed amount. Varies by injury — typically –20 to –40 on relevant attributes. Specified by the result that caused it. |
| Recovery | Successful Medical check by a trained healer + rest. GM determines recovery timeline based on severity (days to weeks). Some Severe Injuries may be permanent without surgical intervention or powerful imbuement. |
| Interactions | Multiple Severe Injuries on the same character do not stack numerically — use the highest penalty in each affected attribute. Overlap escalates fiction, not raw numbers. At GM discretion, accumulating multiple unhealed Severe Injuries may impose additional narrative consequences. |
Downed
HP reaching 0 or below; or an explicit result that states Downed regardless of HP. The fight has been resolved — for this character, at least. What happens next belongs to the healers and to whoever is still standing.
| Field | Detail |
|---|---|
| Tier | Long-term |
| Duration | Until stabilized (unconscious but stable) or healed (returned to 1 HP) |
| Mechanical Effect | The character is unconscious or incapacitated. Cannot take any action. May be moved, carried, or protected by allies. |
| Recovery — stabilize | Successful First Aid check stops the death clock. The character remains unconscious but stable. Bleeding must also be stopped separately if active. |
| Recovery — restore | Successful Medical check returns the character to 1 HP and ends Downed status. Without stabilization, untreated Bleeding continues; death follows when the GM determines the situation is unrecoverable. |
| Interactions | A Downed character with active Bleeding requires both to be addressed. Stopping Bleeding removes the death clock but does not end Downed status. A stable character at 0 HP recovers 1 HP per hour of rest, ending Downed status after the first hour. |
Statuses Within the Framework
How named status conditions map onto the short-term and long-term consequence framework, and how the two layers work together.
The named status conditions are implementations of the broader short-term and long-term framework — not a separate system running alongside it. Every named status belongs to one of the framework's tiers, and the rules for that tier govern its behavior.
| Framework tier | What it means | Named statuses |
|---|---|---|
| Short-term | Expires automatically within the encounter. Does not need to be tracked between scenes. Can be re-applied. | Dazed, Stunned, Prone, Grappled |
| Transition | A fork: treat it and it clears; leave it and it becomes long-term. The transition happens at end of encounter for physical impairments and by GM judgment for Combat Shock. | Bleeding, Arm Impaired, Leg Impaired, Combat Shock |
| Long-term | Persists across sessions. Tracked on the character. Requires healer, imbuement, or (for Combat Shock) roleplay + time. | Severe Injury, Downed |
The short-term section covers "encounter duration" and "rounds"
The short-term rules section describes modifiers that last a scene or encounter. Named statuses that last 1 round (Stunned) and named statuses that last until a condition is met within the encounter (Prone, Grappled) both fall within short-term. The duration precision is in the individual status entry; the framework tier is the organizational category.
When multiple statuses apply
A character can hold statuses from multiple tiers simultaneously. A fighter can be Prone (short-term), Bleeding (Transition), and carrying a Severe Injury from last session (long-term) at the same time. Apply all effects. When the encounter ends: short-term effects expire; Transition effects either clear (if treated) or lock in as long-term; long-term effects persist unchanged.
The fiction drives severity. A character who is Bleeding and Prone is in immediate danger but may recover fully. A character who finishes a fight with an untreated Arm Impaired will carry that into the next session as a Severe Injury. The table should always know which consequences are ticking.
Social Consequences
Consequences that arise from social encounters — reputation damage, broken trust, and public disgrace. Same three-tier framework as combat.
Social consequences follow the same framework as combat consequences. They have tiers, mechanical effects, and recovery paths. A broken reputation is not a flavor note — it is a tracked state that changes what a character can do until it is repaired. The fiction of social damage and social recovery is different from physical injury; the architecture is identical.
| Status | Tier | Duration | Primary Effect | Clears By |
|---|---|---|---|---|
| Rattled | Short-term | 1 scene | mentalDiscipline –10 on social checks this scene | Scene ends |
| Off-Footing | Short-term | Until scene ends | Social leverage lost; next social check at –10 | Scene ends or narrative recovery within scene |
| Distrusted | Transition | Until trust is rebuilt | Social checks with affected party at –20 | Active repair (demonstrated reliability); or downtime |
| Shamed | Transition | Until vindicated | Social checks in affected community at –15; reputation damaged | Public vindication or demonstrated contrary evidence |
| Disgraced | Long-term | Until restored | Social checks broadly at –25; some doors close entirely | Sustained reputation repair over sessions; GM adjudicates |
| Marked Enemy | Long-term | Until resolved | Specific party treats character as hostile; active opposition possible | Narrative resolution — reconciliation, defeat, or departure |
Short-term Social Statuses
Short-term social statuses are the immediate echoes of a misstep. They sharpen the current scene and expire when it ends. They do not follow the character out of the encounter.
Rattled
A surprise challenge, an unexpected accusation, or a moment of visible uncertainty. The character is present in the conversation but no longer fully in control of it.
| Field | Detail |
|---|---|
| Tier | Short-term |
| Duration | 1 scene or social encounter |
| Mechanical Effect | mentalDiscipline –10 on all social checks this scene |
| Recovery | Automatic at scene end |
| Interactions | Rattled can stack with Off-Footing if both are triggered in the same scene |
Off-Footing
The character has said the wrong thing, revealed too much, or ceded narrative leverage in an exchange. They are still in the conversation. They are no longer directing it.
| Field | Detail |
|---|---|
| Tier | Short-term |
| Duration | Until scene ends or narrative recovery within the scene |
| Mechanical Effect | The next social check the character makes is at –10. Social leverage is counted as held by the opposing party until recovered. |
| Recovery | Automatic at scene end. Within the scene: a successful social check that recaptures the initiative (GM determination) ends Off-Footing early. |
| Interactions | A partial social success while Off-Footing clears the status but does not restore lost leverage — the scene continues at neutral. |
Transition Social Statuses
Transition social statuses have been written into the world. Other characters know. The damage persists past the scene and requires active work to undo — not just time, but demonstrable change.
Distrusted
A specific person, faction, or community has lost confidence in the character. This is not a vague unease — it is a tracked state tied to a specific relationship. The door is not closed; it is guarded.
| Field | Detail |
|---|---|
| Tier | Transition |
| Scope | A specific named party, faction, or community. Not universal. |
| Mechanical Effect | Social checks with the affected party at –20. Some assistance or information may be refused regardless of roll. |
| Recovery — short path | Before the relationship fully deteriorates: a specific demonstrated act of reliability or honesty — acknowledged by the party — can clear Distrusted within the session it occurs. |
| Recovery — long path | If left unaddressed across sessions, Distrusted escalates to Disgraced (within that community) or Marked Enemy (for specific individuals). Active repair over downtime or multiple sessions can restore the relationship. |
| Interactions | A character can be Distrusted by multiple parties simultaneously. Track each separately. |
Shamed
A public failure, a revealed deception, or an act witnessed broadly enough to travel. The community holds this now. Not as malice — simply as information.
| Field | Detail |
|---|---|
| Tier | Transition |
| Scope | A community or social context — a city, a guild, a noble court, a religious order. |
| Mechanical Effect | Social checks within the affected community at –15. First impressions in that community begin at a disadvantage. Some formal opportunities (contracts, introductions, titles) may require additional justification. |
| Recovery — short path | Public vindication within the same session: the truth comes out, a superior reverses judgment, or the character publicly demonstrates the contrary. Clears Shamed immediately if witnessed by enough of the same community. |
| Recovery — long path | Left unaddressed, Shamed persists and can deepen into Disgraced over time, especially if further failures occur. Downtime reputation repair (GM adjudicates based on scope of the shame) can clear it. |
| Interactions | A character who is both Distrusted and Shamed within the same community applies the higher penalty only. They do not stack. |
Long-term Social Statuses
Long-term social statuses have been written into the world's memory. They persist across sessions and require sustained narrative effort to resolve. Recovery is always possible, but it is measured in sessions and story beats, not actions.
Disgraced
The reputation is damaged broadly. Not a single relationship but a standing. The character's name precedes them now, and not in the way they would choose.
| Field | Detail |
|---|---|
| Tier | Long-term |
| Duration | Until restored through sustained reputation repair |
| Mechanical Effect | Social checks broadly at –25. Certain doors are closed entirely until the status is cleared — formal titles, certain contracts, audiences with specific figures. GM determines scope. |
| Recovery | Sustained reputation repair over multiple sessions: demonstrable acts, allies who vouch, narrative events that rewrite the story the community holds. GM adjudicates the threshold. This cannot be rushed. |
| Interactions | Disgraced supersedes Shamed and Distrusted — if all three apply, track only Disgraced. If Disgraced clears, check whether Shamed or Distrusted conditions remain underneath it. |
Marked Enemy
A specific individual or faction has moved past distrust to active opposition. This is not passive hostility — the Marked Enemy will work against the character when the opportunity arises.
| Field | Detail |
|---|---|
| Tier | Long-term |
| Duration | Until resolved by narrative — reconciliation, decisive defeat, or departure from the enemy's sphere of influence |
| Mechanical Effect | The named party treats the character as hostile. They may: withhold assistance, provide misinformation, alert rival parties, or take direct action when capable. Social checks with this party automatically fail unless extraordinary circumstances apply. |
| Recovery | Narrative resolution only. Reconciliation requires the enemy to have a reason to change their position — not just the character's desire for it. Defeat ends the status if the enemy is removed from play. Departure works if the character leaves their sphere of influence permanently. |
| Interactions | A character can have multiple Marked Enemies. Each is tracked separately. They do not stack mechanically but may compound narratively. |
Social consequences and the fiction
Social consequences are not punishments for making interesting choices. They are the world's memory of what happened. A character who burns a bridge should feel that bridge being gone — and should also have a reason to try to rebuild it, or to find a different crossing. Recovery paths exist for every social status. The table should always know that the damage is not permanent unless they choose to leave it so.
Exploration Consequences
Consequences that arise from travel, wilderness, and environmental encounter — attrition, disorientation, and the slow cost of the land.
Exploration consequences arise from the environment — weather, terrain, distance, and the slow attrition of time spent away from safety. The land does not intend harm. It simply continues to be what it is, and characters are small within it. Exploration consequences follow the same three-tier framework as combat and social: short-term effects clear with the scene, Transition effects demand attention before they compound, and long-term consequences persist until real recovery.
| Status | Tier | Duration | Primary Effect | Clears By |
|---|---|---|---|---|
| Disoriented | Short-term | Until reoriented or scene ends | Navigation checks at –15; movement speed halved in unfamiliar terrain | Successful navigation check; landmark found; guide consulted |
| Exposed | Short-term | While conditions persist | physicalEndurance –2 per hour of exposure; mentalDiscipline –10 | Shelter found; conditions change |
| Exhausted | Transition | Until rested / long-term if untreated | All physical attributes –15; physicalReflexes –10 | Full rest (8 hours); imbuement; or short rest reduces to –5 temporarily |
| Resource-Depleted | Transition | Until resupplied | Specific resource absent; related checks at –20 or impossible | Resupply; foraging success; trade |
| Worn Down | Long-term | Until full recovery | physicalStrength –15, physicalEndurance –15; recovery from other statuses slowed | Extended rest (multiple days) in safety; healer or imbuement |
Short-term Exploration Statuses
Short-term exploration statuses are immediate responses to environmental pressure. They resolve when the pressure resolves — a navigator finding their bearings, a traveler reaching shelter. They do not follow the party out of the scene that generated them.
Disoriented
The path has become uncertain. A fog bank, an underground complex with identical corridors, a dense forest that swallowed the landmarks — something has removed the party's confidence about where they are relative to where they need to be.
| Field | Detail |
|---|---|
| Tier | Short-term |
| Duration | Until reoriented, or until the scene ends |
| Mechanical Effect | Navigation checks at –15. Movement speed halved in unfamiliar terrain while Disoriented. If the party moves while Disoriented and fails a navigation check, they travel in a direction of the GM's determination. |
| Recovery | Successful navigation check (no penalty applied to the recovery check itself). Finding a known landmark. Consulting a reliable guide. Ascending to a vantage point (GM discretion). |
| Interactions | Disoriented compounds at night or in severe weather — the GM may apply an additional –5 to navigation checks under those conditions. |
Exposed
Extreme cold, sustained rain, desert heat, or any environmental condition that the body cannot maintain itself against indefinitely. The environment is not hostile — it is indifferent, and that is enough.
| Field | Detail |
|---|---|
| Tier | Short-term (clears when conditions change or shelter is found) |
| Mechanical Effect | physicalEndurance –2 per hour of exposure (this compounds — the body is losing ground). mentalDiscipline –10 while Exposed. |
| Recovery | Adequate shelter found. Conditions change (storm passes, temperature moderates). Warming imbuement or similar. Once Exposed clears, physicalEndurance damage sustained during exposure remains — it does not reverse automatically. |
| Interactions | Exposed while already Exhausted: physicalEndurance loss increases to –4 per hour. The body has fewer reserves to draw on. |
Transition Exploration Statuses
Transition exploration statuses have accumulated past the point of easy resolution. They require specific action — rest, resupply, or treatment — before they become long-term problems. The wilderness rewards parties who address these before pressing on.
Exhausted
The body has been asked to give more than it had available. Forced march, sleepless nights, sustained cold, or the cumulative weight of days without adequate rest. There is a point past which the will is no longer a useful instrument.
| Field | Detail |
|---|---|
| Tier | Transition |
| Mechanical Effect | All physical attributes –15. physicalReflexes –10. These apply to combat, travel, and all physical checks. |
| Recovery — short path | Full rest (8 hours of sleep in safe conditions). Reduces Exhausted to a –5 temporary penalty for 1 scene on a short rest (4 hours), but does not clear it. An imbuement of restoration can clear Exhausted immediately. |
| Recovery — long path | If Exhausted persists across multiple sessions without resolution — continued forced march, denied rest, compounding Exposed — it escalates to Worn Down. Worn Down requires multiple days of safety to clear. |
| Interactions | Exhausted slows recovery from all other statuses. A character who is Exhausted and Bleeding will stabilize normally but will take longer to recover from the wound. Healer checks for a character who is Exhausted take a –5 penalty. |
Resource-Depleted
A critical supply has run out. Water, food, rope, lantern oil, medicine — the specific resource defines the consequence. The wilderness does not negotiate on this.
| Field | Detail |
|---|---|
| Tier | Transition |
| Scope | Tied to a specific resource. Track each depletion separately. |
| Mechanical Effect | Checks that require or benefit from the absent resource are at –20 or impossible (GM determines which). Without water: physicalEndurance –3 per day and Exhausted advances faster. Without food: physicalEndurance –1 per day after the first. Without light: navigation and perception at –20 in darkness. |
| Recovery — short path | Successful foraging, hunting, or trade within the current scene or camp. Clears the specific depletion immediately. |
| Recovery — long path | If depletion of critical resources (water, food) continues untreated across multiple sessions, physicalEndurance damage accumulates and Exhausted escalates to Worn Down. Some resources (medicine, specific materials) cannot be foraged and require resupply from civilization. |
| Interactions | A party can be Resource-Depleted on multiple resources simultaneously. Prioritize by urgency: water before food, light before rope. |
Long-term Exploration Status
Long-term exploration consequences are the mark of time spent hard in the wilderness — the body carrying the weight of sustained attrition. They do not resolve overnight. They require the safety and rest that only a return to civilization or a well-provisioned sanctuary can provide.
Worn Down
The accumulated cost of sustained hardship — weeks of difficult terrain, deprivation, or exposure without adequate recovery. The body has been spending reserves it no longer has. Every check is harder. Every wound takes longer to close.
| Field | Detail |
|---|---|
| Tier | Long-term |
| Duration | Until full recovery. Persists across sessions. |
| Mechanical Effect | physicalStrength –15, physicalEndurance –15. All recovery from other statuses is slowed — healing from First Aid takes twice as long to restore full function; Exhausted requires two full nights of rest to clear rather than one. |
| Recovery | Extended rest in safety: multiple days (GM determines based on duration of attrition, typically 3–7 days). Healer treatment can reduce this timeline. Restorative imbuement can clear Worn Down immediately. Cannot be cleared by a single night's sleep regardless of quality. |
| Interactions | A character who is Worn Down and sustains combat injuries recovers from those injuries at half the normal rate. The body does not have the resources to do both at once. |
The land is not the enemy
Exploration consequences are not punishment for exploring. They are the honest cost of the world's scale and indifference. A party that manages their resources, rests when they can, and treats Transition statuses before they compound will find the wilderness hard but navigable. A party that ignores the accumulating weight will find it lethal — not because the land wanted that, but because it continued to be a wilderness while they were in it.

