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.

StatusTriggered byKey effectClears
DazedConcussive hit, flash, impactmentalWits –20, combatDefense –101d3 rounds
StunnedHeavy impact, nerve strikephysicalReflexes –20, combatDefense –20; no offensive actions1 round
ProneKnockdown, leg sweepcombatMeleeWeapon –20, combatDefense –201 action to stand
GrappledGrapple attack, holdcombatMeleeWeapon –20, combatDefense –20; no two-handed weaponsContested 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.
arrow_forwardNamed Status ConditionsFull mechanical definitions, recovery paths, and interactions for every named status.

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.

StatusCommon sourcesClears by
Severe InjuryUntreated transition status; direct critical resultHealer + rest; some injuries permanent without surgery or powerful imbuement
DownedHP reaches 0; explicit Downed resultFirst 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.
arrow_forwardNamed Status ConditionsFull mechanical definitions, recovery paths, and interactions for Severe Injury and Downed.arrow_forwardThe Red LedgerCritical hit and fumble tables that specify which results deliver long-term consequences directly.

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 MethodEffectRequirements
Opposite CriticalRemove entire penaltyCritical Success (96-100) in same category
Ally Support (Success)+5 confidence restorationRelevant skill check by ally
Ally Support (Critical)Remove entire penaltyCritical Success by ally
Downtime TrainingGradual improvementMultiple successful checks or milestone
Experience PointsBuy off penaltiesGM 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.

TierDurationClears ByExamples
Short-termOne round to end of encounterAutomatic — expires at end of encounter or when the triggering condition endsDazed, Stunned, Prone, Grappled
TransitionShort-term if treated; long-term if notActive treatment before the encounter ends prevents escalation; untreated, it becomes long-termBleeding, Arm Impaired, Leg Impaired, Combat Shock
Long-termUntil healed — persists across sessionsTime and rest, healer treatment, imbuement, or (for psychological injury) roleplay + timeSevere 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.

StatusTierDurationPrimary EffectClears By
DazedShort-term1d3 roundsmentalWits –20, combatDefense –10Duration expires
StunnedShort-term1 roundphysicalReflexes –20, combatDefense –20; no offensive actionsDuration expires
ProneShort-termUntil standingcombatMeleeWeapon –20, combatDefense –201 action to stand
GrappledShort-termUntil escaped/releasedcombatMeleeWeapon –20, combatDefense –20; no two-handed weaponsContested Strength check (1 action)
BleedingTransitionUntil treated or DownedphysicalEndurance –2 to –12 per roundFirst Aid check; or tourniquet (limb wounds)
Arm ImpairedTransitionRest of encounter / long-term if untreatedphysicalCoordination –20+, combatMeleeWeapon –20+End of encounter (minor); healer + rest (escalated)
Leg ImpairedTransitionRest of encounter / long-term if untreatedphysicalBalance –20+, combatDefense –20+; movement halvedEnd of encounter (minor); healer + rest (escalated)
Combat ShockTransition1d3 rounds / long-term if untreatedmentalDiscipline –20, mentalWits –10Duration expires; or roleplay + time; or healer/imbuement
Severe InjuryLong-termUntil healedVaries by injury — typically –20 to –40 on relevant attributesHealer + rest; some injuries permanent without surgery
DownedLong-termUntil stabilized/healedUnconscious or incapacitated; no actions possibleFirst 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.

FieldDetail
TierShort-term
Duration1d3 rounds
Mechanical EffectmentalWits –20, combatDefense –10
RecoveryAutomatic at end of duration. Cannot be cleared early.
InteractionsStacks 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.

FieldDetail
TierShort-term
Duration1 round
Mechanical EffectphysicalReflexes –20, combatDefense –20; no offensive actions this round. The target may still defend and move at half speed.
RecoveryAutomatic at end of duration. A second Stun result while Stunned refreshes the duration rather than stacking.
InteractionsStun 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.

FieldDetail
TierShort-term
DurationUntil standing
Mechanical EffectcombatMeleeWeapon –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.
Recovery1 action to stand. Standing from Prone does not trigger zone-of-control exhaustion.
InteractionsWhile 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.

FieldDetail
TierShort-term
DurationUntil escaped or released by the attacker
Mechanical EffectcombatMeleeWeapon –20, combatDefense –20. Cannot use two-handed weapons. Movement only possible if the grappler moves and takes the target with them.
RecoveryContested Strength check once per round as a standard action. Success ends the grapple.
InteractionsGrappled + 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.

FieldDetail
TierTransition
DurationOngoing each round until treated or until target is Downed
Mechanical EffectphysicalEndurance 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 — treatedSuccessful First Aid check stops bleeding entirely. One check, no ongoing rolls. The wound remains; the blood loss stops.
Recovery — untreatedContinues 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.
InteractionsMultiple 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.

FieldDetail
TierTransition
Mechanical EffectphysicalCoordination –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 — treatedEnd of encounter, if the injury was minor. The arm recovers enough for basic function.
Recovery — untreatedEscalates 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.
InteractionsArm 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.

FieldDetail
TierTransition
Mechanical EffectphysicalBalance –20 or more (as specified), combatDefense –20 or more. Movement speed halved. Cannot run.
Recovery — treatedEnd of encounter, if the injury was minor. Movement returns to normal.
Recovery — untreatedEscalates to Severe Injury. Two Leg Impaired results on the same leg escalate immediately to Severe Injury.
InteractionsLeg 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.

FieldDetail
TierTransition
Duration1d3 rounds (short path) or until recovered (long path)
Mechanical EffectmentalDiscipline –20, mentalWits –10
Recovery — short pathDuration expires and the character returns to normal. No action required.
Recovery — long pathIf 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.
InteractionsCombat 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.

FieldDetail
TierLong-term
DurationUntil healed. Persists across sessions.
Mechanical EffectThe 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.
RecoverySuccessful 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.
InteractionsMultiple 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.

FieldDetail
TierLong-term
DurationUntil stabilized (unconscious but stable) or healed (returned to 1 HP)
Mechanical EffectThe character is unconscious or incapacitated. Cannot take any action. May be moved, carried, or protected by allies.
Recovery — stabilizeSuccessful First Aid check stops the death clock. The character remains unconscious but stable. Bleeding must also be stopped separately if active.
Recovery — restoreSuccessful 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.
InteractionsA 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 tierWhat it meansNamed statuses
Short-termExpires automatically within the encounter. Does not need to be tracked between scenes. Can be re-applied.Dazed, Stunned, Prone, Grappled
TransitionA 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-termPersists 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.

StatusTierDurationPrimary EffectClears By
RattledShort-term1 scenementalDiscipline –10 on social checks this sceneScene ends
Off-FootingShort-termUntil scene endsSocial leverage lost; next social check at –10Scene ends or narrative recovery within scene
DistrustedTransitionUntil trust is rebuiltSocial checks with affected party at –20Active repair (demonstrated reliability); or downtime
ShamedTransitionUntil vindicatedSocial checks in affected community at –15; reputation damagedPublic vindication or demonstrated contrary evidence
DisgracedLong-termUntil restoredSocial checks broadly at –25; some doors close entirelySustained reputation repair over sessions; GM adjudicates
Marked EnemyLong-termUntil resolvedSpecific party treats character as hostile; active opposition possibleNarrative 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.

FieldDetail
TierShort-term
Duration1 scene or social encounter
Mechanical EffectmentalDiscipline –10 on all social checks this scene
RecoveryAutomatic at scene end
InteractionsRattled 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.

FieldDetail
TierShort-term
DurationUntil scene ends or narrative recovery within the scene
Mechanical EffectThe next social check the character makes is at –10. Social leverage is counted as held by the opposing party until recovered.
RecoveryAutomatic at scene end. Within the scene: a successful social check that recaptures the initiative (GM determination) ends Off-Footing early.
InteractionsA 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.

FieldDetail
TierTransition
ScopeA specific named party, faction, or community. Not universal.
Mechanical EffectSocial checks with the affected party at –20. Some assistance or information may be refused regardless of roll.
Recovery — short pathBefore 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 pathIf 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.
InteractionsA 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.

FieldDetail
TierTransition
ScopeA community or social context — a city, a guild, a noble court, a religious order.
Mechanical EffectSocial 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 pathPublic 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 pathLeft 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.
InteractionsA 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.

FieldDetail
TierLong-term
DurationUntil restored through sustained reputation repair
Mechanical EffectSocial 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.
RecoverySustained 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.
InteractionsDisgraced 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.

FieldDetail
TierLong-term
DurationUntil resolved by narrative — reconciliation, decisive defeat, or departure from the enemy's sphere of influence
Mechanical EffectThe 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.
RecoveryNarrative 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.
InteractionsA 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.

StatusTierDurationPrimary EffectClears By
DisorientedShort-termUntil reoriented or scene endsNavigation checks at –15; movement speed halved in unfamiliar terrainSuccessful navigation check; landmark found; guide consulted
ExposedShort-termWhile conditions persistphysicalEndurance –2 per hour of exposure; mentalDiscipline –10Shelter found; conditions change
ExhaustedTransitionUntil rested / long-term if untreatedAll physical attributes –15; physicalReflexes –10Full rest (8 hours); imbuement; or short rest reduces to –5 temporarily
Resource-DepletedTransitionUntil resuppliedSpecific resource absent; related checks at –20 or impossibleResupply; foraging success; trade
Worn DownLong-termUntil full recoveryphysicalStrength –15, physicalEndurance –15; recovery from other statuses slowedExtended 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.

FieldDetail
TierShort-term
DurationUntil reoriented, or until the scene ends
Mechanical EffectNavigation 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.
RecoverySuccessful 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).
InteractionsDisoriented 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.

FieldDetail
TierShort-term (clears when conditions change or shelter is found)
Mechanical EffectphysicalEndurance –2 per hour of exposure (this compounds — the body is losing ground). mentalDiscipline –10 while Exposed.
RecoveryAdequate 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.
InteractionsExposed 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.

FieldDetail
TierTransition
Mechanical EffectAll physical attributes –15. physicalReflexes –10. These apply to combat, travel, and all physical checks.
Recovery — short pathFull 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 pathIf 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.
InteractionsExhausted 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.

FieldDetail
TierTransition
ScopeTied to a specific resource. Track each depletion separately.
Mechanical EffectChecks 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 pathSuccessful foraging, hunting, or trade within the current scene or camp. Clears the specific depletion immediately.
Recovery — long pathIf 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.
InteractionsA 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.

FieldDetail
TierLong-term
DurationUntil full recovery. Persists across sessions.
Mechanical EffectphysicalStrength –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.
RecoveryExtended 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.
InteractionsA 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.