ABCDEFG
1
TagsSymbolStatusEffectHazard
2
[CR]
[HP]
[EOR]
BurnAt the end of the Round, take HP Damage equal to the number of Burn stacks, then reduce the Burn stack by half. (Rounded down)Exposed Fire: Gain 1d6 Burn.
3
[CR]
[ST]
[EOR]
FrostbiteAt the end of the Round, take ST Damage equal to the number of Frostbite stacks, then reduce the Frostbite stack by half. (Rounded down)Chilling Frost: Gain 1d6 Frostbite.
4
[HB]
[SP]
[EOR]
FrenzyAt the end of the Round, take SP Damage equal to the number of Frenzy stacks, then reduce the Frenzy stack by half. (Rounded down)Deployed Cognitohazard: Gain 1d6 Frenzy.
5
[CR]
[HP]
[AC]
BleedEach time the character takes an Action or Reaction, they take HP Damage equal to the number of Bleed stacks, then reduce the Bleed stack by half. (Rounded down)Broken Glass: Gain 1d6 Bleed.
6
[HB]
[HP]
[AC]
PoisonEach time the Character takes an Action or Reaction, take 2 HP DMG per 10 Poison (This is referred to as Activation), then lose Poison equal to HP DMG taken.
At less than 10 Poison, this status does not trigger.
Toxic Fumes: Gain 1d6 Poison.
7
[HB]
[ST]
[AC]
ShockEach time the character takes an Action or Reaction, they take ST Damage equal to the number of Shock stacks, then reduce the Shock stack by half. (Rounded down)Exposed Electricity: Gain 1d6 Shock.
8
[HB]
[SP]
[AC]
TerrorEach time the character takes an Action or Reaction, they take SP Damage equal to the number of Terror stacks, then reduce the Terror stack by half. (Rounded down)Hallucinogenic Gas: Gain 1d6 Terror.
9
[CR]
[HP]
[OH]
RuptureWhen hit by an Attack, the attacker may choose to proc this status. Take HP Damage equal to the number of Rupture stacks, then remove all Rupture. This is considered a Rupture Burst for effects that refer to it.

At the end of Round, remove all Rupture.
Wild Thicket: Gain 1d6 Rupture.
10
[HB]
[HP]
[OH]
*Target for next update*

Thorns
When Hit by an Attack or after Clash Win with a Block, if the Attacker is within 1 SQR of distance, they take HP damage equal to the number of Thorns stacks present on the Character, then all Thorns stacks on the Character are removed.
This is considered a Thorns Burst for effects that refer to it.

At the end of the Round, remove all Thorns.
--
11
[CR]
[ST]
[OH]
TremorWhen hit by an Attack, the attacker may choose to proc this status. Take ST Damage equal to the number of Tremor stacks, then remove all Tremor. This is considered a Tremor Burst for effects that refer to it.

At the end of Round, remove all Tremor.
Unstable Ground: Gain 1d6 Tremor.
12
[CR]
[SP]
[OH]
SinkingWhen hit by an Attack, the attacker may choose to proc this status. Take SP Damage equal to the number of Sinking stacks, then remove all Sinking. This is considered a Sinking Burst for effects that refer to it. If this Sinking Burst results in the target’s Panic, the attacker can choose what Panic type the target enters.

If you do not have SP (this does not count for characters at 0 SP), take HP Damage instead during a Sinking Burst.

At the end of Round, remove all Sinking.
Oppresive Downpour: Gain 1d6 Sinking.
13
[CR]
[HP]
[OH]
PoiseOn Hit when you have Poise (before Clash Results Effects are applied) roll a D10. If the D10 rolls Equal to or Lower than your Poise Number, deal a Critical Hit and lose all Poise.

If you have 0 Poise and gain Poise your Critical becomes 1, if your Poise becomes 0 your Critical is 0. If you would gain Poise and Critical in the same action, the Poise is applied first, then the Critical is increased on top of the now present 1 Critical.
Focusing Serum: Gain 1d6 Poise.
14
[CR]
[HP]
[AA]
CriticalYou gain Critical as a part of Poise and other skills. When you trigger a Critical Hit you deal 1D10 extra HP Damage per Critical you have and lose all Critical.

Critical can interact with Stance augments. Only one Stance can be active on the character at any one time, and it costs 1 Reaction to activate, deactivate, or swap between stances on your turn.

If you gain Critical, but have no Poise, gain 1 Poise.
--
15
[CR]
[HP]
[OH]
RuinOn Hit when the Target has Ruin (before Clash Results are applied) roll a D10. If the D10 rolls Equal to or Lower than the target’s Ruin Number, deal a Devastating Hit and lose all Ruin.

If the target has 0 Ruin and gains Ruin their Devastation becomes 1, if their Ruin becomes 0 their Devastation is 0. If they would gain Ruin and Devastation in the same action, the Ruin is applied first, then the Devastation is increased on top of the now present 1 Devastation.
Misfortune Leakage: Gain 1d6 Ruin.
16
[CR]
[HP]
[AA]
DevastationYou inflict Devastation on your target as a part of Ruin and other skills. When you trigger a Devastating Hit deal 1D8 extra HP Damage per Devastation the target has, then they lose all Devastation.

If you gain Devastation, but have no Ruin, gain 1 Ruin.
--
17
[CR]
[DICE]
[AC]
ParalysisWhen the character takes an Action or Reaction, they have disadvantage on the dice roll, then reduce the Paralysis stack by one.

At the end of the Round, the character loses all Paralysis.
--
18
[HB]
[DICE]
[AC]
FortuneWhen the character takes an Action or Reaction, they have advantage on the dice roll, then reduce the Fortune stack by one.

At the end of the Round, the character loses all Fortune stacks.
--
19
[HB]
[HP]
[AA]
BoostDeal 1 more [HP Damage After Resistance] for attacks per Boost stack.

At the end of the Round, lose all Boost.
--
20
[HB]
[ST]
[AA]
Stagger BoostDeal 1 more [ST Damage After Resistance] for attacks per Stagger Boost stack.

At the end of the Round, lose all Stagger Boost.
--
21
[HB]
[HP]
[AA]
ImpairDeal 1 less [HP Damage After Resistance] for attacks per Impair stack.

At the end of the Round, lose all Impair.
--
22
[HB]
[ST]
[AA]
Stagger ImpairDeal 1 less [ST Damage After Resistance] for attacks per Stagger Impair stack.

At the end of the Round, lose all Stagger Impair.
--
23
[CR]
[HP]
[AA]
ProtectionTake 1 less [HP Damage After Resistance] from attacks per Protection stack.

At the end of the Round, lose all Protection.
--
24
[CR]
[ST]
[AA]
Stagger ProtectionTake 1 less [ST Damage After Resistance] from attacks per Stagger Protection stack.

At the end of the Round, lose all Stagger Protection.
--
25
[CR]
[HP]
[AA]
[Type] ProtectionTake 1 less [HP & ST Damage Before Resistance] from attacks OF THE SPECIFIED TYPE per Protection stack. A character may have different [Type] Protections active at the same time, and they are treated as different stacks.

At the end of the Round, lose all [Type] Protection.
--
26
[CR]
[HP]
[AA]
FragileTake 1 extra [HP Damage After Resistance] from attacks per Fragile stack.

At the end of the Round, lose all Fragile.
--
27
[CR]
[ST]
[AA]
Stagger FragileTake 1 extra [ST Damage After Resistance] from attacks per Stagger Fragile stack.

At the end of the Round, lose all Stagger Fragile.
--
28
[CR]
[HP]
[AA]
[Type] FragileTake 1 extra [HP & ST Damage Before Resistance] from attacks OF THE SPECIFIED TYPE per Fragile stack. A character may have different [Type] Fragiles active at the same time, and they are treated as different stacks.

At the end of the Round, lose all [Type] Fragile.
--
29
[CR]
[DICE]
[AA]
StrengthIncrease the Power of Offensive Dice by the number of Strength stack.

At the end of the Round, lose all Strength.
--
30
[CR]
[DICE]
[AA]
FeebleDecrease the Power of Offensive Dice by the number of Feeble stack.

At the end of the Round, lose all Feeble.
--
31
[CR]
[DICE]
[AA]
EnduranceIncrease the Power of Defensive Dice by the number of Endurance stack.

At the end of the Round, lose all Endurance.
--
32
[CR]
[DICE]
[AA]
DisarmDecrease the Power of Defensive Dice by the number of Disarm stack.

At the end of the Round, lose all Disarm.
--
33
[CR]
[MOVE]
[AA]
HasteIncrease Sqr(s) of movement equal to the number of Haste stack.

At the end of the Round, lose all Haste.
--
34
[CR]
[MOVE]
[AA]
BindDecrease Sqr(s) of movement equal to the number of Bind stack.

At the end of the Round, lose all Bind.
Net Trap: Gain 1d6 Bind next turn.
35
[CR]
[HP]
[AA]
SmokeTake [Smoke stack/2] extra [HP Damage After Resistance] from attacks. (Rounded down)

Lose 2 Smoke at the end of each round. Max stack is 10 from natural inflicts, 20 with certain skill effects. When above 10 Smoke, lose 4 Smoke at the end of each round.
Exhaust Fumes: Gain 1d6 Smoke.
36
[CR]
[UQ]
[AA]
ChargeResource used by certain Skill Effects. There is no limit to Charge stacks.
You may not use skills with Charge Effects with insufficient Charge for the entire skill– no partial effects, no selective choices of effects if present on the skill.
The Charge is consumed with skill use, regardless of result.
Focusing Zone: Gain 1d6 Charge.
37
[CR]
[HP]
[SOR]
Charge BarrierAt the start of the Round, gain Temp. HP equal to Charge Barrier x 3. For every 3 Temp. HP lost that was sourced from this status, reduce Charge Barrier by 1.

At the end of the Round, gain Charge equal to Charge Barrier, then lose all Charge Barrier & Temp. HP gained from this status.
--
38
[CR]
[UQ]
[AA]
OverchargeResource used by certain Skill Effects. There is no limit to Overcharge stacks.
You may not use Skills with Overcharge Effects with insufficient Overcharge for the entire Skill - no partial Effects, no selective choices of Effects present in the Skill.
The Overcharge is consumed with Skill use, regardless of result.

At the start of combat, a character that gains Charge may choose to also gain Overcharge by the following modifications to Charge. This cannot be altered mid-combat.
Each time you consume a total of 10 Charge, gain 1 Overcharge.
When above 15 Charge, lose 3 Charge at the end of the Round, increasing by 3 per 15 additional Charge on self.
--
39
[CR]
[UQ]
[AA]
MarkTarget is Marked by a unit. Some Skills require the target to be Marked.
A user cannot Mark themselves, and can only Mark any one target with one type of Mark at once.

If a user has access to multiple types of Mark, they must declare which they wish to have take effect for a specific Mark action. When applied, that source of Mark is considered used until the Mark is removed, and other sources of Mark are required to apply to different targets.

The Mark goes away if the user or the target are unable to fight or if combat is over. If you wish to swap a Mark onto another target before then, it costs an action as normal to reapply.
--
40
[OCR]
[UQ]
[AA]
*Target for next update*

Combo
A character can choose to gain Combo upon creation
You Gain combo upon dealing damage to the opponent with a weapon or outfit.
Resource used by certain Skill Effects. There is no limit to Combo stacks. You may use skills with Combo Effects even without sufficient Combo, but those specified effects do not activate.

Combo stacks are reduced by half when losing a Clash.
--
41
[HB]
[UQ]
[AA]
StyleResource generated by (But not limited to) Fighting Styles, used by certain Effects and Skills. There is no limit to Styles stack.

All Style is transferred to the attacker by an ATTACK ACTION (Not counter) that deals 1 or more HP DMG. Style is removed by getting staggered or panicking (This happens before the transfer).
The Spotlight: Gain 2 Style.
42
[HB]
[UQ]
[AA]
RhythmA form of resource used by certain effects. For the purposes of Rhythm effects, instead of stacks, it is referred to in Movements: 1st, 2nd, 3rd, 4th and Final.

Additionally, clashing with or making a one sided attack against a Target with the same Rhythm Movement as the Character counts as the "Resonance" condition.

Resonance triggers only once per clash. The source of the Resonance is the Character who initiated the clash.

At the end of the round, Rhythm Movement progresses to the next one. If Rhythm is already on the Final Movement, or you are Staggered, it will be removed instead of changed.
Concert: Gain Rhythm 1st Movement.
43
[HB]
[UQ]
[AA]
DiscardBy default, without taking into account any augment effects that modify it, Discard always requires you to spend a certain number of your reactions to trigger any effects related to it.
Discard can be used to spend any and all types of reactions, including ones granted by your equipment or augments, but it will prioritize spending them in this order:
Regular/Universal Reactions
Counter Reactions
Block Reactions
Furthermore, when Discarding Reactions, a character may choose to supplement the Reaction cost by instead discarding Actions. Discarding an Action is equal to discarding 2 Reactions.
It should be noted that a Recycled Evade cannot be used for Discarding.
--
44
[HB]
[UQ]
[AC]
AggroMax Stack: 5

If an Ally is attacked and the Character is in the range of the attack, they can choose to spend 1 Aggro to redirect the attack onto themselves, the Character can then react to this attack, using a defensive Reaction.

If the Character has movement available after their turn, the Character may choose to Spend 1 Aggro to redirect any attack that would be in their range by using that movement, The character then moves to be in range of that attack, this counts as Forced Movement and doesn’t trigger Opportunity Attacks.
--
45
[HB]
[DICE]
[AA]
TauntedThis Character has +1 Dice Power when Attack the source of this effect, and suffer -2 when attacking any other target.

Whenever Taunted is applied, it uses the taunter's name to properly differentiate it (ex: Taunted [Character]).

Any Character can only have one instance of Taunted at a time, if another Character would inflict a number of Taunted stacks greater than the Target's current stacks, the current stacks would be replaced by the greater stacks.

At the end of the Character's Turn, lose 1 stack of this effect.
--
46
[HB]
[UQ]
[AA]
*Target for next update*

Bloodfeast
A shared resource between all characters used by certain Skill Effects. There is no limit to Bloodfeast stacks.
You may not use skills with Bloodfeast Effects with insufficient Bloodfeast for the entire skill– no partial effects, no selective choices of effects if present on the skill.
The Bloodfeast is consumed with skill use, but only if the effect actually works. When consuming Bloodfeast, convert to Consumed Bloodfeast unless otherwise stated.

You must have the Bloodfeast Augment.
--
47
[HB]
[UQ]
[AA]
*Target for next update*

Consumed Bloodfeast
Resource used by certain Skill Effects. There is no limit to Consumed Bloodfeast stacks. Specific to each character.Red Mist: Gain 1d6 Consumed Bloodfeast.
48
[HB]
[HP]
[AA]
Heal EfficiencyWhen Healing any target (including self), you can declare to Heal the target for an additional [Stack]*2 HP, then remove all Healing Efficiency. This is considered an Effective Heal for effects that refer to it.

At the end of the round, reduce the Healing Efficiency [Stack] by half. (Rounded Down)
--
49
[HB]
[HP]
[AA]
Heal InefficiencyWhen being Healed, reduce the amount of Healing by [Stack]*2 and remove all Healing Inefficiency. If the amount that would be Healed becomes negative, take HP damage equal to the negative number. (Ignoring Resistance)--
50
--
StaggeredWhen Staggered, the character is unable to act until the end of the Next Round and all their Resistances are set to Fatal.

At the start of the Round after, recover all Stagger Threshold.
--
51
--
PanicWhen in the Panic State, the character acts according to the Panic Rule Table until Sanity is recovered above 0, or until successfully challenged by another character.--
52
--
DefeatedWhen Defeated, the character becomes incapable of action and leaves combat. Aside from special recovery measures, this status remains until the end of combat.--