| Name | Description | |:---------------------|:----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------| | Alarm | Your vigilance is increased by the amount of alarm counters you have.<br><br>Whenever you make an awareness or intuition check, you may remove up to 10 alarm counters. For each counter removed this way, add 1 to the result of your check.<br><br>At the end of your turn, remove one alarm counter. | | Blind | As long as you have at least one blind counter, you are unable to see and cannot make any awareness checks that are based on sight. You gain 2d6 disadvantage to combat and all other abilities checks that require some amount of sight. Your movement speed is halved.<br><br>At the end of your turn, remove one blind counter. | | Breath | Whenever you start holding your breath, make a toughness check. You gain an amount of breath counters equal to the result of your roll. At the end of your turn, if you held your breath, remove one breath counter. Otherwise remove all breath counters.<br><br>When you remove your last breath counter and you keep holding your breath, you gain one suffocation counter. | | Charmed | Your checks for intuition, willpower and reasoning are reduced by the amount of charmed counters you have.<br><br>At the end of your turn, remove one charmed counter. | | Daze | For each daze counter you have, your amount of regular actions per round is reduced by 1. As long as you have at least one daze counter, your movement is halved.<br><br>At the end of your turn, remove one daze counter. | | Deaf | As long as you have at least one deaf counter, you are unable to hear and cannot make any awareness checks that are based on hearing.<br><br>At the end of your turn, remove one deaf counter. | | Despair | Your social and combat ability checks are reduced by the amount of despair counters you have.<br><br>Whenever you take stress, it is increased by 1 per despair counter.<br><br>Despair and rest counters cancel each other out. | | Drive | After you have made an ability check, you may remove any amount of drive counters and reroll that check (all dice of that check) that many times. Then, choose one of the results. You may only do this before the consequences of your check are disclosed. | | Enchantment (source) | The effect of an enchantment is determined by its source. You can be enchanted multiple times with different effects, each having separate counters.<br><br>Whenever one of the enchantment's effects is triggered, remove an enchantment counter of that source.<br><br>When the last enchantment counter is removed, the effect ends. | | Exhaustion | Whenever you lose vigor or focus, the amount is increased by 1 per exhaustion counter.<br><br>Whenever you finish a long rest, remove one exhaustion counter. | | Favor | Remove a favor counter to invoke a favor.<br><br>You cannot have more favor counters than your level divided by 4 (min. 1). If you have your maximum favor counters and would gain another one, gain a drive counter instead. | | Fire | At the end of your turn, if you have at least one fire counter, you gain 1d6 additional fire counters. Then you take damage equal to the amount of fire counters you have. You may use a regular, movement and/or quick action to try to put out the fire. If you do, remove 1d6 fire counters for each action used. Other characters may also use their actions to remove fire counters from you. If the flames are somehow extinguished (e.g. jumping into a river), remove all fire counters. | | Haste | For each haste counter you have, the results of your athletics, dexterity and combat ability checks are increased by 1.<br><br>Once during your turn, you may remove 2 haste counters to choose one:<br>- You may perform an additional quick action until your next turn.<br>- You may perform an additional regular action this turn.<br>- You may perform an additional movement action this turn.<br><br>At the end of your turn, remove one haste counter.<br><br>Haste and slow counters cancel each other out. | | Levitation | Whenever you take a movement action, you may remove one levitation counter. If you do, you are able to move in any direction during that action.<br><br>As long as you have at least one levitation counter, you may resist the pull of gravity.<br><br>At the end of your turn, remove a levitation counter. | | Poison (source) | The effect of a poison is determined by its source. You can be poisoned multiple times with different effects, each having separate counters.<br><br>Whenever one of the poison effects is triggered, remove a poison counter.<br><br>When the last poison counter is removed, the effect ends. | | Recovery | Whenever you finish a long rest, remove one recovery counter. If you did, you either:<br>- Heal one damage.<br>- Heal one stress.<br><br>If you become dying and have at least one recovery counter, remove all recovery counters. If you removed a recovery counter this way, you are stabilized and heal 1 damage. Then, make a toughness or willpower check against difficulty 12. If you succeed, you regain consciousness. | | Rest | Whenever you would lose vigor or focus, instead remove that many rest counters.<br><br>Whenever you finish a long rest, remove all rest counters. Then, add rest counters according to the quality of your rest.<br><br>Rest and despair counters cancel each other out. | | Rush | Whenever you make a physical or combat ability check, you may remove up to 10 rush counters. For each counter removed this way, the result of your check is increased by 1.<br><br>At the end of your turn, remove one rush counter. | | Shield | Whenever you would take damage, remove as many shield counters as possible up to the amount of damage. For each counter removed this way, prevent 1 damage.<br><br>At the end of your turn, remove one shield counter. | | Slow | Your movement as well as your athletics, dexterity and combat ability checks are reduced by the amount of slow counters you have. Your movement cannot be reduced below 1 this way.<br><br>For every 3 slow counters you have, your amount of quick actions per round is reduced by 1.<br><br>At the end of your turn, remove one slow counter.<br><br>Slow and haste counters cancel each other out. | | Stun | For each stun counter you have, your amount of actions of each kind per round is reduced by 1.<br><br>At the end of your turn, remove one stun counter. | | Suffocation | At the end of your turn, if you have at least one suffocation counter, you lose 1 vigor and 1 focus and you double your amount of suffocation counters. Then, if you have at least a number of suffocation counters equal to the maximum damage you can take, you fall unconscious and gain 1 exhaustion counter. When you breathe again, remove all suffocation counters. | | Surge | Whenever you make a social or mental ability check, you may remove up to 10 surge counters. For each counter removed this way, the result of your check is increased by 1.<br><br>At the end of your turn, remove one surge counter. | | Ward | Whenever you would take stress, remove as many ward counters as possible up to the amount of stress. For each counter removed this way, prevent 1 stress.<br><br>At the end of your turn, remove one ward counter. |