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| Block | Gain Block on defence rolls. |
| Concealing | At the end of the move phase become Concealed if within a crowd or shadow. |
| Dodge | Gain Dodge on defence rolls. |
| Fleeting Throw | Can be thrown in the move phase. |
| Impact | Wildcard hits that are not dodged, parried or warded cause Staggered. |
| Limited Use | Can only make basic attacks. |
| Mounted Combat | Can be used even when mounted, even if other rules prevent it. |
| Parry | Gain Parry on defence rolls. |
| Pierce | Wildcard results cause a Torso hit with double damage. |
| Reloadable | Can only fire one shot before being reloaded. |
| Repeating Shot | Can fire without being reloaded for a total number of projectiles equal to its number. |
| Resiliance | Each time non-magical damage is suffered, ignore 1 of that damage. |
| Slash | Wildcard hits that are not defended cause Wounded. |
| Stab | Wildcard results cause two hits to the Torso. |
| Terror | No effect defined. |
| Thrown | Can be thrown as a short-range attack. |
| Versatile | Before making an attack roll, you may gain +1 Attack dice in exchange for -1 damage dice. |
| Wounding | Undefended hits cause Wounded. |
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| Brittle | No effect defined. |
| Concealed | Cannot be seen, heard, or targeted by abilities. Movement ends this condition. |
| Dazed | -1 Attack dice. -1 Defence dice to a minimum of 1. |
| Dead | At the end of the next ally turn, the soul passes to the plane relative to faith or belief. |
| Disabled | If an arm, unable to use it for attacks or defending. If a leg, become Prone. |
| Dismembered | Also apply Disabled. Arm or leg is well gone. |
| Distracted | Lose next ally move phase. |
| Empowered | X values and damage values gain +2. Healing values are doubled. |
| Fatigued | Limited to 3 spaces in the move phase. Must drop heavy shields and cannot attempt to lift, push, or pull. |
| Focal | No effect defined. |
| Freezing | Maximum stacks of damage total decrease each turn. Gain Fatigued. |
| Frostbite | No effect defined. |
| Necrosis | No effect defined. |
| Parched | Maximum stacks of damage total decrease by 1 each turn. Gain Fatigued. Taking a drink of potable water or equivalent removes this condition. |
| Prone | On the ground but aware. -1 Attack dice. Ignore dodge results when defending. |
| Sickness | No effect defined. |
| Staggered | Lose next move action. Cannot make reactions until after next move action. |
| Succumbed | On the ground unconscious. |
| Wounded | Place a Wounded marker on the location hit. At the end of each ally move phase, add 1 stack of damage to this location. Effect ends when the encounter ends or upon receiving any magical healing. |