value furthest from 0. If the effect is dealing damage, there may be 1 instance for each damage type. If the effects are not numerical, apply the most rec
ny order they choose on their turn. Attacks and damage from Environments count as coming from a size 0 creature. Environmental effects that do not specify
transform into their animal form, taking 4 Body damage. Any worn and carried gear falls to the ground while clothes are destroyed. The creature returns to
e 9, it is overwhelming and deals Magnitude - 6 damage of the Ailment that affects the used sense. A Magnitude 12 or higher sound, thermal, or vibration a
you came from if possible, and suffer 3 Dazzled damage. If lead is on the path to that space, you are moved on the closest possible path. Suffer Collision
greater than the reward, they have Reduction to damage from Influence equal to the Tier difference. If the reward is greater than the risk, gain a bonus o
ns are massive and made to have great range and damage output, but cannot easily be moved. These weapons attack as ranged weapons using Tools for your att
ature and object in a Collision suffers Bashing damage based on the conditions below. Armor does not affect damage from Collision. After a Collision, each
Each Pool you have and some afflictions can be damaged and healed. Damage uses the potential of your Pool or causes Tiers of a specified affliction. Heal
curs in Tiers. It deals Continuing Flowing Fire damage equal to half Tier. At the end of your turn, roll 1d12, DL 6 + Tier. On success, reduce Tier by 1.
Expose: Passing through spoiled or corrupted environments. An infected corpse corrupts the ground they are buried in. Infect: Attack Zeal with 3d12.
At the beginning of the creatures turn, if anything heavier than light clothing is in contact with their skin, they roll Poise DL 3. On failure, they suffer an episode or reset to the beginning of the current episode. After each week, attack Zeal with 4d12 to increase DL by 1. On failure, reduce DL by 1. If the DL becomes 0, end.
During an episode, the creature rolls Zeal, DL 6, at the beginning of each turn. On failure, they take no actions. On success, they take 2 Minor Action damage. As a Major action, they can roll Poise to reduce DL by 1, DL 6. If the DL is reduced to 0, the episode ends.
Symptoms: Flinching from any contact. When there is an attack, the infected is in extreme pain, sometimes described as burning. Tier 5.
Expose: Receiving a Serious Injury from an infected creature or an undead carrier. Infect: Attack Nature with the Magic of the creature that caused the Injury.
Deal 3 Body damage. After each hour, attack Nature with 2 + the infecting Magic Tier d12 to increase the damage by 1. On failure, reduce the damage by 1. Either way, the disease then damages you again. If the damage becomes 0, end.
Symptoms: Swiftly infecting and necrotizing flesh. Tier 1.