DISTRACTED: The character suffers -2 to all Trait rolls until the end of his next turn.
VULNERABLE: Actions and attacks against the target are made at +2 until the end of his next turn. This doesn’t stack with The Drop—use only the highest.
ENTANGLED: The victim can’t move and is Vulnerable as long as he remains Entangled.
BOUND: The victim may not move, is Distracted and Vulnerable as long as he remains Bound, and cannot make physical actions other than trying to break free.
FATIGUED: The victim subtracts 1 from all Trait rolls. If he takes another level of Fatigue, he’s Exhausted.
EXHAUSTED: The victim subtracts 2 from all Trait rolls. If he takes another level of Fatigue, he’s Incapacitated.
RECOVERY: Unless otherwise specified by the source, Fatigue and Exhaustion improve one level per hour.
INCAPACITATION: Characters may not perform actions but are still dealt Action Cards to track power effects or in case they recover.
SHAKEN: Shaken characters may only move and take free actions. At the start of their turn, characters automatically make a Spirit roll to recover from being Shaken as a free action.
STUNNED: A Stunned character is Distracted (until the end of next turn), Vulnerable (until recovery), and doesn't count for Gang Up. He also falls prone, can’t take actions, or move. At the start of each of his turns he makes a Vigor roll as a free action to revive. Success means he is no longer Stunned but remains Vulnerable until the end of his next turn; a raise means he stops being Vulnerable at the end of this turn.
WOUNDS: The hero has been injured in a way that makes her actions more difficult. Each Wound reduces her Pace by 1 (to a minimum of 1″) and inflicts a -1 penalty to all Trait rolls (to a maximum of -3). Wounds beyond the character’s limit Incapacitate her.