A condition is a temporary effect applied to an entity. Each condition has a name and a description of its effect which is applied to the Target until the condition is removed. In a condition’s name there may be an X, [], and/or {} in the name.
An X can be any integer of 1 or more.
An [] denotes a variable such as a Damage Type that will depend on source that applies the condition, how it interacts with the condition will be stated in the condition’s description.
An {} denotes an optional component for the condition, that will not always be applied to the condition, but if it is included alters the condition’s effect as stated in the condition’s description.
As a general rule, if a Character would have multiple applications of the same condition applied to them, they only suffer the effect of the condition once whilst their Durations overlap. There are two main exceptions to this rule, a condition with an X in its name or one that has Degrees of severity.
A condition may be described as having a number of Degrees of severity. Each Degree unless specified otherwise applies a cumulative effect with the lower Degrees. If a Character would gain a condition that uses Degrees whilst already under the effect of a number of Degrees of the same condition, instead of applying the second instance of the condition increase the number of Degrees already applied to them by the amount bestowed by the additional instance.
If a condition has X in its name, then like with Degrees multiple sources of the same condition add their X values together whilst their Durations overlap.
{Full} Absorb [Damage Type] {X}
When the afflicted entity takes damage of the stated Damage Type, reduce the damage of that Type dealt by X (this cannot reduce damage dealt to below 0).
The entity, after the damage has resolved, restores HP equal to the damage of the stated Damage Type that was prevented.
If there is no X, then all damage of that Damage Type is prevented.
If Full is included in the condition, then all damage of that Damage Type is prevented but the HP restored cannot be greater than X.
Bloodied
This condition is automatically applied to an entity upon them reaching or falling below 50% of their Hit Point Maximum.
It is automatically removed once the affected entity’s HP raises above 50% of their Hit Point Maximum.
This condition may cause certain Features to be activated or actions may have additional effects Targeting an entity with this condition.
Burned [Damage Type]
Damage dealt by this condition is always of [Damage Type]. If no Damage Type is selected it deals Fire damage.
If a target has multiple Degrees of Burned condition from effects with different Damage Types, merge the Damage Types for as long as Degrees from each source are in effect.
When the condition is applied and at the end of each of their Turns, the affected entity takes 1d4 + X damage. Where X equals the Degrees of this condition.
For every two Degrees of this condition after the first, increase the size of the damage die of this condition by 1. For as longs as at least that many Degrees of the condition remain.
Unless otherwise stated this condition lasts for 1 Minute after the most recent Degree was applied. The entity can also use an action (2AP) and fall Prone to remove all Degrees of the condition early.
At the end of each of the affected entity’s Turns they can repeat the Trait Test that gave them this condition, if they did not make a Trait Test to resist this condition then this paragraph is ignored.
On a successful Test, the Target reduced the Degrees of this condition by 1, on an Inspired Event it is reduced by two.
If this condition reaches 0 Degrees, it is removed.
Charmed
A Charmed entity can't attack the charmer or Target the charmer with harmful abilities or magical effects.
The charmer has Advantage on any Trait Test to interact socially with the Charmed entity.
Unless otherwise stated this condition lasts for 1 Minute.
Confused
A Confused entity reduces their RP to 1RP.
They are under the effects of the Wide Open condition.
They consider all entities in the current Encounter/Scene as Hostile.
At the start of a Confused entity’s Turn, they must roll a d10 to determine what they can do that Turn.
Effect
1
The entity has 0AP, does not move, and makes a single attack with a Weapon, a Cantrip, or a Talent against themselves, they are considered to automatically be hit by the attack or failed the Trait Test to resist the Cantrip/Talent.
2
The entity has 0AP this Turn and performs the Movement action, moving in a random direction. To determine the direction, roll a d8 and assign a direction to each die face.
3-4
The entity has 0AP and does not move.
5-7
The entity has 2AP, the AP can only be used to make a single attack or casting a damaging Cantrip/Talent against a randomly determined entity determined by the GG. If there is no entity within Range, then the Target acts as if they had rolled a 2.
8
The entity can act normally on their Turn, though with -2AP
9
The entity can act normally on their Turn, though with -1AP
10
The entity can act normally on their Turn.
Unless otherwise stated this condition lasts until the end of the current Encounter/Scene.
At the end of each of the affected entity’s Turns they can repeat the Trait Test that gave them this condition, if they did not make a Trait Test to resist this condition then this paragraph is ignored.
On a successful Test the condition is removed.
Critical Opening X
The next X Attack Rolls made against the affected entity that hit are automatically Critical Hits.
This condition lasts until X number of Attack Rolls successfully hit the affected entity, or the end of the next Encounter/Scene.
Damage Down [Damage Type] X
This condition applies Damage Reduction for [Damage Type] damage by a value of X.
Unless otherwise stated this condition lasts until the entity has completed a Long Rest.
Damage Drain
The affected entity does not add any Trait, Skill Bonus, or other Bonuses to their Damage Rolls.
Unless otherwise stated this condition lasts until the entity has completed a Long Rest.
Damage Up [Damage Type] X
This condition applies Damage Magnification for [Damage Type] damage by a value of X.
Unless otherwise stated this condition lasts until the entity has completed a Long Rest.
Dazed
A Dazed entity gains the following Penalties whose severity being equal to the Degrees of this condition:
They reduce their AP by an amount equal to the Daze Penalty.
They reduce their RP by an amount equal to half the Daze Penalty (rounded down).
Whilst the affected entity has at least one Degree of this condition, the AP cost of the Movement action increases by 1AP.
Whilst the affected entity has at least three Degrees of this condition, they have Disadvantage on Physique and Agility Trait Tests.
When the affected entity gains their fifth Degree of this condition, this condition is replaced with the Stunned condition.
Unless otherwise stated this condition lasts for 1 Minute after the most recent Degree was applied.
At the end of each of the affected entity’s Turns they can repeat the Trait Test that gave them this condition, if they did not make a Trait Test to resist this condition then this paragraph is ignored.
On a successful Test, the Target reduced the Degrees of this condition by 1, on an Inspired Event it is reduced by two.
If this condition reaches 0 Degrees, it is removed.
Delay [Condition] X
This condition is always applied in concert with another condition Targeting an entity.
At the start of each of the affected entity’s Turns, reduce the value of X by one.
When X = 0, this condition is removed and the [Condition] is applied to the affected entity.
If the Delay condition is removed before X = 0 then the [Condition] is not applied to the entity.
Desperation
This condition is automatically applied to an entity upon reaching or falling below 25% of their Hit Point Maximum.
It is automatically removed once the affected entity’s HP raises above 25% of their Hit Point Maximum.
This condition may cause certain Features to be activated or actions may have additional effects Targeting an entity with this condition.
An entity with this condition, once on each of their Turns, may choose to gain a number of Degrees of the Wounded condition to apply one of the following effects:
1 Degree: The entity gains 2AP that can only be used to perform the Disengage, Dodge or Movement actions.
Or gain a +5 Desperation Bonus to the next Trait Test they make.
2 Degrees: The entity gains a Mark of Fate.
Or gain a +10 Desperation Bonus to the next Trait Test they make.
3 Degrees: The next Damage Rolls the entity makes deals maximum damage.
Or gain a +15 Desperation Bonus to the next Trait Test they make.
4 Degrees: The entity replenishes their expended AP.
Or recover an expended Spell Slot of 5th Circle or lower, up to 7 expended Soul Points, or up to 5 expended Psi Points.
Or the next Trait Test they make is an automatic Inspired Event.
Doom X/SUFFICIENT
This applies X Degrees of the Wounded condition to the Target.
Degrees of the Wounded condition bestowed by this condition cannot be removed until this condition is removed.
If SUFFICIENT is listed instead of X, then the Doom condition applies enough Degrees of the Wounded condition to kill the Target entity.
Unless otherwise stated this condition lasts until the entity has completed a Long Rest.
Drained X
The Drained entity reduces their current HP and Hit Point Maximum by X.
Unless otherwise stated this condition lasts until the entity has completed a Long Rest.
Dying
This condition applies while an entity has been reduced to 0 HP due to receiving damage, or by a special effect.
At the start of each Turn that an entity is under this condition, and has not been Stabilised, they gain one Degree of the Wounded condition.
If they receive any damage while Dying, increase the number of Degrees of the Wounded condition by 1, if a Critical Hit was scored against them instead increase it by 2. If they were Stabilised when the damage was dealt, the Stabilisation ends.
Should the Dying entity have HP restored such that their HP is at least 1 HP, then this condition ends.
Exhaustion
Some special abilities and environmental hazards, such as starvation and the long-term effects of freezing or scorching temperatures, can lead to a special condition called Exhaustion. Exhaustion is measured in ten Degrees.
An Exhausted entity gains the following Penalties whose severity is equal to their Degrees of Exhaustion:
They gain an Exhaustion Penalty to all Trait Tests.
Their Spell TG, Power TG, and TG of Features and Feats decrease by the Exhaustion Penalty.
All their Movement Speeds decrease a number of metres equal to the Exhaustion Penalty (this cannot reduce any speed below 0),
An Exhausted entity reduces their AP and RP by an amount equal to half their Degrees of Exhaustion (rounded down).
Whilst the affected entity has at least five Degrees of this condition, the entity has Disadvantage on all Trait Tests.
At the tenth Degree of Exhaustion the affected entity Dies.
When an entity completes a Long Rest, they reduce their Degrees of Exhaustion by 1.
If this condition reaches 0 Degrees, it is removed.
Flanked (Optional)
Melee Attack Rolls against a Flanked entity gain a +2 Flanking Bonus.
The Flanked entity only gains their Shield Bonus and the benefits of the Raise Shield action against attacks from their “front”. The front is considered a 90-degree angle on the entity's front facing.
As a reaction (1RP), when another entity takes any action, the Flanked entity can change their “front facing”.
Forced Move [Direction] X
The [Direction] can either be a cardinal direction like north or south-west, or based on the affected entity’s orientation like forwards, left, etc.
An affected entity must take the Movement action to move their full Movement speed in the given direction.
If X is an even number, then the entity must use the Movement action twice on their Turn, to move their full Movement speed in the given direction.
Once the affected entity has used the Movement action a number of times equal to X the condition ends.
Frightened
A Frightened entity gains the following Penalties whilst they can see the source of their fear (the entity that bestowed this condition unless otherwise stated), whose severity being equal to the Degrees of this condition:
They gain an Fear Penalty to all Trait Tests.
They increase the TG of their Concentration Tests by the Fear Penalty.
The AP cost of the Movement action increases by a number of AP equal to their Fear Penalty, if it is made to move close to the source of their fear.
Whilst the affected entity has at least three Degrees of this condition, the affected entity’s RP becomes 0 and they cannot willingly move towards the source of their fear.
When the affected entity gains their fifth Degree of this condition, this condition is replaced with the Terror condition.
Unless otherwise stated this condition lasts for 1 Minute after the most recent Degree was applied.
At the end of each of the affected entity’s Turns they can repeat the Trait Test that gave them this condition, if they did not make a Trait Test to resist this condition then this paragraph is ignored.
On a successful Test, the Target reduced the Degrees of this condition by 1, on an Inspired Event it is reduced by two.
If this condition reaches 0 Degrees, it is removed.
Frozen {Damage Type {X}}
The affected entity's Movement speed is reduced to 0.
Unless otherwise stated this condition lasts until the end of the current Encounter/Scene
If the condition has a listed Damage Type, the condition ends early if the Target recieves any damage from that Damage Type. If an X is stated next to the Damage Type, the Target must recieve a minimum of X damage of the stated Damage Type to end the condition early (this damage does not need to be dealt all at once).
Grappled
An entity can Grapple another. Characters typically Grapple by using an Unarmed Strike. Many monsters have special attacks that allow them to quickly grapple prey. However a Grapple is initiated, it bestows this condition. See also Unarmed Strikes and Grappling.
A Grappled entity’s Movement speed becomes 0, and they can't benefit from any Bonuses to their speed.
The Grappled entity has Disadvantage on Attack Rolls against Targets other than the grappler.
The grappler can move or carry the Grappled entity. While doing this, unless the Grappled entity is two Size Categories smaller than the grappler, they suffer from one Degree of the Slowed condition while doing so (Degrees of the Slowed condition from this effect cannot contribute to the grappler gaining the Petrified condition).
The Grappled entity can spend 2AP to escape. To do so, they must succeed on a Physique (Athletics) or Agility (Acrobatics) Test with a TG equal to 8 + the grappler’s SB + the grappler’s Physique.
The condition ends if the grappler is Incapacitated, if the grappled entity successfully escapes, or if an effect removes the Grappled entity from the Reach of the grappler or Grappling effect.
Impaired [Sense]
An Impaired entity can't use the designated sense and automatically fails any Trait Test that rely upon it.
If sight or any supernatural sense is affected, and the affected entity has no way to detect other entities around them with sight or a different supernatural sense, Attack Tolls against the Impaired entity have Advantage, and their Attack Rolls have Disadvantage.
Unless otherwise stated this condition lasts for 1 Minute.
At the end of each of the affected entity’s Turns they can repeat the Trait Test that gave them this condition, if they did not make a Trait Test to resist this condition then this paragraph is ignored.
On a successful Test the condition is removed.
Incapacitated
An Incapacitated entity has 0 AP, 0 RP, and cannot speak.
The entity’s Concentration is broken.
The entity has Disadvantage on Initiative Tests.
Incorporeal
An Incorporeal entity has Immunity to Bludgeoning, Piercing, and Slashing damage dealt by non-magical and non-Silvered Weapons.
The entity can move through solid objects, structures, terrain, and other entities, but they can’t enter an occupied space if they do not have sufficient movement remaining to leave it. They also can’t end their Turn in an occupied space.
Inspired
You may while under the effects of the Inspired condition perform an Inspired Action for 1AP.
This condition ends upon completing a Long Rest, or upon performing an Inspired Action whichever occurs first.
Invisible
An Invisible entity, and the equipment they are wearing and carrying, are impossible to see without the aid of magic or a special sense. This means they cannot be affected by any effect that requires the Target to be seen. Their location can be detected by any noise they make or any tracks they leave.
The entity has Advantage on Initiative Tests if no entity taking part in the Test can sense them, otherwise the Invisible entities does not have Advantage but all unaware entities gain the Surprised condition.
Attack Rolls against the Invisible entity are made with Disadvantage, and their Attack Rolls are made with Advantage.
If however, an entity can see/sense the Invisible entity, then they do not gain the benefits of this condition against the aware entity.
Marked [by X]
This entity becomes Marked by X, the [by X] is a note of the entity that applied the Mark, and most mechanics will just refer to a Marked condition without the [by X].
A marking entity can only maintain one Marked condition at a time, with the new instance removing the previous one.
A Marked entity can be Marked by multiple entities at any time.
Unless otherwise stated this condition lasts for 1 Day.
Mind Lock
The entity does not add their SB to their Trait Tests.
The entity has Disadvantage on Attack Rolls.
The entity can only use the Cast/Manifest action/reaction to cast Cantrips or manifest Talents.
The entity's Concentration is broken.
Unless otherwise stated this condition lasts until the end of the current Encounter/Scene.
The Paralysed entity automatically fails Physique and Agility Trait Tests.
Attack rolls against the Paralysed entity are made with Advantage.
Any attack that hits the Paralysed entity is a Critical Hit if the entity is within the attacker’s AoC.
Unless otherwise stated this condition lasts for 1 Minute.
At the end of each of the affected entity’s Turns they can repeat the Trait Test that gave them this condition, if they did not make a Trait Test to resist this condition then this paragraph is ignored.
On a successful Test the condition is removed.
Petrified
A Petrified entity is Immune to the Slowed condition and loses all Degrees of the Slowed condition.
A Petrified entity is transformed, along with any nonmagical objects they are wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases ageing. Gaining Resistance to all Damage Types.
They are Incapacitated, can't move or speak, and are unaware of their surroundings.
Attack rolls against them are made with Advantage.
They automatically fail Physique and Agility Trait Tests.
They are Immune to Poison and Disease, although a Poison or Disease already in their system is suspended, not neutralised.
Poisoned
A Poisoned entity gains a Poisoned Penalty to all Trait Tests, equal to the Degrees of this condition you have.
Unless otherwise stated this condition lasts for 1 Minute after the most recent Degree was applied.
At the end of each of the affected entity’s Turns they can repeat the Trait Test that gave them this condition, if they did not make a Trait Test to resist this condition or if it is given by a Poison or Disease that has a specific condition to remove it, then this paragraph is ignored.
On a successful Test, the Target reduced the Degrees of this condition by 1, on an Inspired Event it is reduced by two.
If this condition reaches 0 Degrees, it is removed.
If the entity was granted this condition by a long-lasting effect like a special Poison or Disease and then the entity gained additional Degrees by another effect, use the above paragraphs but only reduce to the number of Degrees from the other effects. Effectively treat the longer-term conditions as a minimum Degree number for the condition until their special dismissal conditions have been met.
Prone
A Prone entity’s only movement option is to Crawl or rise.
The entity has Disadvantage on Attack Rolls.
An Attack Roll against the Prone entity is made with Advantage if they are within the attacker’s AoC. Otherwise, the Attack Roll is made with Disadvantage.
Should a Prone entity use 3m of their Movement speed to rise, this condition ends.
Restrained
A Restrained entity's Movement speed becomes 0, and they can't benefit from any Bonus to their speed.
Attack Rolls against the Restrained entity are made with Advantage, and the Restrained entity’s Attack Rolls are made with Disadvantage.
The Restrained entity has Disadvantage on Agility Trait Tests.
Sap [Trait] X
The affected entity reduces their Trait by X, to a minimum of -2. If Endurance is Sapped, it does not affect their Hit Point Maximum unless it continues to last until they have completed a Long Rest at which point the Hit Point Maximum modification occurs then.
If there is no value for X, then the Trait is reduced by 1, to a minium of -2.
If a Trait is not selected determine the Trait randomly using the following Table.
Condition Applied
1
Sap Physique X
2
Sap Agility X
3
Sap Endurance X
4
Sap Knowledge X
5
Sap Intuition X
6
Sap Determination X
Unless otherwise stated this condition lasts until the entity has completed a Long Rest, or is removed by a spell or psionic power.
Silenced
The Silenced entity cannot vocalise sounds nor can they utter Verbal Components for spellcasting or psionics.
Unless otherwise stated this condition lasts for 1 Minute.
At the end of each of the affected entity’s Turns they can repeat the Trait Test that gave them this condition, if they did not make a Trait Test to resist this condition then this paragraph is ignored.
On a successful Test the condition is removed.
Slowed
A Slowed entity gains the following Penalties whose severity being equal to the Degrees of this condition, with the entity feeling their joints seizing and becoming more painful with each Degree:
They gain a Slow Penalty to all Agility Tests.
They reduce their RP by an amount equal to half the Slow Penalty (rounded down).
For every 1m they move they must spend an additional number of metres of their Movement speed equal to the Slow Penalty.
Whilst the affected entity has at least three Degrees of this condition, Attack Rolls against the affected entity are made with Advantage. From here the entity will notice their skin transforming into a hardened material (usually stone or ice).
When the affected entity gains their fifth Degree of this condition, this condition is replaced with the Petrified condition.
Unless otherwise stated this condition lasts for 1 Minute after the most recent Degree was applied.
At the end of each of the affected entity’s Turns they can repeat the Trait Test that gave them this condition, if they did not make a Trait Test to resist this condition then this paragraph is ignored.
On a successful Test, the Target reduced the Degrees of this condition by 1, on an Inspired Event it is reduced by two.
If this condition reaches 0 Degrees, it is removed.
Stunned
A Stunned entity is Immune to the Dazed condition and loses all Degrees of the Dazed condition.
A Stunned entity is Incapacitated, can't move, and can speak only falteringly.
Attack rolls against them are made with Advantage.
They automatically fail Physique and Agility Trait Tests.
Unless otherwise stated this condition lasts for 1 Minute.
At the end of each of the affected entity’s Turns they can repeat the Trait Test that gave them this condition or the Dazed condition, if they did not make a Trait Test to resist this condition or the Dazed condition, then this paragraph is ignored.
On a successful Test the condition is removed.
Suppressed
A Suppressed entity has Disadvantage on their Attack Rolls.
They can only move via Crawling without being affected.
If the entity gets up from Prone or moves without Crawling, into the line of the Suppressing effect, they are Critically Hit by the effect or are considered to have failed the Test against the effect by 5 or more.
Surprised
A Surprised entity has Disadvantage on their Initiative Tests.
The entity reduces their RP by 1.
At the start of the entity’s first Turn of the Encounter/Scene, this condition ends.
Terror
A Terrorised entity is Immune to the Frightened condition and loses all Degrees of the Frightened condition.
The entity has Disadvantage on Trait Tests while the source of its Terror (the entity that bestowed this condition unless otherwise stated) is within line of sight.
The entity increases the TG for Concentration Tests by 5 while within sight of the source of their Terror.
The entity cannot move towards the source of their Terror.
At the start of each of their Turns the entity must make a TG10 Determination Test.
On a successful Test, they must move as far as possible to be at least 6m away from the source of their Terror.
On a failed Test, their Movement speed becomes 0 until the start of their next Turn, and they can only use AP to perform the Dodge action.
The entity has 0 RP and cannot use AP on any action bar those stated above, other than the Movement action, using AP on actions to escape from any restraints to allow them to move, or the Cast/Manifest action to cast a spell or manifest a psionic power that would allow them to move them or Teleport them away from the source of their Terror.
Unless otherwise stated this condition lasts for 1 Minute.
At the end of each of the affected entity’s Turns they can repeat the Trait Test that gave them this condition or the Frightened condition, if they did not make a Trait Test to resist this condition or the Frightened condition, then this paragraph is ignored.
On a successful Test the condition is removed.
Unaware
An Unaware entity cannot affect the the Hidden entity, and the equipment they are wearing and carrying, with any effect that requires them to be seen. Their location can be detected by any noise they make or any tracks they leave.
Attack Rolls from the affected entity against the Hidden entity are made with Disadvantage, and their Attack Rolls against the affected entity are made with Advantage.
If the Hidden entity no longer is Hidden, or if the affected entity senses the Hidden entity this condition ends.
Unconscious
An Unconscious entity is Incapacitated, can't move, and is unaware of their surroundings.
The entity drops whatever they are holding and falls Prone. When the condition ends you remain Prone.
The entity automatically fails Physique and Agility Trait Tests.
Attack Rolls against the entity have Advantage.
Any attack that hits the entity is a Critical Hit if the entity is within the attacker’s AoC.
Vulnerability
The affected entity gains Vulnerability to all Damage Types.
Unless otherwise stated this condition lasts until the start of the next Encounter/Scene.
Wide Open
Attack Rolls against the affected entity are made with Advantage.
Unless otherwise stated this condition lasts until the end of the affected entity's next Turn.
Wounded
If a Feature would bestow additional Degrees of the Wounded condition before the normal Degrees are applied, then these additional Degrees are ignored for determining the effects and scale of the condition. Effectively acting as ablative Degrees before the negative effects occur.
A Wounded entity gains a Wounded Penalty to all Trait Tests equal to the Degrees of this condition.
If you would be restored from 0HP to 1HP or greater whilst you have Degrees of the Wounded condition, you gain an Injury rolling on the following Injury Table with a Penalty equal to your Degrees of the Wounded condition + three times the number of other Injuries you already have, this Penalty is halved if you were Stabilised at the point you recovered the HP.
Once an entity has five Degrees of the Wounded condition, if it is a Standard Encounter they are Knocked out of the Fight (see the Dropping to 0HP section of the Active Time Chapter), or if it is a Critical Engagement the Character Dies. If an entity Dies, they get a Final Moment (see the Dropping to 0HP section of the Active Time Chapter).
The condition ends if the Degrees of this condition are reduced to 0, or at the end of the current Encounter/Scene if the Character has at least 1 HP.
Injury Table
Injury
-6 or less
Grave Injury. You gain 5 Degrees of the Wounded condition.
-5 to -2
Permanent Injury. You gain the Doom 3 condition, and your Severe Concept is always filled in with this Injury and cannot be removed until the Injury is removed. This Injury can only be removed with the Major Restoration and Note of Healing spells or a long period of rest and medical treatment.
-2 to 0
Dire Injury. You gain the Doom 2 condition, and your Severe Concept is always filled in with this Injury. The Injury ends when the Concept would end. If your Severe Concept is already filled in, instead the Injury fills and overwrites the Moderate and Mild Scar Concepts, but they can only be cleared when you would remove a Severe Scar Concept or with effects that would remove a Severe Scar Concept.
1 to 5
Vicious Injury. You gain the Doom 1 condition, and your Moderate Scar Concept is always filled in with this Injury. The Injury clears in 6d6 Days. If your Moderate Concept is already filled in, instead the Injury fills the Severe Scar Concept, and ends when that would end.
5 to 10
Weak Injury. Your Moderate Scar Concept is always filled in with this Injury. The Injury clears in 1d6 Days. If your Moderate Concept is already filled in, instead the Injury fills the Mild Scar Concept, and ends in 1d6 Days.
11 to 19
Light Injury. Your Mild Scar Concept is always filled in and overwritten with this Injury until you complete a Long Rest.