Bane Tokens Copy link
CONDITION TOKENS Copy link
Condition Tokens represent environmental hazards, combat disruptions, emotional pressures, and lingering effects that interfere with a Hero's ability to perform.
Unlike Health Tokens, Conditions do not represent exhaustion or injury themselves. Instead, they represent temporary circumstances that alter how a Hero interacts with the world.
Conditions are typically tracked outside the Hero Bag and remain active until removed, resolved, or replaced. They are divided into Environmental Conditions, Combat Conditions, and Disruption Conditions.
Conditions are not optional. They represent the world pushing back against the Hero.
HEAT
Story
Overwhelming heat drains endurance and focus.
Effect
Whenever the Hero performs a strenuous physical action while exposed to Heat, they gain 1 Fatigue. If Heat has already triggered during the current Scene, they gain 1 additional Fatigue.
Escalation
At the start of each Minor Scene, Heat escalates unless shelter, cooling, or relief is secured.
Ends
Heat is removed when exposure is reduced or the Hero reaches a safe environment.
POISON
Story
Internal corruption steadily weakens the Hero.
Effect
Poison begins at Level 1. Whenever Minor Time passes, the Hero gains Fatigue equal to Poison’s current Level.
Escalation
Whenever Major Time passes, increase Poison’s Level by 1. This increases the Fatigue gained during subsequent Minor Time passages.
Ends
Poison is removed when Cured, purified, or otherwise treated.
COLD
Story
Numbing cold erodes coordination and resolve.
Effect
While Cold persists, reduce each ordinary drawn token’s positive Versatility contribution by 1V, to a minimum of 0V per token. Apply this reduction separately to each affected token.
Destiny Tokens are unaffected. Cold does not reduce Support bonuses or Favor modifiers.
Ends
Cold is removed when temperature and exposure are stabilized.
CHARMED
Story
Foreign influence reshapes the Hero's emotions and judgment.
Effect
While Charmed, the WorldKeeper controls the Hero’s Performance decisions and resolution on behalf of the influencing source.
Ends
Charmed is removed when the influence is broken, purified, overcome, or otherwise ended.
COMBAT TOKENS Copy link
Combat Conditions represent battlefield instability, exposed defenses, compromised positioning, and physical injury.
These Conditions often become more dangerous if ignored.
BLEEDING
Story
An injury continues to worsen with exertion.
Effect
When Bleeding is applied, the Hero immediately gains 1 Wound.
While Bleeding persists, the Hero gains 1 Fatigue whenever Minor Time passes and 1 additional Wound whenever Major Time passes.
Ends
Remove Bleeding through Support or Recover that stabilizes the injury, or through an appropriate effect that removes the Condition.
Removing Bleeding stops further harm from the Condition. Wounds already gained remain until recovered separately.
OFF-BALANCE
Story
A loss of footing, rhythm, coordination, or composure prevents the Hero from fully synchronizing with others.
Effect
While Off-Balance, subtract 2 from the total Power of each Performance Check.
Apply this penalty to the final total, rather than to individual tokens. Off-Balance does not change token values or maximum Draw.
Ends
Off-Balance is removed after resolving the affected Performance, successfully stabilizing, receiving appropriate assistance, or using an effect that removes the Condition.
EXPOSED
Story
The Hero's position or defenses have been compromised, leaving a weakness open to exploitation.
Effect
The next harmful action against the Hero either gains Position or Escalates one step.
If Exposed is applied again before it is removed, replace Exposed with Off-Balance.
Ends
Exposed is removed through Cover, Hidden, repositioning, or an appropriate defensive action.
STUNNED
Story
Shock and disorientation disrupt the Hero's ability to respond effectively.
Effect
While Stunned, the Hero cannot choose Breakthrough or gain Position. Their next action resolves as Advance.
Ends
Stunned is removed after recovery, stabilization, or at the end of the Scene.
DISRUPTION TOKENS Copy link
Disruption Conditions interfere with a Hero's perception, confidence, emotional control, or decision-making. Rather than causing direct physical harm, they restrict how the Hero can respond to the fiction until the disruption is overcome.
FEAR
Story
Terror overwhelms the Hero's confidence and resolve.
Effect
While Fear persists, treat the Hero as Untrained for all Performances. The Hero cannot Exert.
This also applies to Gain and Spend: use their Untrained effects and costs where Training matters.
Ends
Fear is removed through Courage, reassurance, victory over its source, or emotional stabilization.






[FRONT & BACK]
SENSE DISABLE
Story
One of the Hero's means of perceiving the world has been compromised.
Effect
The Hero cannot gain Insight through the affected Sense. Information dependent upon that Sense may be unavailable, distorted, or delayed unless another Sense or ability can compensate.
Ends
Sense Disable is removed when the affected Sense is restored or successfully compensated for.
DOUBT
Story
Uncertainty undermines the Hero's conviction and willingness to commit.
Effect
The Hero cannot choose Breakthrough while Doubt persists. Their decisions and actions must reflect that uncertainty until the Condition is overcome.
Ends
Doubt is removed through the Support action of another Hero.









