{"name":"Fixated","permission":{"default":0,"pJLHbu8WlBVyfXG4":3},"type":"consequence","data":{"severity":"none","description":"
Effect: This causes a -1 per severity penalty to all actions not involving the subject of the fixation while the subject is in the same scene.
\nDuration: This lasts until a concentrate action is taken for the character to clear her head and remove this consequence.
\nSubject: When this consequence is gained, the consequence always has some subject with which the character is fixated. A character may not have more than one Fixated consequence at a time. Effects that wound impose a new fixation first remove the old Fixated consequence. Every severity of Fixated that would be imposed instead removes a severity of the old consequence. Then, once the old consequence is gone, the remaining severities of the new consequence apply as normal.
\nThe character has something with which she is fixated, and she finds it difficult to focus on anything else. This might include a slow atmospheric leak that will have to be dealt with, or personal issues lingering in the back of her mind.
"},"flags":{},"img":"systems/foundryvtt-shadows-over-sol/img/icons/fixated.svg","effects":[],"_id":"3GB0NAetYAVHIzmu"} {"name":"Encumbered","permission":{"default":0,"pJLHbu8WlBVyfXG4":3},"type":"consequence","data":{"severity":"none","description":"Effect: -1 per severity to all Speed- and Dexterity- based actions. When critically failing one of these actions, the character may accidentally drop whatever she is holding.
\nDuration: This lasts until the character puts down enough gear that she isn’t encumbered anymore (see page 179).
\nThe character is burdened dow n by carting around more gear than she can easily carry.
\n"},"flags":{},"img":"systems/foundryvtt-shadows-over-sol/img/icons/encumbered.svg","effects":[],"_id":"DmNjQk6pLstGJIj1"} {"name":"Concealment","permission":{"default":0,"pJLHbu8WlBVyfXG4":3},"type":"consequence","data":{"severity":"none","description":"
Effect: +1 per severity to Defense against attacks targeting the concealed character.
\nDuration: Concealment lasts until a movement is taken that negates the concealment.
\nFor example, turning on a light to get around darkness or moving to get around concealing foliage. The character is obscured by smoke, darkness or some other effect that the character can exploit to make targeting her difficult.
\n"},"flags":{},"img":"systems/foundryvtt-shadows-over-sol/img/icons/concealment.svg","effects":[],"_id":"E2t5ZmYxToqAAStK"} {"name":"Fatigue","permission":{"default":0,"pJLHbu8WlBVyfXG4":3},"type":"consequence","data":{"severity":"none","description":"
Effect: -1 per severity to all Speed- and Dexterity- based actions. When critically failing one of these actions, the character may accidentally drop whatever she is holding.
\nDuration: This lasts until the character puts down enough gear that she isn’t encumbered anymore (see page 179).
\nThe character is burdened dow n by carting around more gear than she can easily carry.
\n"},"flags":{},"img":"systems/foundryvtt-shadows-over-sol/img/icons/fatigue.svg","effects":[],"_id":"HROFjZfcGBASMeLZ"} {"name":"Desire","permission":{"default":0,"pJLHbu8WlBVyfXG4":3},"type":"consequence","data":{"severity":"none","description":"
Effect: Every time the severity of this consequence increases, the character must succeed at a Det-12 flip or perform the desired action at the next opportunity. This action is at a +2 bonus if it is against the character’s nature, such as harming an ally, or a +4 bonus if it involves almost certain harm to oneself.
\nDuration: This lasts until the desired action is indulged, a new desire is imposed (see the description under “Subject” below) or until the end of the scene.
\nSubject: When this consequence is gained, the consequence always has some action the character desires to perform. A character may not have more than one Desire consequence at a time. Effects that would impose a new desire first remove the old Desire consequence. Every severity of desire that would be imposed removes a severity of the old consequence. Then, once the old consequence is gone, the remaining severities of the new consequence apply as normal.
\nThe character has a strong, deep-seated urge to undertake some action. This might be indulging in alcohol or marijuana, making a move on an attractive dancer or punching the annoying corp representative in the face.
"},"flags":{},"img":"systems/foundryvtt-shadows-over-sol/img/icons/desire.svg","effects":[],"_id":"JFPWuiFyvbiLgbi0"} {"name":"Spin","permission":{"default":0,"pJLHbu8WlBVyfXG4":3},"type":"consequence","data":{"severity":"none","description":"Effect: -1 per severity to all actions executed while spun. This penalty also applies to reactions such as dodge and zone of control. While spinning, aim actions cannot betaken, nor can most move actions.
\nDuration: This lasts until a move action is taken for the character to regain control of her position and movement.
\nThe character or vehicle is moving in an uncontrolled fashion. For a character, light severity might represent being off-balance, and moderate might represent being knocked prone. Higher severities could represent uncontrolled spin in microgravity. For vehicles, this could represent spinning out in any number of fashions. Spin is both disorientating and makes performing many actions very difficult.
\n"},"flags":{},"img":"systems/foundryvtt-shadows-over-sol/img/icons/spin.svg","effects":[],"_id":"K7cwaAeyUdb3RpPC"} {"name":"Bleeding","permission":{"default":0,"pJLHbu8WlBVyfXG4":3},"type":"consequence","data":{"severity":"none","description":"
Effect: The character takes a wound equal to the severity of this consequence at the end of every round. This ignores DR.
\nDuration: Bleeding lasts until the character successfully receives first aid or dies.
\nThe character is suffering from an ongoing source of damage. This is usually literal bleeding from open wounds, but it may also represent ongoing damage from maladies or environmental conditions.
\n"},"flags":{},"img":"systems/foundryvtt-shadows-over-sol/img/icons/bleeding.svg","effects":[],"_id":"ROqmOqhwIHIC5lP6"} {"name":"Stun","permission":{"default":0,"pJLHbu8WlBVyfXG4":3},"type":"consequence","data":{"severity":"none","description":"
Effect: The character cannot execute actions other than to end this consequence. This includes an inability to take reactions, such as wait, zone of control or dodge.
\nDuration: This lasts until a concentrate action is taken for the character to clear her head and remove the consequence. Additionally, when any action cannot execute due to stun, the Stun consequence’s severity is reduced by one. Finally, any AP left at the end of the round can also immediately be spent to reduce Stun one severity per AP spent in this way.
\nThe character is stunned due to some effect - perhaps a sudden blow to the head, the concussive blast of an explosion or sudden shock and pain.
\n"},"flags":{},"img":"systems/foundryvtt-shadows-over-sol/img/icons/stun.svg","effects":[],"_id":"RierBnRQMdvYBQud"} {"name":"Bolstered","permission":{"default":0,"pJLHbu8WlBVyfXG4":3},"type":"consequence","data":{"severity":"none","description":"
Effect: +1 per severity bonus to the next flip.
\nDuration: This lasts until an action is taken that benefits from the consequence or until the end of the scene.
\nThe character’s actions are bolstered usually through either expertly directed tactics, improved morale, combat stims or any other number of factors.
\n"},"flags":{},"img":"systems/foundryvtt-shadows-over-sol/img/icons/bolstered.svg","effects":[],"_id":"RycDXDhAXrp01bNo"} {"name":"Cover","permission":{"default":0,"pJLHbu8WlBVyfXG4":3},"type":"consequence","data":{"severity":"none","description":"
Effect: +1 per severity to Defense against attacks targeting a character through cover. This applies to both incoming and outgoing attacks unless the Take Cover action has been executed, after which it applies only to incoming attacks. If the cover bonus would make the difference between success or failure on an attack, the object providing cover is struck instead and takes the damage.
\nDuration: This lasts until an action is taken that negates the cover, such as moving to where the obstructing object does not provide cover or destroying the cover in an attack.
\nThere is some physical object the character can get behind and use as cover against incoming attacks.
\n"},"flags":{},"img":"systems/foundryvtt-shadows-over-sol/img/icons/cover.svg","effects":[],"_id":"aKRkxSrtRagaFhSw"} {"name":"Fear","permission":{"default":0,"pJLHbu8WlBVyfXG4":3},"type":"consequence","data":{"severity":"none","description":"
Effect: The character cannot take an action that directly affects the subject or her fear or which moves her closer to the subject of her fear. At the beginning of a round, she may take one fewer AP in order to ignore this restriction for the round.
\nDuration: This lasts until a concentrate action is taken for the character to clear her head and remove this consequence.
\nSubject: When this consequence is gained, the character always has something of which she is afraid.
\nSomething is making the character fearful. Her fearful reaction could run the gamutfrom solidly intimidated to sheer, mind boggling terror.
\n"},"flags":{},"img":"systems/foundryvtt-shadows-over-sol/img/icons/fear.svg","effects":[],"_id":"gRjB0UCLcn9r4re1"} {"name":"Lingering Injury","permission":{"default":0,"pJLHbu8WlBVyfXG4":3},"type":"consequence","data":{"severity":"none","description":"
Effect: Varies highly with the specific injury. The player should note the specifics of her character’s injury (see page 130).
\nDuration: Varies with specific injury and severity. The character has some sort of linger injury that may hinder her actions until it is healed.
\nThe nature of lingering injuries vary highly with the specifics of the injury.
\n"},"flags":{},"img":"systems/foundryvtt-shadows-over-sol/img/icons/lingering-injury.svg","effects":[],"_id":"sAyt7ufgRqqIKozf"} {"name":"Dazed","permission":{"default":0,"pJLHbu8WlBVyfXG4":3},"type":"consequence","data":{"severity":"none","description":"
Effect: +1 per severity to Defense against attacks targeting a character through cover. This applies to both incoming and outgoing attacks unless the Take Cover action has been executed, after which it applies only to incoming attacks. If the cover bonus would make the difference between success or failure on an attack, the object providing cover is struck instead and takes the damage.
\nDuration: This lasts until an action is taken that negates the cover, such as moving to where the obstructing object does not provide cover or destroying the cover in an attack.
\nThere is some physical object the character can get behind and use as cover against incoming attacks.
\n"},"flags":{},"img":"systems/foundryvtt-shadows-over-sol/img/icons/dazed.svg","effects":[],"_id":"vHcRT3kQVWPHSz38"}