TEXT: Consequence Cards
  
  Effect: The character loses HP equal to the severity 
  of this consequence squared at the beginning of each 
  round—so, 1, 4, 9, 16 HP. This damage ignores DR.
  Duration: Bleeding lasts until the character successfully 
  receives first aid or dies.
  The 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.
  Bleeding
  
  Consequence Cards
  
  Bolstered
  Effect: +1 per severity bonus to the next flip.
  Duration: This lasts until an action is taken that benefits 
  from the consequence or until the end of the scene.
  The character’s actions are bolstered, usually through either 
  expertly directed tactics, improved morale, paranormal guidance or 
  any other number of  factors.
  
  Consequence Cards
  
  Concealment
  Effect: +1 per severity to Defense against attacks 
  targeting the concealed character.
  Duration: Concealment lasts until an action is taken 
  that negates the Concealment. For 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 she can exploit to make targeting her difficult.
  
  Consequence Cards
  
  Cover
  Effect: +1 per severity to Defense against attacks 
  targeting a character through Cover. 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.
  Duration: 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.
  There is some physical object the character can get behind and use 
  as cover against incoming attacks.
  
  Consequence Cards
  
  Dazed
  Effect: -1 per severity to all actions. At the beginning 
  of a round, a character may opt to take one fewer AP to 
  ignore this penalty for the round.
  Duration: This lasts until an End Consequence action 
  is taken for the character to clear her head and remove 
  this consequence.
  The character’s mind is cloudy and dazed. She is spacey and easily-
  distracted and finds it difficult to focus on the task at hand.
  
  Consequence Cards
  
  Desire
  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.
  Duration: This lasts until the desired action is indulged, a new desire 
  is imposed or until the end of the scene.
  Subject: This 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 instead removes a severity of the old consequence.
  The character has a strong, deep-seated urge to undertake some action. This might 
  be indulging in alcohol or other drug, making a move on an attractive dancer or 
  dropping a hot iron that is scalding one’s hands.
  
  Consequence Cards
  
  Disabled
  Effect: The character gains one fewer AP per severity 
  per round.
  Duration: This lasts until an End Consequence action 
  is taken for the character to clear her head and remove 
  this consequence. If this consequence would reduce 
  a character to receiving no AP in a round, every turn 
  skipped in this way reduces this consequence a severity.
  The character begins to lose control of  her body. At first it begins 
  to slow down, but gradually she begins to become paralyzed.
  
  Consequence Cards
  
  Encumbered
  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.
  Duration: This lasts until the character puts down 
  enough equipment that she isn’t encumbered anymore.
  The character is burdened down by carting around more gear than 
  she can easily carry.
  
  Consequence Cards
  
  Fatigue
  Effect: -1 per severity to all Strength-, Dexterity-, 
  Speed- and Endurance-based actions.
  Duration: This lasts until the character gets a good 
  night’s rest and some relaxation, unaffected by the 
  source of the fatigue.
  The character has become fatigued and physically exhausted. This 
  can be caused by stress, excessive physical activity, starvation or 
  any number of  reasons.
  
  Consequence Cards
  
  Fear
  Effect: The character cannot take an action that directly 
  affects the subject of her fear or which moves her closer to 
  the subject of her fear. At the beginning of a round, she may 
  opt to take one fewer AP in order to ignore this restriction for 
  the round.
  Duration: This lasts until an End Consequence action is 
  taken for the character to clear her head and remove this 
  consequence.
  Subject: When this consequence is gained, the character 
  always has something of which she is afraid.
  Something is making the character fearful. Her fearful reaction could run 
  the gamut from solidly intimidated to sheer, mind-boggling terror.
  
  Consequence Cards
  
  Fixated
  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.
  Duration: This lasts until an End Consequence action is taken for the 
  character to clear her head and remove this consequence.
  Subject: 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 
  would 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.
  The character has something with which she is fixated, and she finds it difficult 
  to focus on anything else. This might include obsession with a failure, a new 
  infatuation or personal issues lingering in the back of  her mind.
  
  Consequence Cards
  
  Prone
  Effect: While Prone, all move actions cost an additional 
  AP, excluding those taken to end the Prone consequence 
  itself. Additionally, the effect of all Dodge, Parry and 
  Zone of Control reactions are at a -1 per severity penalty.
  Duration: This lasts until a move action is taken for the 
  character to regain control of her position and posture.
  The character’s body is not oriented in such a way as to give it easy 
  mobility. She might be sitting, lying down or otherwise off-balance.
  
  Consequence Cards
  
  Stun
  Effect: The character cannot take actions other than to 
  end this consequence. This includes an inability to take 
  reactions.
  Duration: This lasts until an End Consequence action is 
  taken for the character to clear her head.
  The 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.
  
SOURCE: textdata/thevault/Dime Adventures/Consequence Cards.pdf