====== Status Conditions ====== ===== Movement Penalties ===== ==== Hindered ==== A Hindered creature's total move speed is halved. A 5 ft move now requires a [[chargen:common_terms#action_types|Half Action]] instead of a [[chargen:common_terms#action_types|Swift Action]]. ==== Immobilized ==== An Immobilized creature cannot voluntarily move from the spot they occupy, and they have no movement speed. However, they may take other actions freely. ===== Action Penalties ===== ==== Winded ==== A Winded character may not take [[chargen:common_terms#action_types|Swift Actions]]. ==== Staggered ==== A staggered character may not take [[chargen:common_terms#action_types|Full Round Actions]]. ==== Stunned ==== A Stunned creature may not take [[chargen:common_terms#action_types|Full Actions]], and is limited to only one [[chargen:common_terms#action_types|Half Action]] per round (this includes losing their [[chargen:common_terms#action_types|Swift Action]]). They cannot gain extra actions when affected by this condition. ==== Paralyzed ==== A Paralyzed creature may not take any actions aside from [[chargen:common_terms#action_types|Swift]], [[chargen:common_terms#action_types|Free]] or non-Actions. ==== Frozen ==== A Frozen creature may not take any actions. This includes speaking or even thinking. ===== Fear Penalties ===== ==== Shaken ==== A Shaken creature takes a -2 penalty on all [[chargen:common_terms#attacking|Attack and Damage Rolls]]. These penalties are doubled if rolls are against the source of the fear effect. Spellcasters must make a Concentration check to cast, at the standard DC minus 5. ==== Terrified ==== A Terrified creature takes -4 on all [[chargen:common_terms#attacking|Attack and Damage Rolls]]. These penalties are doubled if rolls are against the source of the fear effect. Spellcasters must make a Concentration check to cast, at the standard DC. ==== Panicked ==== A Panicked creature takes -4 on all [[chargen:common_terms#attacking|Attack and Damage Rolls]], and is also [[game_systems:combat:status_conditions#stunned|Stunned]] unless they flee from the source of the fear. These penalties are doubled if rolls are against the source of the fear. Spellcasters must make a Concentration check, at the standard DC plus 5. ===== Defense Penalties ===== ==== Impaired ==== An Impaired creature takes a -4 penalty to [[chargen:common_terms#defense_armor_shields_and_concealment|Defense]] and [[chargen:common_terms#defense_armor_shields_and_concealment|Parry]] attempts. ==== Vulnerable ==== A vulnerable character takes a -8 penalty to [[chargen:common_terms#defense_armor_shields_and_concealment|Defense]] and on [[chargen:common_terms#defense_armor_shields_and_concealment|Parry]] attempts. Vulnerable supersedes Impaired. ==== Helpless ==== A Helpless character takes a -16 penalty to [[chargen:common_terms#defense_armor_shields_and_concealment|Defense]] and [[chargen:common_terms#defense_armor_shields_and_concealment|Parry]] attempts. Helpless supersedes Vulnerable. ==== Surprised ==== An Impaired creature takes a -4 penalty to [[chargen:common_terms#defense_armor_shields_and_concealment|Defense]] and [[chargen:common_terms#defense_armor_shields_and_concealment|Parry]] attempts. ==== Unaware ==== An Impaired creature takes a -8 penalty to [[chargen:common_terms#defense_armor_shields_and_concealment|Defense]] and -8 on [[chargen:common_terms#defense_armor_shields_and_concealment|Parry]] attempts. Unaware supersedes Surprised. ==== Compromised ==== A Compromised creature takes a -4 penalty on Reflex, Fortitude or Will Saving Throws. ===== Health Penalties ===== ==== Fatigued ==== A Fatigued creature takes a -2 penalty on all dice rolls. ==== Exhausted ==== An Exhausted creature takes a -4 penalty on all dice rolls, additional they may not use the Run or Charge actions. ==== Sickened ==== A Sickened creature is [[game_systems:combat:status_conditions#hindered|Hindered]] and [[game_systems:combat:status_conditions#staggered|Staggered]]. ==== Nauseated ==== A Nauseated creature is [[game_systems:combat:status_conditions#staggered|Hindered]] and [[game_systems:combat:status_conditions#stunned|Stunned]]. ==== Prone ==== A Prone creature is [[game_systems:combat:status_conditions#staggered|Hindered]] and [[game_systems:combat:status_conditions#impaired|Impaired]] against melee attacks. Against ranged attacks, they are [[game_systems:combat:status_conditions#defended|Defended]]. ==== Asleep ==== A sleeping character is [[game_systems:combat:status_conditions#prone|Prone]] and [[game_systems:combat:status_conditions#helpless|Helpless]]. They suffer a -10 penalty to all [[priority:skills:perception|Perception]] checks to notice the goings-on of their surroundings. ==== Unconscious ==== An Unconscious creature is [[game_systems:combat:status_conditions#prone|Prone]] and [[game_systems:combat:status_conditions#helpless|Helpless]]. They receive no [[priority:skills:perception|Perception]] check to notice their surroundings, unlike a [[game_systems:combat:status_conditions#asleep|Sleeping]] creature. ==== Dying ==== A creature gains this condition when their Body or Heads [[game_systems:combat:health#wounds|Wounds]] are below 0. The creature becomes [[game_systems:combat:status_conditions#unconscious|Unconscious]] immediately. Each round, they must make a Fortitude save (DC 10) in order to remove this condition. However, they take a penalty to this check, equal to the amount of negative Wounds they have on the Head or Body (or both). After rolling the save, if the Dying condition is still present, the character loses 1 more Wound point in the affected categories. If negative Wounds in the Body or Head exceed their Constitution score (**not** the modifier), they gain the [[game_systems:combat:status_conditions#dead|Dead]] condition. ==== Dead ==== This creature has died, they no longer can be healed or take actions. They are capable of taking further damage (limited by limb destruction rules located at [[game_systems:combat:health|Health]]). A character with this condition is now considered an object for the purpose of [[:paths|Talents]] and [[priority:magic:spells|Spells]]. ===== Positive Defensive Status Effects ===== ==== Braced ==== A Braced creature gains +2 to [[chargen:common_terms#defense_armor_shields_and_concealment|Defense]] and [[chargen:common_terms#defense_armor_shields_and_concealment|Parry]] attempts. ==== Defended ==== A Defended creature gains +4 to [[chargen:common_terms#defense_armor_shields_and_concealment|Defense]] and [[chargen:common_terms#defense_armor_shields_and_concealment|Parry]] attempts. ==== Fortified ==== A Defended creature gains +8 to [[chargen:common_terms#defense_armor_shields_and_concealment|Defense]] and [[chargen:common_terms#defense_armor_shields_and_concealment|Parry]] attempts. ==== Steadfast ==== A Steadfast creature gains +2 to Reflex, Fortitude or Will Saving Throws. ===== Positive Offensive Status Effects ===== ==== Focus ==== A Focused creature gains a +1 bonus to all attack and damage rolls. ==== Resolve ==== A creature with Resolve gains a +2 bonus to all attack and damage rolls. ==== Determination ==== A creature with Determination gains a +4 bonus to all attack and damage rolls.