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Status Conditions
Movement Penalties
Hindered
A Hindered creature's total move speed is halved. A 5 ft move now requires a Half Action instead of a Swift Action.
Immobilized
An Immobilized creature cannot voluntarily move from the spot they occupy, and they have no movement speed. However, they mayt may take other actions freely.
Action Penalties
Winded
A Winded character does not start with a Swift Action on their turn.
Staggered
A staggered character may not take Full Round Actions.
Stunned
A Stunned creature may not take Full Actions, and is limited to only one Half Action per round (this includes losing their Swift Action). They cannot gain extra actions when affected by this condition.
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 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 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 Attack and Damage Rolls, and is also 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
Vulnerable
A vulnerable character takes a -8 penalty to Defense and on Parry attempts. Vulnerable supersedes Impaired.
Helpless
A Helpless character takes a -16 penalty to Defense and Parry attempts. Helpless supersedes Vulnerable.
Unaware
An Impaired creature takes a -8 penalty to Defense and -8 on 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 character take a -2 on all dice rolls
Exhausted
An exhausted character take a -4 on all dice rolls. Exhausted characters may not take the Run or Charge action.
Sickened
A sickened character is Hindered and Staggered
Nauseated
A nauseated character is Hindered and Stunned
Prone
A Prone character is Hindered and Impaired against melee attacks. Against ranged attacks they are considered to be Defended.
Asleep
A sleeping character is Prone and Helpless. They suffer a -10 penalty to all Perception checks to notice the goings-on of their surroundings.
Unconscious
An Unconscious creature is Prone and Helpless. They receive no Perception check to notice their surroundings, unlike a Sleeping creature.
Dying
A character gains this condition when their body or head wounds are below 0. The character falls Prone and can take no actions and are unconscious. Each round they must make a Fortitude save DC 10 in order to remove this condition, they take a penalty to this check equal to the amount of negative wounds they have on the Head or Body. After rolling the save, if the Dying condition is still present the character loses 1 more wound. If a character has more then their Constitution score in negative wounds, they gain the Dead condition.
Dead
This character 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 Health). A character with this condition is now considered an object for the purpose of talents and spells.
Positive Defensive Status Effects
Braced
A Braced character gains +2 AC and +2 on Parry attempts.
Defended
A Defended character gains +4 AC and +4 on Parry attempts.
Fortified
A Defended character gains +8 AC and +8 on Parry attempts.
Stead-Fast (Save)
A Stead-Fast character gains +2 to Reflex, Fortitude or Will.
Positive Offensive Status Effects
Focus
A character with Focus gains +1 on attacks and damage (including damage dealing spells)
Resolve
A character with Focus gains +2 on attacks and damage (including damage dealing spells)
Determination
A character with Focus gains +4 on attacks and damage (including damage dealing spells)
