A Condition is a status that remains applied to your character for some length of time. This could be measured in rounds, minutes, hours, days, or years. Some conditions are permanent. Each condition could be caused by any number of factors, so this section will list a condition’s effects but not necessarily its causes or means of removal.
Slowly hemorrhaging to death. Bleeding creatures take one point of damage directly from their HP every round. Each additional bleeding wound increases this damage by one point.
Unable to see at all. Blind creatures automatically fail visual Perception checks and cannot benefit from or be harmed by spells, abilities, or skill checks that rely on a creature with sight. Creatures without the Blind-Fighting trump take a −8 penalty to combat maneuvers.
On fire and usually a bit panicky. While a creature is burning, they will continue to take 8 damage each round until the fire is extinguished.
Unable to tell friend from foe. Confused creatures have a fifty-fifty chance to mistake allies for opponents.
Forced to obey. A controlled creature is under the influence of an outside party, compelled to carry out specific commands or behave in ways that may be against its very nature. There is no limit to the number of effects imposing the controlled condition that can be present on a creature simultaneously — each one cancels, expires, or endures on its own.
Unable to hear. Deafened creatures automatically fail auditory Perception checks and cannot benefit from or be harmed by spells, abilities, or skill checks that rely on hearing.
Dying of thirst. Without sufficient water, your body begins to desiccate. Dehydrated creatures are subject to Stamina Drain (DL 20; +1 every 12 hours; lethal).
Unfocused on the present situation. A distracted creature is focused on something other than its surroundings and takes a −4 penalty on Perception checks. It’s more difficult for them to realize someone is pickpocketing them, hiding near them, or sneaking up on them.
Dying of extreme heat or cold. Once you're at the mercy of the elements and risk heat stroke or hypothermia, you become subject to Stamina Drain (DL 15; +1 every hour; lethal).
Without discernible anatomy. A formless creature lacks a solid body, behaving as if composed of gas or liquid. It cannot be harmed by bludgeoning, piercing, or slashing damage. It can take damage from fire, but cannot gain the burning condition. Formless creatures are immune to the bleeding, grabbed, immobilized, and prone conditions. A formless spellcaster cannot perform gestures and cannot recite incantations.
Unable to move at full speed. While a creature is hampered, its movement Speed is halved (so a creature with a Speed of 10 can only move 5 feet per AP). It must also divide the results of its Dash checks in half.
Heavily restrained by another creature, object, or force. An immobilized creature cannot use its movement Speed. It automatically fails Attack Rolls and Evasion Rolls. An immobilized spellcaster cannot perform gestures.
Without physical matter; totally insubstantial. An incorporeal creature is not subject to normal laws of physics: one can pass through any substance and move in any direction at will. Since matter passes through them, physical attacks against them or from them always miss. However, magic spells which they cast or which target them function normally.
Afflicted with a natural or magical disease, complete with nasty symptoms and side-effects. Diseased creatures assume Knockout Track penalties, depending on the severity.
Visually undetectable. Invisible creatures are nearly imperceptible to the naked eye thanks to uncanny camouflage or complete transparency. Invisible creatures receive a +10 bonus to Stealth checks made to hide (and they can do so in plain sight or while in motion).
Lacking conscious thought. A mindless creature operates solely on natural instinct. It possesses no discernible sentience and no sense of reason. Mindless creatures are denied the use of any skill that requires some semblance of consciousness. It automatically fails any roll involving Intellect, Insight, Charm, Presence, or Persuasion. A creature with the mindless condition also gains the unfeeling condition.
Completely unable to speak. Creatures usually denied the use of the following skills at the GM's discretion: Taunt, Seduce, Leadership, Bluff, Negotiate, and sometimes Perform. A muted spellcaster cannot recite incantations; those who use Spellsong cannot cast at all.
Unable to move at all. A paralyzed creature is completely still and may not engage in any action that requires physical movement. A paralyzed creature is also considered muted (see above).
Dosed with poison, toxin, or venom of a natural or magical nature. Poisoned creatures take a different amount of damage (depending on the severity) directly from their HP every round.
Severely frightened, annoyed, angered, or upset. A rattled creature is disconcerted to the point that it negatively affects their actions, so they take −2 to all rolls.
Malnourished. A creature who hasn't consumed enough food is subject to Stamina Drain (DL 10; +1 every day; lethal).
Physically stalled or in shock. Stunned creatures automatically go last in the Reaction order on their next turn.
Unable to breathe. Once a creature's oxygen supply is cut off, it becomes subject to Stamina Drain (DL 15; +1 every round; lethal).
Out cold or fast asleep. An unconscious creature is oblivious to its surroundings; its mind and body are disconnected. Unless the creature is animated by an outside force, it tends to remain stationary. An unconscious creature also gains the wide-eyed condition.
Without emotion. Unfeeling creatures lack any capacity for feelings. They are immune to mental manipulation and can be neither crazed nor demoralized. An unfeeling creature automatically passes Guts, Mind Control, Sanity, and Virtue checks (meaning they are immune to the distracted and rattled conditions).
Surprised and unprepared for the action at hand. Wide-eyed creatures lack the capacity or time to react. A wide-eyed creature automatically fails Evasion Rolls.