Conditions last until they are either overcome, treated, or expired.
Conditions that can be overcome require the affected creature to take an action.
- Confused - all actions require more successes
- Prone - movement range reduced to reach
- Restrained - movement range reduced to reach
- Scared - avoid a creature, object, or location
- Stuck - movement range reduced to reach
- Stunned - must break before taking other actions
- Suffocating - reduce number of action die
Conditions that can be treated will persist until a proper treatment is applied.
These are treated with a first aid kit.
- Burned - all damage taken is increased
- Poisoned - take recurring damage
- Sick - gain recurring fatigue, can’t recover fatigue
- Unconscious - can’t take any actions
These are treated with something else
- Blinded - all actions require more successes
- Charmed - friendly towards charmer
- Controlled - follow controller’s commands
- Crippled - can’t use cripple limb(s)
- Fatigued - reduce number of action die
- Filthy - negative social consequences
- Petrified - can’t take any actions
- Soaked - negative social consequences, susceptible to freeze, resistant to burn
Conditions that expire have a set duration until the effect ends.
- Deafened - can’t hear, reactions require more successes
- Distracted - can’t react to next action
- Enraged - can only attack
- Frozen - reduce number of action die
- Invisible - can't be seen by others
- Pacified - can not attack
- Paralyzed - can’t take any actions
- Silenced - can't create any sounds
- Slowed - reduce number of action die
- Stopped - can’t take any actions
More conditions
- Blessed - heal every turn
- Cursed - can't heal
- Doomed - die after some time / situation
- Sealed - can’t use magic
- Vulnerable - lose damage resistance / condition immunities
- Protected - gain damage resistance / condition immunities
- Sleep - unconscious, reduces fatigue
- Haunted - sleep does not fatigue
- Taunted - can only attack one target
- Bonded - share damage, healing, conditions, etc. with a target
- Siphoned - damage taken heals another creature
- Hovering - not affected by rough terrain, ground effects / spells
- Amplified - next attack deals more damage / more likely to hit
- Transformed - turned into a different creature
- Drunk - Causes various positive and negative effects, excessive drinking results in unconscious
- Bouncing
- Charging
- Digging
- Diving
- Flying
- Shaded