These are debilitating conditions which characters may suffer at certain points in the game, such as being nauseated from a terrible smell or bleeding due to a horrific wound.
Status effects have varying degrees of intensity usually ranging from Low to Moderate and finally Severe. Usually repeated instances of inflicting a status effect will intensify its severity, unless otherwise stated.
Status effects are cumulative, adding to one the penalties from all lower intensities the higher it goes. If an effect immediately applies a higher intensity (such as an attack applying Moderate Intensity Illness), all lower intensity effects are applied as well.
Attacks that deal the same status condition increase its intensity by one step.
If an effect which applies a Status to a target doesn't specify a duration, it uses the default duration of 1d4+1 rounds.
Fear effects affect only those who are affected by mind-affecting effects. Typically fear effects are produced by magic or by the Intimidation skill. This is considered a mind-affecting effect.
Low Intensity: -2 attack and skill checks.
Moderate Intensity: Runs from the source of fear if able (fights when cornered), and an additional -3 to attack and skill checks. -2 to Mental Defense.
Severe Intensity: Drops everything and runs. -5 to Physical Defense, and an additional -3 to Mental Defense.
Illness effects involve one's body betraying them, and causing incredible discomfort. Illness normally occur due to poisons, diseases, or even being hit such as in the stomach or lungs.
Low Intensity: -2 to all skill checks which use Physique or Dexterity sub-ability scores and cannot spend Stamina to move additional squares.
Moderate Intensity: -3 to all skill checks which use Physique or Dexterity sub-ability scores and -10 to Bodily Defense.
Severe Intensity: Lose 8 Stamina Points per round (applied after SP has regenerated), and if it'd put them below 0 SP they are knocked unconscious.
Pain normally involves intense, searing pain which afflicts the individual more than the typical pain they'd experience. This is often coming from torture, or even poisons.
Low Intensity: -2 to Physical Defense and Mental Defense.
Moderate Intensity: -2 to Physical Defense and Mental Defense, and move at half speed.
Severe Intensity: Knocked prone and remains prone until pain intensity lessens.
Profuse bleeding which must be staunched else it will continue. The more severe the bleeding, the more one will bleed from their wounds. The duration listed is used if the effect causing the bleed does not possess its own duration.
Low Intensity: Takes 1 bleed damage for 1d4+1 rounds.
Moderate Intensity: Takes 2 bleed damage for 1d6+1 rounds.
Severe Intensity: Takes 3 bleed damage for 2d4+1 rounds.
Those who lose sight or are in the process of losing their sight are considered blind.
Low Intensity: -10 to Sight, and skill checks which may rely on sight. -5 to Physical Defense.
Moderate Intensity: Unable to make Sight skill checks and skill checks which may rely on sound. -10 to Physical Defense, and -10 to attack rolls.
Severe Intensity: Unable to see at all. Move at half speed. -10 to attack rolls.
Losing one's sense of hearing involves one becoming deaf. Deafness can affect one's spatial awareness.
Low Intensity: -10 to Hearing, and skill checks which may rely on sound.
Moderate Intensity: Unable to make Hearing skill checks and skill checks which may rely on sight. -2 to Physical Defense.
Severe Intensity: Unable to hear at all. -4 to Physical Defense.
Broken is a condition which can only be applied to items, making it unusable or otherwise worthless. Items reach Severe Intensity of being Broken if they reach 0 Integrity. Otherwise Low and Moderate Intensity must be applied to a weapon through Sundering or other effects.
Unless otherwise specified, this status effect's duration is permanent until repaired.
Low Intensity: This item takes a -2 to all checks being made with it.
Moderate Intensity: This item takes a -8 to all checks being made with it.
Severe Intensity: This item is unusable unless repaired.
Magical or natural confusion, it afflicts one's mind and causes them to take actions they wouldn't normally take. This is considered a mind-affecting effect.
Low Intensity: Unable to spend Stamina Points to move additional squares.
Moderate Intensity: -10 to Mental Defense.
Severe Intensity: On a failed attack roll, you hit yourself instead.
Dazing involves an individual losing their bearings and "seeing stars" as one would describe.
Low Intensity: Unable to spend Stamina Points to move additional squares.
Moderate Intensity: Unable to attack.
Severe Intensity: Unable to act.
When taken by surprised or attacked from stealth, Flat-Footed is applied to creatures. Being surprised is Moderate, attacked from stealth is Severe.
Low Intensity: Cannot parry or dodge and -2 to Physical Defense.
Moderate Intensity: -3 to Physical Defense.
Severe Intensity: -10 to Physical Defense.
There are various forms of paralysis; however regardless of how paralysis is the most dangerous condition. Attacking a helpless character is an automatic hit.
Low Intensity: Character takes a -2 to Physical Defense, attack rolls, and can only move at half speed.
Moderate Intensity: Character takes a -6 to Physical Defense, attack rolls, damage rolls, and any Physical skills.
Severe Intensity: Character is helpless, and cannot act until the duration wears off.
Petrification is a special kind of Paralysis usually reserved for special creatures. It can replace Severe Intensity of a Paralysis effect (such as a Spell) at GM's discretion.
Petrified: Character is helpless and turned to stone or other solid material, and if they are shattered they die. Damage dealt to them does not heal. They cannot be affected by bleed or poison.
Becoming staggered involves the character being brought off-kilter and makes taking actions otherwise difficult but not impossible.
Low Intensity: Taking any action costs an additional 2 SP.
Moderate Intensity: Double the amount of SP when taking actions as opposed to increasing it by 2 (supersedes low intensity)
Severe Intensity: Move at half speed, unable to spend Stamina Points in order to move additional squares.
Becoming stunned stops one in their tracks, rattling them due to physical trauma.
Low Intensity: Take a -4 to Physical Defense.
Moderate Intensity: Take a -6 to Physical Defense, and drop everything held.
Severe Intensity: Unable to act.
A character that’s unconscious is prone and helpless. Unconsciousness occurs from either being knocked to negative hit points due to lethal damage, or being brought to 0 HP due to nonlethal damage.
The intensity presented here is to be used in the case of sleep-type effects.
Low Intensity: Taking any action costs an additional 2 SP.
Moderate Intensity: Only move at half speed, and take a -5 to attack rolls, damage rolls, and skill checks.
Severe Intensity: Character falls unconscious; prone and helpless. They can wake up if physically startled or attacked, but otherwise are unconscious for the listed duration.