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.
When someone is bleeding profusely, they are counted as being affected by bleed. For each round passed on the listed duration, the person bleeding takes the listed damage (if it's a die roll of bleed damage, don't re-roll the damage per round. Just deal the same amount as before again). Bleed is negated by any form of magical healing, or a DC 20 Heal check.
The inability to see for some reason or another. They lose their Agility to Defense/Avoid and take an additional -2 to Defense/Avoid, are unable to make sight-based Awareness checks, have a 50% chance of missing opponents, and finally only move at half speed.
Only items can be broken. If it is broken, it is unusable until someone has made the proper Artisan skill check to repair it. Common items are usually a DC 5, Weapons and Armor are a DC 10, complex mundane items are a DC 15, etc.
Confusion can either be from a magical effect, or something like a poison. A confused target has a 50% chance of harming themselves, an ally, or do absolutely nothing. The failure effects all depend on the type of poison used. Magical confusion allows the caster to choose from the effects listed. Disorder is a greater form of confusion, and instead causes the target to have a 50% chance of attacking allies and is permanent until otherwise cured through magic or other remedies.
A cowering character is in an extreme state of fear. They cannot take any actions, are prone, and lose their Agility to Defense and Avoid.
Characters who are dazed are unable to act, but take no other penalties.
A character who is deafened takes a -4 to Initiative, is unable to make sound-based Awareness checks, and has a 20% chance of failure with casting spells (unless they are Psychic or otherwise don't require ones voice).
An exhausted character takes a -4 penalty to any Strength or Agility based check (including attacking if it relies on Strength or Agility). In addition they cannot charge and move at half speed. After an hour of rest, an exhausted character is instead fatigued. A fatigued character becomes exhausted if they do something that would fatigue them.
Fatigue imposes a -2 penalty to any Strength or Agility based check (including attacking if it relies on Strength or Agility). Doing anything that would fatigue an already fatigued character instead makes them exhausted. After 8 hours of rest or sleep the character recovers from fatigue.
When a character is taken by surprise or is attacked by a character in stealth, they remove their Agility to Defense and Avoid. Flat-footed is applied in a surprise round, and a character who is flat-footed can’t take attacks of opportunity while in this state. On the first round of combat if a character hasn't acted yet, they're considered flat-footed.
A frightened character runs from their source of fear as best as possible. If they are unable to flee, they fight to the best of their abilities. A frightened character takes a -2 to attacks, skill checks, and their Mental Defense. A frightened character can use anything they have on them that assists escaping. Frightened is a more severe effect of shaken.
Nauseated characters are only able to take a move action per round.
A panicked character drops everything they’re holding, and runs from the source of their fear and cannot fight back even when cornered. They cannot take any other actions, however if they have spells or abilities that assist in fleeing, they can use them. Panicked is more extreme than Shaken or Frightened.
Paralyzed characters are helpless, and are counted as having a Defense/Avoid of 5.
A character is turned to stone, and considered unconscious. If a petrified character is shattered, they die unless the attack made against them (+0 if nobody attacked them) exceeds their Bodily Defense by 5 or more. If the attack doesn't bypass their Bodily Defense by 5 or more, it only deals 3k2 points of damage.
A character who is shaken takes -2 to attack rolls and skill checks. Shaken is a less severe condition of panicked or frightened. Intimidate checks against a target's Mental Defense causes them to be shaken.
A character who is sickened takes a -2 on all checks made. Sickened is a less severe version of nauseated, however the two can stack together.
A character that’s staggered can only take a single move or standard action per round. A staggered character can still take swift, free, and immediate actions.
A character that is stunned drops everything held, loses Agility to Defense/Avoid and takes a -2 to their Defense and Avoid.
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.