Conditions

**Altered**: A creature with the *altered* condition has had their mind disrupted. They may not take full-round actions or make skill checks which require a mental ability score. They take a -5 to initiative and all other skill checks.

**Blind**: A *blind* creature cannot see and automatically fails at Spot checks. A *blind* creature treats all targets as having miss chance 3, unless they are guessing as to their exact location in which case it’s 4. Ranged attacks have miss chance 4, unless they are guessing as to their exact location in which case it’s 5.

**Bloodied**: A creature is *bloodied* when it is below its maximum Health, regardless of HP. *Bloodied* creatures that attempt to take standard actions or full-round actions must succeed a Resolve resistance with a DC equal to 10 plus half the amount they are below their maximum Health. Regardless of the result of this roll, the creature takes 1d6 nonlethal damage per turn they try to take these actions, this damage bypasses any DR or DD the creature might have. Creatures maintaining concentration must make a concentration check at the same DC as a free action at the start of their turn.

**Broken**: An item becomes *broken* when it has lost all of its HP and is reduced to Health. A *broken* weapon is treated as an improvised weapon of the appropriate size (penalty equal to 4 + 1/4lvl to hit, critical threshold increased by 2, halves dice damage), and *broken* tools cause a -5 penalty to use them while making checks. Broken armor offers only half its normal bonuses to AC, DD, and DR, and doubles its armor check penalties. Firearms do not function at all while *broken*. These penalties can be changed by the GM depending on the severity of the item’s condition. Once an item loses all of its health, it becomes destroyed.

**Confused**: A *confused* creature rolls a d4 at the start of their turn and acts according to the result of the roll.

1: They act normally.

2: They babble incoherently.

3: They harm themselves, doing 1d8 + P damage.

4: They attack the nearest creature with whatever they are holding.

**Cowering**: A *cowering* creature is in a state of fear and may take no actions, and takes a -8 to AC, skill checks, and resistances. This does not stack with *shaken* or *frightened*.

**Dazed**: A *dazed* creature may take no actions but is otherwise able to defend itself, and does not take penalties to AC.

**Deafened**: A *deafened* creature is unable to hear and automatically fails any hearing based skill checks. They must make a spell focus check of DC 20+ spell level to cast any spell with verbal components.

**Destroyed**: An object reduced to 0 Health is destroyed. It cannot be used for its intended purpose. Destroyed weapons are treated as improvised weapons of half their normal size, with no special properties, abilities which normally grant a bonus to using a specific weapon are no longer granted. Destroyed armor grants no bonuses to AC, DD, DR, but still imposes armor check penalties. Enhanced items lose any enhancement bonuses once destroyed.

**Dying**: A creature is *dying* when below 0 Health. A *dying* creature is helpless. At the beginning of the *dying* creature’s turn, they must attempt a Vitality resistance with a DC equal to 8 + double their negative Health total. On a success, they gain one point of Health, on a failure, they lose 1 point of Health, plus or minus one per every 5 by which the DC is met or failed. Death occurs upon hitting negative maximum Health.

**Entangled**: An *entangled* creature is unable to take any actions to move, and takes a -2 to AC. Escaping entanglement requires a grapple check or an Acrobatics check made against the original DC of the entangling effect.

**Exhausted**: An *exhausted* creature takes a -6 to Power, Finesse, and Grace, cannot take the Dash action or Run full-round action and their movement is halved. Taking al long rest removes the *Exhausted* condition.

**Fascinated**: A *fascinated* creature cannot take any actions and is flat-footed. They take a -5 to skill checks (such as Spot or Sense). Hostile actions (even missed attacks, provided the target notices it) towards *fascinated* creatures immediately break the fascination and the creature receives a +5 bonus to resistances against the same fascination effect. Creatures involved in combat are immune to the *fascinated* condition.

**Fatigued**: A *fatigued* creature takes a -2 to Power, Finesse, and Grace, and cannot take the Dash action or Run full-round action. While *fatigued,* an effect that would make the creature *fatigued* instead makes them *exhausted*. Taking a short rest removes the *Fatigued* condition.

**Frightened**: A *frightened* creature is in a state of fear and takes a -4  penalty on attack rolls, saving throws, and resistances. This does not stack with the *shaken* condition. Additionally, a *frightened* creature cannot willingly move towards the creature or effect that caused them to become *frightened*. While *frightened*, any effect that would frighten them instead causes them to become *panicked*.

**Grappled**: A *grappled* creature is being held by another creature in place and their actions are limited. A *grappled* creature cannot move and treats their Stature as 15 lower for determining if they are able to wield a manufactured weapon. Retrieving items while *grappled* requires a TEB or Sleight of Hand check vs. the grappling creature’s TED. Casting spells while *grappled* requires a spell focus check with a DC of the grappling creature’s TED. The *grappled* creature takes a -2 to all attacks and a -2 to AC as well as being flat-footed. A *grappled* creature may attempt to break grapple by making a grapple check vs the TED of the grappler, or make an Acrobatics check at the same DC+5. A grappling creature is in control of a *grappled* or *pinned* creature. They can remove this condition as no action. They take a -2 to AC and can only move when making reposition maneuvers vs the creature they are moving. They automatically succeed touch attacks against creatures they are grappling. Dealing damage to a grappling creature in excess of half the grappling creature's HD reduces the DC to escape their grapple or pin by 2 for one round. This bonus can stack with itself, to a maximum of -20.

**Helpless**: The *helpless* condition is usually caused by other conditions. A *helpless* creature can take no actions. Any damage dealt to a *helpless* creature bypasses their HP and damages their Health directly.

**Irate**: An *irate* creature is frustrated and is having trouble controlling themselves. They take a -4 to hit, skills, and AC, but gain a +2 to damage. Irate creatures must make a spell focus check each round to maintain concentration on a spell, with a DC equal to the spell’s DC + 4.

**Nauseated**: A *nauseated* creature feels unwell and may only take a single move action to move up to their speed each round.

**On Fire**: A creature that is *on fire* has been ignited by some form of fire, either magical or natural. A creature that is *on fire* takes fire damage each round at the start of their turn directly to their health. This condition deals damage as a “weapon” in that it is affected by Stature. Creatures *on fire* take 2d8 SM 6 fire damage per round. The creature *on fire* can extinguish themselves as a move action. This does not require a resistance or check, unless the igniting effect required a resistance. In this case, it requires a successful resistance of the DC and type of the original effect.

**Panicked**: A *panicked* creature is in a state of fear and may only take the move, dash and run actions. These must be taken away from the cause of their fear. If they are unable to move, dash, or run, they instead become *cowering*. While *panicked*, any effect that would make them *panicked* instead makes them *cowering*.

**Paralyzed**: A *paralyzed* creature has been incapacitated and is stuck in place. They are helpless and further take a -4 to AC and TED.

**Pinned**: A *pinned* creature is being held firmly in place by another. *Pinned* creatures are flat-footed, take a -4 to AC and are limited in the actions they can take. They may only attempt to break the pin with a grapple check with a DC of the grappling creatures TED, or take actions that require no physical movement, such as casting spells without somatic or material components. Casting a spell while *pinned* requires a spell focus check with a DC of the grappler's TED +5.

**Prone**: A *prone* creature is lying on the ground without the means to properly move. A *prone* creature takes a -4 to attack rolls, AC, and can only move at ¼ their base speed.

**Shaken**: A *shaken* creature is in a state of fear and takes a -2 on attack rolls, skill checks and resistances. While *shaken*, an effect that would make them *shaken* instead makes them *frightened*.

**Sickened**: A *sickened* creature feels unwell and takes a -2 on attack rolls, skill checks, and resistances. While *sickened*, an effect that would make them *sickened* instead makes them *nauseated*.

**Stunned**: A *stunned* creature is severely impacted and cannot act. They can take no actions and take -4 to AC and TED.

**Surprised**: A *surprised* character is unaware that combat has begun. They can take no actions, and are flat-footed. This condition lasts for one round.

**Unconscious**: An *unconscious* creature is *helpless* and unable to take any actions, and takes a -20 to Sense checks.