Conditions

Effects that may alter your capabilities and influence your body or mind in specific ways. May come from being hit hard on the head, dazzled by a light or having your mind attacked by a dark spell.

Negative Conditions
Strong effects that heavily modify and determine how a character can act, creating problems in diferent aspects of life and combat.

Blinded
Your sight is taken from you. You are unable to see.
 * Target has Penalty(-4) on Saving Throws and Awareness Checks.
 * Attack Rolls done by the target have Penalty(-4) and those against target have Bonus(+4).
 * Saving Throw: Not triggered by Attacks.

Charmed
Your affection towards the source is magically increased exponentially.
 * Target can't attack the source or force a Saving Throw that only affects the source.
 * Diplomacy Checks directed at the target by the source have Bonus(+4).
 * Saving Throw: Triggered by Attacks.

Exhausted
Body and mind diminished by magic.
 * Target must choose to either take a Movement or an Active during their turn.
 * Target can't take Reactions.
 * Saving Throw: Not triggered by Attacks.

Feared
Rationally, irrationally or magically afraid of something.
 * Attack Rolls done by the target have Penalty(-4).
 * Target can't willingly get closer to source.
 * Saving Throw: Triggered by Attacks.

Prone
While on the ground, having fallen or lain down.
 * Melee Attack Rolls against the target have Bonus(+4).
 * Target is Slowed.
 * Saving Throw: Not triggered by Attacks.

Restrained
Held in place, preventing movement.
 * Target's Combat Speed reduced to 0. Target fails Agi Saving Throws.
 * Attack Rolls against target have Bonus(+4).
 * Saving Throw: Not triggered by Attacks.

Slowed
Movement reduced by cold or magic or other sources.
 * Target's Combat Speed halved.
 * Target has Penalty(-4) on Agi Saving Throws.
 * Saving Throw: Not triggered by Attacks.

Stunned
Dazed but still conscious, unable to act.
 * Target cant take any Phases whatsoever.
 * Attacks against the target have Bonus(+4).
 * Saving Throw: Triggered by Attacks.

Taunted
Enraged and in need to attack the source.
 * Target has Penalty(-4) on Attack Rolls not against the source.
 * Target can't willingly move further away from the source.
 * Saving Throw: Triggered by Attacks.

Weakened
Poisoned, affected by malice in your body.
 * Attack Rolls done by the target have Penalty(-4).
 * Target is Slowed.
 * Saving Throw: Not triggered by Attacks.

Positive Conditions
Helpful boons that improve a characters usefulness in life and in combat. These buffs act as benefits to a character and its game play, and their level of power depends on each source that provides them.

Secured
Can not be moved by external forces.

Hasted
Combat Speed increased a number of feet. (10/20/30)

Empowered
Next Damage Roll deals an extra die. (1d4/1d6/1d8)

Encouraged
Next Attack Roll rolls an extra die. (1d4/1d6)

Protected
Next Saving Throw rolls an extra die. (1d4/1d6/1d8)

Hardened
Gain extra Half Block. (+1/+2/+3)

Elusive
Gain extra Base Hit against Ranged Weapons. (+1/+2/+3)

Evasive
Gain extra Base Hit against Melee Weapons. (+1/+2/+3)

Insulated
Gain extra Base Hit against Magical Attacks. (+1/+2/+3)

Minor Conditions
Conditions that describe a characters state, without affecting how a character acts. Not imposing direct problems on the characters.
 * Pristine: At full HP.
 * Bloodied: Under half HP.
 * Sneaking: Moving unseen and undetected.
 * Flanked: Surrounded by 3 or more enemies within 5ft.

Fatigue
You gain Fatigue Points from straining your body and your mind through stress and hardship. Each Fatigue Point adds up to bring afflictions that may even lead to death.

There are many ways of gaining Fatigue Points, including not taking a Long Rest in 24 hrs. Taking a Long Rest reduces 1 Fatigue Point.

Points:

 * 1) All Str and Agi Checks and Saving Throws get a Penalty(-5).
 * 2) Travel Speed and Combat Speed halved.
 * 3) Penalty(-5) on all rolls.
 * 4) Speed reduced to 0.
 * 5) Death.