Effects are conditional modifiers due to actions against the person or creature.
- Anxious: You suffer -10 to all skills.
- Bleeding: You take bleed damage per round on your turn.
- Blinded: you can not see.
- Broken: The item is unusable.
- Dazed: You lose 1 Action per round, and attacks are easy against you.
- Dead: you have -10 hp and can not be resurrected.
- Deafened: you can not hear.
- Disabled: You are unconscious and losing 1 hit point per round.
- Entangled: You can not move, or if saved, movement is halved.
- Fatigued: All rolls are difficult until the character gets 8 hours of uninterrupted rest.
- Flanked: When a creature has an enemy on either side of it, meaning each enemy can draw a line of sight to each other that intersects with the flanked target. All attacks against a flanked target are Easy.
- Impaled: The item is stuck inside you and needs to be removed with an action.
- On Fire: A target is on fire and takes 1d6 at the start of its turn until the fire is put out. It takes a full round action to put out a fire.
- Panicked: When panicked, the creature tries to flee the source of its fear. Affected creatures will not do anything that harms themselves, but they will do their best to flee and hide from this fear. When Panicked they can not attack, but they can defend themselves with dodge or parries.
- Prone: When a creature is knocked to the ground by force. It must take a movement action to stand up. All attacks against a prone target are easy, and attacking others while prone is difficult. A prone creature can not dodge and any parry is difficult.
- Scared: When scared, all skills become difficult.
- Shaken: When shaken, all skills take a 10% penalty.
- Stunned: You can not do anything while stunned. Each round, on their turn, a creature gets a save (Stamina) to come out of the stun.