The following status effects may apply to a creature:
Blind: You can’t see, and therefore can’t detect creatures visually.
Encumbered: You move at half speed, and your jump distance is halved. Your aerobatics distance is doubled. You get -3 to Agility.
Overloaded: You cannot move, and you must spend a move action each round straining against your load.
Grappled: All other characters in the grapple weigh you down as though you were carrying them, and you suffer a penalty of 1 on attack rolls against targets not in the grapple. When you move, you bring the other characters with you, and your movement speed is divided by the number of characters in the grapple. You can't cast spells with somatic components. If you have any hands, one of your hands becomes incapacitated in the grapple. You can make melee attacks against any other creature in the grapple as though they were within your reach, even if they aren't. If you are flung, you break out of the grapple.
Riding: Any creature you are riding is Ridden by you. If you move off the creature, you stop riding them. If you are grappled by a creature, you stop riding them.
Ridden: Any creature who is Riding you encumbers you, because you are carrying them. You cannot be riding a creature that is riding you.
Restrained: You can't take actions other than mental actions. You are stationary.
Paralyzed: You can't take actions other than mental actions. You are stationary.
Prone: You suffer a penalty of 1 on attack rolls with melee weapons, and get cover against ranged attacks. You can only move at quarter speed. You can stop being prone by taking the stand up action. Flying creatures cannot be prone; if an airborne creature would become prone, its current movement direction changes to be directly downwards. Swimming creatures are also incapable of being prone, and sink a distance equal to their size instead.
Disoriented: You get -2 to Perception, Stealth, and Agility. You cannot Run.
Stunned: You can’t take actions, including mental actions. You drop everything you’re holding. You are stationary.
Injured: You get -1 to perception and -2 to agility. Once you have been granted this condition, you cannot get rid of it until you've had 8 hours of rest or an effect explicitly cures it for you.
Unconscious: You can’t take actions, including mental actions. You drop everything you’re holding and fall prone. You are stationary. Creatures can choose to stop grappling you at any time. Once you have been granted this condition, you cannot get rid of it until you've had 1 hour of rest since the most recent time you've been knocked unconscious, or an effect explicitly cures it for you.
Dead: You suffer all the effects of unconsciousness, and any spells you have Bound are released. You can be targeted as an object. You can only be cured of this condition by effects that explicitly cure death. Reducing a dead creature to -4 or less HP damages it enough that it is no longer a valid target for reanimation of any sort until repairs worth an amount of copper equal to its point value are applied to it.
Asleep: You are unconscious and blind. You get -8 to Agility and -4 to Perception. Any time you notice something happen, you can choose to wake up at the beginning of your next turn.
Shriveled: All of your movement speeds decrease by 5 meters, and you get -1 Toughness.
Squeezed: You get -1 to Accuracy, AD, and GD.
Tired: You get -1 to AD, GD, Will Saves, and Save DC, and -3 to Agility.
On Fire: At the end of your turn, you suffer 1d6-1 Heat damage. If this does not inflict any wounds, the damage on later rounds gets a cumulative +1 increase, which resets when a wound is finally inflicted. When a wound is inflicted, flames leap from you, making an attack at +0 versus AD against each other flammable object or creature in your space; targets hit are lit on fire. Anyone can Stop Drop and Roll to put out flames. The condition can also be cured by submersion in water or some other airless environment. A creature that is immune to Heat damage cannot be lit on fire.
- Being set on fire is frightening 4.
Chilled: Skip a move action every round. Creatures that attempt to walk on you must succeed on a DC 6 Agility check or fall Prone. If a creature or object is both Chilled and On Fire, it stops being either. A creature that is immune to Cold damage cannot be chilled.