Positive Conditions
Invisible
- 2 Favors on checks to remain hidden
- Line of sight rule does not apply
Negative Conditions
Prone
- Travel speed is equal to 1/4 rounded up (minimum of 1)
- Melee attacks require twice as much AP
- Defense action value is halved down
Unconscious
- Cannot take actions
- Fail all checks other than those made to end the effect
Deafened
- Fail all hearing checks
- Disfavor on Perception checks
Blinded
- Fail all sight checks
- 2 Disfavors on Perception checks
- Block and Dodge ratings are halved down
Paralysis
- Cannot take any actions
- Fail all checks that require movement
Dazed
- AP and RP are halved down
Starvation
- Disfavor on all checks
Fatigue
While not sustaining your bodily needs for extended periods of time, you gain Fatigue points. For every point, you suffer stacking effects:
- Cannot take Deep Breath action
- Normal Stamina usage is doubled
- Cannot regain Stamina
- Attack, Block and Dodge use Stamina equal to Fatigue
- Travel action use Stamina equal to Fatigue
- Every hour lose Stamina equal to Fatigue
Environmental Harm
Suffocation
A creature can hold their breath for the number of turns equal to their Fortitude score.
For every turn suffocating they lose 1 Stamina.
Kinetic Force
When hitting a surface after a fall/flight, the creature is dealt 1d8 damage for every 10m/s it traveled. The damage is dealt to DHP directly.
Different Gravity
While in an environment with a drastically different gravity from one you are accustomed to, you get a Disfavor and additionally spend 1 Stamina on all physical checks and attacks. Also your Travel speed is halved up. You may acclimatize to the gravity, if sufficient time has passed. Average time for acclimatization is around a few weeks.
Zero Gravity
In addition to effects of Different Gravity, you must consider your momentum. Changing moving direction unassisted requires a surface and 1 AP.
Melee or ranged attacks with recoil requires a Poise check, with difficulty being the damage you rolled halved down. If you fail it or any other physical check, you may start to move/spin uncontrollably. To negate it, you spend 3 AP and do an Agility check, with difficulty being the same as the roll, that started it.
Toxic Atmosphere
The air is not fit for breathing, but otherwise safe. A safe oxygen supply is required, without it you lose 1d4 DHP per round.
Corrosive Atmosphere
The air is destructive and dangerous. Requires specialized equipment and armor. Suffer 1 to 10 damage per round, depending on level of corrosiveness.