Conditions

Blinded
A character who has been struck blind suffers a penalty of -3k3 to all ranged attack rolls and -1k1 to all melee attack rolls. A blind character's Reflex is lowered to 1. The character treats all terrain as Difficult Terrain, except they cannot make a Water Link roll to ignore the penalties. A Blind character can instead make an Air Link roll TN 20 to ignore the penalties from the Difficult Terrain.

Burning
A character who is Burning take damage at the start of their turn. The effects lasts for certain amount of rounds and can be quelled by becoming wet or soaked.

There are three degrees of burning:

Ignited. The target takes 1k1 Fire Damage and the beginning og their turn and the condition lasts for 1k1 rounds. The Ignited condition can be quelled by dropping Prone and rolling around. This is a Complex Action.

Burning. The target takes 2k2 Fire Damage and the beginning og their turn and the condition lasts for 2k2 rounds. You are completely engulfed in fire and cannot merely drop and roll to put it out. You are effectively Slowed as well.

Ablaze. The target takes 4k4 Fire Damage and the beginning og their turn and the condition lasts for 4k4 rounds. You halfway incinerated and is effectively Blinded.

Dazed
A character who has been dazed suffers a penalty of -3k0 to all actions and cannot take the Full Attack Stance. The character may recover from this condition by making a successful Earth Link roll versus TN 20 during the Reaction Stage. The target may attempt this roll once each Round, and the TN decreases by 5 each time he fails the roll.

Entangled
A character who has become Entangled is effectively Immobilized. In addition, they cannot cast Fire Spells or perform any Skill rolls involving Reflexes, Agility, or Strength.

They can take an action to try an escape. This is a Strength roll against a TN determined by the GM based on the nature of the entanglement; it is a Contested Roll of someone else is actively trying to keep the character entangled. Opponents may initiate a Grapple with an entangled character without an attack roll.

Fasting
A character who goes without food and water for 24 hours loses the ability to regain Fate Points from rest, although they can still be regained by other means like potions, spells, skills etc. After two days of fasting, a character suffers a -1 Poise. This increases by -1 Poise for each additional day of fasting. After a number of days equal to his Stamina, he begins losing 2k1 Hit Points per day until he gets food and drink or dies.

Fatigued
A character who goes without rest for 24 hours suffers -1 Poise until he rests. This penalty increases by an additional -1 Poise every day that passes without rest. After a number of days equal to the character's Stamina Trait, he begins losing 2k1 Sanity Points per day until he rests. On top of that, he must make a Willpower Trait roll at TN 20 every two hours to avoid falling asleep. A fatigued character may not take the Full Attack Stance.

Fear and being Frightened
Any time a character is confronted with something which might make his courage falter, the GM can make him roll to resist a Fear effect.

Fear effects are given a Rank, ranging from 1 to 10, to represent their severity. To resist a Fear effect, a character must roll Awareness at a TN equal to Fear Rank x 5. Thus, resisting a Fear 3 effect requires a roll at TN 15.

A character who fails to resist a Fear effect becomes Frightened and suffers a penalty to all of his die rolls equal to –Xk0, where X is the Rank of the Fear effect. Thus, for example, a Fear 2 effect would inflict a –2k0 penalty on all die rolls.

If you fail this roll with 10 or more, you become Terrified (see below).

The character may suppress the penalty for a round with a successful Willpower roll TN Fear Rank x 5 during the Reaction Stage. The target may attempt this roll once each Round, and the TN decreases by 5 each time he fails the roll.

Suppressing the effect doesn't end the condition, and the character remains Frightened until the end of the encounter or until the source of the Fear disappears.

Fear and being Terrified
Characters who catastrophically fail to resist Fear may actually lose control of themselves and completely succumb to terror. If a character fails a roll to resist Fear by 10 or more, he becomes Terrified and cowers helplessly.

A character who is Terrified takes Sanity damage equal to XkX where X is the Rank of the Fear effect and they suffer the same penalty their rolls as if they were Frightened.

The character may suppress this penalty for a round with a successful Willpower roll TN Fear Rank x 5 during the Reaction Stage. The target may attempt this roll once each Round, and the TN decreases by 5 each time he fails the roll.

However, even if they suppress the Frightened penalty, they still suffer the ill consequence of being Terrified (roll 1k1):

Terror Table:
* X is the Fear rating of the source

Suppressing the effect doesn't end the condition, and the character remains Terrified until the end of the encounter or until the source of the Fear disappears.

Flatfooted
You are completely unaware that enemies have ambushed you. Your Reflex is reduced to 1 and you cannot take any actions. When the round ends, so the Flatofooted Condition.

Grappled
Characters who are grappled are much easier to hit with attacks and have their Reflex lowered to 1 plus any bonuses from armor they are wearing. A character who is participating in a grapple is also considered grappled.

If you wanna escape a grapple you have two options. If you were successful with a Grapple Maneuver, and your target has not escaped, you may make a Contested Roll as a complex action to Entangle the character. See above.
 * 1) Jank Loose. As a simple action, you may attempt a contested strength roll with one other participant of the grapple. If you win, that other character is not grappling anymore.
 * 2) Slip Out. As a complex action, you may attempt a contested agility roll, with all other participants of the grapple. If you win, you escape the grapple.

Immobilized
Being immobilized means you cannot take Move Actions. In addition, since you cannot move at all, you cannot dodge and weave either and your Reflex is reduced to 1.

Mangled and Destroyed
The Mangled condition seriously impairs the abilities of the target. Being Mangled include, but are not limited to, ripped tendons, broken bones, deep wounds, flensed muscle tissue, and internal bleeding.

Destroyed limbs are potentially life-threatening. Blunt attacks cause maimed or pulped limbs, crushed joints, and death by internal bleeding; Slashing attacks may sever the affected limb; and piercing attacks cause severe organ and nerve damage, as the victim is impaled on the attacker’s weapon.

Legs

 * Mangled: You take 2k2 Poise Damage until the limb is healed., and you are Slowed. If both legs become Mangled, you suffer the penalties detailed below under “Leg Destroyed.”
 * Destroyed: You take 4k2 Poise Damage until the limb is healed. You cannot walk and are considered Prone. Any movement requires a Complex Action and you are limited to only taking a Free Move Action.

Arms

 * Mangled: You take 2k2 Poise Damage until the limb is healed. The limb is useless until healed. All skill rolls involving this arm is made with a -3k3 penalty.
 * Destroyed: You take 4k2 Poise Damage until the limb is healed. The limb is severed or maimed beyond repair. Attacks with that limb are impossible. Your Armor TN is reduced by 10, plus an additional 10 (for a total of 20) on the flank of the destroyed arm.

Torso

 * Mangled: You take 2k2 Poise Damage until you receive healing. You also suffer a special effect from the Mangled Torso table below.
 * Destroyed: You are killed; impaled, cut in half, or your vital organs ruptured.

Head

 * Mangled: You are knocked unconscious for a number of minutes equal to 2k2 minutes. You also suffer a special effect from the Mangled Head table below.


 * Destroyed: You are killed; your is head pulped, severed, or your brain is destroyed.

Mounted/Higher
A character sitting atop a horse or other mount, or who is on higher ground (at least a meter of height advantage), gains a bonus of +1k0 on attack rolls against un-mounted/lower targets. A mounted character cannot take the Full Attack or Full Defense Stance.

Nauseated
Becoming nauseated is a slow effect that takes just as long to peak than to disappear.

Each round you are nauseated you take a -1 penalty to poise, that you cannot regain like normal until the penalty reaches -10. At that point, you retch and recover 1k1 poise lost from this condition. Vomiting is a Complex Action. Each time you reach -10 you throw up again. The nauseated condition penalty to poise stack with other penalties, but can never take you below -10 poise.

When the source of discomfort disappears you regain 1 poise each round as per standard recovery rules.

The character may ignore the penalty from this condition by making a successful Earth Link roll versus TN 20 during the Reaction Stage. A successful roll means you suffer no penalty to poise the next round.

Being nauseated for an extended period of time will cause fatigue and in very bad cases death.

Prone
A prone character is lying flat on his back, side, or stomach, and cannot move, attack or defend himself to full effect. A prone character immediately receives -10 penalty to ATN against attacks within Close Distance. However, a prone character also receives a bonus of +10 bonus to ATN against Long Distance attacks. All move actions distances becomes Short Range. This penalty/bonus lasts until he stands up.

While Prone the character may only use the Attack Stance and Full Defense Stance. He cannot attack with large weapons and suffers a -2k0 penalty to attacks with medium weapons, and -1k0 with small weapons.

It requires a Simple Action to stand up from the prone position.

Slowed
A slowed character cannot move as fast as normal. This could be the downside of a severe wound or maybe they are trotting through thick underbrush.

Slowed characters can only take one Free Move Action during their turn and they have their Reflex halved (rounded down).

Stunned
A character who is Stunned may take no actions and is effectively Immobilized. The character may recover from the condition by making a successful Earth Ring roll TN 20 at the end of their Turn. Unless the source of the effect says otherwise, the Stunned effect lasts until the end of their following Turn.