2.3 Conditions

Conditions

“What is even going on with you right now…”

Poisoned*Various types of damage- can be Burn, Acid, Necrotic, etc. You will lose 1 HP at the end of every turn you take. Stacks.
CursedWhile cursed all your rolls all drop 1 Tier.
StressedAs fatigue sets in your Phys, Ment, and Char are all impacted. Your rolls are lowered a Tier equal to your Stress number.
Paralyzed/StunnedYou cannot move or take an Action. No Defense Rolls. Warden discretion on if you can communicate. If Stunned any damage removes the Condition. If Paralyzed the Condition is longer lasting at Warden discretion.
SwimmingHalf distance while swimming, no other Actions while you’re Swimming.
DrowningAfter your 1st turn submerged, Minus 10 HP each of your turns you are submerged.
ObscuredYou are partially blocked or behind something, a Tier bonus against Distance Attacks.
HiddenYou are unseen by your foes, a Tier bonus to Attack rolls.
BlindedUnable to see, minimum of 1 Tier lowered in Attack and Defense at Warden discretion. Warden can also face the Player in a different direction if they take actions. If magically induced any damage removes the Blindness.
ConfusedStuck in a state of confusion, minimum of 1 Tier lowered in Attack and Defense at Warden discretion. Warden can also face the Player in a different direction if they take Actions or target a fellow player if an Attack action is taken. Any damage removes the Confusion.
CharmedPlayer cannot attack the Charmer. Player has 1 Tier lowered for all rolls against the will of the Charmer. Any damage removes the Charm.
FearPlayer must use their actions to escape from the cause of Fear. Any damage removes the Fear.
GrabbedNo movement out of your Space. 
Hastened1 additional Action per turn
Slowed1 less Action per turn
UnconsciousYou cannot move or take an Action. No Defense rolls.
FallingEach Space worth (2m) of falling is 10 damage. 1 or 2 Space falls may be negated with higher Tier rolls. May cause a Stunned or Unconscious condition.