You are bleeding from an open wound.
You take typeless damage to your Health and Psyche equal to this Condition's Level every turn.
If you recover Health, this Condition's Level is reduced by the amount of Health recovered.
You may take a Standard Action to make a Heal 15 check; on pass, all Bleeding Conditions end immediately.
This Condition has no duration, and stacks.
Terminology
"Level": Some Conditions have a level of strength. In a Condition like "Bleeding 8 [50s]", the Level is 8. Level generally determines the strength of an effect."Duration": Most Conditions have a duration. In a Condition like "Bleeding 8 [50s]", the Duration is 50s. Note that 10 seconds pass every round.
"Stacking"/"Stacks": A Condition that "stacks" means several of the Condition can be active and both function and (if applicable) decay separately.
"Coalescing"/"Coalesces": A Condition that coalesces combines all active durations into one effect. Stacking and Coalescing are incompatible.
"Conflicts": When two Conditions "conflict", their durations cancel each other out if you have both at once.
Condition List
Damage Over Time
These Conditions deal heavy damage unless dealt with.
You are bleeding severely. The wound is pouring blood violently.
You are afflicted with Bleeding with a Level equal to this Condition's Level every turn, though the new Bleeding Condition does not immediately do damage.
If you are immune to Bleeding, you instead take damage from Hemorrhaging as if it were Bleeding, and do not gain the Bleeding effect. If you have a Legendary Immunity to Bleeding, Hemorrhaging immediately dissapears.
This Condition stacks.
You are afflicted with Bleeding with a Level equal to this Condition's Level every turn, though the new Bleeding Condition does not immediately do damage.
If you are immune to Bleeding, you instead take damage from Hemorrhaging as if it were Bleeding, and do not gain the Bleeding effect. If you have a Legendary Immunity to Bleeding, Hemorrhaging immediately dissapears.
This Condition stacks.
You are on fire and suffering burns.
You take Fire damage to your Health equal to this Condition's Level every turn.
You may take a Full Action to make a Reflex roll, then subtract 10 from the roll (minimum 1) and reduce all Burning Conditions by the remaining number.
This Condition has no duration, and stacks.
You take Fire damage to your Health equal to this Condition's Level every turn.
You may take a Full Action to make a Reflex roll, then subtract 10 from the roll (minimum 1) and reduce all Burning Conditions by the remaining number.
This Condition has no duration, and stacks.
You are igniting in aggressive flames all over.
You are afflicted with Burning with a Level equal to this Condition's Level every turn, though the new Burning Condition does not immediately do damage.
If you are immune to Burning or Fire, you instead take damage from Combusting as if it were Burning, and do not gain the Burning effect. If you have a Legendary Immunity to Burning or Fire, Combusting immediately disappears.
This Condition stacks.
You are afflicted with Burning with a Level equal to this Condition's Level every turn, though the new Burning Condition does not immediately do damage.
If you are immune to Burning or Fire, you instead take damage from Combusting as if it were Burning, and do not gain the Burning effect. If you have a Legendary Immunity to Burning or Fire, Combusting immediately disappears.
This Condition stacks.
You are covered in acid, biting away at your clothes and surface.
You take Acid damage to your Health equal to this Condition's Level every turn.
Your armor, if you are wearing any, takes Acid damage equal to this Condition's Level every turn.
You may take a Full Action to make a Reflex roll, then subtract 10 from the roll (minimum 1) and reduce all Corroding Conditions by the remaining number, then reduce Disintegrating stacks by that number minus 10 again (minimum 1).
This Condition has no duration, and stacks.
You take Acid damage to your Health equal to this Condition's Level every turn.
Your armor, if you are wearing any, takes Acid damage equal to this Condition's Level every turn.
You may take a Full Action to make a Reflex roll, then subtract 10 from the roll (minimum 1) and reduce all Corroding Conditions by the remaining number, then reduce Disintegrating stacks by that number minus 10 again (minimum 1).
This Condition has no duration, and stacks.
You are actively dissolving in an extremely aggressive acid.
You take Acid damage to your Health equal to this Condition's Level every turn. This damage ignores all non-Legendary Immunities and Resistances!! You may take a Full Action to make a Reflex roll, then subtract 10 from the roll (minimum 1) and reduce all Corroding Conditions by the remaining number, then reduce Disintegrating stacks by that number minus 10 again (minimum 1).
This Condition has no duration, and stacks.
You take Acid damage to your Health equal to this Condition's Level every turn. This damage ignores all non-Legendary Immunities and Resistances!! You may take a Full Action to make a Reflex roll, then subtract 10 from the roll (minimum 1) and reduce all Corroding Conditions by the remaining number, then reduce Disintegrating stacks by that number minus 10 again (minimum 1).
This Condition has no duration, and stacks.
You are extremely cold, to the point of feeling an almost burning pain in your extremities.
You take Polite Cold damage every turn equal to this Condition's Level; you may choose if you take it to Health or Psyche.
This Condition does not conflict with effects like Burning. There is no consistent way to remove this Condition quickly mid-fight.
This Condition has no duration, and stacks.
You take Polite Cold damage every turn equal to this Condition's Level; you may choose if you take it to Health or Psyche.
This Condition does not conflict with effects like Burning. There is no consistent way to remove this Condition quickly mid-fight.
This Condition has no duration, and stacks.
You are so cold you can barely feel anything. Your body is slowing down.
You take Polite Cold damage every turn equal to this Condition's Level; you may choose if you take it to Health or Psyche. This damage ignores all non-Legendary Immunities and Resistances!!
When receiving a second stack of Glaciated, instead add the new stack's Level and Duration to the existing effect.
You take Polite Cold damage every turn equal to this Condition's Level; you may choose if you take it to Health or Psyche. This damage ignores all non-Legendary Immunities and Resistances!!
When receiving a second stack of Glaciated, instead add the new stack's Level and Duration to the existing effect.
Fear Effects
These Conditions originate from and prey upon the fears of the mind.
You are a bit shaken up by something.
You take a -2 to physical actions.
This effect conflicts with Focused.
You take a -2 to physical actions.
This effect conflicts with Focused.
You are absolutely terrified of the situation unfolding around you.
You are Flat-Footed, and automatically enter Total Defense without taking any other actions on your turn.
This effect conflicts with Focused.
You are Flat-Footed, and automatically enter Total Defense without taking any other actions on your turn.
This effect conflicts with Focused.
You are terrified by something specific, and are absolutely booking it.
You are unable to control yourself, and automatically move as fast as you are able to naturally from the source of this Condition. If you can't run, you enter Total Defense without taking any other actions on your turn.
This Condition can stack; if you should run in opposite or otherwise conflicting directions from two different sources of fear, you will move away from whichever has a higher duration.
This effect conflicts with Focused.
You are unable to control yourself, and automatically move as fast as you are able to naturally from the source of this Condition. If you can't run, you enter Total Defense without taking any other actions on your turn.
This Condition can stack; if you should run in opposite or otherwise conflicting directions from two different sources of fear, you will move away from whichever has a higher duration.
This effect conflicts with Focused.
Something has absolutely terrified you, and you're booking it.
You are unable to control yourself, and automatically move as fast as you are able to naturally from the source of this Condition. If you can't run, you enter Total Defense without taking any other actions on your turn.
You are Flat-Footed, and take a -2 to all physical actions.
This Condition can stack; if you should run in opposite or otherwise conflicting directions from two different sources of fear, you will move away from whichever has a higher duration.
This effect conflicts with Focused.
You are unable to control yourself, and automatically move as fast as you are able to naturally from the source of this Condition. If you can't run, you enter Total Defense without taking any other actions on your turn.
You are Flat-Footed, and take a -2 to all physical actions.
This Condition can stack; if you should run in opposite or otherwise conflicting directions from two different sources of fear, you will move away from whichever has a higher duration.
This effect conflicts with Focused.
Environmental Effects
These conditions are generally caused by weird environments. They can also be caused by environment-altering magic or technologies.
The environment around you is slowing you dramatically.
Your movement speeds are reduced by 50%, you can't sprint or charge, and you are Flat-Footed.
Your movement speeds are reduced by 50%, you can't sprint or charge, and you are Flat-Footed.
Gravity is weird, or you just have really bad vertigo. Or you're in space.
You can't move, are Flat-Footed, and suffer a -2 on all rolls to hit.
You can't move, are Flat-Footed, and suffer a -2 on all rolls to hit.
part of you is missing
effects unknown; this effect has not been knowingly witnessed
This effect coalesces.
effects unknown; this effect has not been knowingly witnessed
This effect coalesces.
part of you is different, never to return
effects unknown; this effect has not been knowingly witnessed
This effect coalesces.
effects unknown; this effect has not been knowingly witnessed
This effect coalesces.
part of you is too much. you can't breathe
effects unknown; this effect has not been knowingly witnessed
This effect coalesces.
effects unknown; this effect has not been knowingly witnessed
This effect coalesces.
Fatigue Effects
These conditions are related to Fatigue. An immunity to Fatigue means an immunity to all of these.
You are extremely tired from too much work. You need a good rest, urgently.
You move at half speed, can't sprint or charge, and take a -3 to your AC and all physical actions.
This Condition ends if you take at least a 1 hour rest.
You move at half speed, can't sprint or charge, and take a -3 to your AC and all physical actions.
This Condition ends if you take at least a 1 hour rest.
You are tired from overworking yourself. You should take a nice rest.
You can't run or charge and take a -1 to your AC and all physical actions. Also, your Encumbered and Overburdened limits are reduced by 1.
This Condition stacks, but if two or more Fatigued Conditions are affecting you, you are treated as Exhausted.
This Condition ends if you take at least an 8 hour rest.
You can't run or charge and take a -1 to your AC and all physical actions. Also, your Encumbered and Overburdened limits are reduced by 1.
This Condition stacks, but if two or more Fatigued Conditions are affecting you, you are treated as Exhausted.
This Condition ends if you take at least an 8 hour rest.
Mental Effects
These target not necessarily the mind, but rather anything capable of enough complex thought to form sentience.
You are confused and struggling to make sense of reality.
You do not count as a willing target for any action.
You may consume Psyche to temporarily push through this effect. The Psyche cost is equal to 10 times the current duration of the effect. This does not end the effect early.
On 1: No additional effect.
On 2: Your turn is lost entirely.
On 3: Self-harm for 1d8+STR damage.
On 4: Attack the nearest creature, friend or foe.
Additionally, while Confused, some actions become impossible, or roundabout to accomplish.
You do not count as a willing target for any action.
You may consume Psyche to temporarily push through this effect. The Psyche cost is equal to 10 times the current duration of the effect. This does not end the effect early.
On 1: No additional effect.
On 2: Your turn is lost entirely.
On 3: Self-harm for 1d8+STR damage.
On 4: Attack the nearest creature, friend or foe.
Additionally, while Confused, some actions become impossible, or roundabout to accomplish.
You are fixated on something beautiful.
You cannot control yourself.
You cannot control yourself.
If your Psyche falls below X, you immediately lose the will to fight enemies. If your Maximum Psyche is below X, you cannot bear a will to fight even if your Effective Psyche exceeds X.
For those who are creatures comprised almost entirely of [Change], if your Health falls below X, you become Inert.
This Condition has no duration, and stacks. This Condition is lost when spending 10 minutes out of combat.
For those who are creatures comprised almost entirely of [Change], if your Health falls below X, you become Inert.
This Condition has no duration, and stacks. This Condition is lost when spending 10 minutes out of combat.
Inflicts Pacification X each turn during combat. Inflicts Pacification X every minute out of combat.
This condition stacks. This Condition is lost when spending 10 minutes out of combat.
This condition stacks. This Condition is lost when spending 10 minutes out of combat.
Your Change effects don't work.
Increases your effective CON modifier for the purposes of calculating minimum Health and Psyche to avoid instant death by +X, generally decreasing the minimum threshold for Health by -X and Psyche by -X/2.
Grants temporary immunity to Decayed and Deprived.
Grants a Threshold at 1 Health/Psyche, if at least 10 stacks are present, if this Threshold has not already been broken in the last 24 hours.
This Condition has no duration, and stacks. This Condition is lost when spending 10 minutes out of combat. If you try to jank this and sustain it between battles when you shouldn't, I'll fucking Kill You
Grants temporary immunity to Decayed and Deprived.
Grants a Threshold at 1 Health/Psyche, if at least 10 stacks are present, if this Threshold has not already been broken in the last 24 hours.
This Condition has no duration, and stacks. This Condition is lost when spending 10 minutes out of combat. If you try to jank this and sustain it between battles when you shouldn't, I'll fucking Kill You
Sickly Effects
These target the responses of organs, or sometimes even the mind.
You feel sick. Your body is unhappy.
You take a -2 to physical actions.
You take a -2 to physical actions.
You feel terribly sick. Your body is revolting.
You can only take a Move Action each turn and are denied Reactions.
You can't concentrate.
You can only take a Move Action each turn and are denied Reactions.
You can't concentrate.
Weight Effects
These effects are incredibly rare in WAWN, as weight goes untracked; they are only really relevant to high-gravity environments, or similarly pressurized/slow environments. You really can't be immune to these.
You are carrying a fair bit too much.
Your land speeds are reduced by 2 sq (10 feet), your Dexterity only provides up to a +2 bonus to your Armor Class, and your Armor Check Penalty is reduced to -5 (if it is greater).
You are carrying way too much.
You can only move 1 sq (5 feet) per turn, your Dexterity cannot provide a bonus to Armor Class, and your Armor Check Penalty is reduced to -5 (if it is greater).
Other
You are overwhelmed by your senses, struggling to act.
You automatically forfeit all turns.
You automatically forfeit all turns.
Your ears are recoiling from either a heavy concussion attack, or a very loud sound.
You take a -4 to Initiative, and all sound-based checks.
If you have a Blindsense or Blindsight trait that is sound-based, it stops functioning for the duration.
You take a -4 to Initiative, and all sound-based checks.
If you have a Blindsense or Blindsight trait that is sound-based, it stops functioning for the duration.
Your body just isn't processing anything quickly.
All incoming healing of any kind is negated.
Psyche can't be used for active abilities.
Organic personal upgrades temporarily stop functioning.
Internal status effects (such as poisons) are stalled, inactive and not decaying, but resume after this effect ends. (This does not affect typical statuses.)
All incoming healing of any kind is negated.
Psyche can't be used for active abilities.
Organic personal upgrades temporarily stop functioning.
Internal status effects (such as poisons) are stalled, inactive and not decaying, but resume after this effect ends. (This does not affect typical statuses.)
Your body is mostly unresponsive. It's like moving through thick honey, when you can even move.
You can't take Move Actions, or move yourself with your limbs at all.
Your Dexterity Modifier is reduced to -5.
You can't take physical actions of any kind.
Anyone can move through your controlled space at double movement cost, friend or foe, without a roll.
You can't take Move Actions, or move yourself with your limbs at all.
Your Dexterity Modifier is reduced to -5.
You can't take physical actions of any kind.
Anyone can move through your controlled space at double movement cost, friend or foe, without a roll.
A strange magical force is keeping you in roughly the same place.
You are Flat-Footed against all attacks, and can't move from your current square (though you can still use Move Actions for other purposes). You automatically fail Reflex saving throws.
You can weirdly charge-in-place, treating it as though you made a full charge without actually moving any.
You suffer disadvantage on Reflex saving throws.
This effect can stack.
You are Flat-Footed against all attacks, and can't move from your current square (though you can still use Move Actions for other purposes). You automatically fail Reflex saving throws.
You can weirdly charge-in-place, treating it as though you made a full charge without actually moving any.
You suffer disadvantage on Reflex saving throws.
This effect can stack.
Your Armor Class suffers an untyped penalty equal to this Condition's Level.
Your movement speed is reduced by a number of squares equal to this Condition's level.
Your movement speed is reduced by a number of squares equal to this Condition's level.
Something's just a bit off, and you're not hitting your shots as well.
You take a -2 on rolls to hit.
You take a -2 on rolls to hit.
You're experiencing a burst of energy.
You may take an additional move or standard action every turn. This applies even if you take a full action.
Hyperactive temporarily has no effect if you are denied your Move Action or Standard Action.
You may take an additional move or standard action every turn. This applies even if you take a full action.
Hyperactive temporarily has no effect if you are denied your Move Action or Standard Action.
Your body won't move at all.
You can't take any actions of any kind, are considered Flat-Footed, and drop anything you're holding.
Your Dexterity Modifier is reduced to -5.
Anyone can move through your controlled space at double movement cost, friend or foe, without a roll.
You can't take any actions of any kind, are considered Flat-Footed, and drop anything you're holding.
Your Dexterity Modifier is reduced to -5.
Anyone can move through your controlled space at double movement cost, friend or foe, without a roll.
Psuedo-Conditions
Conditions in this category do not count as Conditions for the purposes of immunities, Condition-shunning effects/capabilities, or similar marks. They are still tracked similarly to Conditions for readability, but effects such as immunities or vulnerabilities do not apply to these.
You're off-guard from incoming attacks.
Your Dexterity bonus does not apply to your Armor Class, and you lose all Reactions.
Your Dexterity bonus does not apply to your Armor Class, and you lose all Reactions.
You're involved in a grapple maneuver, and are a bit physically preoccupied with your opponent.
You cannot move, are Flat-Footed, and take a -2 to all physical actions.
You cannot move, are Flat-Footed, and take a -2 to all physical actions.
You are unconscious or otherwise completely unable to act. You are at the absolute mercy of the creatures and environment around you.
You may not make saving throws of any kind or otherwise take actions of any kind. You are flat-footed to all attacks, and your dexterity modifier is reduced to -5. Melee attacks against you gain an additional +4 untyped bonus.
You may not make saving throws of any kind or otherwise take actions of any kind. You are flat-footed to all attacks, and your dexterity modifier is reduced to -5. Melee attacks against you gain an additional +4 untyped bonus.
You've been pinned to a surface by an enemy (or a lover).
You can't move and are Flat-Footed.
You take a -4 to your Armor Class and all physical actions.
You can't move and are Flat-Footed.
You take a -4 to your Armor Class and all physical actions.
Your body is mostly touching the ground.
You take a -4 untyped penalty when making melee attacks.
Melee attacks made against you take a +4 untyped bonus to hit, but ranged attacks made against you suffer a -4 untyped penalty to hit.
You take a -4 untyped penalty when making melee attacks.
Melee attacks made against you take a +4 untyped bonus to hit, but ranged attacks made against you suffer a -4 untyped penalty to hit.
You may only take a Move Action or Standard Action, but not both.
You can't take Full Actions or any Reactions.
You can't take Full Actions or any Reactions.
You are exposed thoroughly to the flow of time.
Conditions you have applied trigger an extra time each turn. Diseases progress rapidly at GM discretion.
Damage targeting you is rolled with advantage, though attack rolls are unaffected.
Your Spell Resistance is decreased by 3 for every stack of Locked.
If you are already Timed before being affected with this, dispose of this effect.
This effect stacks, and conflicts with Locked.
Conditions you have applied trigger an extra time each turn. Diseases progress rapidly at GM discretion.
Damage targeting you is rolled with advantage, though attack rolls are unaffected.
Your Spell Resistance is decreased by 3 for every stack of Locked.
If you are already Timed before being affected with this, dispose of this effect.
This effect stacks, and conflicts with Locked.
You are frozen in time.
With one instance applied, you cannot take any Standard Actions, and damage rolled against you is minimized.
With two or more instances applied, you cannot take Standard or Move actions (except to move (but not sprint) normally), and damage you take is reduced to 1.
Conditions do not progress at all and generally cannot be applied, and diseases are stalled.
Your Spell Resistance is increased by 3 for every stack of Locked. If you have a Spell Resistance of less than 7, the first stack instead increases it to 10.
If you are already Timed before being affected with this, dispose of this effect.
This effect stacks, and conflicts with Unlocked.
With one instance applied, you cannot take any Standard Actions, and damage rolled against you is minimized.
With two or more instances applied, you cannot take Standard or Move actions (except to move (but not sprint) normally), and damage you take is reduced to 1.
Conditions do not progress at all and generally cannot be applied, and diseases are stalled.
Your Spell Resistance is increased by 3 for every stack of Locked. If you have a Spell Resistance of less than 7, the first stack instead increases it to 10.
If you are already Timed before being affected with this, dispose of this effect.
This effect stacks, and conflicts with Unlocked.
Your spacetime flow has been stabilized.
You are immune to Chronomancy spells, and cannot accelerate or decelerate in time (even if you directly control spacetime in the region you are in or overall).
Any effect which would alter your experience of time is rendered ineffective on you, including ongoing effects.
You are immune to Chronomancy spells, and cannot accelerate or decelerate in time (even if you directly control spacetime in the region you are in or overall).
Any effect which would alter your experience of time is rendered ineffective on you, including ongoing effects.
You feel parted from yourself, and the outside world is seen through a membrane.
For the purpose of spells and attacks, your Spell DCs are reduced by 2 and all targets are considered unwilling (though willing targets may choose to roll with disadvantage). This also applies to your passive effects. Proxies cannot be isolated from their hosts in this way, but this does prevent Disjoint casting entirely.
Your Fortitude saving throw is increased by 4.
Your Fortitude saving throw is increased by 4.
as you lose what you are, you may not truly feel it, thanks to your fruitless connections. it will harm you no less
You can't be long-term immune to this (at least yet). Explicitly NOT affected by immunities to status effects unless they refer explicitly to Decayed.
Caused when your Health falls below zero, but you keep pushing on.
You only get a turn on a given round if you did not the previous round. Uses of Legendary Actions do not count as turns.
If you have Diehard, you receive a turn every round.
As you push onwards, you are unaware of your negative affects to your own body. You suffer True Cruel Silent Psyche damage equal to your negative Health value with every action taken. This damage is doubled without Diehard.
You can't be long-term immune to this (at least yet). Explicitly NOT affected by immunities to status effects unless they refer explicitly to Decayed.
Caused when your Health falls below zero, but you keep pushing on.
You only get a turn on a given round if you did not the previous round. Uses of Legendary Actions do not count as turns.
If you have Diehard, you receive a turn every round.
As you push onwards, you are unaware of your negative affects to your own body. You suffer True Cruel Silent Psyche damage equal to your negative Health value with every action taken. This damage is doubled without Diehard.
as you lose what you are, you may not realize it, thanks to your fruitless connections. it will pull from you no less
You can't be long-term immune to this (at least yet). Explicitly NOT affected by immunities to status effects unless they refer explicitly to Deprived.
Caused when your Psyche falls below zero, but you keep pushing on.
You only get a turn on a given round if you did not the previous round. Uses of Legendary Actions do not count as turns.
If you have Diehard, you receive a turn every round.
As you push onwards, you are unaware of your negative affects to your own body. You suffer True Cruel Silent Health damage equal to your negative Psyche value with every action taken. This damage is doubled without Diehard.
You can't be long-term immune to this (at least yet). Explicitly NOT affected by immunities to status effects unless they refer explicitly to Deprived.
Caused when your Psyche falls below zero, but you keep pushing on.
You only get a turn on a given round if you did not the previous round. Uses of Legendary Actions do not count as turns.
If you have Diehard, you receive a turn every round.
As you push onwards, you are unaware of your negative affects to your own body. You suffer True Cruel Silent Health damage equal to your negative Psyche value with every action taken. This damage is doubled without Diehard.