10 - Conditions
Below is a set of conditions that you can both inflict and be afflicted by. Memorizing this list is NOT NECESSARY to the game, and effects may be updated, added and removed over the course of play time. This article is entirely optional, and is only meant to help give insight to the possibilities afforded to you in game!
Burning - Burning creatures take 1d6 fire damage at the end of each of their Action Rolls until the effect is cleared environmentally or via remedy.
Bleeding - Bleeding creatures roll their Hit Dice at the end of each Action Roll they make, taking damage equal to the result. This condition can stack, increasing the number of times they roll by the number of stacks they have. All stacks are cleared at once, when the bleeding is stopped.
Blinded - Blinded creatures automatically fail any Action Roll that requires them to see. A Blinded creature cannot see.
Chilled - Chilled creatures have their movement speed lowered by a single level. They are also resistant to heat damage until the condition is cleared. If they receive any contact with water, including sources from the Water affinity, they gain the Frozen condition.
Dazed - Dazed creatures have 1 Disadvantage on Action Rolls made to attack, as well as any Action Rolls that make use of Intellect and Instinct stat. Other creatures that attack a Dazed creature have 1 Advantage when attacking them.
Deafened - Deafened creatures automatically fail any Action Roll that requires them to listen. A Deafened creature cannot hear.
Electrified - Electrified creatures have 1Disadvantage on their next Action Roll. At the end of this roll, the electric charge detonates, dealing 1d6 shock damage to all creatures within Medium range. Creatures made-of or wearing meta take twice as much damage.
Frozen - Frozen creatures are stuck in place, and cannot make any action rolls until the condition is cleared. Frozen creatures are also vulnerable to impact damage. To clear this condition, they must be freed from their icy confines.
Necrosis - Necrosis reduces a creature's maximum Hit-Points by the Necrotic damage dealt until they complete a short or long Rest.
Panicked - Panicked creatures cannot use abilities tied to their Affinity, nor Class. To clear this condition, they'll need to succeed on an Instinct based Action Roll at a difficulty set by the Game Master.
Restrained - Restrained creatures are rendered immobile until freed.
Soaked - Soaked creatures are temporarily resistant to heat damage and remove this condition immediately upon taking heat damage. If hit by shock damage, creatures in Reach also take the same shock damage in the process. Finally, if hit by frost damage, the creature immediately gains the Frozen condition.
Sundered - Sundered creatures have their Armour Class reduced by 2. This effect can stack, further reducing it by 2 for every stack held. This effect ends when the creature's armour is repaired.
Weakened - Weakened creatures have 1 Disadvantage on the damage they deal when attacking.
Wounded - Wounded creatures have their maximum Hit-Points reduced by the damage received when gaining a stack of this condition. This condition can stack, with each wound decreasing the creature's maximum Hit-Points. To clear this condition, the creature by receive both treatment and rest.
Long-Term Effects
Darkrot - Darkrot is a special condition. It cannot be cleared by rest, nor remedy - and continuously progresses until death. At the end of every rest, a character with Darkrot must make an Action Roll. If the result is above 12, your character manages to stave off their infection; if the is of 12 and below, their condition progresses as shown below.
(Stage 1) - You are resistant to damage dealt by abilities from the Dark affinity, but you lose a Fortune Slot, permanently. You look paler in complexion.
(Stage 2) - You gain a sensitivity to light, Action Rolls made in high light levels have 1 stack of disadvantage, but you become resistant to damage dealt by the undead, and they're less likely to target you.
(Stage 3) - Your fingertips, eyelids, lips and tongue are pigmented in a deep, unnatural darkness. You become vulnerable to damage from the Light affinity.
(Stage 4) - Eating, drinking, and sleeping hurt you. Whenever you perform any of these actions, you take 1d6 Necrotic damage and gain 1 stack of Necrosis, but your attacks now deal an extra 1d6 Necrotic damage, and can infect creatures with darkrot.
(Stage 5) - Each time you complete a rest, your maximum Hit-Points are reduced by 1 permanently, but you become immune to damage dealt by the Dark affinity, undead. You are also immune to Necrotic Damage, and the Necrosis condition.
(Stage 6) - Your muscles begin to atrophy and you appear gaunt and exhausted to those around you. Any Vigor based checks are made with 2 stacks of disadvantage and your movement speed is dropped by a single stage.
(Stage 7) - The extra Necrotic damage you deal now increases to 4d6.
(Stage 8) - Death, transforming you into an aggressive undead.
