Characters can become subject to a number of status effects, which alter certain rules for that character while the effect is active. Most status effects include the conditions required to obtain and/or remove them.
When your combined Stress and Fatigue total is equal to your Stamina, you are exhausted.
You have -3 edge on all rolls, except those made to stabilize if you are dying.
You cannot perform any ability or effect that has the Taxing trait, and you cannot take Stress from any source.
If you would take any amount of Fatigue, you first remove Stress equal to that amount.
You are no longer exhausted if your Stress and Fatigue total becomes lower than your Stamina.
When your Damage and Blight total becomes equal to your Vitality, you are dying.
You are unconscious, prone, blinded, and cannot act (except to attempt to stabilize).
If you would take any amount of Damage from a single source, you take that amount of Fatigue instead. If your Fatigue becomes equal to your Stamina while dying, you die.
If you would take any amount of Blight, you first remove Damage equal to that amount. If your Blight becomes equal to your Vitality, you die.
At the end of each of your turns, you must attempt to stabilize. Roll Might against a difficulty equal to your Fatigue total (minimum 2). Being exhausted does not cause you to make this roll with -3 edge. On a success, you become stable instead of dying. On a failure, take 1 Fatigue.
At the end of your turn, if you have 1 or more Damage or Blight removed, you are no longer dying.
You are unconscious, prone, blinded, and cannot act.
If you would take any amount of Damage from a single source, you take that amount of Fatigue instead. If your Fatigue becomes equal to your Stamina, you die.
If you would take any amount of Blight, you first remove Damage equal to that amount. If your Blight becomes equal to your Vitality, you die.
After 10 minutes or several hours, you might stir awake, removing 1 Damage automatically (GM discretion).
A creature is blinded when their eyes are closed or covered. Creatures in total darkness are effectively blinded unless they have some other means of accurately perceiving.
You cannot perceive anything visually.
When targeting something you cannot see with an Attack, you must first guess which space it is in, and then you have -2 edge on the Attack roll.
You have -2 edge on Finesse and Reflex rolls.
Sonic effects sometimes give creatures the deafened status effect.
You cannot perceive anything auditory, including speech.
You may be unaffected by certain effects that rely on sound, such as a wolf's Howl ability (GM discretion).
You can still be affected by Sonic effects (such as taking Damage from a Sonic effect) unless otherwise specified.
You are unconscious, prone, blinded, and cannot act.
You have -2 edge on Discipline rolls to notice small changes in your environment such as a creature trying to sneak past you.
You are awakened and are no longer sleeping if you succeed on a Discipline roll to notice something, if you take Damage, if a creature uses an action to wake you, or if you are startled by a loud noise, sudden change in temperature, or other strong sensation.
You become breathless when you use the ◇ Hold Breath instant. You cannot remove Stress while breathless. You can hold your breath in this way a number of rounds up to twice your maximum Stamina (not counting Stamina reductions due to the Cumbersome trait from wearing Armor).
At the end of your turn, if you are exhausted or have exceeded the amount of time you can hold your breath normally, roll Might against difficulty 2.
Success: The difficulty of this roll increases by 1 (cumulative) until you remove the breathless status effect.
Failure: You remove the breathless status effect and must breathe. If you cannot, you gain the suffocating status effect instead.
At the end of each of your turns that you must breathe but cannot, take 1 unpreventable Damage. You cannot remove Stress while suffocating.
You are no longer suffocating when you regain the ability to breathe normally.
Fire
At the start of each of your turns that you are burning, flip a coin. If you lose, take 1 unblockable Damage from the flames. If you win, the flames extinguish themselves. You can also extinguish the flames by immersing yourself in water or by spending an action to pat them out.
You are encumbered when your carried Burden (including equipped items) exceeds your Might die size. You cannot carry Burden more than twice your Might die size.
Your Speed is halved.
You have -1 edge on Finesse and Reflex rolls.
You cannot move away from the grappler unless you first ⬖ Escape or they release you as an instant (Reaction).
You have -1 edge on Attacks against targets other than your grappler.
You might be able to drag the grappling creature or effect with you when you move, depending on its size, and usually at half your normal Speed (GM discretion).
You have -2 edge on all Attack and ◇ Defend rolls, except for ◇ Defend (Dodge) rolls against Ranged Attacks. You instead have +2 edge on those rolls.
Your Speed becomes 2 unless it was already lower.
You can remove the prone status effect by using the ⬖ Stand Up maneuver.
You can be hidden from some creatures but not from others at the same time. Creatures you are hidden from might be aware of your presence, but not your exact location.
You have +2 edge on Attack and Defend rolls against creatures you are hidden from.
You are generally no longer hidden from a creature after you use an ability that targets them, they successfully ◆ Seek you, or if you attract their attention in an obvious way.
Influence
Roll to ◇ Focus at the start of each of your turns. Your result determines what you must do on your turn:
1: Act as though all creatures are your enemies.
2: Waste your action swaying and babbling.
3: Waste your maneuver swaying and babbling.
4-5: Take 1 Stress and act normally.
6+: Act normally.
You lose your maneuver each of your turns you are slowed. You can still use maneuvers in other ways, such as by using your action or using the ◇ Exert instant.