Afflictions
Blinded
You cannot see and thus have line of sight to nothing. You treat all creatures and objects as being invisible) If you want to attack or interact with anything, you must guess the target’s location or locate the target using other senses, which usually means you make the roll with 3 banes. You cannot make use of reactions that rely on sight. Finally, your Speed is halved.
Confused
You become unable to make sense of what is happening around you. You cannot use reactions and you make Intellect and Will rolls with 1 bane.
Controlled
You fall under the control of the source of this affliction. You take your turn when your controller does and it decides what you do, using your traits, talents, and spells. If you have already taken a turn when you gain this affliction, you take a turn as described during the next round. While controlled, you regard the source of the affliction as an ally.
Deafened
You cannot hear. You cannot make use of reactions that rely on hearing and are not subject to effects that depend on hearing.
Frightened
You fear the source of this affliction—a creature, an object, a space, or something else. While you have line of sight to the source of your fear, you make attribute rolls with 1 bane, and you grant 1 boon on attribute rolls against you.
Held
Your Speed drops to 0 and you cannot benefit from increases to your Speed until this affliction ends. In addition, creatures rolling against your Agility get an automatic success.
Impaired
The impaired affliction affects the attribute specified by the harmful effect, so you might be Strength impaired or Intellect impaired, for instance. You roll with 1 bane when using the specified attribute, and you grant 1 boon on rolls against the specified attribute.
On Fire
An effect might make you catch fire. You take 1d6 damage at the end of each round until the fire is extinguished, normally with a successful luck roll. You can douse the flames with water, or smother them with a blanket or similar object. A creature that drops prone before trying to overcome the flames makes the roll with 1 boon.
Poisoned
You have been exposed to venom, poison, or some other toxin. You make attribute rolls with 1 bane, and you grant 1 boon on rolls against you. In addition, at the end of each round, you lose 1d6 Health.
Prone
You are lying on the ground. You cannot use reactions. You grant 1 boon on rolls made to attack you with melee weapons, but impose 1 bane on rolls made to attack you with ranged weapons. You can use your move only to crawl or stand up.
Slowed
Your Speed drops to 2 if your Speed was higher than 2 and you cannot benefit from increases to Speed.
Stunned
You cannot use actions or reactions. Your Speed drops to 0 and you cannot benefit from increases to Speed until this affliction ends. You grant 2 boons on rolls against you, and you make attribute rolls with 2 banes.
Unconscious
You cannot use actions or reactions. Your Speed drops to 0 and you cannot benefit from increases to Speed. You receive no information from your senses. You grant 3 boons on rolls against you, and you automatically fail all attribute rolls.
Asleep
If you are unconscious because you are sleeping naturally, you stop being unconscious when a creature uses an action to shake you, kick you, or do something else to waken you. A loud noise might remove the affliction if you succeed on a luck roll. Time spent sleeping counts as resting for the purpose of healing damage (see Rest on page 30). If your sleep is uninterrupted, you wake up naturally whenever you choose.
Vulnerable
You grant 1 boon on rolls to attack you and on rolls made against your attributes.
Weakened
You make Strength and Agility rolls with 1 bane, and you grant 1 boon on rolls against your Strength and Agility. In addition, your Speed is halved and you cannot benefit from increases to your Speed.