[{"id":"1","name":"Bleeding","effect":"You must make a Constitution DR at the start of your turn. On a failure, you receive 2d10 Physical damage. This damage ignores Armor, resistances, immunities, and Temporary Vitality. The condition ends if somebody restores your Vitality or successfully performs the Stabilize action on you.","type":"PHYSICAL"},{"id":"2","name":"Blinded","effect":"You cannot see. Attacks against you have advantage, and your attacks have disadvantage unless you have a Vision that is not affected by Blindness.","type":"PHYSICAL"},{"id":"3","name":"Exhaustion","effect":"Exhaustion has 9 levels. Each level reduces all of your Stats by 1. Additionally, some levels have additional effects. 3: You gain disadvantage with all Skill Checks, and your Initiative is halved. 6: Your Basic Movement is reduced to 1 m and cannot be increased beyond that. 8: You become restrained. 9: You die.","type":"PHYSICAL"},{"id":"4","name":"Grabbed","effect":"Your movement is reduced to 0 and cannot be increased. You can attempt to stop this Status Effect as an Action (3 AP). If you do, you need to make an Athletics, Raw Force, or Nimbleness Check against an Athletics or Raw Force check of whatever is grabbing you. On a success, you are no longer grabbed. A creature that is grabbing you can forcefully move you to any space within the range of their Grab action, but their movement is reduced by half.","type":"PHYSICAL"},{"id":"5","name":"Prone","effect":"Your Basic Movement is reduced by half. You have disadvantage on attacks unless it is a ranged attack against a target at least 5 m away from you. Melee attacks have advantage against you, and ranged attacks have disadvantage unless the attacker is within 1 m of you. You can use an action (1 AP) to stand up, ending the condition. You cannot use that action if you have no movement.","type":"PHYSICAL"},{"id":"6","name":"Restrained","effect":"You have no AP or RP, and you cannot move. You automatically fail Strength and Dexterity DRs (except for DRs against effects that Restrain you). Attacks automatically hit you but crit normal.","type":"PHYSICAL"},{"id":"7","name":"Stunned","effect":"You only have 1 AP per turn and no RP.","type":"PHYSICAL"},{"id":"8","name":"Charmed","effect":"You cannot target the creature that Charmed you with any negative effects. The source that charmed you has advantage on any Skill Check that interacts with you. You cannot target anything with a negative effect if you Charm yourself.","type":"MENTAL"},{"id":"9","name":"Frightened","effect":"You are terrified of something. You cannot move towards the source of your fear. You must make a Will DR at the start of your turn if you have a line of sight to the source of your fear. On a failure, You can only move and take the Taking Cover, Sprint, and Move action and do nothing else this turn.","type":"MENTAL"},{"id":"10","name":"Madness","effect":"Madness has 10 levels. Whenever you gain Madness, you roll a d10. You gain a negative Trait of the madness category if you roll a number equal to or lower than your level of Madness. The GM determines which negative Trait they gain. The negative Trait point cost cannot be higher than your Madness level. You make a Will DR against 10 + your Madness level after 24 hours of gaining a negative Trait. On a success, you lose the negative Trait. On a failure, it becomes permanent unless you treat it over a long period of time (minimum of 1 month). A character with Madness 10 is controlled by the GM and potentially forever lost. You lose 1 level of Madness after one week of not gaining any Madness.","type":"MENTAL"},{"id":"11","name":"Tainted","effect":"You have disadvantage on attacks, Skill Checks, and DRs.","type":"MENTAL"},{"id":"12","name":"Taunted","effect":"You have disadvantage on attacks against targets other than the one that Taunted you, and they gain advantage against any DRs that you force them to do if the same effect does not also target the creature that Taunted you.","type":"MENTAL"},{"id":"13","name":"Burning","effect":"You receive 2d6 Heat damage at the start of your turn. It can be removed as an action (3 AP) by you or a creature within 1 m of you or if you are covered with a non-flammable substance. Immunity to Heat damage makes you immune to Burning.","type":"ELEMENTAL"},{"id":"14","name":"Dissolving","effect":"Your Armor is reduced by half or by 2, whichever results in a lower Armor value. Resistance to Chemical damage halves its effects, and vulnerability to it doubles it. Immunity to Chemical damage makes you immune to Dissolving.","type":"ELEMENTAL"},{"id":"15","name":"Freezing","effect":"Your WP turn limit is reduced by half. This Status Effect is removed if you are dealt Heat damage. Resistance to Cold Damage prevents your WP turn limit from being reduced by more than 2, and vulnerability to it leads to your WP turn Limit being reduced by three quarters. Immunity to Cold damage makes you immune to Freezing.","type":"ELEMENTAL"},{"id":"16","name":"Poisoned","effect":"You receive 1d4 Poison damage at the start of your turn. This damage ignores your Constitution DR value. This Status Effect can be stacked. Immunity to Poison damage makes you immune to being Poisoned.","type":"ELEMENTAL"},{"id":"17","name":"Shocked","effect":"Roll a d6 at the start of your turn. On 2 or lower, you cannot move or use any actions during your turn. You only have to do this if you roll 1 if you are resistant to Shock damage. You also have to do this if you roll 3 if you are vulnerable to Shock damage. Immunity to Shock damage makes you immune to being Shocked.","type":"ELEMENTAL"}]