Conditions
The following conditions exist within the Untitled system and can be applied to player characters, non-player characters and creatures alike. Some conditions are gained through natural occurrences, while others are a direct result of a failed save or skill check. Many conditions are timed, while some may present opportunities to escape on each turn.

An example of this is Entangled. A character may become entangled during one round of combat and attempt to break free each subsequent turn with a Strength check. The Storyteller will determine the difficulty of the check during play, as some conditions may be very situational.

The following table documents the conditions available in Untitled.

Blinded

A blinded character takes a –4 penalty to Combat Defense rolls and all checks and activities that rely on vision (such as reading or visual perception checks) automatically fail.

Cowering:

A cowering character takes a -2 penalty to their Combat Defense bonus.

Dazed:

A dazed creature can take no actions, but has no penalty to Defense. Dazed typically lasts one round.

Dazzled:

A dazzled creature takes a –1 penalty on attack rolls, Combat Defense rolls, and Perception checks.

Deafened:

A deafened character takes a –4 penalty to Perception rolls and all checks and activities that rely on hearing (such as Intuition or auditory perception checks) automatically fail.

Entangled:

An entangled creature takes a -2 penalty on attack rolls and a -4 penalty to Agility.

Exhausted:

When characters gain this condition, the character is no longer able participate in combat and is unable to move save for a withdraw action. An exhausted character takes a -4 penalty to defense rolls until such time as they leave combat.

Frightened:

A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature may use special abilities to flee. It takes a -2 penalty to attack rolls, Combat Defense rolls, skill checks, and saves until calmed.

Grappling and Grappled:

Engaged in wrestling or some other form of hand-to-hand struggle with one or more attackers. A character engaged in grappling maneuvers may undertake only a limited number of actions. They do not threaten any squares, and may not add their Combat Defense skill level bonus to defense rolls against opponents with whom they are not grappling. They may also not utilize Parry or Shields.

Helpless:

A helpless character is paralyzed, held, bound, sleeping, unconscious, or otherwise completely at an opponent’s mercy. A helpless target is treated as having an Agility score of zero and any linked skills are treated as untrained. Helpless characters automatically fail their Combat Defense roll, however may retain mitigation from equipped armor (if any).

 

Melee attacks against a helpless target get a +4 bonus (equivalent to attacking a prone target). As a full-round action, an enemy can use a melee weapon to deliver a coup de grace to a helpless foe. An enemy can also use a ranged weapon, provided he is adjacent to the target.

Invisible:

An invisible creature gains a +2 bonus on attack rolls against sighted opponents, and ignores its opponents’ Combat Defense bonus (if any).

Oppressed:

A character who gains the Oppressed condition will keep their previously assessed negative modifier for all skills related to Virtue, and will recuperate Faith at half rate until such time as the character fully regains their Faith pool.

Panicked:

A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It cannot take any other actions. In addition, the creature takes a –2 penalty on all Combat Defense rolls, saving throws and skill checks. If cornered, a panicked creature cowers and does not attack. They may use special abilities to flee.

Prone:

An attacker who is prone has a –4 penalty on melee attack rolls and cannot use certain ranged weapons. A defender who is prone gains a +4 bonus to Combat Defense against ranged attacks, but takes a –4 penalty to Combat Defense against melee attacks.

Shaken:

Shaken characters take a –2 penalty on attack rolls, Combat Defense rolls, saving throws, and skill checks.

Sickened:

Sickened characters take a –2 penalty on all attack rolls, Combat Defense rolls, weapon damage rolls, saving throws, and skill checks.

Stunned:

A stunned creature drops everything held, cannot take actions, takes a –2 penalty to Combat Defense, and loses their skill level bonus to Combat Defense (if any).

Suppressed:

Suppressed characters fall prone (unless behind cover) and cannot take actions for one round.