Conditions
Conditions can be applied by the environment, equipment, spells, or a myriad of other things. Conditions applied by the environment immediately end when you are no longer in the area applying them (ie, lighting a torch in a pitch black or lifting your head out of water.) Conditions applied by other effects (ie, targeted magical effects or a poison) explain how they are applied or removed.
Partially Covered
(behind a short wall, or a lattice fence):
Advantage on Contested defender rolls and +5 to Saves.
Fully Covered
(behind a full stone wall, or a shut door)
Flat 20 (not a Crit.) on Contested defender rolls and +10 to Saves.
Unsteady (#)
(fighting on a ship, wading through mud)
You cannot take the Evade reaction, then reduce # by 1 at the end of your turn.
Prone
Movement costs twice as much.
Cramped
(narrow halls or small caves)
Disadvantage on any attacks made with weapons that have the Heavy or Reach property. This is doubled if both apply.
Burning (#)
You gain 1 Minor Wound at the end of each of your turns, then reduce # by 1. Reduces Freezing by #.
Freezing (#)
Your maximum AP is reduced by #, then reduce # by 1. Reduces Burning by #.
Bleeding (#)
You take # untyped damage at the end of each of your turns, then reduce # by 1.
Falling
You move 100 Paces and take 1d6 Bludgeon for each 10 Paces fallen upon landing.
Tethered (#)
You cannot move further than # paces away from the source.
Stuck
You cannot take the Pivot action or change Facing.
Dazed (#)
You regain 1 AP less at the start of your turn, then reduce # by 1.
Healing (#)
You regain # HP at the end of your turn, then reduce # by 1.
Blinded (#)
You have Disadvantage (1) on Contests and Saves against sources outside your Blinded (#).
Deprived
You cannot clear your Fatigue.
Suffocating
You can hold your breath for an amount of turns equal to your current Courage Skill Score, when you exceed that you gain the Suffocating status condition until you can safely breath again. You gain one Fatigue at the end of each of your turns.
Dying
You are dying. You cannot gain AP and gain a Minor Wound at the end of each of your turns. If you cannot gain a Minor Wound at the end of your turn, you die.
Unconscious
You are unconscious. You cannot gain AP.