There are at least two apparently separate condition types running around on my blog, and I aim to bring them all together in the coming weeks. There are conditions, which equate to Needs in The Sims, represented by Contagion, Dehydration, Exhaustion, and Starvation. Characters have these at the basic level.

Living characters have conditions. Optionally, they may take on Social Conditions, which have been a topic of discussion for a couple months. These include all of the faction-based conditions I wrote about earlier today. Social Conditions take a toll on characters in terms of basic health and provide a social buffer in return.

Finally, there are “status effects,” which represent specific impediments characters suffer during combat situations. Those conditions are what this post is about. As with many of the other systems in this game, these status effects are mostly optional, and intended to be used by players who wish to tweak the game’s challenge.

This list is updated from “Modified Conditions for December.”

Battered
* Can’t heal or otherwise regain health or energy. Can still gain temporary health and energy as normal unless otherwise restricted.

Bloodied
* No inherent effect, other than to denote that you have less than half your maximum health remaining.

Confused
* Can’t target creatures with attack powers. Can still target areas and objects as normal. Can still use non-attack powers as normal unless otherwise restricted.

Crippled
* Can’t hit with attack powers. Can still deal damage with attacks that miss, unless otherwise restricted.

Dazed
* Can’t use reactions (readied, quick, or instant actions). Can still use free actions as normal unless otherwise restricted.

Disabled
* Can’t use limited attack powers. Can still use basic attack powers as normal, unless otherwise restricted.

Harried
* Can’t use limited movement powers. Can still use basic movement powers as normal, unless otherwise restricted.

Helpless
* Can’t enter or use actions in a combat zone, including free actions.

Staggered
* Can’t gain temporary health or energy, and can’t reduce damage taken from attack powers. Can still heal and regain health and energy as normal, unless otherwise restricted.

Stunned
* Can’t use sudden or swift actions. Can still use standard and free actions as normal unless otherwise restricted.

Weakened
* Can’t deal damage with missed attacks. Can still deal damage with attack powers that hit, unless otherwise restricted.

Wounded
* No inherent effect, other than to denote that your health is less than one. (A creature that is wounded is usually also bloodied.)

These were specifically modified with the intent to use them in conjunction with the upcoming roguelike rules for solo Fourth Edition play, using heavily modified and updated rules to account for blah blah blah, bored now, … I’m creating custom rules and stuff so you can play something like D&D, but by yourself.