|Mummies - a large cause of the Frightened condition.|
In my Frankenmonster old school game, I thought it would be great to have conditions as in Pathfinder (I borrowed 3.PF conditions since they are the most concise). It helps to simply say "You are cowering," and be able to then have a set parameter of effects when that happens. Find below all the conditions I use in the game, re-worked for S&W Complete. Sorry for some of the wonky spacing issues below. I copied this out of a PDF that the former writer of these rules made.
Blinded: A blinded character cannot see. They are -2 to AC, lose any Dexterity bonus, and are -4 to Strength and Dexterity. All checks and activities relying on vision fail. Opponents are considered to have total concealment in combat (50% miss chance). To move faster than half speed, a Dexterity check is required, and if failed, the character falls prone.
Cowering: A cowering character is frozen in fear, and can take no actions. They are -2 to AC, and lose their Dexterity bonus.
Dazed: Dazed characters are unable to act normally. They can take no actions, but they have no penalty to AC while defending themselves. The dazed condition typically lasts just 1 round.
Confused: Confused characters are mentally befuddled, and cannot act normally. They cannot tell the difference between ally and foe, treating all other characters as potential enemies. Allies attempting to cast beneficial spells must be treated as if they were enemy spellcasters and it might be necessary to subdue the confused character. On the subject's turn each round, roll 1d100 - 01-25: Act normally. 26-50: Do nothing but babble incoherently. 51-75: Deal 1d8 points of damage + Strength modifier to self. 76-100: Attack nearest creature. If a confused character can't act on an indicated action, he babbles incoherently.
Deafened: A deafened character can't hear. They are -2 to initiative and fail all sound-based checks and activities automatically. They also have a 20% chance of spell failure due to not being able to correctly pronounce incantations when deafened, being essentially unable to hear themselves speak.
Entangled: An entangled character is ensnared or caught in something, or their mobility is impeded otherwise. They may only move at half speed, and can't run or charge. They are -2 to attack, -4 to Dexterity, and suffer a 20% chance of spell failure from lack of full mobility and distraction.
Exhausted: An exhausted character moves at half speed, and cannot run or charge. They are -6 to Strength and Dexterity. After 1 hour, an exhausted character moves up the scale to the fatigued condition.
Fascinated: A fascinated character is entranced by a supernatural effect of some sort. They stand or sit quietly, paying attention only to the effect that entrances them. They are -4 to any check made as a reaction. Any potential threat to them allows a new save versus the effect, if one is allowed. Any obvious threat breaks the fascination effect, if the GM sees fit. An ally may shake a fascinated character free of the effect, if the GM allows, taking a full round.
Fatigued: A fatigued character can't run or charge, is -2 to Strength and Dexterity, and doing anything that would normally cause fatigue in this condition moves the character into the exhausted condition. After 8 hours of rest the character is no longer fatigued.
Frightened: A frightened character flees from the source of its fear as best it can. It may fight if unable to flee. They are -2 to attack, saves, and ability checks while frightened.
Grappled: A character in the midst of grappling is considered grappled. They are -4 to Dexterity, -2 on attack rolls except for rolls pertaining to the grappling contest, and must make successful Dexterity checks in order to cast spells. They can't complete actions that require two hands to complete, as at least one hand will be considered involved in fending off the other grappler.
Incorporeal: Incorporeal creatures are immune to non-magical attacks, and only take half damage from magic weapons, spells, and supernatural effects. They take full damage from other incorporeal creatures or ectoplasm-based magic attacks.
Nauseated: Nauseated characters become extremely ill and suffer severe stomach distress. They are unable to attack, cast spells, or do anything requiring concentration. They may only move or defend themselves.
Panicked: Panicked characters must flee at top speed from the source of their fear. They have a 50% chance of dropping anything they are carrying. They will flee along a random path, and are -2 to saves and ability checks. If cornered, a panicked character cowers in fear and does not attack.
Paralyzed: A paralyzed character is frozen in place, and cannot move or act. Dexterity and Strength are effectively 0, and the character is helpless. They may only take mental actions.
Prone: A prone character lies on the ground. They are -4 to attack and cannot use ranged weapons other than a crossbow. They receive a +4 AC bonus against ranged weapons, but are -4 to AC in melee.
Shaken: Shaken characters are -2 to attack, saves, and ability checks.
Sickened: Sickened characters are -2 to attack, saves, damage, and ability checks.
Staggered: Staggered characters only move and attack at half speed.
Stunned: Stunned characters drop anything they are holding, can take no actions, and are -2 to AC. They lose any Dexterity bonus they may have.
Surprised: Surprised characters lose their Dexterity bonus to AC, if any, on the round they are surprised.