Status

A status effect expresses that a creature is currently in an abnormal state.

Overview
A status can encompass a variety of effects. They are much like traits, except all of their effects are temporary. A status will have no permanent effect once the status is resolved. For example, if a creature with attuned is given grounded through a status, it will lose the effects of attuned until the status wears off, at which point it will return to its previous state. The most recent status will override any prior conflicting statuses. Any permanent effect that is applied as an indirect result of a status, such as a character death from a Paralysis stack, will be permanent.

List of Statuses
Much like traits, a status can encompass any desired effect, and so the list below is non-exhaustive. Furthermore, rather than listing all traits again, the list below will exclude statuses that apply a preset trait.
 * Confused - The creature may not focus. The creature may spend 3 seconds on its turn to attempt to remove confusion.
 * Crippled - Any time the creature spends essence, it also loses that much HP. This does not count as damage dealt, and thus will apply no additional effects and may kill the creature with any amount of health loss.
 * Exhausted - The creature's recovery is halved, rounded up.
 * Hindered - The creature loses all bonus movement, so any movement taken must be taken as a full action. Movement taken this way still takes 1 essence per second, and a creature may not pay 2 essence to move twice as fast.
 * Paralysis - Each stack of paralysis increases the cost of any essence consuming action by 1. At 5 stacks, the creature becomes unconscious, and at 7 stacks the creature will die.
 * Unconscious - The creature is unable to perceive anything in the physical world, however they may safely interact with the void.
 * Wild Shifting - Randomizes any shifting. See Wild Shifting.