Condition
Player reference for states that change what a character can do. 25 entries.
| Page | Summary |
|---|---|
| Withdrawal | Hooked on a combat drug: miss a dose and go Sickened, then into Withdrawal (-4 all, Nauseated, CON damage). |
| Bleeding (Unconscious at 0 HP) | Unconscious at 0 HP, losing 1 HP/round. |
| Blinded | Cannot see: -4 attack, lose DEX to AC, sight checks auto-fail, foes concealed. |
| Burning | Ablaze: take fire damage at start of each turn. |
| Deafened | Cannot hear: -4 initiative, -4 audio Perception, no tac-comm bonuses, vulnerable to surprise. |
| Entangled | Snared but not held: -2 attack, half speed, no charge or withdraw. |
| Exhausted | Exhausted: -6 Strength and Dexterity, half movement. |
| Fatigued | -2 to all rolls. |
| Flanked | Two foes threaten opposite sides: flankers gain +2 attack and ignore your DEX to AC, enabling precision/sneak damage. |
| Surprised | Caught unaware or not yet reacted: no DEX to AC, no attacks of opportunity. |
| Dread | Residual Fold contamination: -2 Will and -2 attack/skills (dread), Will save each interval or manifest a phenomenon/gain corruption. |
| Frightened (Fear, Tier 2) | Fear takes hold: all Shaken penalties plus must flee the source each round with a move action. |
| Restrained | Seized and held: -2 attack, lose DEX to AC, half speed. |
| Hemorrhaging (Ongoing Bleed) | Open wound bleeds each round: lose the source's bleed amount at start of turn. |
| Irradiated | Accumulated rads: repeat Fort saves vs dose tier (DC 12 low to 22 lethal) or take CON damage and Sickened/Exhausted. |
| Non-Lethal Damage Threshold | When non-lethal damage >= current HP, character is stunned for 1d4 rounds. |
| Panicked (Fear, Tier 3) | Blind terror: drop held items, flee at full speed, no offensive actions. |
| Poisoned | Toxin working through the blood: repeat Fort saves at the poison's interval or suffer its damage/effect. |
| Prone | On the ground: -4 AC vs. |
| Shaken (Fear, Tier 1) | Fear's first grip: -2 to attack, saves, skill and ability checks. |
| Nauseated | Body rebelling: Sickened -2 to attack, damage, saves, checks. |
| Stable (Unconscious, Not Bleeding) | Unconscious and helpless but no longer losing HP. |
| Stunned | Cannot take actions, -2 AC, -2 saves, lose DEX to AC. |
| Suppressed (Pinned by Fire) | Hugging cover under autofire: -4 attack/DEX skills, no AoO, cannot move without provoking a free shot at flat-footed AC. |
| Decompression | In hard vacuum unsuited: hold breath CON rounds, then Fort saves vs ebullism (1d6/round + Sickened) and suffocation. |