Condition

Player reference for states that change what a character can do. 25 entries.

PageSummary
WithdrawalHooked 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.
BlindedCannot see: -4 attack, lose DEX to AC, sight checks auto-fail, foes concealed.
BurningAblaze: take fire damage at start of each turn.
DeafenedCannot hear: -4 initiative, -4 audio Perception, no tac-comm bonuses, vulnerable to surprise.
EntangledSnared but not held: -2 attack, half speed, no charge or withdraw.
ExhaustedExhausted: -6 Strength and Dexterity, half movement.
Fatigued-2 to all rolls.
FlankedTwo foes threaten opposite sides: flankers gain +2 attack and ignore your DEX to AC, enabling precision/sneak damage.
SurprisedCaught unaware or not yet reacted: no DEX to AC, no attacks of opportunity.
DreadResidual 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.
RestrainedSeized 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.
IrradiatedAccumulated rads: repeat Fort saves vs dose tier (DC 12 low to 22 lethal) or take CON damage and Sickened/Exhausted.
Non-Lethal Damage ThresholdWhen 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.
PoisonedToxin working through the blood: repeat Fort saves at the poison's interval or suffer its damage/effect.
ProneOn the ground: -4 AC vs.
Shaken (Fear, Tier 1)Fear's first grip: -2 to attack, saves, skill and ability checks.
NauseatedBody rebelling: Sickened -2 to attack, damage, saves, checks.
Stable (Unconscious, Not Bleeding)Unconscious and helpless but no longer losing HP.
StunnedCannot 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.
DecompressionIn hard vacuum unsuited: hold breath CON rounds, then Fort saves vs ebullism (1d6/round + Sickened) and suffocation.

25 items under this folder.