Cannot hear: -4 initiative, -4 audio Perception, no tac-comm bonuses, vulnerable to surprise.
A deafened character cannot hear -- struck by a sonic weapon, caught in a
cabin overpressure event, or hit with a deafening blast. They react late
because they cannot hear threats coming: -4 on initiative, -4 on sound-based
Perception checks, and they cannot benefit from tac-comm or coordinated-
volley bonuses that depend on voice channels. Speech is still possible but
two-way communication is one-directional, which leaves them wide open to
being caught unaware. Onset is resisted with a Fortitude save; success
negates the condition.
Rules Reference
Field
Value
Duration / Default Formula
1d4 rounds (blast); permanent until treated (injury)
Duration / Type
variable
Prevented By
Ear-protection, Sealed helm, Construct physiology
Stacking
replace
Effects
description: Penalty to initiative; cannot hear the fight start.
Field
Value
description
Penalty to initiative; cannot hear the fight start.
modifier
-4
target
initiative
description: Penalty to sound-based Perception checks.
Field
Value
description
Penalty to sound-based Perception checks.
modifier
-4
target
perception
description: Cannot receive coordinated-fire or command bonuses carried over comms.
Field
Value
description
Cannot receive coordinated-fire or command bonuses carried over comms.
modifier
negated
target
tac-comm
description: Advantage to foes attempting to surprise a deafened character.
Field
Value
description
Advantage to foes attempting to surprise a deafened character.
modifier
vulnerable
target
surprise
Remove Conditions
description: Onset: Fortitude save vs source DC negates the condition when applied.
Field
Value
description
Onset: Fortitude save vs source DC negates the condition when applied.
type: duration-expiry
description: Restore hearing via Medicine or any healing effect (injury deafness).
Field
Value
description
Restore hearing via Medicine or any healing effect (injury deafness).