Deafened

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

FieldValue
Duration / Default Formula1d4 rounds (blast); permanent until treated (injury)
Duration / Typevariable
Prevented ByEar-protection, Sealed helm, Construct physiology
Stackingreplace

Effects

description: Penalty to initiative; cannot hear the fight start.

FieldValue
descriptionPenalty to initiative; cannot hear the fight start.
modifier-4
targetinitiative

description: Penalty to sound-based Perception checks.

FieldValue
descriptionPenalty to sound-based Perception checks.
modifier-4
targetperception

description: Cannot receive coordinated-fire or command bonuses carried over comms.

FieldValue
descriptionCannot receive coordinated-fire or command bonuses carried over comms.
modifiernegated
targettac-comm

description: Advantage to foes attempting to surprise a deafened character.

FieldValue
descriptionAdvantage to foes attempting to surprise a deafened character.
modifiervulnerable
targetsurprise

Remove Conditions

description: Onset: Fortitude save vs source DC negates the condition when applied.

FieldValue
descriptionOnset: Fortitude save vs source DC negates the condition when applied.

type: duration-expiry

description: Restore hearing via Medicine or any healing effect (injury deafness).

FieldValue
descriptionRestore hearing via Medicine or any healing effect (injury deafness).