Unless otherwise specified, the effects of all conditions stack. Also, any condition’s duration may be adjusted by the game effect that brings it into play.
If a character is enraged, fixated, frenzied, frightened, or terrified and another of these conditions occurs, only the most recently acquired of these conditions applies.
Baffled: A baffled character’s skill or Competence bonuses are each reduced to 1/2 standard (rounded up). While baffled, a character gains a +8 bonus with any save made to resist becoming baffled, but if he is baffled a second time, he instead becomes incompetent.
Bleeding: At the end of each round while bleeding, a character suffers 1 point of subdual damage. If the character takes 1 or more attack or movement actions during the round, he suffers 1d4 lethal damage instead. This condition is eliminated with a 1-minute Medicine/First Aid check (DC 20).
Blinded: A blinded character is vulnerable and cannot see anything. His result cap with each skill check possessing the Vision tag is reduced by 20 (minimum 0). Further, his targets gain a bonus to Defense (see page 350), and his opponents gain a +2 bonus with attack checks made against him. Finally, a blinded character’s Speed is reduced to 1/2 standard (rounded down). Bound: This condition operates identically to entangled, except that the character is helpless and cannot move or take actions with the Grasp or Hands-On tags.
Buried: A buried character may not take a move action, but may access any gear or weapons on his person. Nearby air pockets allow the character to breathe for a number of minutes equal to twice his Constitution score, after which he is subject to suffocation (see page 349). A buried character may be excavated using the Athletics/Smash check, or may attempt to free himself using the same skill check with a –8 penalty (see page 116).
Dead: A character with –10 to –24 wound points is dead. Except during a standard scene in a campaign with the revolving door quality (see page 408), the character leaves active play, never to return (except perhaps as a plot point). Deafened: A deafened character cannot hear anything. His result cap with each skill check possessing the Hearing tag is reduced by 10 (minimum 0). Further, the result cap of each skill check targeting him that possesses the Language tag is reduced by 20 (minimum 0).
Destroyed: The body of a character with –25 wound points or lower is destroyed. Nothing remains of the character except (perhaps) DNA, and even in a campaign with the revolving door quality (see page 408), he isn’t coming back.
Drained: A character loses 1 or more career levels each time he is drained. For each level lost, all benefits of the most recently acquired level — including all level-dependent benefits, the chosen class level, and other character options — are forfeit. When a character is drained of multiple levels, the most recent level is forfeit in turn (e.g. when a 4th-level character is drained of 2 levels, he loses his 4th level, then his 3rd level).
At the end of each mission when a character remains drained of 1 or more levels, he may make a Resolve (Wis) check (DC 15 + 5 per drained level). With success, he regains all benefits of the most recently drained level.
A character may not be drained below Level 1. Each time a standard character is drained, he loses 1 quality (of the GC’s choice), and each of his Roman numeral grades drops by 1 (minimum I).
Drunk: A drunk character suffers a –2 penalty with all Dexterity- and Wisdom-based checks. Further, at the start of each round when standing, he automatically repositions 5 ft. in a random direction (per the Deviation Diagram). This doesn’t count toward the character’s allowed movement for the round. A character loses this condition after 4 full hours of sleep.
Dying: A special character with –1 to –9 wound points is unconscious and dying. At the end of each round, he must roll d%. If the result is equal to or less than his Constitution score, he stabilizes, returning to 0 wounds (but remaining unconscious); otherwise he loses 1 wound point. The character may be saved with a successful Medicine/Stabilize check (see page 142), or by any piece of gear that specifically “stabilizes” someone.
Enraged: An enraged character may not make Tumble checks or skill checks with the Concentration or Language tags, nor may he take the Fight Defensively, Regroup, Refresh, or Withdraw actions. When attacking, an enraged character may only attack the nearest opponent and must do so at least once per round. If he is unable to attack an opponent, he must take a Run action toward the nearest opponent. When attacking, an enraged character must employ the most damaging lethal attack available to him, and may not employ any character option that penalizes his attack check or converts lethal damage to subdual damage. An enraged character completely ignores all dying, helpless, sleeping, and unconscious opponents.
While enraged, a character gains a +8 bonus with any save made to resist becoming enraged, but if he is enraged a second time, he instead becomes frenzied.
A character remains enraged until no opponent enters his line of sight for 5 consecutive rounds, at which point he becomes unconscious. Alternately, an enraged character loses the condition at the end of the current scene, or if another character makes a successful 1-round Tactics (Cha) check (DC 20) to calm him down. This check may be re-tried and possesses the Disposition, Hearing, and Language tags (see page 101).
Entangled: An entangled character suffers a –2 penalty with attack checks and a –4 penalty with Dexterity-based skill checks. Further, he may not Refresh, Regroup, Run, or make Jump or Tumble checks. Finally, his Speed is reduced to 1/2 standard (rounded down).
Exhausted: An exhausted character may not Run, his Speed is reduced to 1/2 standard (rounded down), and his Strength and Dexterity scores are each reduced by 6. While exhausted, a character gains a +6 bonus with any save made to resist becoming fatigued or exhausted, but if he is fatigued, or exhausted a second time, he instead becomes unconscious. A character loses this condition after 1 full hour of sleep.
Fatigued: A fatigued character may not Run, and his Strength and Dexterity scores are each reduced by 2. While fatigued, a character gains a +6 bonus with any save made to resist becoming fatigued, but if he is fatigued a second time, he instead becomes exhausted. A character loses this condition when he becomes exhausted, or after 8 hours of inactive rest.
Fixated: A fixated character may only stare at the source of his fixation. He is considered blinded and deafened to all else. (though he is still subject to flash and bang damage, as standard). Further, he must attempt to make at least 1 Standard Move action toward the source of his fixation during each round, avoiding danger along the way.
A character remains fixated until the source of his fixation remains out of his visual or hearing range for 5 consecutive rounds, as appropriate. Alternately, the character loses this condition at the end of the current scene, when he suffers any damage, or if another character makes a successful 1-round Tactics (Cha) check (DC 30) to distract him. This check may be re-tried and possesses the Disposition, Hearing, and Language tags (see page 101).
Flanked: A character is flanked if 2 opponents stand on directly opposite sides of him and within Reach or CQB Range. Opponents may only flank an adjacent character when unarmed or carrying a Ready melee weapon, or a non-adjacent character when carrying a ranged weapon. For examples, see the Flanking Diagram below. When a flanking opponent makes an attack against the character he’s flanking, he gains a +2 bonus with his attack check (if making an unarmed or melee attack), or a +1 bonus (if making a ranged attack).
Flat-Footed: A flat-footed character is vulnerable. He stops being flat-footed when he takes an action, or is successfully attacked. Frenzied: This condition operates identically to enraged, except that the character cannot distinguish friend from foe — he attacks the nearest character rather than nearest opponent. Further, the DC to calm a frenzied character with a Tactics (Cha) check increases to 30.
Frightened: A frightened character moves away from the source of his fear as quickly as possible. If unable to flee, he becomes sickened. A character remains frightened until the end of the current scene or until the source of the condition has been out of his line of sight for 10 consecutive rounds. Alternately, a frightened character may be pacified with a successful 1-minute Impress (Cha) check (DC 20). This check may be re-tried and possesses the Disposition, Hearing, and Language tags (see page 101).
Held: A held character is vulnerable and may not move or take any non-free action except to attempt a full action Athletics (Str) check to escape the hold. This check possesses the Armor Check Penalty tag (see page 101).
Helpless: A helpless character is vulnerable. Further, attacks targeting him within Melee Range gain a +4 bonus. Finally, he may be targeted with a Coup de Grace action (see page 356). Hidden: A character or object whose location is unknown to 1 or more opponents is hidden from those opponents. An opponent may not physically target a character who is hidden from him with any action requiring line of sight or any skill check with the Vision tag. Further, when a character makes an attack against an opponent within Melee Range from whom he is hidden, the target is considered to be flanked, even if no teammate or ally is located on the other side of him (see page 341). If the target is unaware that any enemies are present, he is considered vulnerable during this attack as well. Immediately following the attack, the character ceases to be hidden from the target.
Invisible: An invisible character is physically masked from view, usually due to a Covert feat or super-science gear (see page 278). He automatically becomes hidden at the end of each round during which he moves at least 5 ft. from his starting position as his last action during the round. Further, when an opponent targets the character with any attack or skill check, the opponent is considered blinded. While an invisible character is at least 25% covered with a visible material, or moves more than 5 ft. through any environment that may be disturbed by his passing (e.g. moderate or heavier rain, at least 2 ft. of leaves or snow, etc.), this condition is lost.
Nauseated: A nauseated character may take only 1 half action during each round, may not make more than 1 final attack per round, and may not make any skill check with the Concentration tag. Paralyzed: A paralyzed character is frozen in place and may not move or speak. He is also helpless, cannot make Strength- and Dexterity-based checks, and may only take actions that are purely mental (such as Knowledge checks).
Pinned: A pinned character is vulnerable and may not move or act except to attempt a full-action Athletics (Str) check to break the pin. This check possesses the Armor Check Penalty tag (see page 101). Also, a pinned character may be bound with static restraints — such as handcuffs — as a free action, and may only speak as the person pinning him allows. Further, a pinned character acts as a hostage, providing the person holding him with 1/2 cover (see page 345). Finally, each adjacent opponent gains a +4 bonus with unarmed and melee attacks targeting a pinned character.
Prone: A prone character is intentionally lying on the ground. He may not take any movement actions until he Stands Up (see page 360). He may, however, take a 5-ft. bonus step to crawl along the ground. Further, all non-adjacent attackers suffer a –2 penalty with all ranged attacks made against him. Finally, a prone character suffers a –2 penalty with melee attacks, but may Brace as a free action (see page 354).
Shaken I: The character may not take 10 or take 20. Further, he suffers a –4 penalty with all Charisma- and Wisdom-based skill checks. Finally, if the character becomes shaken when he already has the condition, the numbers represented by the Roman numerals are added together to determine the condition’s overall effect.
Shaken II: This condition operates identically to shaken I, except that the character must spend 1 additional Action Die to gain any Action Die benefit. Further, he suffers a –4 penalty to his Initiative Count, and with Initiative checks made while this condition remains.
Shaken III: This condition operates identically to shaken II, except that the character must spend 2 additional Action Dice to gain any Action Die benefit. Further, he suffers a –4 penalty with all Reflex and Will saves.
Shaken IV: This condition operates identically to shaken III, except that the character may not spend Action Dice for any purpose. . Further, he suffers a –4 penalty with all attack checks. Sickened: A sickened character suffers a –2 penalty with all attack checks and skill checks, as well as all damage rolls and saves.
Sleeping: A sleeping character may take only passive actions and is also considered blinded and helpless. A character loses this condition immediately upon being touched, suffering any damage, or making a successful Notice/Awareness check.
Sprawled: A sprawled character has been knocked off his feet. He is vulnerable and may not take any movement actions other than Drop Prone or Stand Up (see pages 356 and 360). Finally, he suffers a –2 penalty with all attack checks. Stunned: A stunned character is vulnerable, may take no actions, and may not hold any objects in his hands.
Terrified: This condition operates identically to frightened, except that if the character is unable to flee, he may only take the Fight Defensively or Total Defense actions until he can flee or the condition is lost. Further, a terrified character may not hold any objects in his hands.
Vulnerable: A vulnerable character loses his Dexterity bonus to Defense (if positive), as well as all dodge bonuses to Defense. He may also be targeted with a variety of special effects, such as Sneak attack damage.