Conditions
Physical Conditions
Grappled
Cannot move or evade
May only take attack actions using Light or Melee weapons (including Melee (unarmed), of course), and does so with +1 penalty die.
Makes all PHYS or REF based checks with +1 penalty die.
May attempt to break the grapple using an action (contested Melee (unarmed) check; must get a higher result than the grappler to break free). Each successive attempt to break free within a round becomes more difficult (add +1 penalty die each time. These stack). This resets at the start of the next round.
Unconscious
Cannot make any skill checks, move, take any actions, or do anything. Completely incapacitated.
When a character becomes unconscious, they immediately fall prone.
May be revived with a successful First Aid (DC8) check
Once after every hour, may attempt to regain consciousness with either a Willpower check or a Toughness check (DC6)
Attacks made against an unconscious character gain +1 bonus die.
Asphyxiating
You are slowly dying due to lack of oxygen.
Roll an Endurance (DC 6, +2 per round) asphyxiation check.
Failure: suffer 1 wound.
After 3 failures: become Unconscious.
If you become Dying while Asphyxiating, you die.
Dying
At the end of each of your turns, you must roll a Toughness (DC7) dying check.
Extreme success: remove up to 1 penalty die from dying checks
Success: no change
Failure: gain +1 penalty die to dying checks and remove 1 rank of your Toughness skill. When no longer dying, regain lost ranks of Toughness at a rate of 1 per day and remove all penalty dice from dying checks.
Extreme failure: you die
When a character becomes dying, they immediately fall prone.
Any time you take damage, gain +1 penalty die to dying checks, then immediately roll a dying check.
Receiving medical aid (successful First Aid (DC10) check) removes the Dying condition, replacing it with the Unconscious condition.
Attacks made against dying characters gain +1 bonus die.
EMP (X)
Deals X damage to all electronic systems (robots, computers, ship modules, and cyberware) affected.
Completely shuts off all electronic systems (robots, computers, ship modules, and cyberware) of tier X or lower. Until restarted, these systems are inactive.
Has no effect on biological creatures such as humans.
Floating
A Floating character cannot move as normal. Instead, they may make an Athletics, Balance, or Finesse check (DC6) to try to maneuver their way using arm and leg motions, as though they are swimming through the air.
Moving this way applies a 5x movement penalty (moving 5 feet requires 25 feet of movement)
The DC for this check may be raised or lowered by the GM based on the circumstances surrounding the character.
Immobile
Unable to move at all. This includes reactions such as Dive for Cover.
Blinded
Disadvantage to all attack rolls, Dodge or Parry rolls, and any roll that involves sight.
Bleeding (X)
There are four levels of bleeding: light, moderate, heavy, and extreme. When not specified, light bleeding is assumed. Bleeding causes unmitigated damage. A successful First Aid (DC4 + current bleed level) check reduces the bleeding by one level. An extreme success reduces bleeding by two levels instead. While bleeding, any effect that would apply the Bleeding condition to you instead increases your Bleeding level. Thus, an effect that would give Bleeding (2) while you are already Bleeding (1) would bump you from light bleeding to heavy bleeding (1 + 2 = 3).
Light: take 1 damage at the end of your turn.
Moderate: take 2 damage at the end of your turn.
Heavy: take 3 damage at the end of your turn.
Extreme: take 2 damage at the start of your turn and 4 damage at the end of your turn.
Mental Conditions
Agonized (X)
In intense pain. Must make a Willpower or Endurance check (DC 6 + X; if X is not specified, then it is 0) before taking any action. If you succeed, you may take actions as normal until the end of your turn.
Lasts X rounds (minimum 1) unless otherwise specified.
Demoralized (X)
Character’s heart just isn’t in the fight any more.
Character suffers +1 penalty die to their first roll every turn.
If they fail this roll, they may not take any actions other than moving until their next turn.
If a character’s stress is higher than their Cool Under Fire while Demoralized, they immediately become Frightened instead.
Lasts X rounds (minimum 1) unless otherwise specified.
Frightened (X)
Character cowers from danger, feeling the threat more keenly than normal.
Character suffers +1 penalty die on any attacks toward whatever frightened her.
Character may not willingly move toward whatever frightened him.
Lasts X rounds (minimum 1) unless otherwise specified.
Fleeing (X)
Character is terrified of something or someone
Must spend all their actions using movement to get farther away from whatever it is they are afraid of. If an obstacle blocks their path, the GM decides how they respond.
Lasts X rounds (minimum 1) unless otherwise specified.
Stunned (X)
Cannot take any actions or move.
Lasts X rounds (minimum 1) unless otherwise specified.
Frenzied (X)
Must attack the closest creature as often as possible, regardless of alliance.
Lasts X rounds (minimum 1) unless otherwise specified.
Sluggish
Gain only 1 action per turn.