## Combat penalties
| Condition | Effect |
|---|---|
| **Off-Guard** | −2 circumstance penalty to AC. Sometimes only against specified attacks or creatures. |
| **Prone** | Off-guard; −2 circumstance penalty to attack rolls. Only Crawl or Stand as move actions. Taking Cover prone grants greater cover against ranged attacks, although you remain off-guard. |
| **Frightened N** | −N status penalty to all checks and DCs; usually decreases by 1 at the end of each of your turns. |
| **Clumsy N** | −N status penalty to Dexterity-based rolls and DCs, including AC, Reflex, ranged attacks and Stealth. |
| **Enfeebled N** | −N status penalty to Strength-based rolls and DCs, including Strength melee attacks/damage and Athletics. |
| **Stupefied N** | −N status penalty to Intelligence-, Wisdom- and Charisma-based rolls and DCs. Casting a spell requires a DC 5+N flat check or the spell is disrupted. |
| **Drained N** | −N status penalty to Constitution-based rolls and DCs; current and maximum HP decrease by level × N. A full night's rest reduces drained by 1; restored maximum HP does not also restore the lost current HP. |
| **Fatigued** | −1 status penalty to AC and saving throws; cannot perform exploration activities while travelling. Ends after a full night's rest. |
| **Suppressed** | −1 circumstance penalty to attack rolls and −10-foot status penalty to all Speeds. |
## Control and action economy
| Condition | Effect |
|---|---|
| **Grabbed** | Off-guard and immobilized; manipulate actions require a DC 5 flat check or are lost. |
| **Restrained** | Off-guard and immobilized; cannot use attack or manipulate actions except Escape or Force Open bonds. Overrides grabbed. |
| **Immobilized** | Cannot use actions with the move trait. |
| **Slowed N** | Regain N fewer actions at the start of each turn. |
| **Stunned N** | Cannot act while stunned. Lose N actions total as actions would be regained, reducing the value accordingly. Some effects instead specify a duration. |
| **Quickened** | Gain one extra action at the start of your turn; the triggering ability may restrict how it is spent. |
| **Sickened N** | −N status penalty to all checks/DCs. Cannot willingly ingest anything, including serums. Can spend 1 action to retch and attempt a Fortitude save against the source DC (success −1, critical success −2). |
| **Unconscious** | Cannot act; −4 status penalty to AC, Perception and Reflex; blinded and off-guard; fall prone and drop held items unless specified otherwise. See Sheet 07. |
| **Glitching N** | With glitching tech, test DC 5+N flat check when using it; a glitching creature tests at start of each turn. Failure causes −N item penalty to checks/DCs; critical failure also disrupts item use or stuns a creature as specified. |
## Senses and survival
| Condition | Effect |
|---|---|
| **Concealed** | Targeting requires a DC 5 flat check or the effect fails. Does not apply to area effects. |
| **Hidden** | Enemy knows your space but cannot precisely see you; targeting requires DC 11 flat check. Enemy is off-guard to you. |
| **Undetected** | Enemy does not know your space. It must guess your square; targeting is resolved secretly by GM. |
| **Invisible** | Cannot be observed by sight; when first becoming invisible to someone already observing you, you start hidden; Sneak can make you undetected. |
| **Blinded** | Cannot see; normal terrain is difficult; vision-required Perception checks critically fail. |
| **Dazzled** | If vision is your only precise sense, everything is concealed from you. |
| **Deafened** | Cannot hear. Auditory actions need a DC 5 flat check or are lost; −2 status penalty to Perception for initiative and other checks partly involving sound. |
| **Persistent Damage** | Take indicated damage at end of turn, then attempt DC 15 flat check to recover; appropriate assistance can help. |
| **Dying N** | Unconscious, making recovery checks; normally die at dying 4. See Sheet 07. |
| **Wounded N** | Losing dying normally grants/increases wounded; when you become dying again, add wounded value. See Sheet 07. |
| **Doomed N** | Reduce the dying value at which you die by N; decreases by 1 after a full night's rest. |
**Other conditions:** The Player Core also covers broken, confused, controlled, encumbered, fascinated, fleeing, paralyzed, petrified, untethered, and relationship attitudes (friendly, helpful, indifferent, unfriendly, hostile). Refer to printed pp. 435–441 for their full effects.
**Rules note:** A condition with a value does not normally stack with another source of the same condition; apply the highest value and track durations as appropriate. Reference pp. 440–441.