Conditions in Cybercore are organized into three categories that mirror the stat categories: Physical, Mental, and Metaphysical. Each category affects different aspects of gameplay.
| Category | Affects | Stacking Condition |
|---|---|---|
| Physical | Attack, Defense, Speed, Actions | Hindered |
| Mental | Skill checks | Rattled |
| Metaphysical | Psych (stress) | Shaken |
Quick Reference: When applying conditions, ask "What does this affect?"
When resisting conditions or effects, you make a saving throw using one of three saves:
| Save | Attributes | Resists |
|---|---|---|
| Physical | Agility + Fortitude + Might + Reflex | Poison, disease, physical impairment |
| Mental | Intellect + Willpower + Tech + Persuasion | Mind control, confusion, mental attacks |
| Metaphysical | Perception + Allure + Foresight + Harmony | Fear, stress, supernatural effects |
Roll d100 + Save Value against the source's TL. Every creature, hazard, and environmental threat has a TL; that is the number you roll against. No conversion, no formula.
Example: A Zod Warrior (TL 40) uses a fear-inducing roar. Characters must make a Metaphysical save against TL 40 or become Shaken. Later, a Medic treating wounds inflicted by the same Warrior rolls Triage against TL 40 or the wound-count TL, whichever is higher.
The three primary conditions use the same dice progression as Boon/Bane:
| Level | Dice |
|---|---|
| 1 | 1d4 |
| 2 | 1d6 |
| 3 | 1d8 |
| 4 | 1d10 |
| 5 | 1d12 |
| 6 | 1d20 |
| 7+ | 1d20 + 1d4 (continue pattern) |
Physical conditions affect your body's ability to fight, defend, and move.
Affects: Attack rolls, Defense rolls (AF, Dodge, Evade), Speed, Actions
Note: The Exhaustion metric is a Physical tracker that negates Energy and applies Hindered when it exceeds available Energy. Physical saves resist gaining Exhaustion.
Your body is impaired - injured, poisoned, or physically compromised.
| Level | Effect |
|---|---|
| Hindered(1) | -1d4 to all Attack and Defense rolls |
| Hindered(2) | -1d6 to all Attack and Defense rolls |
| Hindered(3) | -1d8 to all Attack and Defense rolls |
| Hindered(4) | -1d10 to all Attack and Defense rolls |
| Hindered(5) | -1d12 to all Attack and Defense rolls |
Sources: Injuries, poison, physical impairment, or Exhaustion exceeding available Energy.
Removal: Medical treatment, rest, or specific abilities.
Your movement is impaired.
Effect: Your Speed is halved (round down, minimum 1).
Removal: End of encounter, treatment, or specific abilities.
You've taken a physical hit that disrupts your actions.
| Level | Effect |
|---|---|
| Staggered(1) | Lose 1 action on your next turn |
| Staggered(2) | Lose 2 actions on your next turn |
| Staggered(3) | Lose your turn (all 3 actions) |
Removal: Automatic after losing the actions.
You're on the ground.
Effects:
Removal: Spend 1 action to stand.
You cannot move and are physically compromised.
Effects:
Removal: Escape the restraint (Might or Agility check vs restraint TL).
You cannot take physical actions.
Effects:
Removal: Specific treatment or abilities.
Mental conditions affect your ability to think, focus, and perform skilled tasks.
Affects: All Skill checks
Your concentration is broken - confused, distracted, or mentally strained.
| Level | Effect |
|---|---|
| Rattled(1) | -1d4 to all Skill checks |
| Rattled(2) | -1d6 to all Skill checks |
| Rattled(3) | -1d8 to all Skill checks |
| Rattled(4) | -1d10 to all Skill checks |
| Rattled(5) | -1d12 to all Skill checks |
Removal: Rest, successful Willpower check, or specific abilities.
Your mind is scrambled - you can't think clearly.
Effect: At the start of each turn, roll 1d6:
| Roll | Action |
|---|---|
| 1 | Attack nearest creature (friend or foe) |
| 2 | Do nothing but babble incoherently |
| 3 | Flee at full speed in a random direction |
| 4 | Attack nearest enemy (if none, do nothing) |
| 5-6 | Act normally this turn |
Removal: End of encounter, successful Willpower check (TL 15), or specific abilities.
Your mental faculties are disrupted; confusion, sensory overload, or neural shutdown.
| Level | Effect |
|---|---|
| Stunned(1) | Lose 1 action on your next turn + auto-fail Skill checks |
| Stunned(2) | Lose 2 actions on your next turn + auto-fail Skill checks |
| Stunned(3) | Lose your turn (all 3 actions) + auto-fail Skill checks |
Note: Stunned is the Mental counterpart to Staggered. Both cost actions, but Stunned also shuts down skilled tasks and is resisted by Mental saves rather than Physical.
Removal: Automatic after losing the actions, or specific abilities.
Metaphysical conditions affect your Psych (stress level). Since Psych gives -2 (Bother) per point to ALL rolls, these conditions create cascading effects.
Affects: Psych accumulation and recovery
Your spirit is rattled - fear, horror, or existential dread weighs on you.
| Level | Effect |
|---|---|
| Shaken(1) | Gain +1d4 Psych |
| Shaken(2) | Gain +1d6 Psych |
| Shaken(3) | Gain +1d8 Psych |
| Shaken(4) | Gain +1d10 Psych |
| Shaken(5) | Gain +1d12 Psych |
Note: Roll the dice and add the result to your current Psych. Remember, each Psych point gives -2 to all rolls.
Removal: The Psych gained must be recovered normally (rest, treatment, etc.).
You are gripped by overwhelming fear.
Effects:
Secured: You are considered secured when the source is out of sight AND one of the following:
Removal: Reach a secured location, successful Metaphysical save (vs creature's TL), or specific abilities.
Your mental stability is compromised - you cannot recover from stress and your grip on reality is slipping.
Effects:
Removal: Extended rest (8+ hours), therapy, or specific abilities.
These are not conditions but modifiers that can be applied to any roll.
Dice modifiers that add or subtract from rolls.
| Level | Dice |
|---|---|
| Boon(1) / Bane(1) | +/- 1d4 |
| Boon(2) / Bane(2) | +/- 1d6 |
| Boon(3) / Bane(3) | +/- 1d8 |
| Boon(4) / Bane(4) | +/- 1d10 |
| Boon(5) / Bane(5) | +/- 1d12 |
| Boon(6) / Bane(6) | +/- 1d20 |
After 1d20, the chain wraps: Boon(7) = 1d20+1d4, Boon(8) = 1d20+1d6, and so on.
Boons and Banes cancel each other out (Boon(2) + Bane(1) = Boon(1)).
Flat modifiers to rolls.
Boosts and Bothers cancel each other out.
Affects the number of d100s rolled.
You take ongoing damage at the start of each round or Sweep.
Examples: Bleeding, Burning, Poisoned, Corroding
Effect: Take the listed damage (e.g., 1d6 Bleeding) at the start of each of your turns in combat, or at the start of each Sweep while exploring.
Removal: Appropriate treatment (medical attention, fire suppression, antidote, etc.).
You have sustained significant injury. Gained when all your HITS boxes are marked and you go DOWN.
Effect: Bane(1) to all attack and skill checks per Wound. Stacks. Grind can be burned to ignore 1 Wound penalty per check.
Max Wounds: Fortitude + Willpower + Mass. When Wounds = Max Wounds, you are Comatose (dying). When Wounds > Max Wounds, you are Dead.
Recovery from DOWN:
Removal: Medic with Trauma Surgeon (Rank 8+) during a Lockdown, medical facility, or between missions.
| Level | Effect |
|---|---|
| Sensitive | +1 extra die of damage from source |
| Susceptible | Double damage, Bane(1) to saves |
| Vulnerable | Triple damage, Disadvantage to saves |
| Anathema | Quadruple damage, Disadvantage-2 to saves |
| Level | Effect |
|---|---|
| Protected | Half damage (protector takes other half) |
| Resistant | Half damage |
| Hardened | Quarter damage |
| Immune | No damage |
You cannot see.
Effects:
You cannot hear.
Effects:
Your vision is impaired by bright light or visual interference.
Effects:
You have died.
Effects:
Removal: A Medic with Advanced AED (Rank 10) can attempt revival within 1 round of death; target returns at 1/4 MAX HITS with Wounds at Max (cannot recover HITS until a Wound is treated). Once per mission.
For species with Mindshard backup (Humans, Rodi, Kanarie, Sketh, Junkers, Zetas, partial for Bohecs and Cyborgs), death is a setback rather than an ending. If a current Mindshard imprint exists, the character can be restored at an Om facility into a clone or Android host. Memory loss, Tag loss, and Psych consequences apply, see the Mindshard rules for details. If no imprint exists: rolling a new character.