<Cybercore>

Conditions

Conditions in Cybercore are organized into three categories that mirror the stat categories: Physical, Mental, and Metaphysical. Each category affects different aspects of gameplay.


The Three Condition Categories

CategoryAffectsStacking Condition
PhysicalAttack, Defense, Speed, ActionsHindered
MentalSkill checksRattled
MetaphysicalPsych (stress)Shaken

Quick Reference: When applying conditions, ask "What does this affect?"

  • Body hurt? → Physical
  • Mind scrambled? → Mental
  • Soul shaken? → Metaphysical

Saving Throws

When resisting conditions or effects, you make a saving throw using one of three saves:

SaveAttributesResists
PhysicalAgility + Fortitude + Might + ReflexPoison, disease, physical impairment
MentalIntellect + Willpower + Tech + PersuasionMind control, confusion, mental attacks
MetaphysicalPerception + Allure + Foresight + HarmonyFear, stress, supernatural effects

Making a Save

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.


Stacking Conditions

The three primary conditions use the same dice progression as Boon/Bane:

LevelDice
11d4
21d6
31d8
41d10
51d12
61d20
7+1d20 + 1d4 (continue pattern)

Physical Conditions

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.

Hindered (Stacking)

Your body is impaired - injured, poisoned, or physically compromised.

LevelEffect
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.

Slowed

Your movement is impaired.

Effect: Your Speed is halved (round down, minimum 1).

Removal: End of encounter, treatment, or specific abilities.

Staggered (Stacking)

You've taken a physical hit that disrupts your actions.

LevelEffect
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.

Prone

You're on the ground.

Effects:

  • Attackers in melee gain Boon(1) against you
  • Standing up costs 1 action
  • You may have cover against ranged attacks (GM discretion)

Removal: Spend 1 action to stand.

Restrained

You cannot move and are physically compromised.

Effects:

  • Your Speed is 0
  • You are Hindered(2)

Removal: Escape the restraint (Might or Agility check vs restraint TL).

Incapacitated

You cannot take physical actions.

Effects:

  • Cannot take any physical actions (attack, move, use items)
  • You may still speak and think
  • Automatically fail physical saves

Removal: Specific treatment or abilities.


Mental Conditions

Mental conditions affect your ability to think, focus, and perform skilled tasks.

Affects: All Skill checks

Rattled (Stacking)

Your concentration is broken - confused, distracted, or mentally strained.

LevelEffect
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.

Confused

Your mind is scrambled - you can't think clearly.

Effect: At the start of each turn, roll 1d6:

RollAction
1Attack nearest creature (friend or foe)
2Do nothing but babble incoherently
3Flee at full speed in a random direction
4Attack nearest enemy (if none, do nothing)
5-6Act normally this turn

Removal: End of encounter, successful Willpower check (TL 15), or specific abilities.

Stunned (Stacking)

Your mental faculties are disrupted; confusion, sensory overload, or neural shutdown.

LevelEffect
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

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

Shaken (Stacking)

Your spirit is rattled - fear, horror, or existential dread weighs on you.

LevelEffect
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.).

Terrified

You are gripped by overwhelming fear.

Effects:

  • You must flee from the source of your terror
  • You cannot willingly move toward the source
  • You gain +1 Psych each round until you are secured

Secured: You are considered secured when the source is out of sight AND one of the following:

  • You are behind a closed door or barrier
  • An armed ally is positioned between you and the source's last known location

Removal: Reach a secured location, successful Metaphysical save (vs creature's TL), or specific abilities.

Unhinged

Your mental stability is compromised - you cannot recover from stress and your grip on reality is slipping.

Effects:

  • You cannot reduce your Psych by any means until this condition ends
  • You must make a Metaphysical save (vs the source's TL) or become Confused
    • In combat: Make this save at the start of each of your turns
    • While exploring: Make this save each time you experience stress (as determined by the player or Game Master)

Removal: Extended rest (8+ hours), therapy, or specific abilities.


General Modifiers

These are not conditions but modifiers that can be applied to any roll.

Boon / Bane

Dice modifiers that add or subtract from rolls.

LevelDice
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)).

Boost / Bother

Flat modifiers to rolls.

  • Boost: +5 to the roll (stacking)
  • Bother: -5 to the roll (stacking)

Boosts and Bothers cancel each other out.

Advantage / Disadvantage

Affects the number of d100s rolled.

  • Advantage: Roll additional d100(s), take the highest
  • Disadvantage: Roll additional d100(s), take the lowest
  • Maximum of 4 dice total

Suffering (DOT)

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.).

Wounded

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:

  • With Medic (Stabilization Protocol): Return at 1/4 MAX HITS (round up)
  • Without Medic: Must use a consumable; recover only what it provides. No consumable = stay DOWN.

Removal: Medic with Trauma Surgeon (Rank 8+) during a Lockdown, medical facility, or between missions.


Vulnerability and Resistance

Vulnerabilities (take MORE damage)

LevelEffect
Sensitive+1 extra die of damage from source
SusceptibleDouble damage, Bane(1) to saves
VulnerableTriple damage, Disadvantage to saves
AnathemaQuadruple damage, Disadvantage-2 to saves

Resistances (take LESS damage)

LevelEffect
ProtectedHalf damage (protector takes other half)
ResistantHalf damage
HardenedQuarter damage
ImmuneNo damage

Sensory Conditions

Blinded

You cannot see.

Effects:

  • All targets are Concealed from you, so you attack and defend against them at Disadvantage
  • You defend at Disadvantage against any attacker you cannot perceive
  • Move carefully or risk falling Prone
  • Automatically fail sight-based Perception checks

Deafened

You cannot hear.

Effects:

  • Perception and related checks are Hindered(2)
  • Cannot respond to verbal commands or warnings

Dazzled

Your vision is impaired by bright light or visual interference.

Effects:

  • Perception is Hindered(1)
  • Targeted attacks suffer Bane(1)

Special Conditions

Dead

You have died.

Effects:

  • You cannot benefit from healing
  • Also, you're dead

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.