Conditions are the bookkeeping for everything that sticks; Wounded, Prone, Shaken, Bleeding, Off Guard, Stunned, the lot. Combat applies them; recovery clears them; some hang around between encounters.
- Direct apply; an attack, ability, or environment tags you. Most weapons and abilities that apply a condition name it explicitly in their text.
- Damage outcome; Punishing dodge results apply Prone and stack Bother. Going DOWN applies the Wounded condition.
- Stacking; many conditions stack (Hindered, Shaken, Bother, Bleeding, Suffering). Multiple sources add levels. The canonical stack rule lives in Appendix · Conditions.
- Saving Throw or roll; some clear at the end of your turn on a successful check.
- Action spent; Prone clears when you stand (1 Action). Some grappled / restrained conditions clear when you spend an Action to break free.
- Time / Sweep; environmental conditions like Suffering clear when you leave the area or seal a hazard.
- Recovery Cycle; Stim Break / Lockdown / R&R each clear progressively more (see Recovery Cycles).
- Medical / Engineering treatment; Medic and Engineer abilities clear specific condition tracks.
The full list, with mechanical effects, stack caps, and clear conditions for every status in Cybercore, lives in the appendix:
→ Appendix · Conditions & Effects
That page is the authoritative reference. This page is just the combat-side guide to how the appendix's conditions arrive on your sheet and how they come off.