<Cybercore>

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.

How Conditions Apply

  • 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.

How Conditions Clear

  • 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.

Canonical List

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.