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SF2E CONDITIONS QUICK REFERENCE

SF2E CONDITIONS QUICK REFERENCE

Last Updated: 2026-01-17


CONDITION RULES

  • Can only have each condition once (use longer duration)
  • Conditions with values: reduced to 0 = condition ends
  • Some conditions override others (suppressed, not removed)
  • Specific rules supersede general rules

CONDITIONS BY GROUP

Detection Conditions

ConditionEffect
ObservedLocation known
HiddenLocation unknown, can't be targeted directly
UndetectedDon't know you exist in area
UnnoticedCompletely unaware of presence

Sense Conditions

ConditionEffect
BlindedCan't see, auto-fail sight Perception, -4 to Perception & attacks
ConcealedDC 5 flat check to hit you
Dazzled-2 to Perception and attacks vs concealed targets
DeafenedCan't hear, auto-fail hearing Perception
InvisibleCan't be seen, treated as undetected

Death/Dying Conditions

ConditionEffect
Doomed XMax dying reduced by X (doomed 2 = die at dying 2)
Dying XAt death's door, recovery check each turn (DC 10+X)
UnconsciousCan't act, prone, drop items, -4 AC/Perception/Reflex, blinded, off-guard
Wounded XWhen you gain dying, add X to dying value

Attitude Conditions (NPCs)

ConditionDisposition
HostileActively works against you
UnfriendlyDislikes you, won't help
IndifferentNeutral, may help for payment
FriendlyLikes you, willing to help
HelpfulWill help even at cost to self

Lowered Abilities

ConditionEffect
Clumsy X-X to Dex-based checks and DCs
Drained X-X to Con-based checks/DCs, lose X x level HP
Enfeebled X-X to Str-based checks and DCs
Stupefied X-X to Int/Wis/Cha checks, spell DCs; DC 5+X flat check to cast

ALPHABETICAL CONDITIONS

ConditionQuick Effect
BlindedCan't see, -4 Perception & attacks
BrokenItem non-functional, no bonuses
Clumsy X-X to Dex checks/DCs
ConcealedDC 5 flat check to be hit
ConfusedAttack random creatures
ControlledAnother controls your actions
Dazzled-2 to Perception and attacks vs concealed
DeafenedCan't hear
Doomed XDie at dying (4-X)
Drained X-X Con, lose HP
Dying XDeath's door, check DC 10+X
Encumbered-10 Speed, -2 physical checks
Enfeebled X-X to Str checks/DCs
Fascinated-2 to checks, can't act against source
Fatigued-1 to checks, can't explore
FleeingMust spend actions to escape
Frightened X-X to checks and DCs, decreases by 1/turn
GrabbedImmobilized, off-guard, -5 Escape
HiddenLocation unknown
ImmobilizedCan't move from space
InvisibleCan't be seen, treated as undetected
ObservedLocation known
Off-Guard-2 to AC
ParalyzedCan't act, off-guard
Persistent DamageDamage each turn, DC 15 flat check to end
PetrifiedTurned to stone
Prone-2 attacks, +2 vs ranged, -2 AC vs melee, Stand costs action
QuickenedGain extra action (limited use)
RestrainedImmobilized, off-guard, can't attack
Sickened X-X to checks/DCs, can't ingest
Slowed XLose X actions per turn, decreases by 1/turn
Stunned XLose X actions total
Stupefied X-X to mental checks, DC 5+X flat check to cast
UnconsciousCan't act, prone, off-guard, blinded
UndetectedTarget doesn't know you exist
UnnoticedCompletely unaware
Wounded XAdd X to dying when knocked out

CONDITION MODIFIERS SUMMARY

ConditionACAttackPerceptionSavesOther
Blinded--4-4-Auto-fail sight checks
Clumsy X-X-X (Dex)--X (Reflex)-X Dex checks
Dazzled--2 (vs concealed)-2--
Doomed X----Die at dying (4-X)
Drained X----X (Fort)-X Con checks, lose HP
Dying X-4--4-4 (Reflex)Unconscious
Enfeebled X--X (Str)--X (Fort)-X Str checks
Frightened X-X-X-X-X-X to all checks/DCs
Off-Guard-2----
Prone-2 (melee) / +2 (ranged)-2---
Sickened X-X-X-X-XCan't ingest
Stupefied X----X (Will)-X mental, DC 5+X to cast
Unconscious-4--4-4 (Reflex)Prone, blinded, off-guard

GM QUICK REFERENCE

Most Common in Combat

  1. Off-Guard (-2 AC) - Flanking, surprise
  2. Frightened (-X all) - Fear effects
  3. Prone (-2 AC vs melee, -2 attacks) - Tripped
  4. Persistent Damage - Ongoing fire, bleed
  5. Grabbed - Grappled in melee

Death Spiral Tracker

  1. 0 HP → Dying 1 (or dying 2 if crit)
  2. Add wounded value if already wounded
  3. Recovery check each turn (DC 10 + dying value)
  4. Taking damage while dying → increase dying
  5. Dying 4 = Death

Instant Death Conditions

  • Dying reaches 4
  • Death effect reduces to 0 HP
  • Massive damage (>= 2x max HP in single blow)
  • Doomed reduces max dying to 0

Detection States (best to worst)

  1. Unnoticed → 2. Undetected → 3. Hidden → 4. Observed

SOURCES