Condition Track

Conditions

Certain debilitating attacks reduce one's combat effectiveness instead of one's hit points. Examples include a stun grenade, a forced march, a paralyzing venom, or long-term exposure to extreme temperatures. Multiple conditions have cumulative effects and can quickly drive a creature from it's normal state to unconsciousness or disable an otherwise functional device or vehicle.
Physically debilitating attacks are usually made against the target's Fortitude defense, while mentally debilitating attacks target one's Will defense. Either type of attack pushes the target along the same track.

The Condition Track

A creature, object, or vehicle not affected by any debilitating conditions is assumed to be in a "normal state", which represents one end of the condition track. Each debilitating effect to which it succumbs moves it one or more steps along the condition track. A creature pushed to the last step of the condition track falls unconscious. An object or vehicle pushed to the last step on the condition track is disabled until repaired using the Technology skill.
When a device is pushed down the condition track, apply the indicated penalty on skill checks to any skill check made using the device.
When a vehicle is pushed down the condition rack, all the vehicle's occupants suffer the same penalties as the vehicle itself until the vehicle is disabled. Penalties imposed by multiple condition tracks are cumulative; in other words, a vehicle's occupants suffer the effects of their own personal condition tracks in addition to the effects of the vehicle's condition track.

Normal State (No Penalties)
-1 step +1 step
-1 penalty to all defenses;
-1 penalty on attack rolls, ability checks, and skill checks
-1 step +1 step
-2 penalty to all defenses;
-2 penalty on attack rolls, ability checks, and skill checks
-1 step +1 step
-5 penalty to all defenses;
-5 penalty on attack rolls, ability checks, and skill checks
-1 step +1 step
-10 penalty to all defenses;
-10 penalty on attack rolls, ability checks, and skill checks
-1 step +1 step
Helpless (unconscious or disabled)

Removing Conditions

You can improve your condition by spending three swift actions to use the recover action, moving +1 step along the condition track. You can spend all three swift actions in a single round or spread them out across consecutive rounds. Certian situations may prevent you from spending swift actions to move toward a normal state on the condition track.
Resting for eight consecutive, uninterrupted hours usually removes all debilitating conditions affecting a creature and returns it to its normal state. Some causes of debilitation such as poison and hunger, may prevent a creature from improving its condition or returning to its normal state until the cause of the debilitation is treated.

Persistent Conditions

Some hazards and attacks (such as poison and disease) result in a persistent condition that cannot be removed except in certain circumstances. Any time a condition is persistent, you cannot use the recover action to move steps up the condition track, and you do not regain any hit points from natural healing. However, once a persistent condition is removed by satisfying the requirements stated in its description, you can move up the condition track and heal normally.
Persistent conditions do not prevent you from moving up the condition track by means other than the recover action or resting for 8 hours. For example, an unconscious creature that fails its first Constitution check has a persistent condition from its injuries, but it still moves +1 step on the condition track when it makes a successful Constitution check to regain consciousness.

Multiple Persistent Conditions: Sometimes you are affected by more than one persistent condition. In this case, you must satisfy the requirements for removing all of these persistent conditions before you can move up the condition track.

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