Grappling and powers like entangle cause characters to be Bound and Entangled. Here’s what each of those states means and how to break free from them.
Breaking Free Attempting to break free is an action using Strength at −2 or Athletics. With success, an Entangled hero is free of one entanglement or grappler. A Bound character improves to Entangled with a success; with a raise, he’s free.
Breaking Free from a Device A character bound by a physical device (such as a net, manacles, or handcuffs) who fails to break free can’t try again until the situation changes in some way (GM’s call).
Bound or Entangled victims may try to destroy the entanglement with an accessible and appropriate weapon (GM’s call based on circumstances and the entangling material). Weapon attacks hit automatically (see Breaking Things), and attackers may Wild Attack for +2 damage. If successful the character is no longer Entangled (others in an area effect entanglement must be freed separately unless the attack is an area effect itself).
Characters may be Distracted by Tests, powers, or creature effects. The states last until the end of the character’s next turn. If a hero becomes Distracted during her current turn, it lasts until the end of her next turn.
DISTRACTED: The hero subtracts 2 from all Trait rolls until the end of his next turn.
Some hazards, stress, powers, or circumstances may cause Fatigue instead of damage. This represents mental stress or minor but lingering injuries that make a person less effective. Fatigue stacks until the victim is Incapacitated.
Unless otherwise specified by the source, Fatigue and Exhaustion improve one level per hour. Incapacitated characters are helpless 95 Rul es and may be unconscious (GM’s call) for 2d6 hours. If treatment is possible (food, water, etc., depending on the source of Fatigue), and a Healing roll is made, the character improves to Exhausted.
Mixed Fatigue: If a hero suffers Fatigue from different sources with different recovery times, remove one level when the effect with the shortest duration expires, then another level when the longest expires.
Fatigue from hunger, thirst, etc., sometimes has different recovery conditions. See Hazards.
Ranged attacks suffer a −4 penalty to hit prone characters from a range of 3″ or greater (this does not stack with Cover) and subtract four points of damage from Area Effect attacks.
If a prone defender is caught in melee, his Parry is reduced by 2 and he must subtract 2 from his Fighting rolls.
Standing costs a character 2″ of movement.
Stun guns, creature abilities, the stun power, electrical hazards, or other shocks to the brain or nervous system make a character essentially helpless until they manage to shake it off.
Stunned characters:
Recovery: At the start of a Stunned character’s turn, he makes a Vigor roll as a free action. Success means he’s no longer Stunned but remains Vulnerable until the end of his next turn. With a raise, his Vulnerable state goes away at the end of this turn.
Characters may be made Vulnerable by Tests, powers, or creature effects. The states last until the end of the character’s next turn. If a hero becomes Vulnerable during her current turn, it lasts until the end of her next turn.
VULNERABLE: Actions and attacks against the target are made at +2 until the end of his next turn. This doesn’t stack with The Drop — use only the highest.