A character who is Stunned immediately loses any delayed or readied Action. Any Powers that are not Persistent turn off at the end of the Phase. They use up their next Action to Recover from being Stunned when their place in the initiative order next comes up in a Phase. A character who has used their current Phase to Recover from being Stunned may then Abort to a defensive Action using their Action for the following Phase.
A character may choose to Take a Recovery as a full-phase Action in any Phase. While Taking a Recovery, the character has a -3 DCV penalty. The Recovery is not completed until the character's next Action begins, and taking STUN from an attack before then interrupts the Recovery. If the Recovery is not interrupted, the character gets back STUN and END equal to their REC value.
A character who is Knocked Out (that is, on 0 STUN or below) immediately loses any delayed or readied Action, and their DCV and ECV are reduced to 0. They must use all their Actions to Take a Recovery until they are conscious. A character who was both Stunned and Knocked Out automatically Recovers from Being Stunned when they successfully Take a Recovery: they do no have to Recover from being Stunned in one Phase before they Take a Recovery in the second Phase.
Characters who are reduced to 0 BODY or less do not automatically begin bleeding to death. Instead, whenever a character loses BODY they have taken an injury that will bleed or otherwise worsen until properly treated. An injured character makes a CON check for each injury to determine how quickly the injury will worsen.
The Target Number to take 1d6 Normal Damage per Phase is 2 + BODY lost. For each point by which the check succeeds, the time period required for the injury to worsen moves one step down the Time Chart: for example, if the character succeeds by 5 points, they take 1d6 Normal Damage per hour.
If the character succeeds by enough points to move the time period to or past the period of time it takes for them to regain 1 BODY (usually 1 week, TN 10 + BODY lost), the injury never worsens.
A character with the Paramedic skill can attempt to treat one injury as a full-round action. The Target Number is the same as that required for the CON check, and the Paramedic check result is used to determine the time required for the injury to worsen if it is better than the injured character's CON check result.
Characters cannot Push a Power.
Only EGO resists Presence Attacks; PRE cannot be used to resist Presence Attacks.