Status Effects are conditions that modify how a character behaves, fights, or interacts with the world. They include short-term tactical debuffs in combat, long-running survival effects, injuries to specific limbs, and chemical addictions.

πŸ€• Injuries

πŸ€• Injuries are special Status Effects given to a limb when its πŸ’” Cripple Threshold reaches 0. They escalate in severity: πŸ€• Minor Injury β†’ πŸ€• Major Injury β†’ πŸ€• Incapacitation.

Injuries can produce Injury Related Debuffs that persist beyond the injury itself: Crippled, 🀯 Head Trauma, πŸŒ€ Reeling, πŸ₯€ Weakened Arm, πŸ₯€ Weakened Leg, Weakened Mind, Weakened Organs.

Stances

Your physical positioning. Your character always has exactly one stance: 🧍 Standing, πŸ’Ί Crouched, or Prone. Stances affect Size, movement cost, Cover, and stealth.

Buffs

Beneficial conditions, granted by food, drink, chems, perks and equipment: πŸ’š Regen

Debuffs

Temporary or persistent detrimental conditions. Grouped by role:

Damage Over Time: 🩸 Bleed, πŸ”₯ Burn, 🐍 Poison, 🌩 Shock, ❄ Frozen, ☒ Radiation

Control Effects: 🀼 Grappled, πŸ’’ Taunted, πŸ•ŠοΈ Pacified, πŸ€ͺ Madness, πŸ‘» Fear, 🀼 Submission

Tactical Debuffs: ⏬ Pressure, ⏬ Suppressed, ⏬ Pinned Down, 🌊 Shockwave, ⏬ Exposed, ⏬ Staggered, ✨ Stunned, 😲 Surprised

Passive: 😫 Exhaustion, πŸ‹οΈ Overencumbered, Priority Target, ☒ Atom Aura

Addictions

Chemical dependencies acquired from repeated use of chems or alcohol. Cured by visiting a doctor or using πŸ’Š Addictol.

πŸ€’ Illnesses

Infections and diseases contracted from raw food, open wounds, filth, and other sick people. Unlike Debuffs, Illnesses attack recovery rather than combat. They move between Minor and Major on a πŸ• Long Rest progression Test β€” a success reduces severity, a failure escalates it β€” and are cured by πŸ’Š Antibiotics, 🧫 Infection Care, or a doctor.

Which Illness you contract depends on how you were exposed:

Food-borne: 🀒 Dysentery, πŸͺ± Gut Worms, πŸ₯΅ Wasting Fever

Wound: 🩹 Infected Wound

Contagion: 🫁 Bonecough

Environmental: πŸ‘ Blind Rot

Concealment

Effects that remove you from an enemy’s senses. They share a stat line and differ entirely in how they are beaten.

  • πŸ‘€ Invisible β€” optical cloaking (πŸ₯‹ Chinese Stealth Suit, Stealth Boys). Strongest at a distance; you can still be heard up close, and you can attack without losing it.
  • Psychic Invisibility β€” works on the mind rather than on light, so it covers hearing too and does not weaken at any range. Biological observers only β€” machines are unaffected β€” and it is lost the moment you attack or take damage.

Other

🀲 Voluntary Failure

A creature may choose to voluntarily fail any Test made to resist a debuff or status effect. See 🀲 Voluntary Failure for the full rule.

Effect Notation: X Suffix

Many debuffs and the weapon effects that apply them use an X suffix to indicate potency: Bleed X, Burn X, Poison X, Knockback X, etc.

  • For stacking debuffs (Bleed, Burn, Poison, Shock, Frozen, Radiation, Pressure, Exhaustion, etc.), X is the number of stacks applied.
  • For one-shot effects (Knockback, Knockdown), X is the magnitude β€” e.g., Knockback 2 means up to 2 tiles of forced movement on fail.

13 items under this folder.