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.
π€ Injuries
π€ Injuries are special Status Effects given to a limb when its π Cripple Threshold reaches 0. They escalate in severity: π€ Minor Injury β π€ Major Injury β π€ Incapacitation.
Injuries can produce Injury Related Debuffs that persist beyond the injury itself: Crippled, π€― Head Trauma, π Reeling, π₯ Weakened Arm, π₯ Weakened Leg, Weakened Mind, Weakened Organs.
Stances
Your physical positioning. Your character always has exactly one stance: π§ Standing, πΊ Crouched, or Prone. Stances affect Size, movement cost, Cover, and stealth.
Buffs
Beneficial conditions, granted by food, drink, chems, perks and equipment: π Regen, π€Έ Evasive, π‘ Protected, π Disengaging, π‘ Enraged, π§± Resolute, π§ Reoriented
Debuffs
Temporary or persistent detrimental conditions. Grouped by role:
Damage Over Time: π©Έ Bleed, π₯ Burn, π Poison, π© Shock, β Frozen, β’ Radiation
Control Effects: π€Ό Grappled, π’ Taunted, ποΈ Pacified, π€ͺ Madness, π» Fear, π€Ό Submission, βοΈ Immobilized, π€ Unconscious
Tactical Debuffs: β¬ Pressure, β¬ Suppressed, β¬ Pinned Down, π Shockwave, β¬ Exposed, β¬ Staggered, β¨ Stunned, π² Surprised, π― Vulnerable, π Distracted, π‘ Tracked, π’ Slowed, π₯ Weak, π° Shaken, π Deafened
Passive: π« Exhaustion, ποΈ Overencumbered, Priority Target, β’ Atom Aura
Debuff Categories
Every debuff, plus π Knockback and Knockdown, is one of three categories, marked on its own page.
Mental Effects
Debuffs that work on the mind. They are resisted with a π Composure Test where the effect allows one, and π Command: Steady! can re-roll that Test: π» Fear, π€ͺ Madness, ποΈ Pacified, π’ Taunted, β¬ Suppressed, β¬ Pinned Down, π° Shaken. A π» Hack Glitch is a Mental effect, whatever status it applies.
Physical Effects
Debuffs that work on the body. They are resisted with an π END + π Survival Test or reduced by π§ͺ Status Resistance where the effect allows, or broken with π€Ό Grapple: π©Έ Bleed, π₯ Burn, β Frozen, π Poison, β’ Radiation, π© Shock, π Knockback, Knockdown, π€Ό Grappled, π€Ό Submission.
Unresisted Effects
Debuffs that cannot be resisted with a Test. They last until their duration or removal condition says otherwise: βοΈ Immobilized, π€ Unconscious, π Turned, π Blinded, π Deafened, π Distracted, β¬ Exposed, Marked, β¬ Pressure, π Shockwave, π’ Slowed, β¬ Staggered, β¨ Stunned, π² Surprised, π‘ Tracked, π― Vulnerable, π₯ Weak, Priority Target, β’ Atom Aura, π« Exhaustion, ποΈ Overencumbered.
Addictions
Chemical dependencies acquired from repeated use of chems or alcohol. Cured by visiting a doctor or using π Addictol.
- π΅βπ« Alcohol Addiction
- π΅βπ« Buffout Addiction
- π΅βπ« Jet Addiction
- π΅βπ« Med-X Addiction
- π΅βπ« Mentats Addiction
- π΅βπ« Psycho Addiction
π€ 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 π Long Rest progression Test β a success reduces severity, a failure escalates it β and are cured by π Antibiotics, π§« Infection Care, or a doctor.
Which Illness you contract depends on how you were exposed:
Food-borne: π€’ Dysentery, πͺ± Gut Worms, π₯΅ Wasting Fever
Wound: π©Ή Infected Wound
Contagion: π« Bonecough
Environmental: π Blind Rot
Concealment
Effects that remove you from an enemyβs senses. They share a stat line and differ entirely in how they are beaten.
- π€ Invisible β optical cloaking (π₯ 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
- π Dying β at 0 HP, rolling to survive each turn
- π Knockback β forced movement
- Knockdown β forced Prone
- πΊ Drunk β alcohol effects (mixed positive and negative)
- π Swimming β in deep water: Evasion 5, π’ Slowed, weaker against π© Shock and β Frozen
π€² Voluntary Failure
A creature may choose to voluntarily fail any Test made to resist a debuff or status effect. See π€² 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, X is the magnitude β Knockback 2 means up to 2 tiles of forced movement on fail; Knockdown 2 means the resist π DC is 2 higher.