Debuffs are temporary or persistent detrimental Status Effects. They are applied by weapon effects, perks, abilities, environmental hazards, or as side effects of π€ Injuries.
Many debuffs use the X suffix notation to indicate potency (e.g. Bleed 3, Burn 2). See Status Effects β Effect Notation for how X is interpreted.
Damage Over Time
DoT debuffs deal damage or apply resources at the end of the affected creatureβs turn. Most stack, ignore armor, and can be partially resisted with an END + π Survival Test.
- π©Έ Bleed β bleeding damage; stacks reduce by 1 if you donβt move
- π₯ Burn β fire damage; spreads to adjacent creatures and objects at high stacks
- π Poison β toxin damage; also reduces healing received
- π© Shock β drains AP at the start of your turn
- β Frozen β drains AP at the start of your turn (cold variant)
- β’ Radiation β adds β’ RADS at end of turn
Control Effects
Debuffs that force or restrict a creatureβs behavior. Most are resisted with a π Composure Test.
- π€Ό Grappled β restricted to adjacent tile of source
- π’ Taunted β Disadvantage attacking anyone but the source
- ποΈ Pacified β cannot attack any creature
- π€ͺ Madness β attack the nearest creature, friend or foe
- π» Fear β flee from the source; lose all MAP even on a successful resist
- π€Ό Submission β accumulates toward a Submission Hold (π Unarmed)
- βοΈ Immobilized β 0 MAP and no Movement Actions
- π€ Unconscious β out cold: Prone, unaware, and melee hits against you are CRITs
- π Turned β fights for whoever π Tamed or π€ Overrode it, until combat ends
Tactical Debuffs
In-combat penalties to Accuracy, Evasion, AP, or other combat resources.
- β¬ Pressure β β1 Evasion per stack (max 3)
- β¬ Suppressed β Accuracy penalty from suppressing fire (Composure DC 15)
- β¬ Pinned Down β severe penalties from heavy suppressing fire (Composure DC 20)
- π Shockwave β β2 Accuracy, β2 Evasion
- β¬ Exposed β Cover Concealment Bonus halved
- Marked β +2 Accuracy on attacks against you, for the marker and its allies
- β¬ Staggered β β2 AP on your next turn (max 2 stacks)
- β¨ Stunned β skip your next turn entirely
- π² Surprised β no actions during the Surprise Round
- π― Vulnerable β the next hit against you is a CRIT
- π Distracted β no Reactions or Free Reactions; ends Overwatch Mode
- π‘ Tracked β cannot Hide or benefit from invisibility
- π’ Slowed β no Sprint; Movement Actions cost double AP
- π₯ Weak β Melee and Unarmed attacks deal 25% less damage
- π° Shaken β β1 Composure per stack (max 6)
- π Deafened β cannot hear; cannot be Taunted or receive spoken orders
Passive
Debuffs that linger beyond a single combat or have non-combat origins.
- π« Exhaustion β cumulative survival debuff from neglected food, drink, or rest
- ποΈ Overencumbered β movement and sneak penalties from exceeding Carry Capacity
- Priority Target β the source and up to 3 allies deal bonus damage on their first hit against you
- β’ Atom Aura β Borsalino-specific damage amplifier on the target
- Sundered X β βX Hardness on a Power Armor piece or vehicle, until repaired
Categories
Every debuff is also one of three categories, marked on its own page:
- Mental β resisted with π Composure: π» Fear, π€ͺ Madness, ποΈ Pacified, π’ Taunted, β¬ Suppressed, β¬ Pinned Down, π° Shaken
- Physical β resisted with END + π Survival, π§ͺ Status Resistance or π€Ό Grapple: π©Έ Bleed, π₯ Burn, β Frozen, π Poison, β’ Radiation, π© Shock, π€Ό Grappled, π€Ό Submission, plus π Knockback and Knockdown
- Unresisted β no resist Test: every other debuff on this page
See Also
- Status Effects β top-level overview
- Crippled and other π€ Injury Related Debuffs (Head Trauma, Reeling, Weakened Arm/Leg/Mind/Organs)
- π Knockback, Knockdown β forced movement / stance effects
- π Addictions β chem dependencies
- π€ Illnesses β infections and diseases; attack recovery rather than combat