Status Effects

Status Effect Removal Notes
Fire 1d6 fire damage/round many-stop droop and roll damage dealt at start of turn, armor takes one damage each round its on fire.
Stunned -5 Perception,-1 Agility wears off in d10 rounds
Immobilized loses natural AC, and all movement rate cost is doubled Special
Unconcious KO’d wait or doctor 1d20-END in minutes or a successful doctor check
Disabled As unconscious Hp’s raised past -1
Addiction Must take substance or go through withdrawal See Below
Withdrawl -1 perception and agility and 1/2 healing rate Varies Different drugs have different effects, and long periods of withdrawal have added effects.
Stance Effect
Knocked Down Cannot take any action except for standing up, must Spend 4AP to stand up
Kneeling +5% to hit with ranged personal weapons, +5% defensive bonus vs. ranged fire, –10% defensive penalty on Melee attacks against a kneeling target, -30 to melee while crouching
Prone 15% to hit with ranged personal weapons,25% defensive bonus vs. ranged fire, –25% defensive penalty vs. Melee attacks, Can’t melee while prone
Movement Effect Notes
Jog -2 AP recovery -50% ranged to hit, -25% melee to hit, 2 squares/AP movement
Run 1/2 AP recovery -100% ranged to hit, -50% melee to hit, 3 squares/AP Movement
Sprint No AP Recovery/round cannot attack, 5 squares/AP Movement
Crippled Limbs Effect Removal Notes(still takes 48 hours after successful doctor
First Eye Perception=1, -50% to hit Doctor Cannot treat yourself
Blinded Perception=1, always considered in total darkness Doctor Can no longer treat oneself
Concussed Perception and agility -2, intelligence -5, Automatically knocked down and an endurance check to not go unconscious for one round Doctor Head crippled
Leg 1/2 Movement, -1/2 agility Doctor
Both Legs 1 square per round, Agility drops to 1
Groin unable to run, sprint or jog Doctor can’t make love either
Torso Max Carry 1/2;all skills -5%
Arm -1 agility, can’t use or hold anything in arm Doctor
Both Arms -2 Agility, can’t use arms Doctor
Poison’s Effect Removal Notes
Poison Varies(See below) Antidote you reduce doses based on PR-rounded down. If hit with 10 doses of a poison, and you have PR 35%, you take 6 doses of poison
Poison – Type A 1 hp/round Antidote Endurance check for 0 damage
Poison – Type B 2 hp/hour Antidote Endurance check for 0 damage
Poison – Type C Reduces STR, PER, AGI & Endurance to 2 for 2d10-end hours Antidote
Poison – Type D 4 hp/round Antidote Endurance check for 2 damage
Poison – Type E 5 hp/round Antidote Endurance check for 2 damage
Poison – Type F Go into shock after 1 hour, and coma for 1d10 days Antidote Each day untreated in coma must save vs. Endurance or die
Poison – Type G Causes Death in five minutes if not administered Antidote Special
Radiation Level Effect Notes
200 -1 end
400 -2 End – 1 agility lose ability to reproduce (generally)
600 -3 End,-2 AGI, -1 str Glows in dark
800 -4 en, -2 agi, -2 str Die in 72 hours if not reducded before then
900 may become ghoul make a luck check, on a critical failure you die, on a failure you turn into a ghoul, on a success you remain human
1000 Die in 1d4 minutes if human
Acid Effect Removal Notes
Type A 1d4 damage water
Type B 2d4 damage Vinegar Trying to remove with water deals an additional 1d4 damage that round
Type C 2d8 damage water
Type D 3d10 per round for 1d10 round unknown
Gasses Type Effect
Acidic Gas Inhaled and Contact Inhaled=1d10 damage plus 1d10 for 1d10 rounds after leaving gas cloud. Contact= 2d20
Mustard Inhaled 1d10 damage and continous 1d10 damage for 1d10 rounds after leaving cloud
Pepper Gas Inhaled and contact Contact:Eye=Blind for [roll=2d20] rounds, Inhaled= immobilized for [roll=1d10 rounds]
Sleeping Gas Inhaled Unconscious for 5d10 rounds
TK-BMI Antipersonnel Gas Inhaled 1d10 damage per round, persisits for 2d6 rounds after leaving cloud

Status Effects

Fallout: Van Buren underableedingsun