Effects

Effects are mechanical representations of narrative changes in the world. If it changes a character in any way that’s defined by the game rules, it’s an Effect.

Effects can come from any number of sources. Other characters, the environment, or interacting with certain objects may target you or others with Effects.

Delivery Methods

When something wants to apply an Effect to something else, it must deliver that Effect. There are many different ways to deliver an Effect, and all of them have different rules.

Many delivery methods utilize combat-safe weapons, as described in the Safety section.

Once you have successfully used one of the delivery methods, the target takes the Effect.


  • Melee tag: Tap the target’s arm, leg, or torso with a boffer weapon.

    • If the attack swing touches another weapon or shield, even if it hits the body afterwards, it doesn't count as a tag.

    • If no Effect is declared before you tag a target with a melee attack, it deals Damage

    • If an Effect IS declared before you tag a target with a melee attack, it applies the Effect instead of dealing Damage.

    • Hits on head, groin, hands or feet are not allowed and are considered unsafe.

  • Ranged tag: Hit a target on the arm, leg, or torso with a projectile fired from a dart blaster or other approved Ranged Weapon.

    • Ranged attacks cannot be blocked by melee weapons or Equipment other than shields.

    • An Effect must always be declared before using a Ranged Weapon.

    • If the target doesn't notice a tag, declare, “HIT, (EFFECT)!” while pointing to indicate the target.

    • If you hit a target with multiple darts simultaneously, or more quickly than you can call an Effect, the target only takes the Effect ONCE.

      • For example, you have a blaster that fires 5 darts very quickly. You call the Effect once as you fire. Three of the darts hit the target. The target only takes the Effect one time. All 5 Ammo is still expended.

    • Hits on head, groin, hands or feet are not allowed and are considered unsafe.

  • Thrown tag: Hit a target on the arm, leg or torso with a coreless foam Thrown Weapon, tossed from the hand.

    • Thrown tags are treated like Melee tags except that the weapon MUST leave your hand before making the tag.

    • Hits on head, groin, hands or feet are not allowed and are considered unsafe.

  • Point Target: Point your palm or finger at a target you can see within 15 or so feet, then declare, “POINT TARGET, (EFFECT)!” 

    • The target takes the effect, even if their character can't hear.

  • By My Voice: As loudly as you can, shout, “BY MY VOICE! (EFFECT!)”

    • Anyone that can hear your call takes the effect.

  • Blast: Hits every target in the room, or a roughly 30 foot radius if outside. Protect yourself from the Effect by ducking behind cover. “TAKE COVER! (EFFECT) BLAST!”

    • If the origin is a grenade, the Blast “goes off” after it stops moving.

    • You must be completely concealed by cover with no part of your body exposed to avoid the Blast. 

    • The origin of the Blast, not the user, is what you have to take cover from. (For example, take cover from the grenade, not the guy throwing it.)

    • The cover must be made of some substantial material. (Leaves, blankets, paper, screen doors, etc do not count as cover.)

    • When a Blast Effect targets a specific limb, the target picks any limb that isn't already impacted by that Effect.

  • Environmental

    • Effects that originate from the environment around you (such as Poisonous fog or Radioactive fallout) will be declared periodically by a GM.

    • The more potent the environmental Effect is, the more often the GM will call the Effect. For example, a toxic fog that’s not very lethal might cause Burn every five minutes, but an incredibly lethal toxic fog might cause Burn every 10 seconds.

  • Other Effect Delivery Methods 

Sometimes you’ll be targeted by Effects in weird and different ways. Staff will tell you about them if they’re relevant.

Special Delivery Requirements

Certain Equipment may require additional steps in order to work. Any requirement can be added to any Delivery method.

  • Backstab: Must tag the target from behind in order to function. In order to attempt an Effect with the Backstab modifier, you must be completely behind the target. The Effect must tag the target between the shoulder blades or it FAILS. Backstabs can be done with any kind of weapon. This delivery type doesn't require an additional call.

  • Brace X: Must plant both feet firmly on the ground, and stay stationary during the entire time AND be supported by Strength X for at least 5 seconds in order to be used. This Equipment is usually very large, heavy, or has substantial kickback.

  • Power Up X: Must slowly and loudly count up to the Power Up value: “POWER UP 1, POWER UP 2, POWER UP 3… etc” before the Equipment can be used. The Equipment cannot be used for other purposes (attacking, blocking, etc) while it is being Powered Up.


Effect Modifiers

These delivery methods are declared as part of the delivery. Before you, declare any modifiers before the effect they apply.

Critical Effect: Cannot be recovered by the standard methods, and instead must be healed with a treatment specific to that Critical Effect. (This treatment is usually done at the Med Bay Station.)

Example: “CRITICAL BLEED!”

Pulse: Some Effects come from sources that supersede physical protection. Pulse attacks cannot be blocked with weapons or shields, and bypass armor. A strike anywhere on the target, including held Equipment, counts as a tag with either Ranged or Melee weapons.

Example: “PULSE BLEED!”


Effects & Armor

When an attack successfully targets a character that has at least 1 AP, the Armor completely blocks the Effect of that attack. After blocking an attack, the AP is reduced by one, regardless of what kind of Effect it was.

Example: Your character is targeted by a Bleed Effect. If you have any Armor Points remaining, you ignore the Bleed and reduce your AP by 1.Pulse attacks completely bypass Armor. It doesn’t matter if you have AP remaining when struck with a Pulse attack, and you must take the Effect. However, Pulse attacks do not reduce your AP.

Example: 

A giant wave from the ocean Throws your character 10 steps. The character’s armor doesn’t prevent them from Thrown, nor is the armor diminished by the character being Thrown. The attacker's call would be, “PULSE THROW 10!” 

Effect Recovery

All Effects require an action to be taken or conditions met before the Effect ends. No matter the source of an Effect, the Recovery is usually the same for that Effect. Critical Effects cannot be cured by the normal means, and must be treated with special Equipment or Stations.

Rest: Take a knee or lean against a surface and take no strenuous action (including defending yourself, being dragged, or getting too heated or otherwise “not restful”) for about 5 minutes. If your Rest is interrupted, it's cancelled and must be restarted.

Med Pack: Being treated by a person who has Clearance to use a Med Pack during a Rest. This requires the person using the med pack to do role play specific to the Effect. After the role play, you still have the condition until the end of the Rest period.

Shake It Out: Take 10 seconds to shake, pat, rub, and flex the affected area. If you are interrupted by being the target of any effect or skill, the Shake Out fails.

Effects List

New Effects are waiting to be discovered! You will always be briefed on any new Effects before you have to respond to them.

Bind: Targets a specific limb, which must be tagged, specified with the Effect declaration or touched by a prop. That limb becomes immobile and unusable. 

If a prop is being used to bind the target (a rope, string, boffer, slime, etc), the areas that are being touched by the prop are Bound.  

If there isn't a prop and nothing is specified during the declaration: A Bound arm is held against the body. A Bound leg is pinned in place to the ground.

If a hand is Bound, it can't let go of whatever it's holding. If a limb is bound to another object, surface, or character, they are stuck together.

Recovery: Removal of the Binding (cut the rope, use solvent on glue, etc) 

OR

Sever the targeted limb

Bleed: Take Damage, and then take Damage again every 5 seconds. Damage count may be paused by applying “pressure” (placing a hand over the injury, do not actually apply pressure) to the affected limb. 

You can have multiple Bleeds at the same time. This does not cause you to lose HP at a faster rate. Instead, you must apply “pressure” to all the areas you've been hit in order to stop the HP loss.Recovery: Use a Medic Pack during a Rest.

Burn: Damage that cannot be recovered by normal means. If you reach 0 HP from Burns, you begin Dying immediately and must be continuously Stabilized until you receive treatment for the Burn. If your HP ever becomes negative from Burns, you slowly and painfully die.Recovery: Use a Medic Pack during a Rest.

Damage: Reduces the target’s AP or HP by 1.Recovery: Heal

Destroy: Equipment becomes unusable, even losing its basic functionality. If Armor is targeted, its AP is reduced to 0. If a Shield is hit with a Destroy from Melee, Ranged or Blast, it is still Destroyed.

Unless the Equipment is a boffer, shield, or armor, always tag the targeted player, NOT the phys rep of the Equipment. Don't break people's cool stuff!

Declare what you are Destroying when you tag the target, using the most specific language you can. If you do not know the name of the Equipment you are Destroying, you can state what kind of equipment it is. For example, “DESTROY BACKPACK!” or “DESTROY CROWN!”

If your description isn't clear, the target will interpret your call in good faith. If you do not make any specification, the target will assume it is their Armor that is destroyed. If they aren’t wearing Armor and no target is specified, the Effect is wasted.

Recovery: Repair

Disorient: Target cannot see or hear properly, and cannot take actions that require sight/hearing, including any melee/ranged combat. Walk at heel-to-toe pace.Recovery: Shake Out

Exhausted: Slowed. If you become Exhausted while already Exhausted, you are Downed. Recovery: Take 20 slow, controlled breaths without moving or engaging in any other strenuous activity of any kind. (Do not hyperventilate. That is the opposite of the design intent.)OR Spend a Willpower.

Grapple: Target is being physically held by the attacker and cannot move away. In order to maintain the Grapple, the attacker must keep at least one melee boffer on the target. The target can be held in place or moved around by the attacker. If one of the attacker's boffers is touching the target’s arm, it is considered Bound. Grapple cannot be Critical.Recovery: Someone other than the target removing one of the attacker's boffers from the target.ORUsing equal or higher Strength score than the attacker. Declare, “STRENGTH X!” The attacker will then declare their own Strength.

Heal: Recover 1 lost HP.Instant

Immune: The target doesn’t take Effects from sources they are Immune to. This means that Armor that grants Immunity to a type of Effect does not have AP reduced by Effects of that type.Ongoing

Malfunction: Can only target machines, robots, and cybernetics. Has a different effect on different types of targets, and what it does is always listed on their individual Sheets. 

Robots and machines will usually completely deactivate, but stronger units may be Stunned. Others may have a completely different response. 

Cybernetics usually fail in a way related to their function. For example: A Malfunctioning cyber eye might make the target blind, whereas a Malfunctioning missile launcher might self detonate.Instant

Mangle: Take Damage, then each time the targeted limb is used, take Damage again. “Use” means anything that provides even basic utility, such as using equipment, carrying something, picking something up, hitting a button, taking a step, etc.Recovery: Use a Medic Pack during a Rest.

Numb: Target limb can't be used and loses nearly all feeling. Held equipment is dropped (safely). Numbed legs don’t cause you to fall over, but you must drag it behind you in a limp and walk very slowly.Recovery: Shake it Out.

Obscure: Target is difficult to see and cannot be specifically targeted with Effects. Blast, Environmental, and other AOE Effects still target them. Other characters are still aware of the target's presence and do not need to pretend that they can't see them.Recovery: Remove the source of Obscurement

Prone: Either fall to the ground, take a knee, or stumble about helplessly for 5 seconds. (Choose which based on safety and your own physical limitations, but don't cheese it out of laziness.) Prone cannot be Critical.Instant

Pull X: Must move X large steps directly toward the source in a straight line. If colliding with anything, be it terrain or another being, both the pulled target and what they collide with take 1 damage.Instant

Repair: Removes the Destroyed Effect from Equipment. Restores all AP to Armor that has been Damaged. Armor that has been Repaired both removes the Destroyed Effect and regains all AP simultaneously.Instant

Shield: Immune to Ranged and Blast Effects. Shielded targets count as (part of) cover. Not immune to Environmental, Melee, or other attacks or effects.Continuous

Silence: Target cannot speak.Recovery: Use a Medic Pack during a Rest

Slow: Walk at heel-to-toe pace. Can only take an action every 3 seconds.Recovery: Shake Out

Stabilize: Target stops their Death Count.Continuous

Strengthen: +1 StrengthContinuous

Stress: You gain 1 Stress.Instant

Stun: Target must drop arms to the side and cannot take any actions for 3 seconds other than to stand there.Recovery: After 3 seconds have passed, target recovers

Throw X: Target must move quickly and without delay X large steps directly away from the source in a straight line. During these steps, they avoid ground obstacles and cannot be targeted. Environmental, Blast, and other ‘area’ Effects can still target them.

If the target impacts anything at any point during its flight, such as a wall or a person, both the Thrown target and what they collide with take 1 damage and fall Prone. Throw cannot be Critical.Instant

Tether: Target cannot move more than 10 feet from the originator UNLESS they have a higher Strength, in which case the originator cannot move more than a traverse distance away from them.Recovery: Destroy the tether or the origin of the effect.OR Use Strength 4 to pull the target free.

Weaken: Target loses 1 Strength. If a target has 0 Strength, they cannot use Melee weapons or carry anything larger than a fresh baguette.Recovery: Use a Medic Pack during a Rest

Agony: Target is Exhausted, and cannot Rest or use Willpower.Recovery: Infirmary

Sever: Targeted limb is completely destroyed, and they will need a new one. Target is Bleeding from the place where their limb used to be.Recovery: The limb must be regenerated using the Clone Printer or replaced with a Cybernetic.

Obliterate: Any target is completely and utterly destroyed, with no chance of recovery.

If an Obliterate is blocked by a Melee weapon or Shield, it is Obliterated. 

If the Obliterate is not blocked or is Pulse, it immediately kills the target regardless of Armor.


Hazmat

Hazmat effects are special, more complicated effects that are attached to specific narrative dangers. “HAZ MAT! ____!” 

Acid: Tag target Equipment, Obliterate that Equipment (follow the Destroy rule for targeting Equipment). Tag target body, Burn.

Ignite: Pulse Burn every 5 seconds. Recovery: Patting each of your limbs and torso 5 times. Others can assist in extinguishing you. (The counter doesn't stop during pat down, meaning you always take at least 1 Burn Damage unless you have some really fast friends.)Instant

Freeze: Pulse Mangle. If the limb is struck while Mangled, it is Severed.Instant

Shock: Pulse Stun plus Damage. Any target within weapon reach of you is also Shocked.Instant

Radiation: Critical Pulse Burn plus Agony.Recovery: Treatment in the Infirmary.


Biohazard

Biohazards usually involve being handed an Injury Card. The card will describe the effects of the disease, what is required to treat it, and how quickly it advances. “BIOHAZARD! ____!”

Disease: You instantly contract a Disease.

Poison: Specific to the poison. Always Critical. Specific poison must be treated with a specific antidote.

Emotional Effects

“EFFECT! (TIME!)”

Emotional effects last a certain amount of time.

These Effects alter your character’s state of mind, and come with some mechanical requirements. It’s up to the player to decide how they want to roleplay the emotion, but some buy-in is appreciated.

All Emotional Effects can be resisted or Recovered from by spending a Willpower. Otherwise, the emotional effect ends at the end of the scene, or when the source of the Effect is terminated.

Calm: All strong emotions are suppressed. Cannot take aggressive actions, but can defend as normal.

Command: Target must spend a Willpower or they must complete the command. Commands that are obviously self-destructive (jump off a cliff, walk into the reactor chamber, etc), automatically fail, but very dangerous ones do not (charge that bunker, cover my retreat, etc).

Command cannot be used to haze, humiliate, or debase. If this Effect is abused, it will be considered a violation of the game’s Code of Conduct.

Despair: Utter and complete nihilistic collapse. Cannot take any actions other than sitting down and waiting for death.

Enrage: Overcome with all-consuming rage. Continuously attack people or destroy objects and equipment. Yell and hurl insults.

Fear: Flee the source of fear as fast as possible. You may act normally when you are convinced the origin of your fear is not able to perceive you.

Taunt: Must immediately aggressively engage the originator of the Taunt.