Some attack may inflict a Status to the Target during combat
an animal with these statuses is Considered Afflicted with such
and may be placed a marker on the token or Character Sheet as a remainder

Note that some Status are able to stack up if specified

Taken: Usually by standing on a Ants nest
Effect: Takes 3 HP damage each round. if Cured It will linger by decreasing the damage taken by 1 each turn or stop immediately upon grooming
Cure: Moving off the ants nest. this will Cost 1 Extra MP in battle

Taken: By Hypnotic Herbs
Effect: Cannot take any action
Cure: take at least 1 Point of Damage, Waiting (1d6 Turns if not specified)

Taken: By herbs or Storyteller Special Tactic Confuse
Effect: Can't Declare attack, When moving, the direction must be choosen with a dice ignoring facing. (Final facing is the same as the direction)
Cure: Waiting (1d6 Turns if not specified)

This note any Disease, their recovery and effect is described in the proper page

Taken: By Storyteller Special Tactic Enthrall
Effect: Afflicted act as an ally for whom gave this status to their
Cure: Falling Asleep or Unconscious, Reciving damage until less than half the maximum HP
Other Notes: A Storyteller Cannot be Enthralled

Taken: By Herbs.
Effect: the Afflicted must move one hex closer to the source of the Fascination and may not attack it
Cure: take at least 1 Point of Damage, Waiting (1d6 Rounds if not specified)

Taken: [6] of Bite and Hold
Effect: Can't Move, and -2 to all actions. Attacker can't use bite
Cure: Attacker is defeated or the Attacker decide to realese

Taken: by being scared, usually by sudden thunders
Effect: cannot take any action and DS become zero
Cure: Saving throw for each round \(1d6 + \text{1d6 MYS Rating VS. DV=4}\), Waiting (1d6 Rounds if not specified)
Other Info: A Seer automatically recover from shock in one round

Taken: By ingesting Poisonweed or Poisonus herbs
Effect: Lose one MP, Then each round Lose 1 HP. upon losing half the Maximum HP, Lose an additional MP.
Cured: Save Throw Upon taking this status \(\text{1d6 + CON rating VS. Poison DV} \), Intentional Bleeding (1d6 Damage), Herbs.
Other Info: A Empath automatically recover from Poison in one round

Taken: by Herbs
Effect: Cannot Attack and you must move in a random direction each turn
Cure: Waiting (1d6 turns if not specified)

Stackable
Taken: By Burglar Special Tactic Power Spray
Effect: -3 SPD, -1 AGI or Forced to use Flee (GM Choose, Usually weaker animal will flee)
Cure: Waiting 2 Turns.

Taken:
Effect: You can't Move or Attack
Cure: Waiting 1 Round.

Stackable
Taken: By some Basic Tactics. You made some move that made you Vulnerable
Effect Increment attacker AS by the number of Vulnerable status if targeted by the attacker
Cure Waiting 1 Round

Taken: When HP goes below 0
Effect: Being hit while in this status will always be lethal, lose 1 HP each round unless an ally does not take a turn to stabilize them.
Cure: Being stabilized and being cured until your HP are a positive number.

Taken: By Special Vicious Bite
Effect: Cannot move
Cure: Waiting 1d6 Rounds

affected can't use the same tactic two times in a row.

Stackable
Taken: By 🍺Warden or Guardian spines.
Effect Number of quills:

Quills Status Effect
1+ Quilled -1 AGI
4+ More Quilled -2 AGI
🍺8+ Even More Qulled -3 AGI -1 SPD
🍺12+ Overquill -4 AGI -2 SPD -1 HP (each round)

Cure: Removed after the battle, 🍺 Use one generic action to remove: 1d6+INT Rating Pseudo-Quills or remove INT Rating Quills
Other Info: Armadillo and Turtles aren't effected

Last Edit: 2025-12-11
This page was made with nvim by Nijkstral.
This page is not an official Bunnies & Burrrows website or guide