Conditions alter a creature's capabilities in a variety of ways and can arise as a result of a environmental effect, a feature, a enemy's Attack, or other effect. Most conditions, such as blinded, are impairments, but a few, such as invisible, can be advantageous.

A condition lasts either until it is countered (the prone condition is countered by standing up, for example) or for a Duration specified by the effect that imposed the condition.

If multiple effects impose the same condition on a creature, each instance of the condition has its own Duration, but the condition's effects don't get worse. A creature either has a condition or doesn't.

The following definitions specify what happens to a creature while it is subjected to a condition.


When a creature gains the bleeding condition it takes a one weapon die of damage at the start of its turn. A creature can use a Stimpak or similar item to remove the condition or succeed on a Doctors Skill Check.  


A blinded creature can't see and automatically fails any skill check that requires sight.

Combat checks against the target have +10 to hit, and the target's Combat checks have -10 to hit.

Broken Limb/Cripple Limb

A creature with a broken limb or crippled limb suffers the following effects:

Head: Weapon Accuracy -20 and Skill checks -10
Primary Arm: Weapon Accuracy -20 with single handed weapons., -40 with two handed weapons
Two Arms: Weapon Accuracy -60 with single handed weapons, -100 with two handed weapons
Chest: Lose next turn, 10% chance when hit in the chest to flinch and lose your action
One Leg: Half walking speed, cannot run, -20 on Sneak checks
Two Legs: Movement speed becomes 0, Cannot use movement actions, -60 to Sneak checks

Broken limbs can be healed at doctors offices or with certain healing consumables such as a Stim Pak. If used in this way you do not regain the 30% health, instead you remove one of these conditions. 


A charmed creature can't Attack the charmer or target the charmer with harmful Abilities or effects.

The charmer has +10 on any skill check to interact socially with the creature.


A deafened creature can't hear and automatically fails any ability check that requires hearing.


Falling happens immediately when a creature moves into a space that has nothing to hold it up. A creature can fall up to 500ft instantly and takes 1d6 damage every 10 feet it falls. If a creature takes at least 10 one of its legs becomes crippled. If a creature takes at least 20 damage then both of its legs are crippled. A creature can choose to land on a different part of its body wherein these rules would apply to that location instead. AC cannot reduce this damage, but you can reduce the damage by half your Damage Resistance from one piece of armor that affects the area of impact. When you do so the armor gains a reduction based on the damage you take.


A frightened creature has -5 on Skill checks and Combat checks while the source of its fear is within line of sight.

The creature can't willingly move closer to the source of its fear.


A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.

The condition ends if the Grappler is incapacitated (see the condition).

The condition also ends if an effect removes the grappled creature from the reach of the Grappler or Grappling effect, such as when a creature is forcefully moved.


A creature that succeeds on a sneak and is not detected or seen gains a +10 on all combat checks. This bonus is negated if the creature has other senses that doesnt rely on sight or hearing. Once you take a combat action you lose the hidden condition, unless you are using a silent or Fast weapon. Once that happens, you must make a contested Sneak vs. Detection check. 


An incapacitated creature can't take actions or speak.


An invisible creature is impossible to see without the aid of a Pip-boy or a Special senses. For the purpose of Hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves.

Over Encumbered 

If a creature is carrying more weight then its carry weight then its speed is reduced to 0. Perks like the Strong Back can reduce this effect.

Combat checks against the creature have -10 to hit, and the creature's Combat checks have +10 to hit.


A poisoned creature has -5 on Combat checks and Skill Checks.


A prone creature's only Movement option is to crawl, unless it stands up and thereby ends the condition.

The creature has-10 on Combat checks.

A Combat check against the creature has +10 to hit if the attacker is within 5 feet of the creature. Otherwise, the Combat check has -10 to hit.


Whenever you are exposed to radiation you take radiation damage based on the potency. You take 1d4 for minor exposure such as a radiated stream. The further you travel in it, the damage increases (ie. 2d4, 3d4). If you come across something more potent the die level increases based on potency such as nuclear material (ie. d6, d8, d10, 12).
Each point of radiation reduced your maximum health by an equal amount. If your radiation reduces your maximum health to zero you die from radiation poisoning. 


A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.

Combat checks against the creature have +10 to hit, and the creature's Combat checks have -10 to hit.

The creature has -10 on Movement based checks.


A creature who is staggered loses its bonus action and movement action for the duration.


An unconscious creature is incapacitated (see the condition), can't move or speak, and is unaware of its surroundings

The creature drops whatever it's holding and falls prone.

The creature automatically fails Strength and Agility based Skill checks.

Combat checks against the creature have +10 to hit.


Some environmental hazards, such as starvation and the long-­term effects of freezing, scorching temperatures or Radiation, can lead to a Special condition called exhaustion. Exhaustion is measured in six levels. An effect can give a creature one or more levels of exhaustion, as specified in the effect's description.

Exhaustion Effects

Level              Effect

1                     -10 on all Skill checks
2                    Speed halved
3                    -10 on Combat checks, -2 to Endurance 
4                    Hit point maximum halved
5                    Speed reduced to 0
6                    Death

If an already exhausted creature suffers another effect that causes exhaustion, its current level of exhaustion increases by the amount specified in the effect's description.

A creature suffers the effect of its current level of exhaustion as well as all lower levels. For example, a creature suffering level 2 exhaustion has its speed halved and has -10 on all Skill checks.

An effect that removes exhaustion reduces its level as specified in the effect's description, with all exhaustion effects ending if a creature's exhaustion level is reduced below 1.

Finishing a Long Rest reduces a creature's exhaustion level by 1, provided that the creature has also ingested some food and drink and is no longer suffering the continual effects of which gave it exhaustion in the first place.