Sickness
Decreases all movement rates by half and damage dealt by 25%, usually for 3 rounds though can last longer or not as long.
Decreases all movement rates by half and damage dealt by 25%, usually for 3 rounds though can last longer or not as long.
These are far more grievous wounds and can be life threatening, such as deep cuts, impaled objects, and the like. The seriously wounded can not act until the wound is cared for and treated.
Causes the target to be unable to rest for any period of time preventing rest restoration and meeting rest needs.
Causes damage to Vitality per round or minute. Damage value can vary and can be applied to Soul or Power as well. Damage is directly dealt to Vitality, Soul, or Power. Damage isn't magical or physical, it is instead poison, affecting the inflicted internally. Poison damages typically are in dice format; 1d6 or 2d4 for example. Poisons don't end until cured or death of target. Immunity Checks can be used against being poisoned at the start, but won't remove any on-going poisoning.
Causes the target to be unable to act for the duration of the effect, no less than 6 rounds.
Decreases all movement rates by half, usually for 3 rounds though can last longer or not as long. This is a weaker version of the sickness status effect.
Causes 1d10 or less Vitality damage per round, typically cover only a small area. Minor burns do heal over time.
These are minor bones that don't really prevent the character from fighting or walking, but will cause continual pain. The character will be unable to run or climb or fly and unable to use magic or skills that cost more than one action until the break is treated.
Causes more than 1d10 Vitality damage per round, typically cover a larger area.
Causes the target to not desire to do anything. Requires normal mental balance checks to do any action.