Status Effects home
Status Effect | Effects | Sample Cures |
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Wounds | These are basic wounds like scratches, bruises, and small cuts. Wounds cause an area to be sore and if hit has a 15% chance of stunning the wounded target for one round. | bandages, healing spells, time (depends on wound) |
Withdrawal | Decreases all move rates by ¾, and causes anxiety and sickness. | time (3 game days) |
Visual Instability | Requires the target to use Hit Targeting to hit with a melee weapon; if using a projectile or thrown weapon Hit Targeting is applied a penalty of -10. If the melee weapon attack is within 1 space or 3 feet, Hit Targeting is given a bonus of +5. The attacked target is given a +10 bonus to their Evade against the visually distorted target. | eye drops |
Sun Burn | Causes target to receive 1d4 damage to Vitality each time the target is touched on its burned skin. | aloe vera oil |
Stun | Causes the target to be unable to act of the duration of the stun, typically for 1 to 3 rounds. | muscle ointment |
Stone | Slowly turns the target into stone one portion of the body at a time. Total transformation takes 6 rounds or 60 seconds. | soft |
Slow | Decreases all movement rates by ½ and all actions by 1 (but not resulting in actions less than 1). | time for effect to wear off |
Sleep | Causes the target to be unable to act until awakened. EP, SA, and HP regain by 1% of max stats per round of sleep. | wake target up |
Sickness | Decreases all movement rates by half and damage dealt by 25%, usually for 3 rounds though can last longer or not as long. | orange nectar |
Serious Wounds | 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. | first aid, surgical procedures, healing spells, GM discretion |
Restlessness | Causes the target to be unable to rest for any period of time preventing rest restoration and meeting rest needs. | liquor |
Radiation Poisoning |
This is a special poisoning that you can receive due to over exposure of high levels of radiation. Radiation Poisoning causes a steady % of Max Vitality damage to your Vitality until you are dead. The % is dependent upon the level of radiation poisoning.
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You can make a resistance check after each time you are affected by the poisoning to slowly get better from it. Each time you succeed at your resistance check, the damage drops by 10%. You are finally fully cured from the radiation poisoning when the damage drops to 0. There may also be a way to make a potion to cure this… |
Poison | Causes damage to HP per round or minute. Damage value can vary and can be applied to Soul or Endurance as well. Damage is directly dealt to Vitality, Soul, or Endurance. 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. Resistance Checks can be used against being poisoned at the start, but won't remove any on-going poisoning. | antidote |
Paralyzed | Causes the target to be unable to act for the duration of the effect, no less than 6 rounds. | muscle ointment to reduce to stun, wait a round, then muscle ointment again |
Nausea | 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. | seltzer |
Minor Burns | Causes 1d12 or less Vitality damage per round, typically cover only a small area. Minor burns do heal over time. | aloe vera oil |
Minor Broken Bones | 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. | sling or cast to treat, time or healing magic to fully cure |
Major Burns | Causes more than 1d12 Vitality damage per round, typically cover a larger area. | first aid + aloe vera oil |
Loss of Purpose / Self | Causes the target to not desire to do anything. Requires will checks to do any action. | popcorn seed oil |
Loss of Limb | This is the complete loss of a leg, arm, or wing. Bleeding Out immediately takes effect and there is a 25% chance of death and a 35% chance of unconsciousness. This is a serious wound that must be treated right away. | Must treat the Bleeding Out |
Loss of Appendage | This is the loss of a finger or toe. The immediate loss will have the secondary status effect of Bleeding Out, but once treated should not affect the character (GM Discretion) | Must treat the Bleeding Out |
Knocked Down | Causes the target to need to use their full movement action to get back up. | Using a movement action to get back up. |
Intoxication |
Decreases the target's speed and mental by 10, makes concentration impossible, decreases all movement rates by half, and requires the target to make perception checks to hit a target. The target is however immune to fear. Intoxication comes after a failed resistance check upon drinking alcohol. |
remedy, time, sleep |
Incapacitated | Incapacitated is when you have 0 Vitality but you still have greater than -10 Vitality. You are basically dead, however, you can still make a save check to try and recover on your own. Any damage done to your body after your Vitality is depleted will further reduce your vitality, however no attack will reduce your viality past zero before you become incapacitated. | resuscitation, basic life restoring spells, successful use of save check |
Hyper Alert | Your senses are on edge. Your detect and perceive is increased by 50%, however you must make will checks each round against anxiety. | time |
Heat Stroke | This is the state where a person goes unconscious due to overheating. If not treated within the hour, the character is dead. | cold salve + Endurance restoring potions and cooling environment |
Heat Exhaustion | Causes 1d8 damage to Endurance per round or minute. Can be combined with Dehydration for greater Endurance loss. Can lead to Heat Stroke if not cured within one game hour. | cold salve |
Haste | Doubles movement ranges. | dispel |
Frost Bite | Causes 1d6 damage to Vitality per round or minute. If not treated soon it could lead to loss of the frost-bitten areas. | warming ointment |
Forgetfulness | Causes the target to forget how to use skills or spells while affected requiring them to treat their skills or spells as if they only have 25% mastery. | remedy |