Minor Burns
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Causes 1d12 or less Vitality damage per round, typically cover only a small area. Minor burns do heal over time.
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aloe vera oil
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Dehydration
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Causes 1d4 damage to Vitality and 1d6 damage to Endurance per round or minute.
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salt tablet + water
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Heat Exhaustion
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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.
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cold salve
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Poison
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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.
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antidote
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Major Burns
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Causes more than 1d12 Vitality damage per round, typically cover a larger area.
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first aid + aloe vera oil
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Sun Burn
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Causes target to receive 1d4 damage to Vitality each time the target is touched on its burned skin.
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aloe vera oil
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Paralyzed
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Causes the target to be unable to act for the duration of the effect, no less than 6 rounds.
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muscle ointment to reduce to stun, wait a round, then muscle ointment again
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Stun
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Causes the target to be unable to act of the duration of the stun, typically for 1 to 3 rounds.
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muscle ointment
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Sleep
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Causes the target to be unable to act until awakened. EP, SA, and HP regain by 1% of max stats per round of sleep.
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wake target up
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Restlessness
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Causes the target to be unable to rest for any period of time preventing rest restoration and meeting rest needs.
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liquor
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Fear / Fright
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Causes the target to fear enemy targets and retreat from the enemy targets at all costs. If cornered by targets, will become inflicted with berserk.
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liquor
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Forgetfulness
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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.
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remedy
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Knocked Down
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Causes the target to need to use their full movement action to get back up.
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Using a movement action to get back up.
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Loss of Purpose / Self
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Causes the target to not desire to do anything. Requires will checks to do any action.
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popcorn seed oil
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Charmed
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Causes the target to protect whoever or whatever charmed the target.
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time; self-control checks
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Fatigue
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Decreases all move rates by ½, and melee, throw, and bow power by ½. Typically is a result of low Endurance.
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sugar water, or any EP restorative
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Withdrawal
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Decreases all move rates by ¾, and causes anxiety and sickness.
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time (3 game days)
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Sickness
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Decreases all movement rates by half and damage dealt by 25%, usually for 3 rounds though can last longer or not as long.
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orange nectar
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Nausea
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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.
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seltzer
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Slow
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Decreases all movement rates by ½ and all actions by 1 (but not resulting in actions less than 1).
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time for effect to wear off
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Depression
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Decreases melee, throw, power, and bow power by ½, and requires a will check for every action.
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popcorn seed oil
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Deafness
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Decreases the target's perception by ¼.
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time for effect to wear off
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Disease
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Depends upon GM's description of the disease but usually contains several status effects. The typical disease will contain a mixture of effects such as poison, fatigue, and anxiety. Some diseases contain even more effects. The more powerful the disease, the harder it is to cure. One of the most dangerous diseases in Nor'Ova is the Bitterwood disease, which causes the inflicted to rot quickly while alive, like a dying tree. That would cause various status effects, such as dehydration, nausea, sickness, fatigue, depression, anxiety, confusion, and more, with more status effects coming and strengthening as the disease runs its course.
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Some diseases can be cured by antibiotics, but only if the diseases are older or weaker in nature, or caught early enough to treat. The status effects causes by the disease may need treated as well.
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Haste
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Doubles movement ranges.
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dispel
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Berserk / Rage
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Doubles total damage values but prevents the affected target from doing anything except attacking. Can use offensive skills to attack but not spells. Can be paired with confusion for truly devastating results. Can not use items.
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liquor
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Encumbered
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For every 10 pounds over your character's weight limit your character's move rates will decrease by 1 and jump ranges will decrease by 2. Once over 50 pounds your characters Endurance will drop by 10 per minute and no longer be able to use movement skills.
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decrease weight
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Death
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Game Over. This is the end of your character's life which happens when your character has less than -10 Vitality left.
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life spell
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Incapacitated
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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.
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resuscitation, basic life restoring spells, successful use of save check
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Confusion
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Requires a mental check for each enemy and ally target to determine who the enemy target is. A failed mental check will mean that the affected character thinks that target is an enemy target.
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time, typically 3 rounds
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Anxiety
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Requires a will check against fear every round. If startled by ally, will check to not attack ally or flee from ally.
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popcorn seed oil
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