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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.

  • Level 1: Areas of mild radiation or no more than 20% greater than safe: 10% of Max Vitality
  • Level 2: 21% - 40% radiation levels greater than safe: 20% of Max Vitality
  • Level 3: 41% - 60% radiation levels greater than safe: 30% of Max Vitality
  • Level 4: 61% - 80% radiation levels greater than safe: 40% of Max Vitality
  • Level 5: 81% and greater radiation levels greater than safe: 50% of Max Vitality
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…
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
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
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. 
Charmed Causes the target to protect whoever or whatever charmed the target. time; self-control checks
Confusion 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. time, typically 3 rounds
Addiction

Requires the target to need at least 1 dose of addicted substance per hour or be induced with the withdrawal status effect.

Addiction comes from taking more than 4 upper-level potions or more than 8 low-level potions within a game day and failing the resistance check. Some races and other factors can increase or decrease the amount of potions needed to become addicted. Also, certain other substances in Nor'Ova can cause addiction as well. 

time for withdrawal to run its course
Blind Requires the target to make a perception check to hit, move, or defend and decreases the target's perception by 25%. If the target fails their perceive check when moving, the target will fall down. Depending on the cause of blindness, it could become permanent - such will depend upon the situation and GM. If blindness does become permanent, it is possible to develop other senses to remove the perception penalty, and even maybe add bonuses to it, however perception checks will become a fact of life. time for effect to wear off
Deafness Decreases the target's perception by ¼. time for effect to wear off
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
Withdrawal Decreases all move rates by ¾, and causes anxiety and sickness. time (3 game days)
Dazed This is a state of temporary shock usually following a powerful hit to the head or torso region. It causes the affected to immediately loose 1 attack and movement action for the next active round. If the affected only had 1 attack or movement action, the affected will not be able to attack or move for the next round. Furthermore, the affected must make a Will check to use a magic spell in the next active round. time (1 round)
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
Fatigue Decreases all move rates by ½, and melee, throw, and bow power by ½. Typically is a result of low Endurance. sugar water, or any EP restorative
Disease 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.  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. 
Stone Slowly turns the target into stone one portion of the body at a time. Total transformation takes 6 rounds or 60 seconds. soft
Comatose A sleep in which the target can't seem to recover from naturally. If not treated soon it will result in death. smelling salts - grants target a save check per use to recover
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
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
Dehydration Causes 1d4 damage to Vitality and 1d6 damage to Endurance per round or minute. salt tablet + water
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
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
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
Anxiety Requires a will check against fear every round. If startled by ally, will check to not attack ally or flee from ally.  popcorn seed oil
Depression Decreases melee, throw, power, and bow power by ½, and requires a will check for every action. popcorn seed oil
Loss of Purpose / Self Causes the target to not desire to do anything. Requires will checks to do any action. popcorn seed oil
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
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
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
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