Status Effects


 

Status effects are any effects which alter your character’s status. These could be positive effects, such as increased speed or a slow regeneration of HP, however you are more likely to come across negative status effects. These could be effects from your own mistakes, such as drinking too much or not enough or even carrying too much weight. These could also come from spells, nature, traps, and other sources. The following table will show all of the negative status effects that you can encounter in the game, what they do, and some treatments for them. You should note that some campaigns will come with special status effects relevant to the story of the campaign and your GM may include his own status effects and cures.

Positive Status Effects


These are status effects that provide beneficial effects.

Status Effect

Effect

Sample Cures

Berserk / Rage

Doubles total damage values but prevents the affected target from using any spells or defending.

liquor

Haste Doubles target's movement rates temporarily. time
HP Regeneration A weak HP healing effect over a period of time. N/A
SA Regeneration A weak SA restoring effect over a period of time. N/A
EP Regeneration A weak EP restoring effect over a period of time. N/A
Heightened Senses Typically involves the increase in hearing or vision (or both) giving a bonus of +10 to Perception per sense. This can come with penalties such as loud noise when hearing is increased or bright lights when vision is increased causing damage. magic, effecting one's heightened sense
Immunity Immunity generally means that the affected is immune to something, generally a status effect, and that status effect would not affect the person immune to it. While there are permanent immunities, temporary immunity can sometimes occur. For example, if someone is constantly affected by low level poison, that person might develop a short term immunity to that poison.  N/A
Strong Willed Those who are strong willed have a bonus to their Will check against being manipulated, possessed, or mental status effects. The amount of bonus varries depending upon the cause of this effect. A critical success during a will check against these things can cause a temporary Strong Willed status for the next 1d6 rounds giving the person a +10 to will checks against these attacks during that time. N/A
Fearless Fearless status effect makes one immune to fear causing statuses and spells, while also removing any will checks against doing activities known to be dangerous. N/A
Euphoria Euphoria fills the target with excessive good feelings. This causes the person to be immune to depression, berserk, and loss of self while also preventing appropriate emotional display and feelings. liquor
Adrenaline Rush This is a sudden rush of strength and fortitude that allows the person to preform remarkable acts for that instance. This is highly situational dependant. This status effect can be brought on by making critical successes while making any of the six main stat checks. N/A
Hyper Alert This status effect grants the target a bonus of +10 to any defense or evasion check. Depending on the situation and the GM, this can also cause the person to be required to make will saves against anxiety. The talent "Danger Sense" applies this status effect. liquor
Grounded This locks the target into place, target cannot move or be moved Involuntarily, but they are immune to knockdown, and knockback. time
Stasis In a Stasis, the target cannot take actions of any kind, cannot be moved by any means and cannot be harmed in any way. time

Damaging Status Effects


These are status effects that cause some form of damage over time

Status Effect

Effect

Sample Cures

Poison

Causes 1d6 damage to HP per round or minute. Damage value can vary and can be applied to SA or EP as well.

antidote

Disease

Depends upon GM's description of the disease but usually contains several status effects.

antibiotic

Frost Bite

Causes 1d6 damage to HP per round or minute.

warming ointment

Heat Exhaustion

Causes 1d8 damage to EP per round or minute.

cold salve

Dehydration

Causes 1d4 damage to HP and 1d6 damage to EP per round or minute.

salt tablet + water

Burns

Causes 1d6 damage to HP per round or minute.

aloe vera oil

Sun Burn

Causes target to receive 1d4 damage to HP each time the target is touched on its burned skin.

aloe vera oil

Bleeding Out This is a secondary status effect caused by an open wound that continues to bleed. While this status effect is in place, the affected will loose 10% of his or her max HP from their current HP per round or minute. bandages, first aide, healing spells, time (depends on wound)

Mental Status Effects


These are stats effects that affect one's mind.

Status Effect

Effect

Sample Cures

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.

remedy

Addiction

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

time for withdrawal

Withdrawal

Decreases all move rates by ¾, and causes berserk.

time (3 game days)

Depression

Decreases melee power by ½.

popcorn seed oil

Anxiety

Increases perception by 10, decreases defense and evade checks by 5, and requires a will check against fear every round.

popcorn seed oil

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 (3 rounds)

Berserk / Rage

Doubles total damage values but prevents the affected target from using any spells or defending.

liquor

Fear / Fright

Causes the target to fear enemy targets and retreat from the enemy targets at all costs.

liquor

Loss of Purpose / Self

With this status the person loses conviction in what they are fighting for. Losing conviction makes them deal less damage with every attack. Every time the target attacks, their physical damage is reduced by 25%, if the target even attacks. It is more likely the target will do nothing, however the target can make will checks to attack. The target cannot make use of any defensive actions without will checks.

popcorn seed oil

Restlessness

Causes the target to be unable to rest for any period of time preventing rest restoration and meeting rest needs.

liquor

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 a 1% mastery.

remedy

Charmed

Causes the target to protect whoever or whatever charmed the target.

time (3 rounds)

Control or Possession In this status effect the affected is in control of someone or something else. This can be avoided with will checks though penalties may apply. will checks, time
Hallucinations This causes the target to see or hear things that aren't there. The target will need to make mental checks to distinguish reality from hallucination. time
Masochistic This causes the affected to desire pain. They desire pain so much that they purposely do whatever they can to receive pain without causing pain to them self. remedy
Phobia Phobia will cause the affected to avoid the source of the fear for the duration of the battle, should the source of the phobia come within 3 hexes the affected will scream and develop another status effect, anxiety. popcorn seed oil
Self Harming Self Harming causes the target to need to make a will check with each attack action with a failed will check meaning that the target will give in to the very strong urge to attack itself instead.  popcorn seed oil

Hindering Status Effects


These are status effects that hinder one's ability to do things.

Status Effect

Effect

Sample Cures

Stone

Slowly turns the target into stone one portion of the body at a time. Total transformation takes 6 rounds or 60 seconds.

soft

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.

remedy

Withdrawal

Decreases all move rates by ¾, and causes berserk.

time (3 game days)

Fatigue

Decreases all move rates by ½, and melee power by ½.

sugar water

Restlessness

Causes the target to be unable to rest for any period of time preventing rest restoration and meeting rest needs.

liquor

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 a 1% mastery.

remedy

Encumbered

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 1. Once over 50 pounds your characters EP will drop by 10 per minute and no longer be able to use movement skills.

decrease weight

Slow

Decreases all movement rates by ½.

time for effect to wear off

Knocked Down

Causes the target to lose 1 round.

time (1 round)

Stun

Causes the target to be unable to act of the duration of the stun, typically for 1 to 3 rounds.

muscle ointment

Paralyzed

Causes the target to be unable to act for the duration of the effect, no less than 6 rounds.

muscle ointment

Sleep

Causes the target to be unable to act until awakened.

wake target up

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

Death

Game Over. This is the end of your character's life which happens when your character has no more HP left.

life spell

Blind

Requires the target to make a perception check to hit and decreases the target's perception by ½.

time for effect to wear off

Visual Distortion

Requires the target to make a perception check to hit.

eye drops

Deafness

Decreases the target's perception by ¼.

time for effect to wear off

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
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 beyond Tier 2 until the break is treated. sling or cast to treat, time or healing magic to fully cure
Broken Limb Bones This is broken legs, arms, or wings. The broken limb cannot be used even when being treated, until fully healed. Until it is treated it acts the same as Minor Broken Bones. cast to treat, time or healing magic to fully cure
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)
Heavily Distracted This causes the target to be unable to cast spells or use skills that cost more actions than they have.  time
Imbalance Imbalance causes the target to need to make Speed Checks (used as Agility checks) each time the target moves or the target will fall down (Knocked Down Status Effect) and need to spend another move action to get back up.  restore the cause of the imbalance
Mental Encumbered This status effect - Mental Encumbered - prevents the affected from using the concentrate ability, and doubles the affected's spell stat cost and action costs. nervine
Pinned They cannot voluntarily move from that spot, but they can still be moved involuntarily, and are still subject to knockdown and knock back effects. time
Elemental Block The target is unable to use magic. time

Physically Altering Status Effects


These are status effects that physically alter the affected.
 

Status Effect

Effect

Sample Cures

Stone

Slowly turns the target into stone one portion of the body at a time. Total transformation takes 6 rounds or 60 seconds.

soft

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)
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
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 beyond Tier 2 until the break is treated. sling or cast to treat, time or healing magic to fully cure
Broken Limb Bones This is broken legs, arms, or wings. The broken limb cannot be used even when being treated, until fully healed. Until it is treated it acts the same as Minor Broken Bones. cast to treat, time or healing magic to fully cure
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
Aging Aging causes the target to temporarily age beyond his or her prime. Each application of aging decreases the target's melee power, throw power, bow power, HP, SA, and EP, by 10% with a maximum of 90%. time

 

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