Table of Contents
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.
Back to top1) Positive Status Effects
Positive Status Effects are effects that provide a benefit to the target. Certain positive status effects are also negative status effects when they also restrict another aspect of the target. These are also called buffs.
| Status Effect | Effects | Sample Cures |
|---|---|---|
| Adrenaline Rush | Your body surges with adrenaline. As a result your strength, power, and speed increase by 50%. | liquor |
| Berserk / Rage | 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. | liquor |
| Haste | Doubles movement ranges. | dispel |
| 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 |
2) Negative Status Effects
Negative Status Effects are effects that hinder, restrict, or harm the target. These are also called debuffs.
| Status Effect | Effects | Sample Cures |
|---|---|---|
| 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 |
| Anxiety | Requires a normal mental balance check against fear every round. If startled by ally, will check to not attack ally or flee from ally. | popcorn seed oil |
| Berserk / Rage | 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. | liquor |
| 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 Vitality from their current Vitality per round or minute. | bandages, first aide, healing spells, time (depends on wound) |
| Blind | Requires the target to make a perceive check to hit, move, or defend and decreases the target's perceive by 5. Difficulty of perceive checks increased by 1 level. 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 perceive penalty, and even maybe add bonuses to it, however perceive checks will become a fact of life. | time for effect to wear off |
| 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 |
| Charmed | Causes the target to protect whoever or whatever charmed the target. | time; self-control checks |
| 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 normal power save check per use to recover |
| Confusion | Requires a normal insight check for each enemy and ally target to determine who the enemy target is. A failed check will mean that the affected character thinks that target is an enemy target. | time, typically 3 rounds |
| 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 hard focus check to use a magic spell in the next active round. | time (1 round) |
| Deafness | Decreases the target's perceive by 3. | time for effect to wear off |
| Death | Game Over. This is the end of your character's life which happens when your character has 0 Vitality left. | life spell |
| Dehydration | Causes 1d4 damage to Vitality and Power per round or minute. | salt tablet + water |
| Depression | Decreases offensive and bow power by ½, and requires a normal mental check for every action. | popcorn seed oil |
| 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 caused by the disease may need treated as well. |
| 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 2. Once over 50 pounds your characters Power will drop by 2 per minute and no longer be able to use movement skills. | decrease weight |
| Fatigue | Decreases all move rates by ½, and offensive, and bow power by ½. Typically is a result of low Power. | sugar water, or any Power restorative |
| Fear / Fright | 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. | liquor |
| Forgetfulness | Causes the target to forget what they are doing, requiring (at least) a normal insight check. | remedy |
| 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 |
| Heat Exhaustion | Causes 1d8 damage to Power per round or minute. Can be combined with Dehydration for greater Power loss. Can lead to Heat Stroke if not cured within one game hour. | cold salve |
| Intoxication | Decreases the target's speed, intellect, and wisdom traits by 2, makes focus a hard check or greater, decreases all movement rates by half, and requires the target to make normal perceive 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 |
| 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. |
| 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 |
| Loss of Purpose / Self | Causes the target to not desire to do anything. Requires normal mental balance checks to do any action. | popcorn seed oil |
| Major Burns | Causes more than 1d10 Vitality damage per round, typically cover a larger area. | first aid + 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 |
| Minor Burns | Causes 1d10 or less Vitality damage per round, typically cover only a small area. Minor burns do heal over time. | aloe vera oil |
| 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 |
| 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 |
| Poison | 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. | antidote |
| Restlessness | Causes the target to be unable to rest for any period of time preventing rest restoration and meeting rest needs. | liquor |
| 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 |
| 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 |
| Sleep | Causes the target to be unable to act until awakened. | wake target up |
| Slow | Decreases all movement rates by ½ | time for effect to wear off |
| Stone | Slowly turns the target into stone one portion of the body at a time. Total transformation takes 6 rounds or 60 seconds. | soft |
| Stun | Causes the target to be unable to act of the duration of the stun, typically for 1 to 3 rounds. | muscle ointment |
| Sun Burn | Causes target to receive 1d4 damage to Vitality each time the target is touched on its burned skin. | aloe vera oil |
| Visual Instability | Requires the target to make normal perceive checks to move or attack. | eye drops |
| Withdrawal | Decreases all move rates by ¾, and causes anxiety and sickness. | time (3 game days) |
| 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) |
