Loss of Purpose / Self
Causes the target to not desire to do anything. Requires normal mental balance checks to do any action.
Causes the target to not desire to do anything. Requires normal mental balance checks to do any action.
This is the complete loss of a leg, arm, or wing. Bleeding Out immediately takes effect and there is a 1 in 20 chance of death (roll 20 on 1d20) and a 1 in 10 chance of unconsciousness (roll 10 on 1d10). This is a serious wound that must be treated right away.
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)
Causes the target to need to use their full movement action to get back up.
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 immunity check upon drinking alcohol, or drinking enough that the intoxication level is 100.
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.
Causes 1d6 damage to Vitality per round or minute. If not treated soon it could lead to loss of the frost-bitten areas.
Causes the target to forget what they are doing, requiring (at least) a normal insight check.
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.
Decreases all move rates by ½, and offensive, and bow power by ½. Typically is a result of low Power.