Status Ailments/Effects

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Status Ailments/Effects

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Post by Tony »

Status Ailments

Family: Blind
Description: Reduces accuracy
Customs Friendly: Yes
Affects: Biological, Robots
Mild: [Hazy] Roll bonus of to-hit while attacking suffers a -20 penalty. Negated by Improved Senses or eyeless sight.
Moderate: [Darkness] Roll bonus of anything requiring sight suffers a -20 penalty. Negated by Improved Senses or eyeless sight.
Acute: [Sensory Deprivation] Roll bonus of anything requiring sight suffers a -40 penalty.. Negated by eyeless sight.
Chronic: [Third Eye Blind] Roll bonus of anything requiring sight suffers a -40 penalty. and character can no longer crit.
Terminal: [Pitch Black] Roll bonus of anything requiring sight is +0, character can no longer Divine or choose targets.

Family: Confuse
Description: Afflicted may attack friend or foe
Customs Friendly: Yes
Affects: Biological, Robots
Mild: [Addled] Roll 1d2 before action is chosen. 1, must target random enemy/s. 2, must target random ally/s.
Moderate: [Confused] 'Friendly fire' disabled; AoE attacks or healing hit -everyone- within the area for better or worse. 'Excess' hits of multiple target abilities must target someone.
Acute: [Panic] Roll 1d2 -after- action is chosen. 1, must target random enemy/s. 2, must target random ally/s.
Chronic: [Charm] Will only target allies
Terminal: [Manipulation] Answers to the direct command of another being or entity

Family: Disease
Description: Afflicted is unable to recover hp and mp normally
Customs Friendly: Yes
Affects: Biological
Mild: No-Regen
Moderate: Only potions can recover HP/MP
Acute: Character is unable to recover HP or MP
Chronic: Other status effects cannot be cured until Disease is removed, by potions or medical attention only
Terminal: Afflicted can not be revived or recovered by any means other than medical attention

Family: Freeze
Description: Target is frozen and suffers adverse effects
Customs Friendly: Yes
Affects: Biological, Robots
Mild: [Frosty] The next physical attack deals unsoakable damage.
Moderate: [Iced Over] The next physical attack deals +1000 damage.
Acute: [Frozen] The next physical attack deals +2500 damage.
Chronic: [Brittle] The next physical attack breaks the target’s equipped armor.
Terminal: [Ice Statue] The next physical attack will reduce the target to 0 HP.

Family: Petrify
Description: Effects which render the user stone or diamond
Customs Friendly: Yes
Affects: Biological, Robots
Mild: [Slow Petrify] A gradual petrification that leaves the user encased in stone in 5 rounds if not cured or the caster is not killed
Moderate: [Stone] The target is immediately rendered into stone
Acute: [Petrified] A much more rare and difficult to cure version of Stone, Petrified beings are unable to be moved and must be cured on the spot. Valid cures are high level magic or the Super Soft item
Chronic: [Slow Diamond] In 5 rounds, the character will be rendered a statue of pure diamond, the hardest of the petrification tree.
Terminal: [Diamond] A character who is diamondized is curable only by special item. Magic reflects off of the crystal, and soft has no effect.

Family: Poison
Description: Target suffers from continual damage
Customs Friendly: Yes
Affects: Biological
Mild: [Poison] Reduces a character's HP by 250 each round.
Moderate: [Bio] Reduces a character's HP by 500 each round.
Acute: [Sickened] Reduces a character's Max HP by 250 each round.
Chronic: [Venom] Reduces a character’s HP by 500 per round in combat, as well as Max HP by 500 per round.
Terminal: [Virus] Reduces a character’s HP by 1000 per round, as well as Max HP by 1000 per round.

Family: Reverse
Description: Target takes damage from own attack
Customs Friendly: Yes
Affects: Biological, Robots
Mild: [Mana Burn] Take damage equal to twice MP spent on the attack.
Moderate: [Backlash] Take damage equal to damage done to target, after soak is applied..
Acute: [Karma] Take damage equal to total damage of attacks preformed, before soak.
Chronic: [Reverse] Take damage equal to total damage of attacks preformed, before soak; Crits/Divines and status effects count against self.
Terminal: [Red Cord] Target is knocked out/killed if they KO or kill a target.

Family: Silence
Description: The silence family of status effects negate a characters special powers, the name comes from gagging wizards to prevent them from speaking spellwords.
Customs Friendly: Yes
Affects: Biological, Robots
Mild: [Silence] Character is unable to cast magics from levels 1-3
Moderate: [Speechless] Character is unable to cast magics from levels 1-6
Acute: [Mute] Character is unable to use magic
Chronic: [Seal] Character is unable to use magic or psionics
Terminal: [Lost] Character is unable to spend mp in any form

Family: Sleep
Description:
Customs Friendly: Yes
Affects: Biological, Robots (By special conditions only)
Mild: [Nap] Sleep for 1d5 minutes
Moderate: [Snooze] Sleep for 1d10 minutes
Acute: [Tranq] In 1d20 rounds, the character falls asleep for 1d8 hours
Chronic: [Sleep] Sleep for 1d8 hours
Terminal: [Coma] Target does not awaken normally

Family: Slow
Description: A progressive slowing of a characters motion
Customs Friendly: Yes
Affects: Biological, Robots
Mild: [Rolls -20]
Moderate: [Rolls -40]
Acute: [Rolls -60, Lose every third turn]
Chronic: [Lose every second turn]
Terminal: [Lose every second turn, actions require two rounds to complete]

Family: Stop
Description: A series of afflictions which halt characters from acting
Customs Friendly: Yes
Affects: Biological, Robots
Mild: [Afraid] Character has a 25% chance of not acting, but can still flee
Moderate: [Fear] Character has a 50% chance of not acting, but can still flee
Acute: [Terror] Character cannot act outside of running from combat. A character may not dodge but can perform magic defense checks.
Chronic: [Stop] Character is unable to act or move. A character may not dodge but can perform magic defense checks. If damage is accrued, it is “pooled” until the end of the “Stop” effect, at which point it will all be taken as one single, soakable hit.
Terminal: [Cruel Stop] Target is stopped, but biological functions occur normally. If damage is accrued, it is taken out of a character’s HP as it’s suffered.

Family: Transform
Description: A character is polymorphed against their will temporarily into one of the following forms, each with progressively worse status:
Customs Friendly: Yes
Affects: Biological, Robots
Mild: [Imp] A character takes on the form of a tiny demon. All of a character’s physical rolls are performed at 1 lower step (1s3 becomes 1s2).
Moderate: [Pig] Incapable of significant physical actions, but can still dodge at 1 lower step. A character may still cast magic, use psionics, and perform magic defense checks.
Acute: [Toad] Incapable of significant physical actions, including dodging. A character may still cast magic, use psionics, and perform magic defense checks at 1 lower step.
Chronic: [Chicken] Unable to perform any action other than fleeing, including magic defense, magic, or psionics. Character is considered to have 1000 Max HP during this transformation. Tastes good when cooked
Terminal: [Newt] Unable to perform any action except scurrying; character has 1 Max HP and no damage soak.

Family: Knockback / Wall Rush
Description: Target is thrown backwards. In open areas, requires movement action to return to battle. In closed area, suffer damage from striking environment.
Customs Friendly: Yes
Affects: Biological, Robots
Mild: 1 Area. If object/wall is struck, take the inflicting character’s Strength stat in damage in addition.
Moderate: 2 Areas. If object/wall is struck, take inflicting character’s base damage (Strength * 2) in addition.
Acute: 3 Areas; if object/wall is struck, take inflicting character’s full damage in addition.
Chronic: 4 Areas; if object/wall is struck, take inflicting character’s full damage in addition as unsoakable.
Terminal: 5 Areas; if object/wall is struck, take inflicting character’s entire attack (including inflicting damage) as unsoakable, as well as the character’s full damage in addition as unsoakable.

Family: Feeble
Description: Weakens defenses against physical attacks
Customs Friendly: Yes
Affects: Biological, Robots
Mild: [Vit 3/4] Damage soak (and armor soak) are reduced by 20.
Moderate: [Vit 1/2] Damage soak (and armor soak) are reduced by 50.
Acute: [Vit 1/4] Damage soak (and armor soak) are reduced by 100.
Chronic: [Vit 0] Damage soak (and armor soak) are reduced by 200.
Terminal: [Vit -] Damage soak (and armor soak) are reduced to 0, but the original values are added onto every attack suffered while under Terminal “Feeble” status (ex: if you had 240 physical soak, 240 points would be added to each incoming attack).

Family: Sadness
Description: Slower Limit/Trance Growth, Higher Attack Accuracy
Customs Friendly: Yes
Affects: Biological, Robots
Mild: [Sadness] Limit/Trance point gain reduced to 75%. +10 attack bonus.
Moderate: [Homesickness] 50% chance of being forced to make supportive action. +5 attack bonus.
Acute: [Melancholy] Limit/Trance point gain halved. +3 attack bonus.
Chronic: [Misery] Limit/Trance point gain quartered, cannot use a Limit/Trance even if one has enough points. +1 Attack bonus.
Terminal: [Depression] Removes all current Limit/Trance points, gain no limit/trance points.

Family: Sprain
Description:
Customs Friendly: Yes
Affects: Biological, Robots
Mild: [Bruise] Characters suffer a -5 penalty to actions, depending on what is bruised.
Moderate: [Sprain] Athletic Checks are rolled at 1 lower step.
Acute: [Dislocated] Physical actions are rolled at 1 lower step.
Chronic: [Fractured] The characters bone mass is severely weakened. Physical actions are rolled at 1 lower step, and any action which causes damage will trigger 'Shattered' status
Terminal: [Shattered] The bone is completely shattered and requires emergency medical treatment to prevent further damage. Actions other than simple movement will trigger the Cripple Status. No activity requiring a physical action can be made.

Family: Burning
Description: Target is set ablaze and suffers from continual damage until they take an action to put out the blaze, or is hit by a Water or Ice ability.
Customs Friendly: Yes
Affects: Biological, Robot
Mild: [Smouldering] Target is set on fire for 1 round; may be extinguished before subject's next turn to prevent damage. On the character's next turn, deals 50% of the original attack's damage.
Moderate: [Aflame] Target is set on fire for 2 rounds; may be extinguished before subject's next turn to prevent damage. On the character's next turn, deals 50% of the original attack's damage.
Acute: [Burning] Target is set on fire for 3 rounds; may be extinguished before subject's next turn to prevent damage. On the character's next turn, deals 50% of the original attack's damage.
Chronic: [Blazing] Target loses 1/6th Max HP per round in combat, requires a base Dexterity check to put out, DC 25. Out of combat, every failed check deals 1/12th Max HP.
Terminal: [Immolated] Target loses 1/3rd Max HP per round, requires a base Dexterity check to put out, DC 50. Out of combat, every failed check deals 1/8th Max HP.

Family: Melt
Description: Target is subjected to intense electron activation, causing metallic compounds to melt rapidly. In all cases, the melt applies first to armor the character is wearing, then to the character themselves if they are a synthetic; Armor brought to 0 Soak is 'ruined' and can only be salvaged for raw material. Robots can go into negative soak, taking -more- damage as they're reduced to increasingly flimsy skeletal frames.
Customs Friendly: Yes
Affects: Robot, Biological (only if wearing metal armor)
Mild: [Rust] Armor loses 10 points of its base Physical Soak until repaired, robots at 0 lose 50 points.
Moderate: [Melt] Armor loses 20 points of its base Physical Soak until repaired, robots at 0 lose 100 points.
Acute: [Incinerate] Armor loses 30 points of its base Physical Soak until repaired, robots at 0 lose 200 points.
Chronic: [Sublimate] Armor loses 50 points of its base Physical Soak until repaired, robots at 0 lose 300 points.
Terminal: [Atomize] Armor loses 100 points of its base Physical Soak until repaired, robots at 0 lose 500 points.

Family: Soaked
Description: Character is soaked utterly with supernatural water. This is a lot worse than it sounds, I promise. Soak is cured by Fire or Lightning damage. Fire damage is halved but mirrored onto all adjacent panels, Lightning damage is doubled. Earth damage replaces Soak with an equal level of Clod, Plant damage replaces it with an equal level of Infested, and Ice damage replaces it with an equal level of Freeze.
Customs Friendly: Yes
Affects: Biological, Robot
Mild: [Soaked] A character’s item slots are reduced by 5. Armor that is not equipped occupies double the item slots.
Moderate: [Inundated] A character’s item slots are reduced by 10. Armor and accessories that are not equipped occupies double the item slots.
Acute: [Saturated] A character’s item slots are reduced by 15. Armor, accessories, and weapons that are not equipped occupy double the item slots.
Chronic: [Oversaturated] A character’s item slots are reduced by 20. Only a primary weapon and an Armor can be equipped. The Sidearm and Accessory slots are rendered useless during this status.
Terminal: [Drown] Oversaturated, plus the character is considered for all intents and purposes to be underwater.

Family: Clod
Description: The character is covered in supernatural mud or clay. This is a lot worse than it sounds, I promise. Removing this indelible filth requires two actions per level, each stripping the status down by one level. Access to water cuts this down to one action per level, and being hit with a Water attack removes two per hit.
Customs Friendly: Yes
Affects: Biological, Robot
Mild: [Sodden] A character’s item slots are reduced by 5. Athletics checks are made at 1 lower step.
Moderate: [Caked] A character’s item slots are reduced by 10. Athletics and dodge checks are rolled at 1 lower step.
Acute: [Mucked] A character’s item slots are reduced by 15. Athletics, dodge, and attack checks are made at 1 lower step. Guns of all types suffer a 25% chance of jamming if used (1d100; 1-25 is a failed shot)
Chronic: [Clod] A character’s item slots are reduced by 20. Character is immobile. Guns have a 25% chance of backfiring (1d100; 1-25, damage is dealt back to user); knives lose sneak attack bonus, one handed weapons become two handed. Physical soak is doubled.
Terminal: [Boulder] Character is considered for all intents and purposes to be… a rock, and immobile. Requires a Strength check DC 50 for the actions to remove this to count, unless they are performed by someone else. Physical soak is tripled, at least!

Family: Berserk
Description: The character loses control of themselves and become enraged.
Customs Friendly: No
Affects: Biological, Robots
Mild: [Berserk] The character is limited to only physical attacks against a random enemy (not allies), but each attack receives +500 damage. No special abilities, spells, or feats (such as flight or alternate form) may be used, and damage can only be "braced" (no dodges, no blocks, no magic defense).
Moderate: [Frothing] The character is limited to only physical attacks and standard spells against a random enemy (not allies), but each receives +500 damage. No special abilities or feats (such as flight or alternate form) can be used, and the character can only brace or dodge attacks (no block, no magic defense).
Acute: [Mad] The character is limited to physical attacks, physical custom abilities, and standard magical spells against random enemies (not allies), but each receives +500 damage. No magical abilities or feats (such as flight or alternate form) may be used, and the character can only brace, dodge, or use magic defense against attacks (no blocks).
Chronic: [Unstoppable] The character is limited to physical attacks, custom physical abilities, magic spells, and custom magical abilities against random enemies (not allies), but each receive +500 damage. No feats may be used (such as flight or alternate form), and the character is limited to bracing, dodging, blocking, or using magic defense against attacks.
Terminal: [Off Rails] The character is wholly free of action, but each attack is made against random enemies with +500 bonus damage.

Family: Bleeding
Description: A grievous wound targeted at either a major blood vessel or an area which bleeds excessively when struck, such as the head, chest, or neck. When struck with bleed, the individual struck loses a great deal of blood, which reduces their HP by a set amount. It is a favorite of the more coy assassins, as it often kills the target before they realize the severity of the wound.
Customs Friendly: Yes, up to Level 3.
Affects: Biological, Robot (SPECIAL: Robots take MP damage instead of HP damage, and gain a Slow effect equal to the bleed due to loss of hydraulic fluids, oil, ect.)
Mild: [Paper Cut] Character suffers -100 HP per round until wound is treated.
Moderate: [Flesh Wound] Character suffers -250 HP per round until wound is treated.
Acute: [Slashed] Character suffers -500 HP per round until wound is treated.
Chronic: [Internal Bleed] Character suffers -750 HP per round until wound is treated. Requires a Perception check, DC 100, to realize the bleed is occurring or find it for treatment.
Terminal: [Aneurism] The most insidious of wounds, a blood vessel ruptured into the brain. Requires a Medical check to even realize the wound is there. Character suffers -1000 HP per round until the wound is treated. Each action taken by the sufferer sports a cumulative 1% chance of reducing a target directly to Death Threshold.

Family: Off Guard
Description: Afflicted suffers penalties from being knocked off stance
Customs Friendly: Up to Level 4
Affects: Biological, Robots
Mild: [Knockdown] Character is knocked to the ground or otherwise stunned, requiring a standard action to “get up.” Character suffers -15 to physical actions until character “gets up.”
Moderate: [Stagger] Character is stunned and knocked to the ground, losing one entire action and requiring a standard action to “get up.” Character suffers -15 to physical actions until character “gets up”.
Acute: [Stunned] A target is heavily stunned. Character loses two actions and requires a standard action to “get up”. Character rolls all actions at 1 step lower until character “gets up”.
Chronic: [Disarm] Target is knocked down and loses hold of equipped weapons. Requires 1 round to get up, 1+ rounds to reclaim equipment
Terminal: [Ex-Zone] Removed from combat

Family: Infested
Description: Character is forcibly rendered more at one with nature, tormented by plants that grow seemingly from their very flesh and take nourishment from them. Removed by exposure to poison or fire, but damage is mirrored onto MP.
Customs Friendly: Yes, up to Level 3
Affects: Biological, Robot - Special: Damage is not inflicted to Robots, and duration is cut to one.
Mild: [Moss] Character loses -100 HP and -100 MP per round.
Moderate: [Mushrooms] Character loses -250 HP and -250 MP per round, and character suffers a -5 Dexterity bonus penalty.
Acute: [Vines] Character loses -500 HP and -500 MP per round, and character suffers a -10 Dexterity bonus penalty.
Chronic: [Nymph] Character loses -250 Max HP and -250 Max MP per round. Target is immobile and cannot attack physically. Magical Soak is doubled.
Terminal: [Tree] Character loses -500 Max HP and -500 Max MP per round. Target is rendered more or less mindless, and if slain by the status' damage, their soul is trapped entirely within the tree, effectively becoming it. Magical Soak is tripled, at least!
Extreme: [Treent] Occurs in the above situation of losing all HP to Tree status. A treented character can cast Druidic magic it knew in life, but only does so instinctively. It requires intensive, specific action to return them to 'normal', and if the tree is destroyed, it is treated as an instant failing of a Death check.

Family: Shock
Description: Character has had their nervous system, synthetic or organic, overloaded or damaged by electricity and suffers from various symptoms. Every round they must roll a number after selecting their action, with the following results;
1-5 = Unaffected, Act normally
6 = Drop weapon.
7 = Drop weapon or used item at feet.
8 = Drop weapon or used item at feet, cast spells target randomly.
9 = Physical attacks retarget self, items or spells retarget randomly.
10 = Falls prone and requires medical assistance immediately, or Death Sentence effect occurs.
Customs Friendly: Yes, up to Level 2
Affects: Biological, Robot
Mild: [Tic] 1d7
Moderate: [Jolt] 1d8
Acute: [Shock] 1d9
Chronic: [Seize] 1d10
Terminal: [Paralysis] 1d5+5

Family: Fatigue
Description: Penalties from lack of sleep
Customs Friendly: Yes (Up to Level 2)
Affects: Biological
Mild: [Tired] Character suffers a -5 to actions from a lack of sleep.
Moderate: [Fatigued] Character suffers a -10 to actions and suffers a -50 Strength penalty.
Acute: [Extreme Fatigue] Characters suffer a -20 to actions as well as a -100 Strength penalty.
Chronic: [Sleep Deprivation] All checks are made at 1 step lower; strength is effectively 5 for all intents and purposes, and magic defense checks are automatically failed
Terminal: [Insomnia] The character is incapable of taking any action that would require a roll (They automatically fail any 'complex action')
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Family: Zombie
Description: A character is rendered undead, or worse
Customs Friendly: No.
Affects: Biological
Mild: [Undead] Target is undead and takes damage from healing items
Moderate: [Infected] Target is undead and takes opposite effect from healing items. Target is also under Moderate "Berserk" status effect. When this status expires, so does Berserk.
Acute: [Vampirism] As Undead, but target also takes damage while exposed to sunlight. Character suffers -500 HP per round in the sun. The longer a character is afflicted, the less likely It is to be curable
Chronic: [Vampire] Character suffers advanced penalties (and some bonuses) from vampiric affliction
Terminal: [Nosferatu] If left unchecked, a character becomes permanently vampiric

Family: Curse
Description: Afflicted suffers stat penalties, can not spend xp
Customs Friendly: No
Affects: Biological, Robots
Mild: [Hexed] All checks are made at 1 lower step; character cannot spend EXP on statistics.
Moderate: [Marked] All checks are made at 1 lower step; character cannot spend EXP on statistics, Statistic Milestones are rendered null, and a character cannot learn abilities.
Acute: [Cursed] All checks are made at 2 lower steps. Character cannot spend EXP on statistics; Statistic Milestones are rendered null, a character cannot learn abilities, and cannot learn Advanced Skills.
Chronic: [Damned] All checks are made at 1s+bonus. Character cannot spend EXP on statistics; Statistic Milestones and temporary stat points (feat bonuses) are rendered null; a character cannot learn abilities, skills, or advanced skills..
Terminal: [Forsaken] All checks are made at 1s+bonus. Character cannot spend EXP on statistics; Statistic Milestones and temporary stat points (feat bonuses) are rendered null; a character cannot learn abilities, skills, or advanced skills; and a character only receives half of distributed EXP (including monthlies).

Family: Lapse
Description: Characters special abilities are erased permanently. High levels of this status effect also wipe out all but the most engrained memories
Customs Friendly: No
Affects: Biological, Robots
Mild: [Addle] Nullifies Level 3 and below customs
Moderate: [Medium] Nullifies Level 6 and below customs
Acute: [High] Nullifies Level 9 and below customs
Chronic: [All] Character is unable to use customs or spells, or skills below level 15
Terminal: [Amnesia] No Skill below Level 30 is usable

Family: Weak
Description: Target suffers from temporary stats reduction
Customs Friendly: No
Affects: Biological, Robots
Mild: [Worn] Skill checks at -10.
Moderate: [Weak] Stat bonuses reduced to 1/2 the usual.
Acute: [Weaker] Stat bonuses and base damages reduced to 1/2 their normal points.
Chronic: [Exhaustion] Stats temporarily reduced to 1/2 of their normal stats, skill checks are at -20
Terminal: [Brink of Death] All stats reduced to 5

Family: Heat
Description: Character takes damage when it acts. These do not include dodges or magic defense checks.
Customs Friendly: No
Affects: Biological, Robots
Mild: [Burn] If a standard action is taken while under this status, suffers 500 unsoakable HP damage.
Moderate: [3rd Degree Burn] If a standard action is taken while under this status, suffers 1000 unsoakable HP damage.
Acute: [Heat Exhaustion] If a standard action is taken while under this status, suffers 1000 unsoakable HP damage and that action is rolled 1 step lower.
Chronic: [Heat] If a standard action is taken while under this status, character is reduced to 0 HP as soon as that action is completed.
Terminal: [Heat Stroke] If a standard action is taken while under this status, or if it is not cured within 3 rounds of being inflicted, the character is reduced to -100 HP before that action can be completed. That -100 HP will compound according to death rules.

Family: Peril
Description: Increases damages from all elements
Customs Friendly: No
Affects: Biological, Robots
Mild: [Imperil] Damage from elemental spells only (No enchanted strikes or mundane elements) is treated as unsoakable.
Moderate: [Threaten] All magical, elemental attack damage is treated as unsoakable.
Acute: [Endanger] All elemental damage is treated as unsoakable.
Chronic: [Menace] Elemental damage is treated as unsoakable, and tied status effects are raised by 1 Severity.
Terminal: [Doom] Elemental damage is treated as an unsoakable Critical Hit, status effects from elemental attacks increase by 1 Severity.

Family: Magnetize
Description: Paralyze any metal-carrying member
Customs Friendly: No
Affects: Biological, Robots
Mild: [Magnetize] Paralysis effect until item is dropped
Moderate: [Heavy Magnet] Paralysis effect until item is flung away, requiring a Strength check vs caster's Spirit and a full action of effort.
Acute: [Magnetic Field] Paralyzed, unable to remove metallic items
Chronic: [Polarized] Paralyzed and unable to remove metallic items. Every round. take damage equal to the soak of metal armor worn and afflicter's Spirit x damage mod of metal weapons. These are all lowered by natural, physical soak.
Terminal: [Tesla] Any electrical attack upon the afflicted automatically affects allies in range

Family: Pain
Description: Unable to take physical action
Customs Friendly: No
Affects: Biological
Mild: [Pain] The character has a 50% chance of failing a physical action due to severe pain, not including basic movement or item use.
Moderate: [Agony] The character has a 50% chance of failing any physical action due to severe pain.
Acute: [Disable] A character is unable to take any physical action
Chronic: [Muscle Lock] The character is unable to take any physical action. Moving this character without proper medical treatment will deal the mover's base damage to them.
Terminal: [Cripple] The character is unable to take physical action. Moving this character without proper medical treatment will cause permanent physical stat damage.

Family: Trouble
Description: 1/2 Damage taken is spread unsoakable to
Customs Friendly: No
Affects: Biological, Robots
Mild: [1d2 Allies]
Moderate: [1d3 Allies]
Acute: [1d4 Allies]
Chronic: [1d5 Allies]
Terminal: [All Allies]

Family: Plague
Description: Statistics drop permanently over time. As Statistics fall, Milestones will deactivate as well.
Customs Friendly: No
Affects: Biological, Robots (Uncommon but possible)
Mild: [Mild] Character loses -5 from each Statistic per day.
Moderate: [Moderate] Character loses -10 from each Statistic per day.
Acute: [Accute] Character loses -15 from each Statistic per day.
Chronic: [Severe] Character loses -20 from each Statistic per day.
Terminal: [Terminal] Character loses -20 from each Statistic per day. Every skill is checked at 1 step lower per week (after 3 weeks, 3 steps lower).

Family: Radiation
Description: Less a Status Effect and more an affliction, exposure to radiation causes negative effects.
Customs Friendly: No
Affects: Biological, Robots
Mild: [Alpha] Each round of exposure causes Blind effect, increasing from Mild to Terminal over time unless character covers their entire body.
Moderate: [Beta] Each round of exposure causes Pain effect, increasing from Mild to Terminal over time unless character dons/finds cover to the tune of thick containment material.
Acute: [X-Ray] Each round of exposure causes Poison effect, increasing from Mild to Terminal over time unless character dons/finds cover to the tune of encasement in solid lead.
Chronic: [Neutron] Each round of exposure causes Weak effect, increasing from Mild to Terminal over time unless character dons/finds specialized cover or leaves the irradiated area.
Terminal: [Gamma] Each round of exposure causes Death effect, increasing from Mild to Terminal over time unless character dons/finds -very- specialized cover, or leaves the irradiated area.

Family: Phazon
Description: Serious afflictions developed by exposure to phazon
Customs Friendly: No
Affects: Biological, Robots
Mild: [Phazon Poisoning] Base magic attack doubled. After three rounds, increases to Phazon Growth.
Moderate: [Phazon Growth] Base magic/physical attack doubled. After two rounds, increases to Phazon Irradiated.
Acute: [Phazon Irradiated] Base magic attack/soak, base physical attack doubled. After one round, increases to Phazon Marked.
Chronic: [Phazon Marked] Base magic/physical attack/soak doubled, regain 10% MP per round. If MP reaches max, progresses to Corruption.
Terminal: [Corruption] ?????

Family: Tiberium
Description: Serious afflictions developed by exposure to Tiberium Crystal
Customs Friendly: No
Affects: Biological
Mild: [Tiberium Poisoning] The simplest form of tiberium affliction occurs 20 second after contact. A character will lose 100 hp capacity every minute, and degrades to Tiberium Growth in 6 hours.
Moderate: [Tiberium Growth] Stage 2 Tiberium Poisoning has crystals growing within the infected body, burning organs and terraforming the body for further growth. Characters at this stage will gradually lose bodily functions to tiberium crystals, and in 12 hours will become Tiberium Infected.
Acute: [Tiberium Infection] The worst stage of conventional Tiberium Poisoning. Fatality is all but guaranteed in 6 hours. A roll to live must be made once tiberium poisoning degenrates to this stage, and must be made every hour until the character dies from hp loss or is cured.
Chronic: [Mutation] A character dying of tiberium infection may mutate into a new lifeform that is capable of surviving only in Tiberium Fields until properly treated. Characters develop a crippling weakness to sonic weapons (x5 damage)
Terminal: [Visceroid] The final stage of tiberium corruption, a Visceroid is a rampaging beast of mass destruction from which there is no return…

Family: Death
Description: A cessation of function of the physical body
Customs Friendly: No
Affects: Biological
Mild: [Countdown] Starts a 5-round timer on a character. When the timer hits 0, character is KO.
Moderate: [KO] Character is at 0 HP and unconcious.
Acute: [Bleeding Out] Character is in the negatives in HP. Character loses HP each round equal to how deep they are in the negatives.
Chronic: [Dead] Character is beyond their Max HP in the negatives. It takes powerful magic to bring a character back from this.
Terminal: [Passed On] Character is dead and beyond the reach of any conventional magic. Nothing short of an act of god or a fate point can bring one back from this.
Last edited by Tony on July 29th, 2023, 6:44 pm, edited 9 times in total.
Tony
Aide-de-Camp
Posts: 831
Joined: October 10th, 2008, 9:41 pm
Location: Lubbock, Texas

Re: Status Ailments/Effects

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Post by Tony »

Family: Cover
Description: Put yourself in the line of fire for a friend!
Customs Friendly: Yes
Affects: Biological, Robots
Mild: [Cover] Roll Reaction to take full damage of an attack intended for an ally.
Moderate: [Improved Cover] Roll Reaction to take full damage, with own soak, intended for an ally.
Acute: [Chivalry] Roll Reaction when covered ally is attacked. On success, parry the blow away entirely. On fail, take damage normally.
Chronic: [Improved Chivalry] Roll Block when covered ally is attacked. On success, parry the blow away entirely. On fail, take halved damage.
Terminal: [Reprisal] Invokes a counter attack at the end of a successful cover

Family: Concealment
Description: Reduces accuracy in exchange for providing partial or full protection. Taking or changing Concealment requires a turn. A character may switch between any level of Concealment up to the maximum the cover allows. An enemy may use a turn to 'flank' your cover however, which drops your Concealment level by two levels (per enemy flanking).
Customs Friendly: No
Affects: Biological, Robots
Mild: [Obfuscate] Taking cover behind a non solid object (bush, curtain, etc) Accuracy -3, Dodge/Hide +3. No protection.
Moderate: [Conceal] Taking cover behind a very small, non ideal, weak cover, like a bench or a lamp post (or peeking out from cover to shoot). Accuracy -5, Dodge/Hide +5. Reduces suppressing fire damage by 50%.
Acute: [Partial Shelter] Taking cover behind an object which obscures most of your body. Accuracy -10, Dodge/Hide +10. Immune to suppressing fire.
Chronic: [Full Shelter] Taking cover behind an object which obscures your body, but won't withstand heavy attack. You are forced to blind fire at targets. Accuracy -20, Dodge/Hide +20. Immune to suppressing fire and weapons fire that are not 'armor piercing'. Armor piercing weapons deal full damage.
Terminal: [Entrench] Heavy full cover. You may take no action, but are completely safe from most attacks. Only grenades, suppressing fire, or attacks which would otherwise pierce vehicle armor (AP damage) pose a threat. You are also completely concealed unless an opponent is already aware of your presence.

Family: Counter
Description: Not necessarily a status so much as a state of enhanced readiness to deal with attackers.
Customs Friendly: Yes
Affects: Biological, Robots
Mild: [Opportunist] A counter attack that comes with a Divine defense receives a +500 damage bonus.
Moderate: [Serendipity] A counter attack that comes with a Critical defense receives a +500 damage bonus.
Acute: [Counter] Character counters with a normal attack automatically on a successful dodge.
Chronic: [Retort] Character counters with a normal attack when struck.
Terminal: [Hamedo] Character rolls a normal attack on a failed defense; If this attack beats the attacker, they strike immediately and negate the attack.

Family: Fury
Description: Higher Limit/Trance Growth, Lower Attack Accuracy
Customs Friendly: Yes
Affects: Biological
Mild: [Anger] 125% Limit/Trance Point gain. -3 Accuracy of non-limit/trance attacks.
Moderate: [Frenzy] Half agains Limit/Trance Point gain. -5 Accuracy of non-limit/trance attacks.
Acute: [Fury] Doubles limit/trance point gain. -10 Accuracy of non-limit/trance attacks.
Chronic: [Wrath] Triples limit/trance point gain. -15 accuracy to all attacks.
Terminal: [Rage] Triples limit/trance point gain when attacked. Gains 1/10th bar of Limit/Trance Gauge every round, even if not attacked. -20 to all skill checks.

Family: Regen
Description: Enhances the body's natural ability to recover by speeding up cellular actions via magic.
Customs Friendly: Yes
Affects: Biological
Mild: [Refresh] Heal 500 HP per round.
Moderate: [Revitalize] Heal 1000 HP per round.
Acute: [Regenerate] Heal 2000 HP per round.
Chronic: [Rejuvenate] Heal 2000 HP & 100 MP per round.
Terminal: [Reraise] Upon KO, restored to full HP immediately. If 'killed', instead negates the death and leaves the target at 1 HP.

Family: Offense
Description: Simple buffs that increase damage output in various ways and magnitudes.
Customs Friendly: Yes, up to Level 4.
Affects: Biological, Robots
Mild: [Focus]: +10 to attack rolls.
Moderate: [Battlemind]: +10 to all Awareness checks.
Acute: [Faith/Bravery]: +10 to Attack rolls & +500 to magic/physical damage. Both Bravery and Faith are considered separate status effects.
Chronic: [Zen]: Effects of both Bravery & Faith statuses.
Terminal: [Zen Mastery]: +10 to attack/dodge/magic defense rolls & +500 to magical/physical damage.

Family: Defense
Description:
Customs Friendly: Yes, up to Level 3.
Affects: Biological, Robots
Mild: [Protect] Half all physical damage taken.
Moderate: [Shell] Half all magical damage taken.
Acute: [Reflect] Some magic is reflected off of the character and returned to the caster.
Chronic: [Wall] Half all damage taken.
Terminal: [Shield] Reduce all damage taken to 10% power.

Family: Endure
Description: The character is able to remain conscious through punishment that would normally render them or others unconscious ... or worse.
Customs Friendly: Yes, up to Level 3
Affects: Biological, Robots
Mild: [Endure] The character is able to survive one one-hit/area attack that would normally render him/her unconscious (below 0 HP, above Death Threshold) with 1 HP.
Moderate: [Second Chance] The character is able to survive one single- or multi-hit attack that would normally render him/her unconscious (below 0 HP, above Death Threshold) with 1 HP.
Acute: [Once More] The character is able to survive two single- or multi-hit attacks that would normally render him/her unconscious (below 0 HP) with 1 HP.
Chronic: [Last Chance] The character is able to survive one single- or multi-hit attack that would normally render him/her unconscious OR dead (below 0 HP, above or below Death Threshold) with 1 HP.
Terminal: [Indomitable] The character is able to survive two single- or multi-hit attack that would normally render him/her unconscious OR dead (below 0 HP, above or below Death Threshold) with 1 HP.

Family: Provoke
Description: The character is able to -- somehow -- make him/herself the sole target of one or more enemies' attacks throughout the duration of the effect.
Customs Friendly: Yes, up to Level 2
Affects: Biological, Robots
Mild: [Taunt] A single target will focus on the character and ignore all others.
Moderate: [Bullseye] Up to 5 targets will focus on the character and ignore all others.
Acute: [Aggro] Up to 10 targets will focus on the character and ignore all others.
Chronic: [Hunted] Up to 20 targes will focus on the character and ignore all others.
Terminal: [Terminate] The character is the sole target of nearly every enemy it comes across until the effect ends.

Family: En-Element
Description: Assigns an elemental affinity bonus to a non-elemental character's weapons and non-elemental spells. See Elemental Affinity feats for details.
Customs Friendly: Yes, up to Level 2.
Affects: Biological, Robots
Mild: [Level 1] Weapons and non-elemental spells are given Level 1 Affinity.
Moderate: [Level 2] Weapons and non-elemental spells are given Level 2 Affinity.
Acute: [Level 3] Weapons and non-elemental spells are given Level 3 Affinity.
Chronic: [Level 4] Weapons and non-elemental spells are given Level 4 Affinity.
Terminal: [Level 5] Weapons and non-elemental spells are given Level 5 Affinity.

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Family: Haste
Description: The speed of a character and his/her actions is raised.
Customs Friendly: No
Affects: Biological, Robots
Mild: [Quick] +10 to dodge rolls.
Moderate: [Fleet] +10 to dodge & attack rolls.
Acute: [Agile] +10 to dodge & attack rolls. May move 2 areas in one move action.
Chronic: [Hasty] As Agile, but +15 to dodge/attack rolls.
Terminal: [Speedy] +20 to Dodge/Attack rolls. May move 3 areas in one move action.

Family: Artillery
Description: Spells cast hit:
Customs Friendly: No
Affects: Biological
Mild: +1 Targets
Moderate: +2 Targets
Acute: +3 targets
Chronic: +4 targets
Terminal: All Targets

Family: Aura
Description: Aura accelerates limit/trance accumulation speed
Customs Friendly: No
Affects: Biological, Robots
Mild: [Weak Aura] Limit/Trance level builds at 1.25x speed
Moderate: [Aura] Limit/Trance level builds at 1.5x speed
Acute: [Improved Aura] Limit/Trance level builds at 1.75x speed
Chronic: [Great Aura] Limit/Trance level builds at 2x speed
Terminal: [Divine Aura] Instant Limit Break/Trance

Family: Multicast
Description: A character is able to reduce the time it takes to perform magic casts.
Customs Friendly: No
Affects: Biological, Robots
Mild: [Extended Casting] Cast an Extended Casting spell in one round.
Moderate: [Extreme Casting] Cast an Extreme Casting spell iln one round.
Acute: [Double] Cast 2 one-round spells in an action.
Chronic: [Triple] Cast 3 one-round spells in an action.
Terminal: [Quadruple] Cast 4 one-round spells in an action.

Family: Suppressing Fire
Description: The target takes attack damage depending on the action taken
Customs Friendly: No
Affects: Biological, Robots
Mild: [Light] Anyone who melee attacks during the round of suppression must pass Reaction vs the initial attack roll or be hit. (it is ASSUMED that if you are not melee attacking, you had the good sense to find cover. Do not abuse this assumption.)
Moderate: [Medium] Anyone who melee attacks during the round of suppression is struck automatically. (it is ASSUMED that if you are not melee attacking, you had the good sense to find cover. Do not abuse this assumption.)
Acute: [Heavy] All characters in suppressed zone must spend an action and roll Reaction to find cover, but are safe until they leave it (ranged actions are okay).
Chronic: [Barrage] All characters in suppressed zone must spend an action and roll Reaction to find cover, but are safe until they act.
Terminal: [Artillery] All characters in suppressed zone must roll Reaction every round to find cover, versus the attacker's initial roll. On a failure they must spend an action to reroll (assumedly the cover they find blows up for some odd reason). Failing that, or if they have no action held, they are struck.

Family: Sharpen
Description: Focuses the mental acuity of the target to enhance their ability to put their strength, physical or mental, where it matters.
Customs Friendly: No
Affects: Biological, Robots
Mild: [Honed] Increases critical hit chance to 10%.
Moderate: [Sharp] Increases critical hit chance to 15% & divine chance to 2%.
Acute: [Razor] Increases critical hit chance to 25% & divine chance to 5%.
Chronic: [Deadly] Increases critical hit chance to 50% & divine chance to 10%.
Terminal: [Invoke] All attacks landed are critical hits. Divine chance increased to 25%.

Family: Runic
Description: Absorb cast spells
Customs Friendly: No
Affects: Biological
Mild: [Alteran] Absorbs the MP used to cast a projectile-like spell, but must still avoid it or take damage normally.
Moderate: [Silvite] Absorbs the MP used to cast a single target, single hit spell, but must still avoid it or take half damage.
Acute: [Altamirian] Absorbs the MP used to cast a single target spell, times the number of hits it rolls. Damage is negated.
Chronic: [Geddonite] Absorbs any single target spell, gaining HP and MP equal to that spent to cast it, times its number of max hits. Damage is negated.
Terminal: [Nedian] Absorbs even a multihit or AoE attack, gaining MP and HP equal to that spent to cast it, times the number of targets it would have hit.

Family: Overclock
Description: Target synthetic has their natural limiters turned off and functions at a height that is quite frankly dangerous.
Customs Friendly: No
Affects: Robots
Mild: [Processor] All dodge attempts cost 100 Max HP, but is rolled at 1 higher step.
Moderate: [Motherboard] All actions cost 100 HP, but the checks are made at 1 higher step.
Acute: [Servos] All actions cost 100 Max HP, but the actions are made at 1 higher step and receive a +500 damage boost.
Chronic: [Full Tilt] All actions cost 1000 Max HP, save dodges at 500 Max HP,, but checks are made 1 step higher and receive a +1000 damage boost.
Terminal: [Self Destruct] The synthetic overloads its power core to the max, making a single attack that burns their bodies out completely, reducing them to 1 HP and causing a total shutdown. The lost HP is added to the base damage of the attack.

Family: Fate
Description: Locks the target's karma in place for a time, for better or worse.
Customs Friendly: No
Affects: Biological, Robot
Mild: [Fate] Activates upon taking an action. The next action with the same bonus uses the same roll.
Moderate: [Kizmet] Activates upon taking an action. The next two actions with the same bonus uses the same roll.
Acute: [Prophecy] Activates upon taking an action. The next three actions with the same bonus uses the same roll.
Chronic: [Destiny] Activates upon taking an action. The next four actions with the same bonus uses the same roll.
Terminal: [Fortune] Activates upon taking an action. The next four actions with the same bonus uses the same roll, unless they roll higher, in which case the 'fated' number is replaced with the new one.

Family: Invisible
Description: The character is either partially or wholly invisible for whatever reason, either a magical misdirection or mundane redirection of light on the visible spectrum. As it is assumed to apply only to the naked eye, this is a fallible status effect, and can be foiled by many things at the GM's discretion such as alternate methods of percieving the world. It is also a good idea to still duck if someone blazes a fully automatic shotgun in your general direction.
Customs Friendly: No
Affects: Biological, Robot (Usually)
Mild: [Fade] The target is partially invisible, making for a confusing target. Attacks rolled under 25% of the attacker's possible roll miss automatically. The Faded character's anti-detection roll results are raised to 125% (a roll result of 60 becomes 75).
Mild (Alt): [Blink] The target rapidly blinks in and out of existance, intangible for brief moments just long enough for an attack to pass through. Physical attacks miss 50% of the time, rolled seperate from attack. This doesn't really help when sneaking, however, and while area attacks are still affected, very prolonged attacks may ignore it.
Moderate: [Translucent] The target is barely visible. Attacks rolled under 50% of the attacker's possible roll miss automatically. The Translucent character's anti-detection roll results are raised to 150% (a roll result of 60 becomes 90).
Acute: [Ethereal] The target is basically a shimmering outline. Attacks rolled under 75% of the attacker's possible roll miss automatically. The Ethereal character's anti-detection roll results are raised to 175% (a roll result of 60 becomes 105).
Acute (Alt): [Vanish] The physical form of the target is put into a state of phase, making it impossible to strike them physically, though they can 'pop out' to attack themselves. This however leaves a fragment of the character's soul in place as a proxy, which makes it very easy to strike them with magic. Attacking, moving, or being struck negates, and lacking souls, this version cannot apply to robots. Outside of battle the target cannot be located without magic however. They literally aren't there.
Chronic: [Invisible] The target is completely invisible, requiring a crit or divine to hit without special circumstances. The Invisible character's anti-detection roll results are raised to 200% (a roll result of 60 becomes 120).
Terminal: [Ghost] The ultimate cloaked state, a Ghosted character puts off no light or sound whatsoever, narrowing the circumstances required to find or harm them.
Special: At double the cost when creating a skill or item that causes an Invisible effect, the effect can be made to apply to an additional sense, magic detection, or all nonstandard, mundane Sight types (thermal, sonar, ect). This cannot apply to Vanish.

Family: Illusion
Description: The character is granted some sort of persistant illusion effect that makes it difficult to tell what they're actually doing or react properly to avoid it. This is a versatile skill that ranges from subtle to extravagent, as any illusionist skill.
In most cases, the cast roll of the Illusion determines the DC to see through it. Once seen through, it is useless against that enemy unless the illusioned character spends a round 'shuffling' with his illusions to confuse the enemy.
Customs Friendly: No
Affects: Biological, Robot
Mild: [Asura] Extra, illusionary arms sprout from the character and preform seemingly random actions. An Asura, when physically attacking, forces a Perception check against the illusion's DC. If it is passed, the attack is rolled normally. Otherwise, the target responds to the wrong arms and gets no defense roll unless they have a particularly dynamic dodging method (Block is right out, and a ranged attack is nearly impossible to avoid this way).
Mild (Alt): [Mage Asura] Illusionary arms sprout from the character and preform random somatic incantations. A magic lore check that falls below the illusion's DC will mis-identify the spell and must react accordingly.
Moderate: [Afterimage] A favorite of ridiculously fast martial artists, this buff causes the character to randomly leave behind brief illusions of him/herself as s/he moves. An enemy must pass perception when Reacting (Countering, taking attacks of opporunity, etc) to the character's movements, or become confused by the copy long enough to fail it. Meanwhile, the buffed character's reactions gain a roll bonus equal to one fourth the illusion's DC.
Acute: [Doppleganger] Creates a copy of the targetted character that draws enemy fire, counting as a seperate target that can't actually be damaged. The doppleganger moves enough to appear realistic, but if its 'other' makes too dramatic an action it may be obvious which is the fake.
Chronic: [Dopplebomb] An insidious version of the Doppleganger status, this illusion is less illusionary than usual. If struck, it will explode, dealing an effect immediately to the one foolish enough to hit it or stand nearby.
Terminal: [Simulacrum] Creates a perfect illusionary copy of whatever the creater likes, usually an ally. The simulacrum is much like a doppleganger, but has free motion and is 'smart', always taking actions that match those of its counterpart to keep the enemy off balance. It will draw fire as a Doppleganger, while also granting the Asura and Mage Asura effects listed above and 'shuffling' itself every other round. It can also be a bomb at the caster's discretion.
Last edited by Strato on July 29th, 2023, 6:59 pm, edited 7 times in total.
Tony
Aide-de-Camp
Posts: 831
Joined: October 10th, 2008, 9:41 pm
Location: Lubbock, Texas

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