Status Ailments/Effects
Posted: February 17th, 2017, 5:29 pm
Status Ailments
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.
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
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
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.
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.
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.
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.
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
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
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]
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.
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.
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.
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).
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.
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.
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.
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.
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.
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!
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.
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.
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
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.
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
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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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
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).
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
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
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.
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.
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
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.
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]
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).
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.
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] ?????
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…
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.
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.
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
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
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.
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.
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.
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.
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
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
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]
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.
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.
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.
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).
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.
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.
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.
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.
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.
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!
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.
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.
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
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.
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
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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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
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).
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
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
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.
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.
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
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.
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]
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).
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.
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] ?????
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…
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.