Status Effects
Some attacks, spells, and skills may affect dangerous status changes. The base physical status effects are as follows:
Deafened: The target may not make Observation checks using hearing and receives - 1 delay from the next turn.
Blinded: Target may not use Observation for vision checks. All combat rolls are at difficult check.
Knockdown: The target must spend a turn rising in order to be on their feet again. They may not make attacks in the rising turn. While on the ground, Dodge and Defense are still usable. Acrobatics may be used in order to save on the Knockdown or to make a rising turn instant.
Disoriented: Characters receive +3 difficulty on all rolls.
Grappled: When a character is in Grapple they may still make strikes in response, but cannot escape unless they roll a Strength check on their turn.
Unfocused: All Focus rolls are made at Impossible check.
Flinch: A flinch depletes delay and has variable effect. They typically number between 1 - 5 delay taken from the target.
Crippled: Dodge and AGI checks are at a decrement, varying in intensity upon the source.
Poisoned: This is only listed as one status effect insofar that some spells and skill effects remove the status poison completely. However, when curing any Poison status otherwise, one must have Profession (Doctor) and the antivenin. Different poisons will have different effects.
Bleed: Bleeds are mostly accrued from melee attacks wherein a target enters Serious or Critical damage threshold on a limb. They are variable based upon whether they are accrued from damage threshold calculations or from unique sources. Damage threshold bleed damage is outlined above in Wounding and Death.
Inflamed: Turn 1, 1d2 Fire damage to the affected body part.
Turn 2, roll a d6 to decide an additional location to set on fire, and both locations take 1d4 Fire damage.
Turn 3, roll a d6 to decide an additional location to set on fire, and both locations take 1d6 Fire damage.
Turn 4, roll a d6 to decide an additional location to set on fire, and both locations take 1d8 Fire damage.
Turn 5, roll a d6 to decide an additional location to set on fire, and both locations take 1d10 Fire damage.
Turn 6, roll a d6 to decide an additional location to set on fire, and both locations take 1d12 Fire damage. If all body parts are set ablaze, deal 1d20 Fire damage to all affected body parts instead.
Turn 7 roll a d6 to decide an additional location to set on fire, and both locations take 1d20 Fire damage. If all body parts are set ablaze, deal 2d20 Fire damage to all affected body parts instead.
Suffocate: At the beginning of the first turn, Chest damage goes to Slight, lose 5 delay. At the beginning of the second turn, Chest damage goes to Serious, lose 8 delay. At the beginning of the third turn, Chest damage goes to Critical, lose 12 delay.
Dependence: However many doses of the substance that the target consumed to become Addicted is how many they must consume on the following day or they receive a detriment. If, after 24 hours,that amount is not consumed, all checks are +X difficulty for the duration of the next 24 hours, where X is the number of doses they failed to consume.
Diseases
Lycanthropy
Type: Virus
Duration: Lifetime
Effect: Once contracted, the infected will progress through four stages if they do not satisfy the requirements of the disease. Every time the target misses a meal, keep a tally. When that tally reaches the number listed in the next stage, progress the target into that stage. The infected now infects others if their blood is transmitted into another’s wound, particularly if they scratch or bite them. The description for Stage 3 is outlined in 98b. Creatures as Lycanthrope.
Stage 1 (0-3 missed meals):
-The infected now has to eat two meals a day.
Stage 2 (4-10 missed meals):
-Target is now identifiable as a lycanthrope upon impossible Observation check. Their eyes have acquired a very subtle yellow tinge and their canines are very slightly extended.
-The infected now has to eat three meals a day.
-The infected now employ exceptional hearing and smell at difficult check when rolling Observation checks.
-STR +1. CHA -1.
Stage 3 (10-20 missed meals):
-Target is now identifiable as a lycanthrope upon difficult Observation check. Their nose has begun to grow into a short snout, fur has begun to grow in a short coat across the skin and canines have begun elongating. The ears of the infected have begun to migrate upwards on the head.
-The infected now has to eat four meals a day. Only meat now qualifies towards this requirement.
-The infected now employ exceptional hearing and smell, reducing the difficulty threshold by one when rolling Observation checks.
-STR, CON, and AGI +1 (able to exceed hard cap).
-INT, WIS, and CHA -1. If INT or WIS go to zero, the character is comatose.
-If the infected target is struck, they must roll a normal check against their Focus. If they fail, they go Berzerk. They cannot end combat until they have killed every living target in sight, although they may prioritize those targets as they like. At the beginning of every successive turn, the infected gains +1 Sequence, +1 available Delay. At the beginning of each turn, the infected may roll a difficult Focus check in order to snap out of the Berzerk.
Stage 4 (20 missed meals onwards):
-If the player reaches this stage, their character is no longer under their control. If they are unable to be cured, this character is permanently out of control of the player. Other Lycanthropes become the ally of the character.
-Target is now identifiable as a lycanthrope upon easy Observation check. They are a large, hulking muscular lupine figure, their snouth having grown long and their teeth sharp. Their eyes are yellowed and feral and their nails have grown long and sharp. Their knees have become backward jointed and their toes have grown short and paw-like.
-The infected now has to eat seven meals a day. Only raw meat now qualifies towards this requirement.
-The infected now employ exceptional hearing and smell at normal check when rolling Observation checks.
-STR, CON, and AGI +3 (able to exceed hard cap).
-INT, WIS, and CHA -3. If INT or WIS go to zero, the character is comatose.
-Every time you leave combat, heal all locations on the character's body to the minimum values listed for their current damage category.
-If the infected target is struck, they must roll a difficult check against their Focus. If they fail, they go Berzerk. They cannot end combat until they have killed every living target in sight, although they may prioritize those targets as they like. At the beginning of every successive turn, the infected gains +1 Sequence, +1 available Delay. At the beginning of each turn, the infected may roll a difficult Focus check in order to snap out of the Berzerk.
Vampirism
Type: Parasite
Duration: Lifetime
Effect:
-The infected now craves blood for every meal.
-Each time they consume blood for their daily meal, add a Blood counter.
-For each Blood counter, the infected receives +1 STR, AGI, CON, INT, CHA, and WIS, able to exceed cap.
-If the Blood counter gets to five, deal thirty damage to the infected chest, purge vampirism, and spawn the creature Vampire Spawn, it has grown to fruition and bursts from their stomach.
-Every time they skip a daily meal or eat something other than blood for their daily meal, deal two times the number of Blood counters as damage to their entire body, deduct one Blood counter.
Saeva Fever
Type: Bacteria
Duration: Five days
Effect: Those who are affected by this infection slowly become more and more depraved, their bodies growing more and more powerful, but their minds being replaced by a ravenous, bloodthirst. If their blood or bodily fluids come into contact with any orifice of another Small size creature or above, it is infected as well.
Day 1:
-Slight fever.
-Sequence +1
Day 2
-Increased fever. Sweating.
-Sequence +2
-INT, WIS -1
-STR, CON, AGI +1
Day 3:
-High fever. Sweating.
-Sequence +3
-INT, WIS and all skills under these primary statistics, -2.
-STR, CON, AGI and all skills under these primary statistics, +2, able to exceed soft cap.
-Every time the infected is struck, they roll against Focus. If they fail, they are forced to attack the nearest target.
Day 4:
-High fever. Sweating profusely. Red eyes.
-Sequence +4
-INT, WIS and all skills under these primary statistics, -3.
-STR, CON, AGI and all skills under these primary statistics, +4, able to exceed soft cap.
-Every time the infected is struck, they roll against Focus. If they fail, they are forced to attack the nearest target.
Day 5:
-At the beginning of day 5, the infected must roll a d4. If they roll a 1, they are cured. If they roll a 2, they become symptomless, but are still transmitters. If they roll a 3, repeat day 5 on the next day. If they roll a 4, they are constantly stuck in day 5 until they are cured or they die.
-The infected attacks anything living in sight, fighting until they die or every living thing in sight is dead. After that, they go hunting for more living things.
-High fever. Sweating profusely. Red eyes and slobbering.
-Sequence +5
-INT, WIS and all skills under these primary statistics, -5.
-STR, CON, AGI and all skills under these primary statistics, +5, able to exceed soft cap.