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D: Status Effects

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1D: Status Effects Empty D: Status Effects Sat May 28, 2016 5:55 am

Captain

Captain
Admin

Mechanics: Status Ailments
Things can go wrong, you can get into situations where you cannot see your hoof in front of your face, or, you're bleeding badly from a knife in the gut. You could even get set on fire. To represent these horrors, we have mechanics--Your suffering, quantified!

Bleed:
Inflicted by: Skills/NPCs
Effect: -5 HP Debuff to heals until 5 HP has been healed. Inhibits entering Stealth.

Paralyzed:
Inflicted by: Perks/Skills
Effect: Lose one turn.

Knocked Down:
Inflicted by: Perks/Skills
Effect: Costs Movement action to recover. +5 to be hit until you get up, -5 to hit for the turn you get up.

Poisoned:
Inflicted by: Perks/Skills/NPCs
Effect: -10 to attack rolls for two turns. -1 HP per turn for two turns.
Note: Curable with (T4) Panacea

Blindness:
Inflicted by: Perks/NPC/Environment (Dark locations)
Effect:-25 to Hit for the next turn.

Burning:
Inflicted by: Skills/Environment--Passing through fire
Effect: -1 HP per number of turns equal to the tier of the explosive/attack used. (If the fire is environmental, Burning lasts until cured)
Note: Can be cured by using Any Beverage in your inventory/any nearby body of water/fire extinguisher (or by skipping a turn to stop, drop, and roll.)

Falling Damage:
Inflicted by: Gravity
20% HP damage per 10 meters fallen.

Sickness:
This encompasses all manner of sickness, be it flu, mange, stomach flu. You can contract Sickness during Adventures by failing a resistance roll, Base difficulty 40. Hosts may, at some point, ask you to roll a D100 to see if you contract a sickness. Curable with a T1 Antibiotic/Unicorn spell or waiting 3 days.
((If you want to be sick for storyline purposes, then you can contract any illness you choose, and have it be cured whenever.))
Effect:
-1 Dice to skill rolls made.

Disease:
Infectious diseases, horrible, debilitating, and possibly deadly. Again, you can contract a disease by failing a resistance roll during an Adventure or event, Base Difficulty 50. Hosts may, at some point, ask you to roll a D100 to see if you contract a sickness. Curable with a T3 Vaccination or a Unicorn Healing spell.
((If part of your character is based around having a debilitating disease/condition, then they will likely have adapted to it, and will not suffer mechanically for storyline purposes.))
Effect:
-1 Melee, -1 Ranged, -2 Dice to all skill rolls made.

Affliction:
Curses and supernatural illnesses. You can contract an Affliction by failing a resistance roll during an Adventure or event, Base Difficulty 60. Hosts may, at some point, ask you to roll a D100 to see if you contract a sickness. Curable with a T4 Panacea or a Unicorn Healing spell.
Effect:
-2 Melee, -2 Ranged, -2 Armor, -2 to Dice pool for Skill Rolls (Choose one. Stacks.)

Sleep
Inflicted by: Skills/NPCs
Effect:
Target is unable to perform any action until damage is taken or after one round has passed.

Snared
Inflicted by: Skills
Effect: Stop if triggered while moving. Lose Movement Action next turn. Flying Races become grounded.

Silenced
Inflicted by: Skills/Perks
Effect: Target is unable to cast spells or speak for 2 Turns.

Rad-Poisoning:
Each time you come in contact with an attack or area with radiation, you will suffer a point of Damage and take on 100 Rads per turn you are within the field of radiation/per attack.
Leaving the area of radiation will save you from further damage, but the Rads will remain until treated by (T2) Rad-Away or a pony with Medicine tagged.
Note: Medical characters can flush 100 rads out of a character's system per day without need for items. Characters lose 100 Rads per day normally.

Minor Radiation Sickness: 200 Rads
-10 to all rolls

Moderate Radiation Sickness: 400 Rads
-20 to all rolls.

Major Radiation Sickness: 600 Rads
-30 to all rolls.

Terminal Radiation Sickness: 800 Rads
-40 to all rolls.

Death's Door: 1000 Rads
-50 to all rolls, possible character death/Ghoulification.

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