Difference between revisions of "Status effects"

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[[Category:Base Rules]]
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[[Category:Base Rules]] [[Category:Cyber Rules]]

Revision as of 03:45, 1 October 2013

The following status effects may apply to a creature:

Blind: You can’t see, and therefore can’t detect creatures visually. All targets have concealment against you. You are flat-footed.

Encumbered: You move at half speed, and your jump distance is halved. Your aerobatics distance is doubled.

Overloaded: You cannot move, and you must spend a minor action each round straining against your load.

Grappled: All other characters in the grapple encumber you as though you were carrying them, and you suffer a penalty of 1 on attack rolls against targets not in the grapple. You can't cast spells with somatic components. If you have any hands, one of your hands becomes incapacitated in the grapple.

Riding: Any creature you are riding is Ridden by you. If you move off the creature, you stop riding them. If you are grappled by a creature, you stop riding.

Ridden: Any creature who is Riding you encumbers you, because you are carrying them. You cannot ride a creature that is riding you.

Paralyzed: You can't take actions other than mental actions. You are stationary.

Prone: You suffer a penalty of 1 on attack rolls with melee weapons, and get cover against ranged attacks. You can only move at half speed. You can stop being prone by taking the stand up action. Flying creatures cannot be prone; if an airborne creature would become prone due to an instantaneous effect, it moves downwards a distance equal to its Aerobatics distance instead. Swimming creatures are also incapable of being prone, and sink a distance equal to their size instead.

Stunned: You can’t take actions, including mental actions. You drop everything you’re holding. You are stationary.

Unconscious: You can’t take actions, including mental actions. You drop everything you’re holding and fall prone. You are stationary.

Dead: You suffer all the effects of unconsciousness, and any spells you have Bound are released. You can only be cured of this condition by effects that explicitly cure death. Reducing a dead creature to -4 or less HP damages it enough that it is no longer a valid target for reanimation of any sort until repairs worth an amount of copper equal to its point value are applied to it.

Asleep: You are unconscious and blind. You get -12 to Initiative Bonus. You can stop being asleep at any time during your turn.

Shriveled: All of your movement speeds decrease by 2 meters, and you get -1 Toughness.

Squeezed: You get -1 to Attack Bonus, AD, and GD while squeezed.

Tired: You get -1 to AD, GD, and Will Saves, and -4 to Initiative Bonus. You skip a minor action each round.

On Fire: At the end of your turn, you suffer 1d6-1 Heat damage. If this does not inflict any wounds, the damage on later rounds gets a cumulative +1 increase, which resets when a wound is finally inflicted. When a wound is inflicted, flames leap from you, making an attack at +0 versus AD against each other flammable object or creature in your space; targets hit are lit on fire. Anyone can Stop Drop and Roll to put out flames. The condition can also be cured by submersion in water or some other airless environment.

Being set on fire is frightening 5.

Chilled: Skip a move action on each of your turns. Creatures that attempt to walk on you must succeed on a DC 10 Acrobatics check or fall Prone. If a creature or object is both Chilled and On Fire, it stops being either.