Changes

Effects

2,441 bytes added, 15 April
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| '''Flashbang immunity''' || The eyes of this creature are shielded against the effects of flashbang weapons. Prevents '''Flashbanged''' from affecting this character.
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| '''Darkness adapted''' || This creature's eyes can adapt quickly to the dark. When inside a blacked-out room, this character is immune to '''Environmental blindness'''; instead, they sustain a flat '''FT+2''' malus.
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| '''Blackout / Blacked out''' || Semi-permanent effect caused by reaching [[Pain|Pain blackout threshold]].<br/>The creature falls unconscious and can no longer perform any actions, whether combat or non-combat, until their Pain levels are no longer within blackout threshold.
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| '''Bleeding''' || Semi-permanent effect caused by having at least one [[Wound]]. The affected character will lose 0.1 3 Blood multiplied by amount of Wounds per turn.<br/> For player characters, as long as this effect is active, turn-based mode (as during [[combat]]) is forced on until all wounds have been patched OR until death occurs, whichever happens first.
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| '''Cyanide poisoning''' || Poisoning induced by a cyanide weapon. Technically a semi-permanent effect, but begins a 5-turn countdown.<br/>The creature must use an appropriate antidote ([[Meds|Hydrocoxobalamin]]) before the end of the countdown, or face instant death.'''<sup>[[Effects#Tips|(1)]]</sup>'''
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! Effect name !! Effect description
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| '''Ballistic protective''' || Normally only found on headgear. Halves the amount of damage sustained from Bullet-type damage to the head. Does not protect the eyes.
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| '''Blast protective''' || Halves the the amount of damage sustained from [[Damage types|Explosion-type damage]].
! Effect name !! Effect description
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| '''On fire''' || Semi-permanent effect caused by [[Damage types|Spec-Fire]] damage and other sources of fire.<br/>Creatures with this effect active sustain '''+5% [[Pain]] per turn''' and '''1 [[limb damage]] to a random body parteach turn''' until the fire is put out. Pain from this effect ignores the target's [[Pain Sensitivity]]; it is treated as if the victim had a PS of 100%.<br/>To put the fire out and remove this effect, the creature on fire must perform a non-combat action called '''Stop drop and roll'''. This action always succeeds but requires spending a turn.'''<sup>[[Effects#Tips|(5)]]</sup>'''
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| '''Stunned''' || Temporary effect caused by [[Damage types|Spec-Elec]] damage and other paralyzing or electrical sources.<br/>Creatures with this effect active '''cannot perform actions during combat''', either combat or non-combat, as they are temporarily paralyzed.'''<sup>[[Effects#Tips|(6)]]</sup>'''
| '''Frost-slowed''' || Temporary effect caused by [[Damage types|Spec-Ice]] damage and exposure to intense cold.<br/>Creatures with this effect have more difficulty moving, and sustain '''[[Agility]] -1 and [[IS]] tier +1''' for as long as the effect lasts.
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| '''Water-soaked''' || Temporary Semi-permanent effect caused by [[Damage types|Spec-Aqua]] and exposure to significant amounts of water.<br/>This effect will override '''On fire''' (effectively putting it out), but it will also result in '''double damage from Spec-Elec attacks''' for as long as the effect lasts.<br/>For as long as the effect is active, creatures with this effect gain '''[[Fatigue]] +0.2% x turns spent in combat''' at the end of a fight and '''[[Fatigue]] +0.1% x rooms traveled''' at the end of a [[UA]] trip. This effect is not part of Travel Fatigue and is not affected by the '''[[Traits|Wherever I may roam]]''' trait.<br/>To remove this effect, you must use a [[Crafting items|bath towel]].
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| '''Acid degradation''' || Instant effect caused by [[Damage types|Spec-Acid]] and exposure to corrosive substances.<br/>The creature will sustain '''1d6 [[limb damage]] to one random body part''', and one random equipped weapon will lose '''1d12 x 500 Condition'''.'''<sup>[[Effects#Tips|(7)]]</sup>'''
! Effect name !! Effect description
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| '''Minimum Fatigue set to X %''' || The creature is experiencing lasting fatigue of varying intensity, making it impossible for their Fatigue level to fall under the listed percentage. If multiple sources provide this effect, the effect with the highest number prevails (they do not stack).
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| '''Travel fatigue''' || Instant effect applied after traveling in the [[UA]] and reaching the destination. The traveling creature's [[Fatigue]] will increase by an amount equal to '''+(1d82d4)x0.1xR''', where '''R''' is the number of rooms passed during the trip. This effect applies even after Skip traveling.<br/>Additionally, the creature burns '''-20 [[ntri]] and -10 [[wtr]]''' per room passed.<br/>If your character has the '''[[Character traits|Wherever I may roam]]''' trait, '''halve''' the result of the Fatigue roll (or roll '''(2d4)x0.05xR''') and '''halve''' the ntri/wtr burned (or '''-10 ntri / -5 wtr per room''')
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! Effect name !! Effect description
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| '''Addiction resistance''' || Permanent effect caused by reaching Master level in [[Healing]] skill. When using [[Addictions|addictive substances]], addiction chances per use are '''halved''' for this creature.
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| '''Blood healing''' || Instant effect caused by the natural healing of [[Blood]] through [[Daily Reset]]. '''For every 0.1 Blood''' regenerated through the Daily Reset, the creature '''burns [[Nutrition|-15 ntri]] and [[Fatigue|+0.2% Fatigue]]'''.<br/>Blood healing doesn't apply from using [[Meds|BTKs]] as it's a direct transfusion instead of regeneration.
| '''Hallucinations''' || The creature's perception is warped, and they see things that aren't really there.<br/>The GM may, at their discretion, use the bot commands '''[[Tsuchinoko (bot)|&enc-hallu and &item-hallu]]''', respectively for creatures and for items, to "change" their appearance and simulate hallucinations.
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| '''Rage''' || A creature under this effect is under uncontrollable anger.<br/>As long as this effect is active, this creature must continue combat until all other creatures in sight have either fled or been killed, or until the effect subsides.<br/>In addition, '''all hits ''' (including '''inaccurate hits''') with any type of weapon or attack '''are treated as critical hits'''.
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| '''Controlled fury''' || A creature under this effect is under intense feelings of righteous anger. A version of '''Rage''' with no negative effects.<br/>All hits (including inaccurate hits) with any type of weapon or attack are treated as critical hits.<br/>This effect overrides '''Rage'''.
! Effect name !! Effect description
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| '''Need a drink(level 0)''' || Instant effect applied when gaining [[Inebriation]]while not [[addictions|addicted]] to alcohol. For every '''+0.1 Inebriation''' gained, a creature's [[Stress]] will decrease by '''-0.4%'''.<br/>If you have Alcohol Affinity (e.g., [[oni]]), your Stress decreases by '''-0.8%''' instead.|-| '''Need a drink (level 1)''' || Instant effect applied when gaining [[Inebriation]] while [[addictions|Level 1 addicted]] to alcohol. For every '''+0.1 Inebriation''' gained, a creature's [[Stress]] will decrease by '''-0.3%'''.<br/>If you have Alcohol Affinity (e.g., [[oni]]), your Stress decreases by '''-0.6%''' instead.|-| '''Need a drink (level 2)''' || Instant effect applied when gaining [[Inebriation]] while [[addictions|Level 2 addicted]] to alcohol. For every '''+0.1 Inebriation''' gained, a creature's [[Stress]] will decrease by '''-0.2%'''.<br/>If you have Alcohol Affinity (e.g., [[oni]]), your Stress decreases by '''-0.4%''' instead.|-| '''Need a drink (level 3)''' || Instant effect applied when gaining [[Inebriation]] while [[addictions|Level 3 addicted]] to alcohol. For every '''+0.1 Inebriation''' gained, a creature's [[Stress]] will decrease by '''-0.1%'''.<br/>If you have Alcohol Affinity (e.g., [[oni]]), your Stress decreases by '''-0.2%''' instead.
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| '''Combat stress''' || Instant effect applied after combat. At the end of a fight, a creature's [[Stress]] will increase by an amount equal to '''+(Td4)x0.1xE2xE''', where '''T''' is the amount of turns spent in combat, and '''E''' the amount of enemies (hostile creatures) at the start of combat.<br/>In other words, Stress increases by 0.12% to 0.48% per turn, multiplied by amount of starting enemies.<br/>If your character has the '''[[Character traits|Combat veteran]]''' trait, '''halve''' the result of the roll (or roll '''(Td4)x0.1xE''').<br/>If your character has the '''[[Character traits|Scaredy-cat]]''' trait, '''double''' the result of the roll (or roll '''(Td4)x0.4xE''').
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| '''Minimum Stress set to X %''' || The creature is experiencing varying degrees of anxiety, making it impossible for their Stress level to fall under the listed percentage. If multiple sources provide this effect, the effect with the highest number prevails (they do not stack).
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| '''Euphoria Rush''' || Temporary effect. For as long as the effect is active, any effects that would increase this creature's Stress are '''negated''' (effectively increasing it by +0.0%).
| '''Unbreakable <limbs>''' || The listed creature's body parts cannot sustain [[limb health|fractures]] anymore.<br/>Depending on the active sources, multiple body parts may be listed and grouped as one.
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| '''Mushroom corruption''' || Certain Mushrooms are tagged with this special effect.<br/>Has no effect when consumed, but if carried in the same segment of a [[LBE|load-bearing item]] where other mushrooms are found (in other wordse.g., if placed in a bag/etc. backpack's main capacity with mushrooms insidealready in main capacity), it will "corrupt" those other mushrooms.<br/> Corrupted mushrooms lose all nutritional and monetary value (it becomes both become 0) and all of their effects, turning them into useless items.
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= Tips =
=== Dealing with timed Temporary effects outside of combat ===
If a player character has active temporary ("x turns") effects and is outside of combat, the counter '''remains unchanged''' and only ticks down for every turn of during combat, at the end of each turn.
However, any event which anything that advances [[time]] by at least one period will '''wipe all active temporary effects''', . Actions such as [[waiting]], or reaching the destination at the end of a trip in the [[UA]]may cause it to happen.
=== For GMs ===
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