Changes

Effects

581 bytes added, 15 April
| '''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 part each 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>'''
| '''Minimum Fatigue set to %''' || 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 '''+(2d4)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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| '''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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