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Effects

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{{UnderConstruction|users=Tempest|flavortext=This will take a little while}} '''Effects''' (sometimes referred to as '''secondary effects''') are modifiers which that may affect a creature's stats and/or alter their behavior. There are many different types of effects, all of which are listed here.
** Example: Being hit by an [[M84]] and receiving the '''Flashbanged''' effect for 2 turns.
* '''Semi-permanent''' - Lasts semi-indefinitely; there is no turn duration, but the source or cause can be fixed or reversed.
** Example: '''Environmental Blindnessblindness''' induced by a dark room - the effect will remain for as long as the creature remains in a dark room, unless they have a means to combat the darkness or until they leave the room.
* '''Permanent''' - Lasts indefinitely, usually as a result of a permanent modification or damage. Certain permanent effects can be removed under exceptional circumstances, but normally they are not intended to be.
** Example: '''Blindness''' induced by destroyed eyes.
'''NOTE:''' Not all possible effects are listed below, and GMs may create new effects of their own if they feel it is necessary. Sometimes, an effect is simply listed as a stat modifier with no special names or further explanations. As long as GMs and players both clearly understand the effects at play, and all relevant modifiers, durations and explanations are clearly listed, it should be fine.
 = List Lists of effects =
== Accuracy ==
Effects which that affect a creature's [[accuracy]].
{| class="wikitable sortable" style="font-size:9pt"
| '''Blindness''' || This creature's eyes have all been destroyed. Natural FT is set to 10 and all FT modifiers are ignored as long as this effect is active.
|-
| '''Environmental Blindnessblindness''' || Blindness induced by the environment, such as total darkness, or obscured eyes. Natural FT is set to 10 and all FT modifiers are ignored as long as this effect is active.
|-
| '''Flashbanged''' || Blindness induced by a flashbang weapon. Natural FT is set to 10 and all FT modifiers are ignored as long as this effect is active.
|-
| '''Perception Lossloss''' || Natural FT is increased by 2 for each eye that was destroyed, as long as this creature has at least one remaining eye. (If there are no remaining eyes, the creature gets '''Blindness''' instead.)
|-
| '''Indestructible Eyeseyes''' || The eyes of this creature cannot be destroyed by attacks or effects, effectively preventing '''Perception Lossloss''' or '''Blindness''' from affecting this character.
|-
| '''Night Visionvision''' || The eyes of this creature are not affected by darkness or low light. Prevents '''Environmental Blindnessblindness''' from affecting this character.<br/>The duration of '''Flashbanged''' effects will be doubled against creatures with this effect active, unless they also have '''Flashbang Immunityimmunity'''.
|-
| '''Flashbang Immunityimmunity''' || The eyes of this creature are shielded against the effects of flashbang weapons. Prevents '''Flashbanged''' from affecting this character.|-| '''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.
|}
== Body ==
Effects which that affect a creature's body in various ways.
{| class="wikitable sortable" style="font-size:9pt"
|-
| '''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.
|-
| '''Bleeding''' || Semi-permanent effect caused by having at least one [[Wound]]. The affected character will lose 0.3 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.
|-
| '''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>'''
|-
| '''Forced wakefulness''' || This effect is designed to override the effects of '''Forced sleep''' and '''Blacking out''', keeping the afflicted creature awake.
|-
| '''Suppressed hunger''' || Temporary effect. The effects from a [[Nutrition]] level of Hungry, Famished or Starving will be temporarily cancelled, treating the creature as if their Nutrition level is OK.<br/>Because this effect cancels the effects of low nutrition, this effect also overrides '''Self-deterioration''' and prevents the creature from gaining deterioration points.
|}
|-
! Effect name !! Effect description
|-
| '''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.
|-
| '''Blast protective''' || Halves the the amount of damage sustained from [[Damage types|Explosion-type damage]].
! Effect name !! Effect description
|-
| '''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>'''
|-
| '''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.
|-
| '''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]].
|-
| '''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>'''
|}
 
== Fatigue ==
 
Effects that affect a creature's [[Fatigue]].
 
{| class="wikitable sortable" style="font-size:9pt"
|-
! Effect name !! Effect description
|-
| '''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).
|-
| '''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''')
|}
! Effect name !! Effect description
|-
| '''Light limb Blood healing''' || Instant effect caused by the natural healing of [[Meds|First Aid KitBlood]]. The selected limb '''through [[limb damage|healsDaily Reset]] up to 7 HP. '''For every 0.1 Blood''' regenerated through the Daily Reset, but will also result in the creature '''burning burns [[Nutrition|-50 15 ntri]] and [[Fatigue|+0.42% Fatigue]]''' per 1 HP healed.<br/>All other limbs heal a bonus amount of HP dependent on the userBlood healing doesn's t apply from using [[SkillsMeds|Healing skillBTKs]]. Bonus HP does not burn Nutrition or Fatigue.<br/>The bonus amount as it's a direct transfusion instead of HP healed is equal to Skill level - 1regeneration.
|-
| '''Strong limb Pain healing''' || Instant effect caused by the healing of [[Pain]], regardless of the method ([[Meds|Field Surgery Kit]]. The selected limb ''', [[limb damage|healsDaily Reset]] up to 12 HP, etc). '''For every 1% Pain''' healed, but will also result in the creature '''burning burns [[Nutrition|-50 5 ntri]] and [[Fatigue|+0.41% Fatigue]]''' per 1 HP healed.<br/>All other limbs heal The only exception is healing Pain from visiting a bonus amount of HP dependent on the user's [[Skills|Healing skill]]. Bonus HP does hospital; this will not burn Nutrition or Fatigue.<br/>The bonus amount of HP healed is equal to Skill level - 1.
|-
| '''Disabled natural Light limb healing''' || This creature Instant effect caused by the [[Meds|First Aid Kit]]. The selected limb '''[[limb damage|heals]] up to 7 HP''', but will not naturally heal also result in '''burning [[PainNutrition|-50 ntri]] or and [[BloodFatigue|+0.4% Fatigue]] at ''' per 1 HP healed.<br/>All other limbs heal a bonus amount of HP dependent on the user's [[Daily ResetSkills|Healing skill]]. Bonus HP does not burn Nutrition or Fatigue.
|-
| '''Self-deteriorationStrong limb healing''' || Semi-permanent Instant effect caused by reaching the Starving level of [[NutritionMeds|Field Surgery Kit]].<br/>At The selected limb '''[[Daily Resetlimb damage|heals]]up to 12 HP''', this creature but will gain also result in '''2d4 deterioration pointsburning [[Nutrition|-50 ntri]] and [[Fatigue|+0.4% Fatigue]]'''per 1 HP healed.<br/>If All other limbs heal a creaturebonus amount of HP dependent on the user's deterioration points reaches [[Skills|Healing skill]]. Bonus HP does not burn Nutrition or exceeds an amount equal to their Max Blood, they die instantlyFatigue. If this |-| '''Disabled natural healing''' || This creature is no longer Starving, deterioration points are immediately reset to zero and this effect is removedwill not naturally heal [[Pain]] or [[Blood]] at the [[Daily Reset]].
|}
== Mind ==
Effects which that affect a creature's mental state.
{| class="wikitable sortable" style="font-size:9pt"
| '''Alertness increase''' || The creature is abnormally attentive, with a heightened attention span and improved reaction time.<br/>For as long as the effect lasts, at the start of each combat turn, the GM must describe to the player controlling this creature, all of the actions of all other NPCs in advance, as well as the [[Initiative Speed]] of these actions, effectively allowing them to "know in advance" and react accordingly.'''<sup>[[Effects#Tips|(8)]]</sup>'''
|-
| '''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 appearanceand simulate hallucinations.
|-
| '''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''' (WIPincluding '''inaccurate hits''')with any type of weapon or attack ''' are treated as critical hits'''.|-| '''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'''.|} == Nutrition == Effects that affect a creature's [[Nutrition|hunger]] and sometimes [[Hydration|thirst]] {| class="wikitable sortable" style="font-size:9pt"|-! Effect name !! Effect description|-| '''Mild munchies''' || The creature feels abnormally hungry.<br/>If this creature's [[Nutrition]] level is OK or higher, it is treated as Hungry instead, which includes the effects of being Hungry.|-| '''Intense munchies''' || The creature feels abnormally famished.<br/>If this creature's [[Nutrition]] level is Hungry or higher, it is treated as Famished instead, which includes the effects of being Famished. That includes '''disabled natural healing''', so be careful.<br/>This effect overrides '''Mild munchies'''.|-| '''Mild thirst''' || The creature feels abnormally thirsty.<br/>If this creature's [[Hydration]] level is OK or higher, it is treated as Thirsty instead, which includes the effects of being Thirsty.|-| '''Intense thirst''' || The creature feels abnormally very thirsty.<br/>If this creature's [[Hydration]] level is Thirsty or higher, it is treated as Dehydrated instead, which includes the effects of being Dehydrated.<br/>This effect overrides '''Mild thirst'''.|-| '''Suppressed hunger''' || Temporary effect. The effects from a [[Nutrition]] level of Hungry, Famished or Starving will be temporarily canceled, treating the creature as if their Nutrition level is OK.<br/>Because this effect cancels the effects of low nutrition, this effect also overrides '''Self-deterioration''' and either form of '''munchies''', and prevents the creature from gaining deterioration points.|-| '''Self-deterioration''' || Semi-permanent effect caused by reaching the Starving level of [[Nutrition]]. At [[Daily Reset]], this creature will gain '''2d4 deterioration points'''.<br/>If a creature's deterioration points reach or exceed an amount equal to their Max Blood, they die instantly. If this creature is no longer Starving, deterioration points are immediately reset to zero and this effect is removed.|} == Pain Sensitivity == Effects that affect a creature's [[Pain Sensitivity]]. {| class="wikitable sortable" style="font-size:9pt"|-! Effect name !! Effect description|-| '''PS decrease (PS -X %)''' || Pain Sensitivity is decreased by the listed amount (replace X with a number).|-| '''PS increase (PS +X %)''' || Pain Sensitivity is increased by the listed amount (replace X with a number).|-| '''Ignores Pain Sensitivity''' || The amount of Pain dealt by an attack or effect with this trait is not modified by the target creature's Pain Sensitivity, treating it as though it was 100%.|} == Strength == Effects that affect a creature's [[Strength]]. {| class="wikitable sortable" style="font-size:9pt"|-! Effect name !! Effect description|-| '''Strength decrease (Str -X %)''' || Strength is decreased by the listed amount (replace X with a number).|-| '''Strength increase (Str +X %)''' || Strength is increased by the listed amount (replace X with a number).|} == Stress == Effects that affect a creature's [[Stress]] or is otherwise related to their Stress level. {| class="wikitable sortable" style="font-size:9pt"|-! Effect name !! Effect description|-| '''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.|-| '''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)x0.2xE''', 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 0.2% to 0.8% 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''').|-| '''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).|-| '''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%).|-| '''Decompensation''' || Semi-permanent effect caused by reaching the Breakdown level of [[Stress]]. At [[Daily Reset]], this creature will gain '''1d4 decompensation points'''.<br/>If a creature's decompensation points reach or exceed an amount equal to their Max Head HP, they die instantly. If this creature is no longer in Breakdown, decompensation points are immediately reset to zero and this effect is removed.|} == Miscellaneous == Other effects that cannot be categorized anywhere else. {| class="wikitable sortable" style="font-size:9pt"|-! Effect name !! Effect description|-| '''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.|-| '''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 (e.g., if placed in a backpack's main capacity with mushrooms already in main capacity), it will "corrupt" those other mushrooms.<br/> Corrupted mushrooms lose all nutritional and monetary value (WIPboth become 0)and all of their effects, turning them into useless items.
|}
= Tips =
 
=== 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 during combat, at the end of each turn.
 
However, 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 ===
 
{{GMTip
|tiptext=Here are a few example examples of special situations and tips for GMs on how to handle them.<br/>* '''In general''': If a player character with active, temporary secondary effects spends any length of time in a town, intersection, or other civilized area, the turn counter of these effects can be considered to fall to zero (and therefore deleted). If they're only passing through for a brief period of time, however, it's recommended to leave the counters as-is. This should be decided at the GM's convenience and discretion.* '''(1) Cyanide Poisoning''': If a player character with Cyanide Poisoning somehow manages to reach medical staff of any kind (hospital room a [[medic, meds shop owner...) ]] or a [[nurse]] before dying, consider giving them a [[Meds|Hydroxocobalamin]] syringe so that they can be cured immediately. If they must charge for the service, it should be no higher than [[File:Parallar symbol.png|10px]]'''200'''.* '''(2) Nausea''': If player characters force themselves (or are somehow forced) to use food while under nausea, the resulting effect should be to make these characters throw up and gain none of the effects or nutrition from the food.
* '''(3) Anti-Oni Syndrome''': Because Pain gained through this effect ignores Pain Sensitivity, drinking an amount of alcohol resulting in 15.0 Inebriation or more while under this effect will always result in death. Use this information wisely...
* '''(4) Fire retardant''': As indicated, this effect is unique for only applying on the body parts covered by fire retardant clothing. Obviously, if you're wearing a [[List of human clothing and armor#Body armor|Heavy T armor vest]] (protects torso) and you get hit in the foot by an [[Ammo types|API]] bullet, you will be set on fire. Take extra care if player characters are wearing fire retardant clothing and incendiary attacks or weapons are being used.
* '''(5) On fire''': When using incendiary weapons that cannot be aimed on at an individual body part, such as a [[Molotov cocktail]], a random body part is rolled for each creature affected. If the creature isn't entirely immune to fire, and if the body part rolled isn't protected by fire-retardant clothing, then that creature is set on fire.
* '''(6) Stunned''': Although this effect is always temporary and meant to run out when the turn counter reaches 0, it is possible to repeatedly apply a stunning effect to a creature in order to prevent them from performing actions for as long as possible. This is called "stun locking".
* '''(7) Acid degradation''': Mounted bayonets, underbarrel grenade launchers , and underbarrel shotguns count as separate weapons, as they have their own Condition values. If a targeted weapon does not have a condition rating (e.g. [[Shuriken]], [[Longbow]], [[M67]]...), that weapon is destroyed and removed from inventory.
* '''(8) Alertness increase''': As NPCs are controlled by the GM, and the GM already knows what each creature will do at the start of each turn, this effect is of little real use to NPCs. This is intentional.
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