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Effects

4,894 bytes added, 13:15, 16 December 2019
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'''Effects''' (wipsometimes referred to as '''secondary effects''')are modifiers which may affect a creature's stats and/or alter their behavior. There are many different types of effects, all of which are listed here.   = General rules = An effect usually comes from a particular source, such as an item consumed.  As a rule of thumb, taking multiple instances of the same source will '''extend the duration of the effects''', while taking multiple different sources, even if their effects are similar, will result in '''stacking the effects together'''. For example, if a creature consumes a [[Meds|Diazepam]], that creature will gain the '''Alertness increase''' and '''FT -2''' effects for 20 turns.* If the same creature takes a second Diazepam, the effects do not stack, but the duration is increased by another 20 turns.* If, instead, the same creature consumes a [[Meds|Cigarette]] after taking a Diazepam, then they will gain the '''Agility +1''' and '''FT -1''' effects from the Cigarette for 10 turns, resulting in their FT being decreased by a total of 3. Effects may have one of three types of durations:* '''Temporary''' - Lasts only for a certain amount of turns.** 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 Blindness''' 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.   = List of effects = {| class="wikitable sortable" style="font-size:9pt"|-! Effect name !! Category !! Effect description|-| '''FT decrease (FT-X)''' || Accuracy || FT is decreased by the listed amount (replace X with a number).|-| '''FT increase (FT+X)''' || Accuracy || FT is increased by the listed amount (replace X with a number).|-| '''IR decrease (IR-X)''' || Accuracy || IR is decreased by the listed amount (replace X with a number).|-| '''IR increase (IR+X)''' || Accuracy || IR is increased by the listed amount (replace X with a number).|-| '''Blindness''' || Accuracy || This creature's eyes have all been destroyed. Usually permanent. Natural FT is set to 10 and all FT modifiers are ignored as long as this effect is active.|-| '''Environmental Blindness''' || Accuracy || Blindness induced by the environment, such as total darkness, or obscured eyes. Usually semi-permanent. Natural FT is set to 10 and all FT modifiers are ignored as long as this effect is active.|-| '''Flashbanged''' || Accuracy || Blindness induced by a flashbang weapon. Usually temporary. Natural FT is set to 10 and all FT modifiers are ignored as long as this effect is active.|-| '''Perception Loss''' || Accuracy || 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 Eyes''' || Accuracy || The eyes of this creature cannot be destroyed by attacks or effects, effectively preventing '''Perception Loss''' or '''Blindness''' from affecting this character.|-| '''Night Vision''' || Accuracy || The eyes of this creature are not affected by darkness or low light. Prevents '''Environmental Blindness''' from affecting this character.<br/>The duration of '''Flashbanged''' effects will be doubled against creatures with this effect active, unless they also have '''Flashbang Immunity'''.|-| '''Flashbang Immunity''' || Accuracy || The eyes of this creature are shielded against the effects of flashbang weapons. Prevents '''Flashbanged''' from affecting this character.|-| '''Cyanide Poisoning''' || Body || Poisoning induced by a cyanide weapon. Technically a semi-permanent effect, but begins a 5-turn countdown. The creature must use an appropriate antidote ([[Meds|Hydrocoxobalamin]]), or face instant death.'''<sup>[[Effects#Tips|(1)]]</sup>'''|-| '''Nausea''' || Body || The creature feels sick and nauseous. The creature sustains ''''FT+1''' and '''cannot consume food items''' for as long as the effect lasts.|-| (WIP)|}  {{GMTip|tiptext=Here are a few example of special situations and tips for GMs on how to handle them.<br/>* '''Cyanide Poisoning''': If a player character with Cyanide Poisoning somehow manages to reach medical staff of any kind (hospital room medic, meds shop owner...) before dying, consider giving them a [[Meds|Hydroxocobalamin]] syringe so that they can be cured immediately.}} 
[[Category:Game mechanics]]
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