Changes

Effects

4,804 bytes added, 12:50, 21 December 2019
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| '''Forced wakefulness''' || This effect is designed to override the effects of '''Forced sleep''' and '''Blacking out''', keeping the afflicted creature awake.
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| '''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.
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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>'''
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== Fatigue ==
 
Effects which affect a creature's [[Fatigue]].
 
{| class="wikitable sortable" style="font-size:9pt"
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! 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.<br/>A minimum of 20% is referred to as "mild lasting fatigue", 40% is "moderate", 60% is "intense" and 80% is "severe".
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| '''Disabled natural healing''' || This creature will not naturally heal [[Pain]] or [[Blood]] at the [[Daily Reset]].
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| '''Self-deterioration''' || Semi-permanent effect caused by reaching the Starving level of [[Nutrition]].<br/>At [[Daily Reset]], this creature will gain '''2d4 deterioration points'''.<br/>If a creature's deterioration points reaches or exceeds 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.
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| '''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>'''
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| '''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 (including inaccurate hits) with melee attacks and weapons are treated as critical hits.|} == Nutrition == Effects which affect a creature's [[Nutrition|hunger]]. {| class="wikitable sortable" style="font-size:9pt"|-! Effect name !! Effect description|-| '''Mild munchies''' || The creature feels hungry, even if they're not really.<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 hungry, even if they're not really.<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'''.|-| '''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 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 reaches or exceeds 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 which 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 which 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 which affect a creature's [[Stress]] or is otherwise related to their Stress level. {| class="wikitable sortable" style="font-size:9pt"|-! Effect name !! Effect description|-| '''Stress Tolerance''' || The creature's body is getting used to the effects of stress and stressful situations.<br/>All effects which would increase the creature's Stress are '''halved''', to a minimum of +0.1%.|-| '''Minimum Stress set to X %''' || The creature is experiencing anxiety of varying degrees of intensity, making it impossible for their Stress level to fall under the listed percentage.<br/>A minimum of 20% is referred to as "mild anxiety", 40% is "moderate", 60% is "intense" and 80% is "severe".|-| '''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%).<br/>This effect effectively overrides '''Stress Tolerance'''.|-| '''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 reaches or exceeds 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.
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| '''Rage (WIP)Mushroom corruption''' || Certain Mushrooms are tagged with this special effect.<br/>Has no effect when consumed, but if carried in a [[LBE|load-bearing item]] where other mushrooms are found (in other words, if placed in a bag/etc. with mushrooms inside), it will "corrupt" those other mushrooms.<br/> Corrupted mushrooms lose all nutritional value (WIPit becomes 0)and all of their effects, turning them into useless items.
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