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Effects

67 bytes removed, 15:57, 22 July 2020
grammatical corrections
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'''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.
== Accuracy ==
Effects which that affect a creature's [[accuracy]].
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== Body ==
Effects which that affect a creature's body in various ways.
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== Fatigue ==
Effects which that affect a creature's [[Fatigue]].
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== Mind ==
Effects which that affect a creature's mental state.
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== Nutrition ==
Effects which that affect a creature's [[Nutrition|hunger]] and sometimes [[Hydration|thirst]]
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| '''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'''.
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| '''Suppressed hunger''' || Temporary effect. The effects from a [[Nutrition]] level of Hungry, Famished or Starving will be temporarily cancelledcanceled, 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.
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| '''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 reach or exceeds 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.
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== Pain Sensitivity ==
Effects which that affect a creature's [[Pain Sensitivity]].
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== Strength ==
Effects which that affect a creature's [[Strength]].
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== Stress ==
Effects which that affect a creature's [[Stress]] or is otherwise related to their Stress level.
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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)x0.1xE''', 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 0.1% to 0.4% per turn, multiplied by amount of starting enemies.
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| '''Minimum Stress set to X %''' || The creature is experiencing anxiety of varying degrees of intensityanxiety, making it impossible for their Stress level to fall under the listed percentage.
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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%).
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| '''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 reach or exceeds 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.
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= Tips =
{{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 areaareas, 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 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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