Changes

Effects

7 bytes removed, 20:15, 5 February 2020
* '''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 medic, meds shop owner...) 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.
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