Effects

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Effects (sometimes 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 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 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

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.
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 (Hydrocoxobalamin), or face instant death.(1)
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)


Tips for Game Masters
Here are a few example of special situations and tips for GMs on how to handle them.
  • 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 Hydroxocobalamin syringe so that they can be cured immediately.