Effects

From MazeWorld
Revision as of 22:08, 18 December 2019 by Tempest (Talk | contribs)

Jump to: navigation, search
Navigation: Main Page Game mechanics Effects




noframe This page is actively under construction!
Please ask the following users for permission before editing this page: Tempest
This will take a little while


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

Categories:

  • Accuracy: Effects which affect a creature's accuracy and/or eyesight.
  • Body: Effects which affect the creature's body in various ways.
  • Clothing/Armor: Effects granted by clothing and armor, or lack thereof.
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. 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. 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. 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) before the end of the countdown, or face instant death.(1)
Nausea Body The creature feels sick and nauseous. The creature sustains cannot consume food items for as long as the effect lasts.(2)
Limping Body The creature's movement is mildly impaired. Semi-permanent effect caused by limb damage. The creature suffers from Agi-1.
Crippled Body The creature's movement is seriously impaired. Semi-permanent effect caused by limb damage. The creature suffers from Agi-2 and IS tier +1.
A creature cannot be both Limping and Crippled at the same time; this effect overrides and replaces Limping.
Anti-Oni Syndrome Body A creature under this effect will not gain Inebriation from drinking alcohol; they will instead sustain 1% Pain per 0.1 Inebriation they would normally have gained.
Pain caused by this effect ignores Pain Sensitivity (treated as if 100%).(3)
Forced sleep Body A creature under this effect will fall asleep. Sleep is considered to be an equivalent state as blacking out; asleep creatures are completely helpless and unable to perform any actions.
Forced wakefulness Body This effect is designed to override the effects of Forced sleep and blacking out, keeping the afflicted creature awake.
Ballistic protective headgear Clothing/Armor Halves the amount of damage sustained from Bullet-type damage to the head. Does not protect the eyes.
Blocks face gear Clothing/Armor Prevents the creature from wearing items designated as face gear.
Fire retardant Clothing/Armor Prevents the creature from being set on fire by a Spec-Fire attack.
This effect is only active on the specific body parts that fire-retardant clothing/armor protects. (4)
Immunity to gases Clothing/Armor A creature with this effect is immune to the effects of any gas clouds they are occupying.
(WIP)


Tips

Tips for Game Masters
Here are a few example of special situations and tips for GMs on how to handle them.
  • 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 Hydroxocobalamin syringe so that they can be cured immediately. If they must charge for the service, it should be no higher than Parallar symbol.png200.
  • (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 Heavy T armor vest (protects torso) and you get hit in the foot by an 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.