Changes

Effects

7,440 bytes added, 01:01, 21 December 2019
* If, instead, the same creature consumes a [[Meds|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 four types of durations:* '''Instant''' - Delivers an effect that is resolved immediately, having effectively no duration.** Example: Being hit by a [[Damage types|Spec-Acid]] attack results in one random limb losing [[Limb damage|health]] and one random weapon losing Condition.
* '''Temporary''' - Lasts only for a certain amount of turns.
** Example: Being hit by an [[M84]] and receiving the '''Flashbanged''' effect for 2 turns.
= List of effects =
Categories:== Accuracy == * 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 armoraccuracy]], or lack thereof.
{| class="wikitable sortable" style="font-size:9pt"
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! Effect name !! Category !! Effect description
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| '''FT decrease (FT-X)''' || Accuracy || FT is decreased by the listed amount (replace X with a number).
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| '''FT increase (FT+X)''' || Accuracy || FT is increased by the listed amount (replace X with a number).
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| '''IR decrease (IR-X)''' || Accuracy || IR is decreased by the listed amount (replace X with a number).
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| '''IR increase (IR+X)''' || Accuracy || IR is increased by the listed amount (replace X with a number).
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| '''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.
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| '''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.
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| '''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.
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| '''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.)
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| '''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.
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| '''Night Vision''' || Accuracy || The eyes of this creature are not affected by darkness or low light. Prevents '''Environmental Blindness''' from affecting this character.<br/>The duration of '''Flashbanged''' effects will be doubled against creatures with this effect active, unless they also have '''Flashbang Immunity'''.
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| '''Flashbang Immunity''' || Accuracy || The eyes of this creature are shielded against the effects of flashbang weapons. Prevents '''Flashbanged''' from affecting this character.|} == Body == Effects which affect a creature's body in various ways. {| class="wikitable sortable" style="font-size:9pt"
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| '''Cyanide Poisoning''' || Body || Poisoning induced by a cyanide weapon. Technically a semi-permanent effect, but begins a 5-turn countdown.<br/>The creature must use an appropriate antidote ([[Meds|Hydrocoxobalamin]]) before the end of the countdown, or face instant death.'''<sup>[[Effects#Tips|(1)]]</sup>'''! Effect name !! Effect description
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| '''NauseaBlackout / Blacked out''' || Body || The creature feels sick and nauseous. The creature sustains '''cannot consume food items''' for as long as the Semi-permanent effect lasts.'''<sup>caused by reaching [[Effects#TipsPain|(2)Pain blackout threshold]].<br/sup>'''The creature falls unconscious and can no longer perform any actions, whether combat or non-combat, until their Pain levels are no longer within blackout threshold.
|-
| '''LimpingCyanide poisoning''' || Body || The creature's movement is mildly impairedPoisoning induced by a cyanide weapon. SemiTechnically a semi-permanent effect caused by , but begins a 5-turn countdown.<br/>The creature must use an appropriate antidote ([[limb damageMeds|Hydrocoxobalamin]]) before the end of the countdown, or face instant death. The creature suffers from '''<sup>[[AgilityEffects#Tips|Agi(1)]]-1</sup>'''.
|-
| '''CrippledDead''' || Body || Usually a '''very''' permanent effect. (If you ever find yourself in a situation where it's not permanent, panic.)<br/>The creature's movement is seriously impairedvital functions have, one way or another, ceased permanently. Semi-permanent effect caused by <br/>Can be reached through many different ways, most commonly reaching [[limb damagePain|Pain death threshold]]. The creature suffers from ''', reaching zero [[Agility|AgiBlood]]-2''' and ''', or reaching [[ISLimb health|0 torso or head HP]] tier +1'''.<br/>A creature cannot be both '''Limping''' and '''Crippled''' at the same time; this effect overrides and replaces '''Limping''', though a number of other ways to induce death also exist.
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| '''Anti-Oni SyndromeNausea''' || Body || A The creature under this effect will not gain [[Inebriation]] from drinking alcohol; they will instead sustain 1% [[Pain]] per 0feels sick and nauseous.1 Inebriation they would normally have gained.<br/>Pain caused by this The creature sustains '''cannot consume food items''' for as long as the effect ignores [[Pain Sensitivity]] (treated as if 100%)lasts.'''<sup>[[Effects#Tips|(32)]]</sup>'''
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| '''Forced sleepLimping''' || Body || A The creature under this 's movement is mildly impaired. Semi-permanent effect will fall asleepcaused by [[limb damage]]. Sleep is considered to be an equivalent state as The creature suffers from '''[[PainAgility|blacking outAgi]]; asleep creatures are completely helpless and unable to perform any actions-1'''.
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| '''Forced wakefulnessCrippled''' || Body || This effect The creature's movement is designed to override the effects of seriously impaired. Semi-permanent effect caused by [[limb damage]]. The creature suffers from '''Forced sleep[[Agility|Agi]]-2''' and '''[[Pain|blacking outIS]], keeping the afflicted tier +1'''.<br/>A creature awakecannot be both '''Limping''' and '''Crippled''' at the same time; this effect overrides and replaces '''Limping'''.
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| '''Ballistic protective headgearAnti-Oni Syndrome''' || ClothingA 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.<br/Armor >Pain caused by this effect ignores [[Pain Sensitivity]] (treated as if 100%).'''<sup>[[Effects#Tips|(3)]]</sup>'''| -| '''Forced sleep''' || A creature under this effect will fall asleep. Sleep is considered to be an equivalent state as [[Pain|blacking out]]; asleep creatures are completely helpless and unable to perform any actions.|-| '''Forced wakefulness''' || This effect is designed to override the effects of '''Forced sleep''' and '''Blacking out''', keeping the afflicted creature awake.|-| '''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.|} == Clothing and armor == Effects from wearing [[clothing and armor]]. {| class="wikitable sortable" style="font-size:9pt"|-! Effect name !! Effect description|-| '''Ballistic protective''' || Normally only found on headgear. Halves the amount of damage sustained from Bullet-type damage to the head. Does not protect the eyes.|-| '''Blast protective''' || Halves the the amount of damage sustained from [[Damage types|Explosion-type damage]].|-| '''Blocks face gear''' || Prevents the creature from wearing items designated as [[Key items|face gear]].|-| '''Classy''' || Good-looking clothes. May be required in certain social situations.|-| '''Face concealment''' || Items with this trait protect the eyes of the wearer, making it impossible for other creatures to target them.|-| '''Fire retardant''' || Prevents the creature from being set on fire by a [[Damage types|Spec-Fire]] attack.<br/>This effect is only active on the specific body parts that fire-retardant clothing/armor protects. '''<sup>[[Effects#Tips|(4)]]</sup>'''|-| '''Half melee damage''' || Halves the the amount of damage sustained from melee [[Damage types|damage types]]; Blunt-type, Sharp-type and Piercing-type.|-| '''Immunity to gases''' || The wearer is immune to the effects of any [[Explosives#Gas clouds|gas clouds]] they are occupying.|-| '''Rags / Can be cut into X rags''' || Items with this trait can be destroyed to acquire [[Crafting items|Rags]]. The exact quantity depends on the [[List of human clothing and armor|type of item]].|} == Elemental == Effects from weapons, attacks, and other sources of an elemental nature. {| class="wikitable sortable" style="font-size:9pt"|-! Effect name !! Effect description|-| '''On fire''' || Semi-permanent effect caused by [[Damage types|Spec-Fire]] damage and other sources of fire.<br/>Creatures with this effect active sustain '''+5% [[Pain]] per turn''' and '''1 [[limb damage]] to a random body part''' until the fire is put out.<br/>To put the fire out and remove this effect, the creature on fire must perform a non-combat action called '''Stop drop and roll'''. This action always succeeds but requires spending a turn.'''<sup>[[Effects#Tips|(5)]]</sup>'''|-| '''Stunned''' || Temporary effect caused by [[Damage types|Spec-Elec]] damage and other paralyzing or electrical sources.<br/>Creatures with this effect active '''cannot perform actions during combat''', either combat or non-combat, as they are temporarily paralyzed.'''<sup>[[Effects#Tips|(6)]]</sup>'''|-| '''Frost-slowed''' || Temporary effect caused by [[Damage types|Spec-Ice]] damage and exposure to intense cold.<br/>Creatures with this effect have more difficulty moving, and sustain '''[[Agility]] -1 and [[IS]] tier +1''' for as long as the effect lasts.|-| '''Water-soaked''' || Temporary effect caused by [[Damage types|Spec-Aqua]] and exposure to significant amounts of water.<br/>This effect will override '''On fire''' (effectively putting it out), but it will also result in '''double damage from Spec-Elec attacks''' for as long as the effect lasts.|-| '''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>'''|} == Healing == Effects which heal a creature, or are related to healing. {| class="wikitable sortable" style="font-size:9pt"|-! Effect name !! Effect description|-| '''Light limb healing''' || Instant effect caused by the [[Meds|First Aid Kit]]. The selected limb '''[[limb damage|heals]] up to 7 HP''', but will also result in '''burning [[Nutrition|-50 ntri]] and [[Fatigue|+0.4% Fatigue]]''' per 1 HP healed.<br/>All other limbs heal a bonus amount of HP dependent on the user's [[Skills|Healing skill]]. Bonus HP does not burn Nutrition or Fatigue.<br/>The bonus amount of HP healed is equal to Skill level - 1.|-| '''Strong limb healing''' || Instant effect caused by the [[Meds|Field Surgery Kit]]. The selected limb '''[[limb damage|heals]] up to 12 HP''', but will also result in '''burning [[Nutrition|-50 ntri]] and [[Fatigue|+0.4% Fatigue]]''' per 1 HP healed.<br/>All other limbs heal a bonus amount of HP dependent on the user's [[Skills|Healing skill]]. Bonus HP does not burn Nutrition or Fatigue.<br/>The bonus amount of HP healed is equal to Skill level - 1.|-| '''Disabled natural healing''' || This creature will not naturally heal [[Pain]] or [[Blood]] at the [[Daily Reset]].|-| '''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.|} == Mind == Effects which affect a creature's mental state. {| class="wikitable sortable" style="font-size:9pt"
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| '''Blocks face gear''' || Clothing/Armor || Prevents the creature from wearing items designated as [[Key items|face gear]].! Effect name !! Effect description
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| '''Fire retardantAlertness increase''' || Clothing/Armor || Prevents the The creature from being set on fire by is abnormally attentive, with a [[Damage types|Spec-Fire]] attackheightened attention span and improved reaction time.<br/>This For as long as the effect is only active on lasts, at the specific body parts that fire-retardant clothing/armor protectsstart 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|(48)]]</sup>'''
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| '''Immunity to gasesHallucinations''' || Clothing/Armor || A The creature with this effect 's perception is immune to warped, and they see things that aren't really there.<br/>The GM may, at their discretion, use the effects of any bot commands '''[[Explosives#Gas cloudsTsuchinoko (bot)|gas clouds&enc-hallu and &item-hallu]] they are occupying''', respectively for creatures and for items, to "change" their appearance.
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| '''Rage (WIP)''' || (WIP)
|}
* '''(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 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.
* '''(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.
}}
[[Category:Game mechanics]]
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