Status Effects

Characters are able to suffer from a variety of status effects which may come about through natural means or violence. Severity of status effects can be broken into three types, Trivial, Moderate, and Severe. Status effects and their effects stack together unless otherwise stated.

Fear

A quick jolt of shock which sends someone into a panic. Fear is a mind-affecting effect, and immunity to mind-affecting effects is immunity to fear.

Trivial: Increase the TN of all checks by 1.
Moderate: Runs from the source of fear (if able and fights if cornered).
Severe: Drops everything and cowers on the ground.


Illness

Bodily discomfort - often from poisons, diseases, or even just from illnesses or being hit in the wrong place at the wrong time.

Trivial: Take a -1 penalty to Resilience.
Moderate: Take a -1 penalty to Resilience and increase the TN of all Physical skills by 1.
Severe: Can only take a single Major Action or single Movement on your turn, and Minor Actions are upgraded to Major Actions.


Pain

Intense, searing pain which wracks the individual's body and makes movement and concentration difficult.

Trivial: Take a -1 penalty to Grit.
Moderate: Take a -1 penalty to Avoid and Grit, can only move at half speed.
Severe: Knocked prone at the beginning of each turn, and considers all terrain to be difficult terrain.


Blindness

A character losing their sight or being in the process of losing their sight.

Trivial: Increase the TN of all Sight checks by 2 and all checks which rely on sight.
Moderate: Increase the TN of all Sight checks by 2 and all checks which rely on sight, and increase the penalty to your Flank and Back by 2.
Severe: Unable to make Sight checks at all (cannot see), and take a -4 penalty to Avoid. Move at half speed, and increase the TN of attacks by 3.


Deafness

Losing the sense of hearing or being in the process of losing their hearing.

Trivial: Increase the TN of all Hearing checks by 2 and all checks which rely on sound.
Moderate: Increase the TN of all Hearing checks by 2 and all checks which rely on sound.
Severe: Unable to make Hearing checks at all (cannot hear), and take a -2 penalty to Avoid.


Confusion

Being unable to rationally act or reason.

Trivial: Take a -1 penalty to Grit.
Moderate: Take a -1 penalty to Grit, and increase the TN of Knowledge skill checks by 2.
Severe: On a failed attack roll, you hit yourself or an ally within the reach/range of the attack.


Dazed

"Seeing stars" and being unable to act well.

Trivial: Reduce movement speed by 1 hex.
Moderate: Unable to take Minor Actions and Reactions.
Severe: Unable to take Major Actions.


Flat-Footed

Being caught off-guard.

Trivial: Increase the penalties from the Flank and Back by 1.
Moderate: Increase the penalties from the Flank and Back by 1, and increase the TN of attacking enemies in your Flank by 1, and Back by 2.
Severe: Increase the penalties from the Flank and Back by 2, and increase the TN of attacking enemies in your Flank and Back by 2.


Paralysis

Paralyzed characters are unable to move at all.

Trivial: Take a -1 penalty to Avoid.
Moderate: Take a -2 penalty to Avoid, increase the TN of all Physical skill checks and attack rolls by 2, and only move at half speed.
Severe: Completely helpless and unable to move or defend yourself.


Staggered

Staggering characters are unable to keep a steady balance.

Trivial: Only able to take one Minor Action per turn, unable to make Reactions, only able to make two Free Actions per turn.
Moderate: Unable to take Minor Actions unless Movement is sacrificed, and then receive only a single Minor Action on your turn.
Severe: Unable to take any other action than a single Major Action or Movement Action.


Stunned

Someone who is stunned is having a disconnect between their body and mind, unable to act.

Trivial: Take a -1 to Avoid.
Moderate: Take a -1 to Avoid and move at half speed.
Severe: Unable to move or act.


Sleep

Snoozing.

Trivial: Take a -1 to Avoid.
Moderate: Move at half speed, only able to take a single Minor Action per round.
Severe: Falls asleep, prone and helpless.

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