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 Status Effects

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Semjax
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Semjax


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Join date : 2011-04-20

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PostSubject: Status Effects   Status Effects Icon_minitimeFri Apr 22, 2011 7:31 pm

Alright, now for Status effects. There are a lot of status effects, and they do many different things. There are two different types of status effects, Buffs, and Ailments. Buffs are good and Ailments are of course bad.

Status Ailments
Before I go about listing them there is a simple format that status ailments will be listed in on your sheet.

Name(X/Y)

Relatively simple isn't it? First 'Name' is of course the name of the status ailment. 'X' is it's strength or intensity. And lastly 'Y' is the frequency it lets you check to try to negate it, this is usually turns, if rounds it will say otherwise.

Physical

Bleed: A rare and effective, but dangerous status as well. This status causes a specific area of the body to bleed and when bleeding that body part will lose strength over time and become weaker. Bleeding can either be contested to stop, or healing will stop it, as well as bandaging the wound. Every time you fail a bleed check you loose stat points equal to the strength of the bleed. When the bleeding has been healed you recover strength at the same rate it was lost. Depending on what area is bleeding depends on what damage is done.
--- Head(Perception), Arm(Power), Legs(Dexterity), Chest(Constitution)

Bind:Binding and constricting someone to make them unable to move. Often requires an upkeep cost

Break:Breaking is a powerful status effect that will actually shatter what it effects. On organisms it targets a limb limb though, much like Bleed, and does it's power in damage to the stat related to the limb. It does not progressively increase and is static until the break is healed.

Burn:Intensive heat causes temporary vulnerability in your defense. The 'Strength' of this affliction is how much both physical and energy defense are lowered by.

Chill:You become severely cold and start to shake, you get a negative modifier to all DEX rolls equal to the strength of the chill.

Dizzy:A simple status that drops all hit rolls by a given number.

Freeze:When frozen, most attacks will not harm you. If hit with a fire attack, the DC to escape drops by 2. An Electric attack will do full damage(negating electric resistance). A piercing attack can break through the ice and hit the person trapped inside for normal damage. And a breaking attack will have 20% extra damage thanks to the ice smashing into them, but will however automatically free them.

Heat Exhaustion:A trouble some skill that makes it more difficult to do things because of heat. The 'strength' is how much extra STA all actions cost.

Paralysis:Much like Bind, except does not require an upkeep cost, but usually is weaker.

Poison:You've been poisoned and will take unsoakable damage equal to the strength of the poison every turn.

Prone: This is not a full status and works different from most. While prone you take a -10 penalty to dodging and any strength contest. To become unprone you simply spend 5STA to get up.

Stun:Not a full status affliction and only last for just a moment. But You are unable to react to any action immediately following the stun.

Tired:The target becomes tired and exhausted, lowering their max STA by X for Y rounds

Trap: This is a status effect for when you are trapped inside of some sort of confinement. When trapped you can not dodge AoE moves and you can not perform movement actions. The Strength is how lare a minus(-) is added to your dodge rolls. And the duration is meared in turns

Mental

Amnesia: A considerably frightening status ailment where the strength determines how many moves at random the target forgets. Amnesia is measured in rounds not turns

Charm:Charm clouds someone's judgement and makes it more and more difficult for a person to attack the person that charmed them. Charm can be broken like a normal status effect, but higher levels have special conditions to break them as well.
-Level1: All attack rolls towards the person that charmed you get a -[theirCHA/10]
-Levle2: Lvl1 + you must beat a theirCHA vs your Restraint rolll; drops to level 1 if you manage to attempt to attack them 3 times
-Level3: You have to be provoked to attack them; drops to level 2 if they attack you

Confusion:A confused player must roll to see who they attack. Confusion last rounds and not turns

Dazed: A mental version of stun

Fear: You become afraid of the caster and are unable to target them in melee, this effect has no 'strength'.

Illusion: A status effect that actually can copy other status effects or have entirely unique effects. The reason it is treated as a status is because no matter what it's doing it will always be a mental status. And effects that "Despells illusions" will always get rid of it, even if you think you're dead.

Misguided:A unique status ailment that lowers your Perception. However this effect is stackable with itself, and it also is not entirely removed at once, often times it depends on how much you beat the DC by for how much is removed.


Status Buffs
Status buffs are the opposite of Ailments, they improve one's abilities temporarily. Buffs aren't broken up into mental and physical because they all are checked the same way. There is simply a % chance on a 1d100 roll that teh buff will take effect.
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