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Calypso's Wrath > Rules > Status Effects


Posted by: Border Walker Oct 1 2007, 12:54 AM
These are the effects your character may have. New effects may incure later in the game...

Burnt - Character has been burnt badly. After a random number of turns, they will recieve damage points every turn until the burn has been treated with Burn Salve. Burn will restrict your character if they are in a certain place, for example, a burn on the leg will stop them from walking as fast etc...
Bleeding - Character is Bleeding from a wound. After a random number of turns, they will recieve damage points every turn until it has been treated with bandages or a Heamostat. Also, Bleeding will slow your character down physically and make them weaker and more succetable to damage...
Heavy Bleeding - Character is Bleeding heavily. They will recieve damage points every turn until it has been treated with either bandages or a Heamostat. Heavy Bleeding will slow your character down to a crawl and prevent them from fighting in Melee combat, and stop them from usin guns as well as before...
Poisoned - Character has been Poisoned. After a random number of turns, they will recieve damage points every turn until it has been treated with Antidote. When Poisoned, your character will find it harder to fight and easier to gain damage onto them...
Gore Sickness - Character has seen something very gory or disterbing. Their attacks will be less powerful and they will shy away from Combat, sometimes against the players own will. Also, when under Gore Sickness, Characters will be prone to finding items a lot harder...
Dying - Character is so badly hurt they are actively Dying as they stand. Characters that are dying need to take a medical items immediately or they will lose 2 Health per turn. Dying characters cannot fight in any way, gain Bond, Move fast or solve puzzles...
Fear - Character has seen something very Scary and/or disterbing. They cannot engage in combat what had made them scared, or use Melee weapons in combat, but they can still use guns...
Shock - Character has seen something very Shocking and/or disturbing. They cannot use Melee weapons in combat, but they can still use guns...
Paranoid - Character is Paranoid about others. They cannot gain any bond, but can lose bond very quickly.
Tired - Character is Tired, until they have rested Their attacks will be less powerful and they will have a -15 reduction in all types of stats...
Asleep - Character is Asleep. They cannot perform any actions until they wake up.
Unconscious - Character is Unconscious. They cannot perform any actions until they wake up.
Hungry - Character is Hungry. Their attacks will be a lot less powerful until they have eaten.
Thirsty - Character is Thirsty. Their attacks will be a lot less powerful until they have Drank.
Drunk - Character is drunk. They will recieve a +1 Power to all Melee weapons but they temporarily lose 25 Intellegence. After being drunk, characters will gain the hangover effect...
Hungover - Character is Hungover. They cannot gain bond (But can still lose it) and have less powerful Melee attacks in combat until they have given their headache a good rest...
High - Character is high on a certain drug or substance. Although they will never suffer from Fear or Gore Sickness while high, they will suffer a aim reduction in guns and deal less damage with Melee weapons. Character may also see things that aren't really there whilst high too. After being High, characters will become Tired...
Rage - Character is in a fit of Rage. Only certain characters get this, and when activated, All Melee items gain a +1 Power level, but they can't gain bond and may lose some. Stamina is also increased...
Wrath - Character has hit the epiphany of Rage. Only Certain characters get this. All Melee items gain a +2 Power level, but They lose bond very easily and Aim with Firearms suffers horribly. They will never suffer from any mental Status effects such as Gore Sickness and Fear, And their stamina gains a Large bonus...
Possession - Character has become possessed by a Ghost. All actions by the character will be in an attempt to break the possession from inside, but the Actions outside shall be controlled by the GM.

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