Negative Status Effects

Some of the items, skills or spells might inflict negative status effects to PC’s and NPC’s, causing them major harm and agony. Additionally, some world and game events may inflict status’, turning the everyday life in Synk’maa to arduous survival.

Status effects can be resisted with a Toughness DR12 roll unless stated otherwise.

Most of the status effects can be cured with various items and spells.

Some skills and spells might alter the status effects’ rules.

Berserk: do 2 damage more, but take 1 damage more as well for DX combat rounds. Can be cured with a Special Cake. The target has to succeed in a Presence DR12 roll to eat the cake.

Bleed: does D2 damage for DX combat rounds. After that, the Faint status is inflicted. Can be cured with a First Aid Kit.

Blind: melee and ranged based actions during combat are DR+3 for DX combat rounds. Can be cured with an Eye Bleach.

Blood Vomit: HP drops to 1.

Burn: causes 2 damage for DX combat rounds, or until the fire is quenched. The burning target has to pass a Toughness DR15 roll to do actions. Can be cured with a Burn Balm.

Confusion: the target attacks a random combat participant, determined with an appropriate dice roll, for DX combat rounds. This includes their own party members as well. Canceled if the target takes >2 damage on a single hit.

Cursed: the target’s next damage intake is doubled. Can be healed with an All-Mother’s Blessing.

Faint: the target cannot act until damaged or woken up.

Frozen: the target’s Agility rolls are DR+2 for DX combat rounds. Can be cured with a Hot Water Bottle.

Mutism: the target cannot cast spells for DX combat rounds. Can be cured with an Inhaler.

Paralysis: the target cannot act for DX combat turns. Can be cured with a Muscle Relaxant.

Parasites: causes 1 damage per combat round indefinitely, until the target’s HP is 1. Can be cured with an Antiparasitic.

Petrified: the target cannot act for DX combat rounds; all the damage taken while petrified is 1.

Poison: causes 1 damage for DX combat rounds. Can be cured with an Antidote.

Sleep: the target cannot act for DX combat turns or until damaged or woken up.

Slow: the target acts last for DX combat rounds. Can be cured with a White Powder.

Toxic: causes 2 damage for DX combat rounds. Can be cured with an Antidote.

Weakness: all melee attacks do -D4 less damage for DX combat rounds.

Zombified: the target turns into a hostile zombie when dead.

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