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When does effect occur
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Effect
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Visual
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Action Points
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Add or
remove x AP
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Armor Set mismatch
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Armor is
mismatched, which indicates that the wearer is scoundrel
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suffers
different penalties in NPC interactions
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Attribute Modifier < Agility, Charisma,
Intelligence, Strength, Vitality >
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Debuffs
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Aging
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Bleeding <Normal, Serious>
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Bleeding is substracted
from lifepoints each time it is that character’s turn. Normal bleeding
is 1 point per point, serious bleeding is 2 lifepoints per point.
Stopping the bleeding
requires taking a round to bandage the fallen comrade
Stop bleeding needs the
first aid skill
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Blinded
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Coughing
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Crippled
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If you get
hit in your arm, your accuracy goes down. Hit in the leg, you slow down. Hit
in the head, vision gets blurred. Hit in chest/torso slower to recover.
Broken amrs or legs, needs first aid skill to be cured
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Critical
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Health
< 75%
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Can’t do
anything else than walk
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Disabled
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paralyzed
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Diseased
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Depends on
disease
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Drunk
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-30%
penalty to every action
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Exhausted
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Stamina
< 20%, no sleep for 2 days
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-20%
penalty to every action, – 2 AP
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Fear <level>
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Action
Points are reduced. You fight enemies, but they’re ghosts and slimes and
such, and instead of damaging your hit points, their attacks raise your fear
score.
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APs are
reduced by 2 for each fear level
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Freeze
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Freeze in
terror when against a mythical monster, but only in melee.
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In love
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Injured
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Crippled
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Invincible vs. Physical attacks
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Nifts
protect you against three physical attacks, and the simplest method of
winning combat is to always have these in your system. They don’t
“stack,” unfortunately, so if a single character gets hit more than
three times in one round, you inevitably take damage. When my health is low,
eating a Nift vies only for casting a “Shield” spell (depending on
the enemy I’m facing) for priority.
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Knocked down
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Must stand
up, takes 1 AP
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Level Drain
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Morale <Very Bad, Bad, Normal Good, Very Good>
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The
longer the combat takes, the more your characters’ “morale” score
dips, making them less effective at all of their skills.
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A 10%
penaltiy to every action
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Movement
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Add x
tiles to agents movement
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Paralyzed
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Can’t act
anymore until cured
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Radiation
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Whether
through storms, walking through radiated areas, or fighting radiated
monsters, it’s fun to see the various negative (stupidity, blindness, instant
death at the next irradiation, attribute drains) and positive (laser eyes,
attribute increases, double speed, radiation immunity) effects that radiation
confers in the game. In addition to hit points, you have “radiation
points” that you want to keep above 0, else you suffer disease and
mutation–although some mutations, apparently, can be helpful.
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Silence
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Silence is
great versus enemy mages and clerics (especially clerics, since they are
effective with Hold Person). One trick I learned is to hit one of my own
warriors with Silence and have them go stand next to the spell-casters (since
the spell has a 15′ radius). Works great most of the time.
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Can’t cast
any spells and talk
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Sleeping
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Effect of
a spell, or deliberate state
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Doesn’t
act until she awaks
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Stoned
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Effect of
a spell
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Can’t act
anymore and needs special curing
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Stumbling
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Happens
from a particularly tough blow, or if the agent gets pushed
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Looses 1
AP, thus reducing intitiative
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Stunned
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Happens
from a particularly tough blow
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Looses 2
APs, thus reducing intitiative
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Tired
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Stamina
< 40%, no sleep for 1 day
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A malus of
10% to every action, -1 AP
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Unfitting Armor <Cloth, Leather, Chain, Scale,
Plate >
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If the
agent wears armor which wasn’t tailored for him.
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The Debuff is different for each Armor Type.
It raises stamina costs for each action
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Weak
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Health
< 75%
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Spriting
is not possible, all actions have an added stamina cost of 20%
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