Secondary effect (no ontology)

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This page will list the secondary effects available, and what they do.<br />
This page will list the secondary effects available, and what they do.<br />
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Similar effects coming from the same source will '''extend in length''', while similar effects coming from different sources will '''overlap'''.
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Consuming multiple instances of the same source will '''extend the effects''', while consuming different sources will instead '''stack together'''.  
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*For example, consuming two [[List of food items|cups of green tea]], which increase Strength by 10% for 5 turns, will result in Strength +10% for 10 turns.
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Examples:
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*Consuming a [[List of food items|cup of green tea]] and a [[List of food items|cup of black tea]], the latter of which increases Strength by 10% but for 8 turns, will result in Strength+20% for the 5 first turns, and +10% for the following three, as the effects of both will be active and those of green tea will expire first.
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*'''Consuming multiple instances of a same source:''' Drinking two [[List of food items|cups of black coffee]], which increase [[Agility]] by 1 for 10 turns each, will result in simply extending the length of that effect to double its duration; in this case, Agility +1 for 20 turns.
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*'''Consuming different sources:''' Drinking a [[List of food items|cup of green tea]] and then a [[List of food items|cup of black coffee]] will actually activate two effects - the former increases Agility by 1 for 5 turns, and the latter increases Agility by 1 for 10 turns. This means that both effects stack rather than merge; for the first 5 turns, Agility will actually be increased by 2.
=== Accuracy ===
=== Accuracy ===
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'''Accuracy'''-related effects affect the ability to fight with any weapon and land shots where needed. It involves the '''Failure threshold'''.
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'''Accuracy'''-related effects affect the ability to see, to fight accurately, with any weapon and land shots where needed, and eyesight in general.
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*<span style="color: red">Reduced accuracy</span> causes the contestant to have a '''greater failure threshold''', each instance increasing the FT by 1 point.
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*<span style="color: red">Reduced accuracy</span> causes the contestant to have a '''higher Failure Threshold value''', each instance increasing the FT by 1 point.
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*<span style="color: #00ffff">Increased accuracy</span> is the inverse, it causes the contestant to have a '''smaller failure threshold''', each instance reducing the FT by 1 point.
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*<span style="color: #00ffff">Increased accuracy</span> is the inverse, it causes the contestant to have a '''lower Failure Threshold value''', each instance reducing the FT by 1 point.
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*<span style="color: red">Inaccuracy</span> is an effect which causes the contestant's regular hits (not Critical Hits) to all be considered [[Gameplay mechanics#Combat|Inaccurate]], for as long as the effect lasts. This effect overrides any other effect affecting Inaccuracy range.
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*<span style="color: red">Blindness</span> occurs when the eyes of the contestant have been disabled, either temporarily (e.g., through '''environmental blindness''' if there is no light in a [[Room]]) or permanently (if the eyes have been destroyed). When blind, '''FT is set to 10 and becomes unaffected by modifiers''', until the effect dissipates, if it can. [[Inaccuracy Range|Inaccuracy range is not affected]], only FT is.
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*<span style="color: red">Blindness</span> occurs when the eyes of the contestant have been disabled, either temporarily (e.g., through '''environmental blindness''' like in [[Rooms|black rooms]]) or permanently (if the eyes have been destroyed). Combat becomes near-impossible as '''the FT is permanently set 10 and is unmodifiable''' until the effect dissipates, if it can.
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** A lesser effect is <span style="color: red">Perception Loss</span>. If an encounter's eye is attacked and [[Gameplay mechanics#Aiming and body parts|destroyed]], but the encounter still has at least one functioning eye, then that encounter suffers from Perception Loss, with a '''Failure Threshold +2 effect'''. Eyes cannot be healed once destroyed. For the Contestant's case, the only way to recover from eye destruction is to purchase [[Bionics|Bionic eyes]]. Unlike with Blindness, FT modifiers can still be applied, even when afflicted with perception loss - since it is possible to improve the acuity of the still functioning eye or eyes, as opposed to having all eyes completely non-functional.
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** A lesser effect is <span style="color: red">perception loss</span>. When an encounter's eye is attacked, the eye is destroyed (unless specifically immune to damage). The loss of an eye causes the victim to suffer from '''twice reduced accuracy (FT+2)''' malus, per eye lost, unless all eyes have been destroyed - in which case this becomes Blindness (as above). Eyes cannot be healed once destroyed. For the Contestant's case, the only way to recover from eye destruction is to purchase [[Bionics|Bionic eyes]].
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** If an encounter has more than two eyes, a maximum of two instances of this effect can be applied, even if it has lost more than two eyes with still at least one functioning. (Example: If an encounter with 6 eyes such as the [[Giant scorpion]] loses the use of three of its eyes, it will only be affected twice by the effects of perception loss, meaning it suffers the maximum of FT+4, severely reducing its accuracy.)
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** Naturally, if an encounter loses the use of its last eye, then all "perception loss" effects are removed and it is then afflicted with "Blindness".
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** NOTE: Certain encounters may have no eyes (or none that can be destroyed); but they may not be considered naturally blind unless explicitly specified.
** NOTE: Certain encounters may have no eyes (or none that can be destroyed); but they may not be considered naturally blind unless explicitly specified.
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*<span style="color: #00ffff">Indestructible eyes</span> is as the effect suggests: any effect that would cause eyes to be destroyed is negated, in turn preventing the potential perception loss and/or blindness that would be caused by the loss of eyes.
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*<span style="color: #ffffff">Inaccuracy Range modifiers</span>, which may either be <span style="color: #00ffff">decreased</span> or <span style="color: red">increased</span>, are effects which change the value of the [[Gameplay mechanics#Inaccuracy Range|Inaccuracy Range]].
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*<span style="color: #ffffff">Night Vision</span> causes the Contestant to be able to see correctly in dark environments. Night Vision has several effects:
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** Night Vision '''cancels environmental blindness''' induced by dark environments (e.g. dark rooms, as mentioned above), and allows the ability to see correctly in the dark.
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** Night Vision means greater sensitivity to strong light. If affected by the [[weapon accessory#weapon light|Dazzling effect of a weapon light]], the normal effects are replaced with Blindness (Soft light: 2 turns - Normal light: 3 turns - Strong light: 4 turns).
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*** *<span style="color: #00ffff">Flashbang immunity</span> (granted by the [[bionic augmentations|Ocular Shield augmentation]]) will cancel out the effects of Blindness induced by flashbang.
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** Night Vision means greater vulnerability to the effects of a '''flashbang'''. If affected by a flashbang, the effect duration of the flashbang is tripled (6 turns instead of 2), unless equipped with the [[bionic augmentations|Ocular Shield augmentation]], which also grants immunity to the effects of flashbangs.
'''NOTE:''' Typically, "Increased accuracy" and "Reduced accuracy" effects are shortened and commonly written using the format '''FT-x''' or '''FT+x''' for the sake of convenience.<br/>
'''NOTE:''' Typically, "Increased accuracy" and "Reduced accuracy" effects are shortened and commonly written using the format '''FT-x''' or '''FT+x''' for the sake of convenience.<br/>
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Conditions related to the [[Agility]] statistic.
Conditions related to the [[Agility]] statistic.
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*<span style="color: cyan">Extreme speed</span> occurs when a creature's Agility stat reaches '''+4'''. At Agility +4, the creature benefits from an additional effect on top of greatly improved chances of taking cover and escaping: the creature is so fast that it affects their combat performance, so they benefit from an '''Initiative Speed tier -1''' effect on all of their attacks, making them much faster.
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*<span style="color: cyan">Extreme speed</span> occurs when a creature's Agility stat reaches '''+4'''. At Agility +4, the creature benefits from an additional effect: the creature is so fast that it affects their combat performance, so they benefit from an '''Initiative Speed tier -1''' effect on all of their attacks, making them much faster.
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*<span style="color: red">Extreme slowness</span> occurs when a creature's Agility stat reaches '''-4'''. At Agility -4, the creature suffers from an additional effect on top of greatly reduced chances of taking cover and escaping: the creature is so slow that it impairs their combat performance, so they suffer from an '''Initiative Speed tier +1''' effect on all of their attacks, making them much slower.
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*<span style="color: red">Extreme slowness</span> occurs when a creature's Agility stat reaches '''-4'''. At Agility -4, the creature suffers from an additional effect: the creature is so slow that it impairs their combat performance, so they suffer from an '''Initiative Speed tier +1''' effect on all of their attacks, making them much slower.
=== Body-affecting ===
=== Body-affecting ===
Conditions affecting the '''body''' of the targeted in general.
Conditions affecting the '''body''' of the targeted in general.
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*<span style="color: red">Cyanide poisoning</span> occurs when the Contestant (or any other target sensitive to poisoning) is hit by a weapon or an attack laced with cyanide. Cyanide poisoning starts a countdown of 5 turns, during which the sufferer must use the appropriate antidote ([[Hydroxocobalamin]]) or find a [[hospital room]], or die instantly. Cyanide poisoning is an extremely harsh condition; it is advised to keep Hydroxocobalamin syringes for such cases.
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*<span style="color: red">Cyanide poisoning</span> occurs when the Contestant (or any other target sensitive to poisoning) is hit by a weapon or an attack laced with cyanide. Cyanide poisoning starts a countdown of 5 turns, during which the sufferer must use the appropriate antidote ([[Hydroxocobalamin]]) or find a [[hospital room]]. If the countdown falls to 0, instant [[death]] occurs. Cyanide poisoning is an extremely harsh condition; it is advised to keep Hydroxocobalamin syringes for such cases.
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** Note that the [[Cardinal Amulet|Amulet of Genbu]] will add 5 turns to the countdown, and that certain [[Bionics]] can further increase the countdown length and improve potential survivability of cyanide poisoning.
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*<span style="color: red">Nausea</span> affects the contestant by making him/her feel sickly. At the beginning of every of the contestant's turns, he/she has a 20% chance of automatically [[Throwing up|throwing up]], canceling '''any action''' planned at that point, as an automatic bodily response. This can be quite problematic during fights.
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*<span style="color: red">Nausea</span> affects the contestant by making him/her feel nauseous. While under the effects of Nausea, the Contestant is afflicted with '''IR +1'''. This effect is permanent in duration, but can be eliminated by attempting to [[throwing up|throw up]]. Even if the check does not result in vomiting, the effect will be eliminated.
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*<span style="color: red">Hangover</span> is the state in which the contestant is in after passing out from [[Inebriation|excessive inebriation]]. This state '''decreases strength (-10%)''' and '''accuracy (FT+1)''', and lasts 50 turns.
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*<span style="color: red">Laxative</span> foods are [[Food|food]] items which have a chance to cause bowel pains. For each Laxative food item eaten, there is a 40% chance ('''roll 1d5, effect is triggered on a 1 or 2''') to be afflicted with bowel pains for 2d6 turns. While suffering bowel pains, the Contestant (or the sufferer in general) may find themselves with '''increased Pain sensitivity (+10%)''' and '''decreased Strength (-10%)''', until the pains end.
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*<span style="color: #ff0000">Limping</span>: If the victim is afflicted with a condition that would impair their ability to move normally. The victim suffers from '''[[Agility]] -1'''.
*<span style="color: #ff0000">Limping</span>: If the victim is afflicted with a condition that would impair their ability to move normally. The victim suffers from '''[[Agility]] -1'''.
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** '''NOTE:''' It is impossible to be both Limping and Crippled. Crippled is considered an evolution of the Limping status; if Crippled is acquired while already Limping, Crippled replaces Limping.
** '''NOTE:''' It is impossible to be both Limping and Crippled. Crippled is considered an evolution of the Limping status; if Crippled is acquired while already Limping, Crippled replaces Limping.
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*<span style="color: #ff0000">Anti-Oni syndrome</span>: Obtained by consuming certain [[Mushrooms]]. While under the effects of the syndrome, if the affected creature attempts consuming alcohol (any food item which causes [[Inebriation]]), they will suffer from 4 turns of Nausea and 3 turns of Reduced accuracy multiplied by the amount of portions taken. It will also negate all inebriation from the consumed portions.
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*<span style="color: #ff0000">Anti-Oni syndrome</span>: Obtained by consuming certain [[Mushrooms]]. While under the effects of the syndrome, if the affected creature attempts consuming alcohol (any food item which causes [[Inebriation]]), any Inebriation gained will be negated; instead the creature will sustain 1% [[Pain]] per 0.1 Inebriation they would normally have gained.
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*<span style="color: white">Forced wakefulness</span> is an effect caused by certain [[medical aids|meds]]. It grants immunity to all forms of sleep or sleep-inducing effects, as well as an immunity to [[Pain|Pain-induced blackout]]. While under this effect, all attempts to [[resting|rest]] will automatically fail, direct [[Lorazepam]] injections will have no effect, and tranq ammunition, such as [[Fukiya blowgun|Tranq darts]], will also be ineffective. Furthermore, if the Pain level would cause the user to black out, forced wakefulness will keep the sufferer awake, in a state of agony, for as long as the effect is active or until Pain drops back to the Agony threshold, whichever comes first.<br/>
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*<span style="color: white">Forced wakefulness</span> is an effect caused by certain [[medical aids|meds]]. Not only does it grant immunity to sleep, it will also force awake and cancel out any active '''forced sleep''' effect, and it will prevent creatures from going into [[Pain|blackout]]. While under this effect, all attempts to [[resting|rest]] will automatically fail, direct [[Lorazepam]] injections will have no effect, and tranq ammunition, such as [[Fukiya blowgun|Tranq darts]], will also be ineffective.
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It is neither a positive nor a negative effect, as it can be either depending on the situation.
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** '''Forced wakefulness overrides forced sleep''' ; creatures that were already in a state of forced sleep will be forced awake.
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** '''Forced wakefulness also overrides blacking out''' ; if the sufferer's Pain level would normally cause them to be in the Blackout threshold, forced wakefulness will keep the sufferer awake, overriding the normal effects and preventing them to black out, until whatever is causing them to normally be in black out is remedied, or until the forced wakefulness effect ends.
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*<span style="color: #00ffff">Restful sleep</span> is an effect which occurs when the Contestant is attempting to [[resting|rest]] in a proper bed, such as those in resting areas, hospitals, bedrooms, and so on. Restful sleep allows for the sleeping duration to last '''30''' turns instead of 12, which can get rid of the majority of secondary effects and provide a reliable method of recovering, so long as the Contestant is ready to face the results of being asleep for 30 turns.
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*<span style="color: white">Forced sleep</span> is a special state of sleep. It is generally an effect, such as from [[Lorazepam]] injections or tranquilizer ammunition, and it is always temporary. Creatures under a state of forced sleep are considered to be [[resting]] for as long as the effect lasts, with appropriate effects, and will as such be rendered helpless while sleeping ; which means damage cannot wake them up from the sleep state until the effect dissipates, or until they are afflicted with something causing '''Forced wakefulness''' ; which overrides forced sleep.
=== Clothing ===
=== Clothing ===
'''Clothing'''-related effects are related to [[Clothing and armor|clothing]].
'''Clothing'''-related effects are related to [[Clothing and armor|clothing]].
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*<span style="color: #00ffff">Ballistic protective headgear</span> protects the user from potentially deadly headshots. When a Bullet-type attack is aimed at the body group(s) of a target wearing ballistic protective headgear, if it hits, then '''the incoming Pain and Limb Damage is halved''', and by proxy, '''clothing damage is also halved''' as it is calculated directly from total limb damage received. All ballistic protective armor protects the head, but there also exists some models that can protect the face ; see Face Concealment.
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*<span style="color: #00ffff">Ballistic protective headgear</span> mitigates the effects of shots to the head. When a Bullet-type attack is aimed at the body group(s) of a target wearing ballistic protective headgear, if it hits, then '''the incoming Pain and Limb Damage is halved'''. All ballistic protective armor generally protect '''only the head''', but there are certain models that can protect facial '''weak points''' such as the '''eyes''' ; see '''Face Concealment'''.
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*'''Disguising''' as another NPC can be performed by wearing exactly the same clothes as them, and sometimes the same equipment.
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*<span style="color: #00ffff">Immunity to gases</span> allows the wearer of appropriate clothes to be unaffected by [[Secondary effect#Clouds|cloud hazards]].
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**List of disguises possible: [[Maze Guard]], [[Maze Soldier]], [[Maze Soldier|Death Faction Soldier]], [[Maze Soldier|Maze Sniper]], [[Peaceful scientist|Scientist]], [[Ninja]], [[Workshop|Engineer]], [[Samurai warrior]], [[Medieval knight]], [[Prisoner]], [[Archaeologist]], [[Maid]], [[Butler]], [[Student]].
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*<span style="color: #00ffff">Immunity to gases</span> allows the wearer of appropriate clothes to be unaffected by gas-based hazards: Smoke clouds, Tear gas clouds, Chlorine gas clouds, and all [[trap|gas traps]].
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*<span style="color: #ff0000">Indecent exposure</span> occurs when a human is not wearing clothing to cover their lower body (and in the case of females, upper body as well), resulting in the relevant body parts being unprotected and naked. Indecent exposure is a [[Police attention|minor offense]].
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*<span style="color: #00ffff">Fire-retardant</span> clothing allows the affected clothes to be immune to damage from [[Protection chart|Spec-Fire]] attacks and prevents the wearer from being <span style="color: #ff0000">set on fire</span>. If the wearer is set on fire from another way, then such clothes are immune to damage due to the fire. It will not prevent [[Pain]] or [[Limb damage]] from the attack itself.
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*<span style="color: #00ffff">Fire-retardant</span> clothing prevents the wearer from being <span style="color: #ff0000">set on fire</span> if hit by [[Protection chart|Spec-Fire]] attacks on body parts protected by this effect. The effect does not reduce [[Pain]] or [[Limb damage]].
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*<span style="color: #00ffff">Bullet-proof</span> clothing makes the affected piece of clothing to '''not suffer damage''' from Bullet-type attacks. The only exception to this is if the incoming bullet is [[Customs:Ammunition#AP|armor-piercing]].
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*<span style="color: #00ffff">Explosion-proof</span> clothing allows the wearer to benefit from '''0.5x [[Pain]] and [[Limb damage]] from Explosion-type damage''', on all body parts protected by this effect.
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*<span style="color: #00ffff">Explosion-proof</span> clothing makes the affected piece of clothing '''suffer 0.1 damage instead of 1 damage''' per hit from Explosion-type attacks. In addition, the wearer also benefits from '''0.5x [[Pain]] and [[Limb damage]]''', for additional protection and safety.
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*Clothing with the <span style="color: #00ffff">Half melee damage</span> effect causes the wearer to '''suffer only 0.5x the Pain''' they would normally receive from Blunt-type, Sharp-type and Piercing-type hits, provided the hit lands on a body part that the affected clothing protects.
*Clothing with the <span style="color: #00ffff">Half melee damage</span> effect causes the wearer to '''suffer only 0.5x the Pain''' they would normally receive from Blunt-type, Sharp-type and Piercing-type hits, provided the hit lands on a body part that the affected clothing protects.
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*<span style="color: #00ffff">Classiness</span> increase the Contestant's credibility. The Contestant has better chances to be respected by NPCs in most occasions.
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*<span style="color: #00ffff">Classiness</span> is a flavor effect, which merely serves to indicate that the Contestant is wearing some pretty dapper apparel. Other characters may sometimes comment upon the clothing choices.
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** This effect will occur when: Wear Classy clothing.
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*<span style="color: red">Anti-classiness / Unclassiness</span> DECREASE the contestant's credibility. The Contestant has less chances to be respected by NPCs in most occasions.
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*Headgear capable of providing '''face concealment''' have the simple but notable effect of '''preventing the wearer from being targeted in the eyes'''. Eyes are usually considered to be WEAK POINTS. Attackers can simply not aim at the eyes anymore; they can merely aim at the head instead.
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**This effect will occur when: Not wearing enough clothing ([[Wanted level|indecent exposure]]), bad smell (can occur as an effect of taking a shower), bad breath (a certain [[Mushrooms|mushroom]] can cause this effect).
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*The contestant is able to obtain a <span style="color: #00ffff">Vital Heads-Up Display</span> when wearing a [[HEV Suit]], [[HEV Helmet]] or both. It allows the contestant to have detailed information about all of his/her [[Statistics|statistics]], including equipment, instead on having to rely on feelings. It is unable to [[Identification|identify]] unknown [[Medical aid|meds, drugs]] or [[Valuable|gems]], however.
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*Certain clothing can be '''cut into rags'''. In order to craft rags, the Contestant must use any weapon capable of dealing Sharp-type damage (natural attacks do count), and apply it on suitable clothing ('''RagOK''' tag on the [[clothing and armor]] lists). It results in obtaining an amount of rags equal to the listed amount: '''1d2, 1d4 or 1d8'''.
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** Cutting 1 piece of clothing into rags takes 1 turn.
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*Headgear capable of providing '''face concealment''' have the simple but notable effect of '''preventing the wearer from being targeted in the eyes'''. Eyes are considered to be WEAK POINTS, and sustaining damage there is usually fatal, and should it not be, the loss of an eye is a dire consequence. Attackers can simply not aim at the eyes anymore; they can merely aim at the head instead.
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*Certain clothing can be '''cut into rags'''. In order to craft rags, the Contestant must use any weapon capable of dealing Sharp-type damage, and apply it on suitable clothing ('''CR''' tag on the [[clothing and armor]] lists). Rag crafting depends on several factors, besides suitability:
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** The condition of the clothing, and a multiplier (listed alongside the tag), which is either x0.5 or x2. The absence of a multiplier is treated as being x1.
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** Every 1 unit of clothing condition can yield 1 rag. This functions on the minimum requirement system; 0.9 condition and below will not yield rags, and 1.9 condition will yield only 1, and not 2.
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** The multiplier affects the total number of rags that are yielded, and is applied after calculating from condition. If the result would still be a decimal number, it is rounded up. (E.g.: a Bandana, which has a '''CR-0.5x''' tag, with 3.4 condition will yield '''2 rags''' ; 3.4 condition => 3 rags => 3 x 0.5 = 1.5, rounded up to 2.)
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=== Elemental ===
=== Elemental ===
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*<span style="color: red">Being on fire</span> is caused by all SPECIAL-type damage inducing '''fire''' (Spec-Fire) and '''incendiary weapons''' in general. It causes extra damage per turn, at a rate of '''+5% [[Pain]] /turn''' and '''0.5 damage /turn on all non-fireproof clothes''', due to persistent fire burning on the skin or the body of the target. Fire never times out unless the victim '''attempts rolling on the ground''' to put off the fire. Attempting to put out the fire is possible; it takes one turn to '''stop, drop, and roll''', which will put it out immediately. It will however, waste the turn if it was done during combat.
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*<span style="color: red">Being on fire</span> is caused by all SPECIAL-type damage inducing '''fire''' (Spec-Fire) and '''incendiary weapons''' in general. It causes extra damage per turn, at a rate of '''+5% [[Pain]] /turn, +1 [[Limb health|limb damage]] per turn on a random body part''', due to persistent fire burning on the skin or the body of the target. Fire never times out unless the victim '''attempts rolling on the ground''' to put off the fire. Attempting to put out the fire is possible; it takes one turn to '''stop, drop, and roll''', which will put it out immediately. It will however, waste the turn if it was done during combat.
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** When using incendiary weapons that cannot be aimed on an individual body part, a @bodyaim is rolled for each creature affected. If the creature isn't entirely immune to fire, and if the body part rolled isn't protected by <span style="color: #00ffff">fire-retardant</span> clothing (see above), then that creature is set on fire.
** NOTE: Being hit by a '''Spec-Aqua''' attack will put out the fire instantly as well. As will applying any substantial source of water.
** NOTE: Being hit by a '''Spec-Aqua''' attack will put out the fire instantly as well. As will applying any substantial source of water.
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*<span style="color: #ff0000">Stunning</span> happens when the victim is affected by an attack or weapon which causes stunning. Stunning causes an effect similar to a temporary paralysis, and locks the victim in place where it is until the end of the turn, canceling their current action (attacking, etc), which may be used to buy time. Stunning attacks can be repeated over and over so long as they are successful, though it can cause a phenomenon known as "taze lock".
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*<span style="color: #ff0000">Stunning</span> happens when the victim is affected by an attack or weapon which causes stunning. Stunning causes an effect similar to a temporary paralysis, and locks the victim in place where it is until the end of the turn, canceling their current action (attacking, etc), which may be used to buy time. Stunning attacks can be repeated over and over so long as they are successful, though it can cause a phenomenon known as "stun lock".
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*<span style="color: #ff0000">Frost attacks</span> are caused by all SPECIAL-type damage inducing '''cold''' (Spec-Ice). They may cause various kinds of damage to the victim's equipment, particularly the weapons. When the victim is hit by a frostblast or similar attack, a '''d100''' is rolled:
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*<span style="color: #ff0000">Frost slowed</span> are caused by all SPECIAL-type damage inducing '''cold''' (Spec-Ice). They induce '''[[Agility]] -1 and [[Gameplay mechanics|Initiative Speed tier]] +1'''.
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** '''1 to 10:''' Nothing happens.
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** '''11 to 40:''' If applicable, the victim's weapon in hands '''loses 1d4*250 [[Firearm maintenance|Durability]] points.'''
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** '''41 to 70:''' If applicable, the victim's weapon in hands '''loses 1d6*250 [[Firearm maintenance|Durability]] points,''' and becomes '''covered in ice and frost''', which renders the weapon '''impossible to fire''' until the ice melts. Frost lasts for 1d3 turns (unless a source of fire is applied to the weapon; in which case it melts away immediately.)
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** '''71 to 90:''' Same as 41-70, but the weapon in hands loses '''2d7*250 Durability points''' and '''frost lasts 1d6 turns'''.
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** '''91 to 100:''' Same as 41-70, but the weapon in hands loses '''2d9*250 Durability points''' and '''frost lasts 1d6+2 turns'''.
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*** '''NOTE:''' If the affected weapon has an UGL or USG mounted, they may also suffer from durability loss - a separate roll is made for them.
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*<span style="color: #ff0000">After-shock</span> can be caused by all SPECIAL-type damage inducing '''electricity''' (Spec-Elec). When the victim is hit by an electric shock or similar attack, there is a '''20% chance to suffer from after-shock'''. After-shock causes the victim to be covered in electric arcs, causing its muscles to undergo partial fibrillation and causing a '''FT +2 effect for 1d6 turns'''.
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*<span style="color: #ff0000">After-shock</span> can be caused by all SPECIAL-type damage inducing '''electricity''' (Spec-Elec). When the victim is hit by an electric shock or similar attack, they are affected by after-shock. After-shock causes the victim to be covered in electric arcs, causing its muscles to undergo partial fibrillation and causing a '''Strength -20% and [[Gameplay mechanics#Initiative Speed tiers|IS tier +1]] effect for 1d6 turns'''. In addition, when sustaining after-shock, the victim has a '''20% chance to be stunned for 1 turn.'''
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*<span style="color: #ff0000">Water-fill</span> can be caused by all SPECIAL-type damage inducing '''water''' (Spec-Aqua). When the victim is hit by a scalding blast or another attack involving water, the last weapon used by the victim will be completely soaked in water as well.
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*<span style="color: #ff0000">Water-soaked</span> can be caused by all SPECIAL-type damage inducing '''water''' (Spec-Aqua). When the victim is in a water-soaked state, no immediate harmful effects are active, however the following effects apply:
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** If this weapon is a firearm, waterfill '''lasts for 1d4 turns''' which causes '''DV/RV lost per shot to be multiplied by 8'''. Beware: it stacks with other multipliers, such as those of [[Customs:Ammunition|overpressure ammunition]].
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* If previously '''on fire''', '''the effect is immediately removed''' (the fire is extinguished)
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** If the weapon is a [[Molotov cocktail]] and the attack hits before the cocktail is thrown, the molotov cocktail is turned off and rendered harmless.
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* For as long as the effect is active, '''the victim will take double damage from Spec-Elec attacks, the Taser X26c, and the Stun Baton in stun mode.'''
-
*<span style="color: #ff0000">Acid degradation</span> can be caused by all SPECIAL-type damage incuding '''acid''' (Spec-Acid). When the victim is hit by an acid attack, the affected piece of clothing or armor loses '''1.5 units of damage''' instead of only 1. Additionally, if the victim was carrying a firearm during the turn they were hit by this attack, said firearm '''loses 1d12*500 [[Firearm maintenance|Durability]] points.'''
+
*<span style="color: #ff0000">Acid degradation</span> can be caused by all SPECIAL-type damage incuding '''acid''' (Spec-Acid). When the victim is hit by an acid attack, the affected piece of clothing or armor '''is destroyed'''. Additionally, one random weapon the victim carries will '''lose 1d12*500 [[Firearm maintenance|Durability]] points,''' if applicable.
-
** '''NOTE:''' If the affected weapon has a bayonet, an UGL or an USG mounted, they may also suffer from durability loss - a separate roll is made for them.
+
** If the affected piece of clothing or armor is a type of '''power armor''', it is not destroyed but instead loses '''1.0 condition'''.
 +
** '''NOTE:''' If the affected weapon has a bayonet, an UGL or an USG mounted, they may also suffer from durability loss - a separate roll is made for each.
 +
 
 +
=== Fatigue ===
 +
Effects related to [[Fatigue]].
 +
 
 +
*<span style="color: red">Accelerated fatigue</span> is a group of effects which causes the Contestant's [[Fatigue]] to increase at a fixed rate every turn.
 +
** <span style="color: red">Accelerated fatigue</span>: '''Fatigue +0.1% per turn'''
 +
** <span style="color: red">Intense accelerated fatigue</span>: '''Fatigue +0.2% per turn'''
 +
** <span style="color: red">Extreme accelerated fatigue</span>: '''Fatigue +0.4% per turn'''
=== Healing ===
=== Healing ===
Line 115: Line 109:
*<span style="color: #00ffff">Limb healing</span> is an effect triggered by either the First Aid Kit (FAK) or the Field Surgery Kit (FSK).  
*<span style="color: #00ffff">Limb healing</span> is an effect triggered by either the First Aid Kit (FAK) or the Field Surgery Kit (FSK).  
-
** When triggered by the FAK, it is referred to as <span style="color: #00ffff">Light limb healing</span>. The healing limb '''recovers 1 HP per turn''', until the limb is healed or after 7 turns, whichever comes first. Light limb healing cannot heal disabled limbs.
+
** When triggered by the FAK, it is referred to as <span style="color: #00ffff">Light limb healing</span>. The healing limb '''recovers +7 HP'''. Light limb healing cannot heal disabled limbs.
-
** When triggered by the FSK, it is referred to as <span style="color: #00ffff">Strong limb healing</span>. The healing limb '''recovers 3 HP instantaneously, then 1 HP per turn''', until the limb is healed or after 12 turns, whichever comes first. Strong limb healing CAN heal disabled limbsh.
+
** When triggered by the FSK, it is referred to as <span style="color: #00ffff">Strong limb healing</span>. The healing limb '''recovers +12 HP'''. Strong limb healing CAN heal disabled limbs.
-
** Either type of limb healing triggers a [[Hunger|nutrition depleting effect]], at a rate of '''100kcal per 1 HP healed''' (note: the instantaneous +3 HP procured by the Strong version does not deplete 300kcal). Light and Strong are treated as different effects, so the two may overlap (and potentially deplete large quantities of nutrition at the cost of faster healing).
+
** The [[Gameplay mechanics#Healing skill|Healing skill]] may affect the effectiveness of Light and Strong limb healing. The above described effects assume a default Lv1 (Unskilled) skill level.
 +
** Either type of limb healing '''triggers depletion of [[Nutrition]] and [[Fatigue]]''', at a rate of '''50 ntri and 0.4% Fatigue per 1 HP healed'''. Light and Strong are treated as different effects, so the two may overlap (and potentially deplete large quantities of nutrition at the cost of faster healing).
** Neither type of limb healing is useful for the treatment of severed limbs, as there is nothing left to treat at this point.
** Neither type of limb healing is useful for the treatment of severed limbs, as there is nothing left to treat at this point.
-
*<span style="color: #00ffff">Increased Pain Regeneration Rate</span> is an effect triggered by [[Cannabis]] and certain [[Augmentations]]. It directly modifies the rate at which [[Pain]] is naturally healed over time, by the amount specified next to the effect (generally +1%). With a +1% effect, the natural [[Pain]] regeneration rate becomes 3% per turn, for example.
+
*<span style="color: #00ffff">Increased Pain Regeneration Rate</span> is an effect triggered by [[Cannabis]] and certain [[Augmentations]]. It directly modifies the rate at which [[Pain]] is naturally healed over time, by the amount specified next to the effect (generally +1%).
 +
** Example: With a +1% effect and no other modifiers, the natural rate would become -3% Pain/turn.
-
=== Hunger ===
+
*<span style="color: #00ffff">Increased Blood Regeneration Rate</span> is an effect triggered by certain [[Augmentations]]. It causes [[Blood]] to be healed over time, as long as there are no open [[Wounds]], by the amount specified next to the effect (generally +0.1).
-
Effects related to [[hunger]] and nutrition.
+
-
*'''Natural hunger''' is normally 1kcal/turn, as stated by the [[Hunger]] article, but there are certain conditions where that might change.
+
*<span style="color: #00ffff">Addiction resistance</span> is an effect triggered in rare circumstances. As long as the effect is active, [[Addiction]] chances for all substances is '''halved''' (rounded up), making it more difficult to become addicted.
-
** If the '''Athletic''' constitution is chosen during [[Startgame]], natural hunger becomes '''2kcal/turn'''.
+
-
** If the '''Muscular''' constitution is chosen during [[Startgame]], natural hunger becomes '''4kcal/turn'''.
+
-
*<span style="color: #ff0000">Suppressed hunger</span> is an effect triggered by certain [[Medical aids|meds]]. It suppresses nautral hunger (essentially a hunger rate of 0kcal/turn) for as long as the effect lasts, and divides by 2 the costs of healing hunger.
+
*<span style="color: #ff0000">Disabled natural healing</span> is an effect triggered from very low [[Nutrition]] (Famished or Starving).
-
** Natural hunger rate: '''0kcal/turn''' instead of 1
+
** Natural Pain healing is disabled; any Pain above 0% is '''not healed'''
-
** Healing hunger rates: '''5kcal/2% Pain''' instead of 10 (which means a theoretical 2.5kcal per 1% Pain)
+
** Natural Blood healing is disabled; any Blood under the maximum amount is '''not healed''' at daily reset, even with zero wounds
 +
** NOTE: This will not stop the healing effects of certain meds, even if they consume nutrition in exchange for healing, as they do not constitute "natural" healing.
-
*<span style="color: red">Accelerated hunger</span> is an effect triggered by certain [[Medical aids|meds]]. It accelerates natural hunger by +9 points.
+
*<span style="color: #ff0000">Self-deterioration</span> is an effect triggered from extremely low [[Nutrition]] (Starving). As long as this effect is active, '''1 Torso HP (or 1 BODY HP) is lost every turn''', until the effect is disabled or until death occurs.
-
** Natural hunger rate: '''10kcal/turn''' instead of 1
+
-
*<span style="color: red">Intense accelerated hunger</span> is an effect triggered by certain [[Medical aids|meds]]. It accelerates natural hunger by +24 points.
+
=== Hydration ===
-
** Natural hunger rate: '''25kcal/turn''' instead of 1
+
 
 +
Effects related to [[Hydration]] and thirst.
 +
 
 +
*<span style="color: red">Thirst</span> is a group of effects which causes the Contestant's state of [[hydration|thirst]] to be warped.
 +
**<span style="color: red">Mild thirst</span>: If OK, this effect will treat the creature's Nutrition level as if it was Thirsty.
 +
**<span style="color: red">Intense thirst</span>: If OK or Thirsty, this effect will treat the creature's Nutrition level as if it was Dehydrated.
-
'''IMPORTANT NOTES:'''
 
-
* Hunger suppressants take priority over hunger accelerators. Meaning that if both accelerated hunger and suppressed hunger effects are active, then suppressed hunger take precedence over the other effects.
 
-
* Accelerated hunger and Intense accelerated hunger are separate effects. If someone suffers from both, the effects stack. This means that under both effects, natural hunger becomes 34kcal/turn (1 + 9 + 24). Beware!
 
=== Mind and psyche ===
=== Mind and psyche ===
'''Mind'''-related effects affect the mental and inner senses of the contestant.
'''Mind'''-related effects affect the mental and inner senses of the contestant.
-
*<span style="color: #00ffff">Increased alertness</span> has the contestant's attention span heightened greatly, putting him/her into a temporary, constant state of alert. This state is important to have in combat
+
*<span style="color: #00ffff">Increased alertness</span> has the contestant's attention span heightened greatly, putting him/her into a temporary, constant state of alert.
** In normal conditions, at the start of a turn during combat, the Contestant is generally not made aware ahead of time what the NPCs will do, unless informed ahead of time (e.g. by [[ally|allies]]).
** In normal conditions, at the start of a turn during combat, the Contestant is generally not made aware ahead of time what the NPCs will do, unless informed ahead of time (e.g. by [[ally|allies]]).
-
** While under a state of increased alertness, at the start of every turn, '''the Contestant gets a description of what other encounters will attempt BEFORE being asked what to do''', allowing the Contestant to use the information and react ahead of time.
+
** While under a state of increased alertness, at the start of every turn, '''the Contestant gets a description of what other encounters will attempt BEFORE being asked what to do''', allowing the Contestant to use the information and react ahead of time. This description includes '''attack, fire mode, intended amount of shots/hits, point of aim, and Initiative Speed.'''
*<span style="color: red">Hallucinations</span> has the contestant's sight and perception of things heavily distorted and deformed. While in this state, the contestant will start seeing different things, in lieu of who or what they are really. Hallucinations are usually coupled with a heavy loss in accuracy, though in the strict sense, it is different from an accuracy ailment.
*<span style="color: red">Hallucinations</span> has the contestant's sight and perception of things heavily distorted and deformed. While in this state, the contestant will start seeing different things, in lieu of who or what they are really. Hallucinations are usually coupled with a heavy loss in accuracy, though in the strict sense, it is different from an accuracy ailment.
-
*<span style="color: red">Rage</span> occurs when the Contestant is affected by rage-inducing substances or effects, such as when consuming [[Steroids|steroids]]. It causes the user to be uncontrollably angry and violent and to potentially treat anyone else as a target, including friends and allies. Actual effects while in this state: All melee hits, if they hit the target, are treated as critical hits and as such, relevant [[IRC Bots|@critwin]] effects may occur. When attacking, the user has a 20% chance to attack a random other creature (except the user itself) than the intended target.
+
*<span style="color: red">Rage</span> occurs when the Contestant is affected by rage-inducing substances or effects, such as when consuming [[Steroids|steroids]]. It causes the user to be uncontrollably angry and violent, with matching brutality and recklessness when fighting. While under the effects of Rage, the Contestant will treat all surrounding encounters (including any friendlies) as hostile, and cannot leave Combat until all hostiles have either left or been defeated. In addition, all successful hits with melee attacks are treated as critical hits and as such, relevant [[IRC Bots|@critwin]] effects may occur.
 +
**<span style="color: #00ffff">Controlled Fury</span> is an all-positive version of the above. When in Controlled Fury, all successful hits are treated as critical hits, but without the negative effects of Rage.
 +
 
 +
=== Nutrition ===
 +
Effects related to [[Nutrition]] and hunger.
 +
 
 +
*<span style="color: #00ffff">Suppressed hunger</span>: If Hungry, Famished or Starving, this effect will treat the creature's [[Nutrition]] level as being OK (temporarily canceling any negative effects from low nutrition).
 +
 
 +
*<span style="color: red">Munchies</span> is a group of effects which causes the Contestant's state of [[nutrition|hunger]] to be warped.
 +
**<span style="color: red">Mild munchies</span>: If OK, this effect will treat the creature's Nutrition level as if it was Hungry.
 +
**<span style="color: red">Intense munchies</span>: If OK or Hungry, this effect will treat the creature's Nutrition level as if it was Famished. Beware, as it includes disabled natural healing!
 +
 
 +
'''IMPORTANT NOTES:'''
 +
* '''Hunger suppression take priority over munchies'''. Meaning that if both munchies and suppressed hunger are active, then suppressed hunger takes precedence over (and thus negates) the other effects.
=== Pain sensitivity ===
=== Pain sensitivity ===
'''Pain sensitivity''' is, as the name implies, related to the contestant's ability to withstand [[Pain]].
'''Pain sensitivity''' is, as the name implies, related to the contestant's ability to withstand [[Pain]].
-
*<span style="color: red">Increased Pain sensitivity</span> causes the contestant to be more sensitive to damage received; it '''increases by 10%''' all Pain received.
+
*<span style="color: red">Increased Pain sensitivity</span> causes the contestant to be more sensitive to damage received; it '''increases by 10%''' the Pain Sensitivity statistic.
-
*<span style="color: #00ffff">Decreased Pain sensitivity</span> causes the contestant to be less sensitive to damage received; it '''decreases by 10%''' all Pain received.
+
*<span style="color: #00ffff">Decreased Pain sensitivity</span> causes the contestant to be less sensitive to damage received; it '''decreases by 10%''' the Pain Sensitivity statistic.
-
*<span style="color: #00ffff">Negated Pain sensitivity</span> causes the contestant to be immune to Pain, often for a short period of time; it '''decreases by 100%''' all Pain received.
+
*<span style="color: #00ffff">Negated Pain sensitivity</span> causes the contestant to be immune to Pain, often for a short period of time; '''Pain Sensitivity statistic is set to 0% for as long as the effect is active'''.
-
*Attacks that <span style="color: #ff0000">ignore Pain sensitivity</span> are especially dangerous for contestants relying on lowered sensitivity to increase their resistance to damage - such attacks will always strike as though the victim's sensitivity was 100%.
+
*Attacks that <span style="color: #ff0000">ignore Pain sensitivity</span> treat '''Pain Sensitivity as though it was the creature's natural, default value''' (by default, 100%), effectively ignoring any effects modifying Pain Sensitivity.
=== Strength ===
=== Strength ===
-
'''Strength'''-related effects affect the ability to fight in melee, as well as mobility. More often than not is it related to muscular performance.
+
'''Strength'''-related effects affect the ability to fight in melee, as well as mobility. More often than not is it related to muscular performance. '''Strength serves as a multiplier of melee damage. Strength 100% = 1.0x damage with melee weapons, attacks, or techniques.'''
-
*<span style="color: red">Reduced strength</span> causes the contestant to '''deal 10% less damage with melee attacks'''; this affects both Pain and limb damage.
+
*<span style="color: red">Reduced strength</span> causes the contestant to become weaker, and '''lose 10% of Strength'''.
-
*<span style="color: #00ffff">Increased strength</span> causes the contestant to '''deal 10% more damage with melee attacks'''; this affects both Pain and limb damage.
+
*<span style="color: #00ffff">Increased strength</span> causes the contestant to become stronger, and '''gain 10% of Strength'''.
 +
 
 +
=== Stress ===
 +
All effects related to [[Stress]].
 +
 
 +
*<span style="color: #00ffff">Stress Tolerance</span> is an effect triggered by being in a state of Moderate [[Stress]] or higher. When under the effect of Stress Tolerance, or simply Tolerance, '''all Stress-increasing effects, whether one-time or per turn, are halved''' (to a minimum of +0.1%/turn). This means that while under the effect of Tolerance, anything increasing Stress is, in practice, half as effective as normal.
 +
 
 +
*<span style="color: red">Anxiety</span> is a group of effects which causes the Contestant's [[Stress]] to be unable to decrease under a certain threshold.
 +
**<span style="color: red">Mild anxiety</span>: Minimum Stress set to 20.0%
 +
**<span style="color: red">Moderate anxiety</span>: Minimum Stress set to 40.0%
 +
**<span style="color: red">Intense anxiety</span>: Minimum Stress set to 60.0%
 +
**<span style="color: red">Severe anxiety</span>: Minimum Stress set to 80.0%
 +
 
 +
*<span style="color: #00ffff">Relaxation</span> causes the Contestant's [[Stress]] to decrease over time, at a rate of '''-0.2% per turn''' for as long as the effect lasts.
 +
 
 +
*<span style="color: #00ffff">Intense relaxation</span> causes the Contestant's [[Stress]] to decrease over time, at a rate of '''-0.4% per turn''' for as long as the effect lasts.
 +
 
 +
*<span style="color: #00ffff">Euphoria Rush</span>: All effects that would increase the Contestant's [[Stress]] are completely negated, as long as the effect is active.
 +
 
 +
*<span style="color: red">Decompensation</span> is an effect triggered by being in the most advanced state of [[Stress]]. Upon reaching mental breakdown, the body of the sufferer effectively stops being able to self-regulate correctly, and begins functionally deteriorating. '''For every turn spent while this effect is active, the Contestant will lose [[limb health|1 HP]] on a random body part''', until the effect is disabled or death ensues.
 +
** It is possible to artificially compensate for the damage caused by this effect through '''limb healing''', however it is not adequate and should only be done to remain alive while seeking a long-term solution (namely, reduction of [[Stress]]).
=== Weapon ===
=== Weapon ===
'''Weapon'''-related effects which often give special properties to certain weapons.
'''Weapon'''-related effects which often give special properties to certain weapons.
-
*<span style="color: #ffffff">Multiple wound weapons</span> are weapons that are capable of inflicting '''more than one [[wound]]''' per hit. Weapons with this effect have either a fixed or rolled value which determines how many wounds may be blown open if that weapon successfully hits a target.
+
*<span style="color: #ffffff">Multiple wound weapons</span> are weapons that are capable of inflicting '''more than one [[wound]] in a single hit'''. Weapons with this effect have either a fixed or rolled value which determines how many wounds may be blown open if that weapon successfully hits a target.
-
** Can inflict 1d2 wounds per hit: Meat fork, Scissors
+
** Can inflict 1d2 wounds per hit: Meat fork, Scissors, War fork
-
** Can inflict 1d3 wounds per hit: Broken bottle, Ngombe throwing knife, Sai
+
** Can inflict 1d3 wounds per hit: Broken bottle, Trident
-
** Can inflict 1d4 wounds per hit: Shuriken
+
** Can inflict 1d4 wounds per hit: Shuriken, Barbed nine-tails, ''Barbed Lucille''
-
** Can inflict 2d2 wounds per hit: Tekko-kagi
+
** Can inflict 2d2 wounds per hit: Spiked chain whip, Long spiked chain whip
 +
==== Clouds ====
*<span style="color: #ffffff">Smoke clouds</span> are produced by smoke weapons, such as the [[M18]] grenade. Smoke clouds cause the following effects:
*<span style="color: #ffffff">Smoke clouds</span> are produced by smoke weapons, such as the [[M18]] grenade. Smoke clouds cause the following effects:
-
** The smoke cloud engulfs all encounters on the side it is present on.
+
** The smoke cloud will engulf an entire Side of the battlespace, and all encounters on that Side.
-
** All encounters inside the cloud suffer from FT+2, until the smoke dissipates ('''gas masks''' or other sources of immunity to gases negate this effect).
+
** All encounters inside the cloud suffer from FT+2, until the smoke dissipates. (Having a source of '''immunity to gases''', such as a [[Gas mask]],  '''DOES NOT''' negate this effect. Just because you have a gas mask doesn't mean the smoke stops being obfuscating.)
-
** All encounters OUTSIDE the cloud trying to attack the smoked side suffer from Inaccuracy, until the smoke dissipates.
+
** All encounters OUTSIDE the cloud trying to attack the clouded side suffer from '''Inaccuracy Range +2''', until the smoke dissipates.
*<span style="color: #ffffff">Tear gas clouds</span> are produced by tear gas weapons, such as the [[M7A3]] grenade. Tear gas clouds cause the following effects:
*<span style="color: #ffffff">Tear gas clouds</span> are produced by tear gas weapons, such as the [[M7A3]] grenade. Tear gas clouds cause the following effects:
-
** The tear gas cloud engulfs all encounters on the side it is present on.
+
** The tear gas cloud will engulf an entire Side of the battlespace, and all encounters on that Side.
-
** All encounters inside the cloud suffer from FT+1 and +7% Pain/turn (regardless of Pain sensitivity), until the gas dissipates ('''gas masks''' or other sources of immunity to gases negate this effect).
+
** All encounters inside the cloud suffer from FT+1 and +7% Pain/turn (regardless of Pain sensitivity), until the gas dissipates (Having a source of '''immunity to gases''' negates this effect, such as a [[Gas mask]])
-
** All encounters OUTSIDE the cloud trying to attack the smoked side suffer from Inaccuracy, until the smoke dissipates.
+
*<span style="color: #ffffff">Chlorine gas clouds</span> are produced by the [[Chlorine bomb]]. Chlorine gas clouds cause the following effects:
*<span style="color: #ffffff">Chlorine gas clouds</span> are produced by the [[Chlorine bomb]]. Chlorine gas clouds cause the following effects:
-
** The chlorine gas cloud engulfs all encounters on the side it is present on.
+
** The chlorine gas cloud will engulf an entire Side of the battlespace, and all encounters on that Side.
-
** All encounters inside the cloud suffer from FT+2, +9% Pain/turn (regardless of Pain sensitivity) and -1 HP/turn to all body parts (for non-human creatures, -5% of their max Meat Worth/turn), until the gas dissipates ('''gas masks''' or other sources of immunity to gases negate this effect).
+
** All encounters inside the cloud suffer from FT+2, +9% Pain/turn (regardless of Pain sensitivity) and -1 HP/turn to one random body part, until the gas dissipates (Having a source of '''immunity to gases''' negates this effect, such as a [[Gas mask]]).
-
** All encounters with eyes inside the cloud have a 25% chance every turn (including the first) to have all of their eyes destroyed from exposure to chlorine gas. (Again, a '''gas mask''' or another source of immunity to gases may negate this effect)
+
** All encounters with eyes inside the cloud have a 25% chance every turn (including the first) to have all of their eyes destroyed from exposure to chlorine gas. (Having a source of '''immunity to gases''' negates this effect, such as a [[Gas mask]]. Alternatively, having [[bionic augmentations|indestructible eyes]] may also prevent the eye-destruction effect from happening in the first place.)
 +
 
 +
* '''NOTE''': Multiple clouds may exist in a given [[Gameplay mechanics#Battlespace|Side of the battlespace]]. In this case, their effects stack.
=== Special ===
=== Special ===
Other effects which cannot be categorized anywhere else.
Other effects which cannot be categorized anywhere else.
 +
*<span style="color: #00ffff">Unbreakable limb</span>: This effect renders the relevant limb impossible to [[broken limb|break or fracture]], negating any effect that would cause such fractures.
*<span style="color: #ff0000">Mushroom corruption</span>: Certain [[Mushrooms]] are tagged with this special effect. Has no effect upon being consumed, but if '''carried''' in a [[load-bearing gear|load-bearing item]] where other mushrooms are found (in other words, if placed in a bag/etc. with mushrooms inside), it will "corrupt" those other mushrooms, and negate all nutritional value (it becomes 0) and all other effects, turning them into dead weight.
*<span style="color: #ff0000">Mushroom corruption</span>: Certain [[Mushrooms]] are tagged with this special effect. Has no effect upon being consumed, but if '''carried''' in a [[load-bearing gear|load-bearing item]] where other mushrooms are found (in other words, if placed in a bag/etc. with mushrooms inside), it will "corrupt" those other mushrooms, and negate all nutritional value (it becomes 0) and all other effects, turning them into dead weight.

Latest revision as of 14:55, 16 December 2019

A secondary effect is a temporary or semi-permanent effect, which may be positive (A buff), negative (an ailment), or neither (a neutral effect). It is the result of consuming certain foods, meds or drugs, while wearing specific clothes, or under other effects, such as a backpack overload.

This page will list the secondary effects available, and what they do.
Consuming multiple instances of the same source will extend the effects, while consuming different sources will instead stack together.

Examples:

  • Consuming multiple instances of a same source: Drinking two cups of black coffee, which increase Agility by 1 for 10 turns each, will result in simply extending the length of that effect to double its duration; in this case, Agility +1 for 20 turns.
  • Consuming different sources: Drinking a cup of green tea and then a cup of black coffee will actually activate two effects - the former increases Agility by 1 for 5 turns, and the latter increases Agility by 1 for 10 turns. This means that both effects stack rather than merge; for the first 5 turns, Agility will actually be increased by 2.

Accuracy

Accuracy-related effects affect the ability to see, to fight accurately, with any weapon and land shots where needed, and eyesight in general.

  • Reduced accuracy causes the contestant to have a higher Failure Threshold value, each instance increasing the FT by 1 point.
  • Increased accuracy is the inverse, it causes the contestant to have a lower Failure Threshold value, each instance reducing the FT by 1 point.
  • Blindness occurs when the eyes of the contestant have been disabled, either temporarily (e.g., through environmental blindness if there is no light in a Room) or permanently (if the eyes have been destroyed). When blind, FT is set to 10 and becomes unaffected by modifiers, until the effect dissipates, if it can. Inaccuracy range is not affected, only FT is.
    • A lesser effect is Perception Loss. If an encounter's eye is attacked and destroyed, but the encounter still has at least one functioning eye, then that encounter suffers from Perception Loss, with a Failure Threshold +2 effect. Eyes cannot be healed once destroyed. For the Contestant's case, the only way to recover from eye destruction is to purchase Bionic eyes. Unlike with Blindness, FT modifiers can still be applied, even when afflicted with perception loss - since it is possible to improve the acuity of the still functioning eye or eyes, as opposed to having all eyes completely non-functional.
    • NOTE: Certain encounters may have no eyes (or none that can be destroyed); but they may not be considered naturally blind unless explicitly specified.
  • Indestructible eyes is as the effect suggests: any effect that would cause eyes to be destroyed is negated, in turn preventing the potential perception loss and/or blindness that would be caused by the loss of eyes.
  • Inaccuracy Range modifiers, which may either be decreased or increased, are effects which change the value of the Inaccuracy Range.
  • Night Vision causes the Contestant to be able to see correctly in dark environments. Night Vision has several effects:
    • Night Vision cancels environmental blindness induced by dark environments (e.g. dark rooms, as mentioned above), and allows the ability to see correctly in the dark.
    • Night Vision means greater sensitivity to strong light. If affected by the Dazzling effect of a weapon light, the normal effects are replaced with Blindness (Soft light: 2 turns - Normal light: 3 turns - Strong light: 4 turns).
    • Night Vision means greater vulnerability to the effects of a flashbang. If affected by a flashbang, the effect duration of the flashbang is tripled (6 turns instead of 2), unless equipped with the Ocular Shield augmentation, which also grants immunity to the effects of flashbangs.

NOTE: Typically, "Increased accuracy" and "Reduced accuracy" effects are shortened and commonly written using the format FT-x or FT+x for the sake of convenience.
NOTE2: During FT calculation, if the final result were to be lower than 3 or higher than 10, then FT would be considered to be respectively 3 or 10.

Addictions

See this article: Addictions

Agility

Conditions related to the Agility statistic.

  • Extreme speed occurs when a creature's Agility stat reaches +4. At Agility +4, the creature benefits from an additional effect: the creature is so fast that it affects their combat performance, so they benefit from an Initiative Speed tier -1 effect on all of their attacks, making them much faster.
  • Extreme slowness occurs when a creature's Agility stat reaches -4. At Agility -4, the creature suffers from an additional effect: the creature is so slow that it impairs their combat performance, so they suffer from an Initiative Speed tier +1 effect on all of their attacks, making them much slower.

Body-affecting

Conditions affecting the body of the targeted in general.

  • Cyanide poisoning occurs when the Contestant (or any other target sensitive to poisoning) is hit by a weapon or an attack laced with cyanide. Cyanide poisoning starts a countdown of 5 turns, during which the sufferer must use the appropriate antidote (Hydroxocobalamin) or find a hospital room. If the countdown falls to 0, instant death occurs. Cyanide poisoning is an extremely harsh condition; it is advised to keep Hydroxocobalamin syringes for such cases.
  • Nausea affects the contestant by making him/her feel nauseous. While under the effects of Nausea, the Contestant is afflicted with IR +1. This effect is permanent in duration, but can be eliminated by attempting to throw up. Even if the check does not result in vomiting, the effect will be eliminated.
  • Limping: If the victim is afflicted with a condition that would impair their ability to move normally. The victim suffers from Agility -1.
    • Crippled is a more severe variant of Limping: If the victim is afflicted with a condition that would severely impair their ability to move normally. The victim now suffers from Agility -2, and Initiative Speed tier +1
    • NOTE: It is impossible to be both Limping and Crippled. Crippled is considered an evolution of the Limping status; if Crippled is acquired while already Limping, Crippled replaces Limping.
  • Anti-Oni syndrome: Obtained by consuming certain Mushrooms. While under the effects of the syndrome, if the affected creature attempts consuming alcohol (any food item which causes Inebriation), any Inebriation gained will be negated; instead the creature will sustain 1% Pain per 0.1 Inebriation they would normally have gained.
  • Forced wakefulness is an effect caused by certain meds. Not only does it grant immunity to sleep, it will also force awake and cancel out any active forced sleep effect, and it will prevent creatures from going into blackout. While under this effect, all attempts to rest will automatically fail, direct Lorazepam injections will have no effect, and tranq ammunition, such as Tranq darts, will also be ineffective.
    • Forced wakefulness overrides forced sleep ; creatures that were already in a state of forced sleep will be forced awake.
    • Forced wakefulness also overrides blacking out ; if the sufferer's Pain level would normally cause them to be in the Blackout threshold, forced wakefulness will keep the sufferer awake, overriding the normal effects and preventing them to black out, until whatever is causing them to normally be in black out is remedied, or until the forced wakefulness effect ends.
  • Forced sleep is a special state of sleep. It is generally an effect, such as from Lorazepam injections or tranquilizer ammunition, and it is always temporary. Creatures under a state of forced sleep are considered to be resting for as long as the effect lasts, with appropriate effects, and will as such be rendered helpless while sleeping ; which means damage cannot wake them up from the sleep state until the effect dissipates, or until they are afflicted with something causing Forced wakefulness ; which overrides forced sleep.

Clothing

Clothing-related effects are related to clothing.

  • Ballistic protective headgear mitigates the effects of shots to the head. When a Bullet-type attack is aimed at the body group(s) of a target wearing ballistic protective headgear, if it hits, then the incoming Pain and Limb Damage is halved. All ballistic protective armor generally protect only the head, but there are certain models that can protect facial weak points such as the eyes ; see Face Concealment.
  • Immunity to gases allows the wearer of appropriate clothes to be unaffected by cloud hazards.
  • Indecent exposure occurs when a human is not wearing clothing to cover their lower body (and in the case of females, upper body as well), resulting in the relevant body parts being unprotected and naked. Indecent exposure is a minor offense.
  • Fire-retardant clothing prevents the wearer from being set on fire if hit by Spec-Fire attacks on body parts protected by this effect. The effect does not reduce Pain or Limb damage.
  • Explosion-proof clothing allows the wearer to benefit from 0.5x Pain and Limb damage from Explosion-type damage, on all body parts protected by this effect.
  • Clothing with the Half melee damage effect causes the wearer to suffer only 0.5x the Pain they would normally receive from Blunt-type, Sharp-type and Piercing-type hits, provided the hit lands on a body part that the affected clothing protects.
  • Classiness is a flavor effect, which merely serves to indicate that the Contestant is wearing some pretty dapper apparel. Other characters may sometimes comment upon the clothing choices.
  • Headgear capable of providing face concealment have the simple but notable effect of preventing the wearer from being targeted in the eyes. Eyes are usually considered to be WEAK POINTS. Attackers can simply not aim at the eyes anymore; they can merely aim at the head instead.
  • Certain clothing can be cut into rags. In order to craft rags, the Contestant must use any weapon capable of dealing Sharp-type damage (natural attacks do count), and apply it on suitable clothing (RagOK tag on the clothing and armor lists). It results in obtaining an amount of rags equal to the listed amount: 1d2, 1d4 or 1d8.
    • Cutting 1 piece of clothing into rags takes 1 turn.

Elemental

  • Being on fire is caused by all SPECIAL-type damage inducing fire (Spec-Fire) and incendiary weapons in general. It causes extra damage per turn, at a rate of +5% Pain /turn, +1 limb damage per turn on a random body part, due to persistent fire burning on the skin or the body of the target. Fire never times out unless the victim attempts rolling on the ground to put off the fire. Attempting to put out the fire is possible; it takes one turn to stop, drop, and roll, which will put it out immediately. It will however, waste the turn if it was done during combat.
    • When using incendiary weapons that cannot be aimed on an individual body part, a @bodyaim is rolled for each creature affected. If the creature isn't entirely immune to fire, and if the body part rolled isn't protected by fire-retardant clothing (see above), then that creature is set on fire.
    • NOTE: Being hit by a Spec-Aqua attack will put out the fire instantly as well. As will applying any substantial source of water.
  • Stunning happens when the victim is affected by an attack or weapon which causes stunning. Stunning causes an effect similar to a temporary paralysis, and locks the victim in place where it is until the end of the turn, canceling their current action (attacking, etc), which may be used to buy time. Stunning attacks can be repeated over and over so long as they are successful, though it can cause a phenomenon known as "stun lock".
  • After-shock can be caused by all SPECIAL-type damage inducing electricity (Spec-Elec). When the victim is hit by an electric shock or similar attack, they are affected by after-shock. After-shock causes the victim to be covered in electric arcs, causing its muscles to undergo partial fibrillation and causing a Strength -20% and IS tier +1 effect for 1d6 turns. In addition, when sustaining after-shock, the victim has a 20% chance to be stunned for 1 turn.
  • Water-soaked can be caused by all SPECIAL-type damage inducing water (Spec-Aqua). When the victim is in a water-soaked state, no immediate harmful effects are active, however the following effects apply:
  • If previously on fire, the effect is immediately removed (the fire is extinguished)
  • For as long as the effect is active, the victim will take double damage from Spec-Elec attacks, the Taser X26c, and the Stun Baton in stun mode.
  • Acid degradation can be caused by all SPECIAL-type damage incuding acid (Spec-Acid). When the victim is hit by an acid attack, the affected piece of clothing or armor is destroyed. Additionally, one random weapon the victim carries will lose 1d12*500 Durability points, if applicable.
    • If the affected piece of clothing or armor is a type of power armor, it is not destroyed but instead loses 1.0 condition.
    • NOTE: If the affected weapon has a bayonet, an UGL or an USG mounted, they may also suffer from durability loss - a separate roll is made for each.

Fatigue

Effects related to Fatigue.

  • Accelerated fatigue is a group of effects which causes the Contestant's Fatigue to increase at a fixed rate every turn.
    • Accelerated fatigue: Fatigue +0.1% per turn
    • Intense accelerated fatigue: Fatigue +0.2% per turn
    • Extreme accelerated fatigue: Fatigue +0.4% per turn

Healing

Effects related to healing, particularly FAKs and FSKs.

  • Limb healing is an effect triggered by either the First Aid Kit (FAK) or the Field Surgery Kit (FSK).
    • When triggered by the FAK, it is referred to as Light limb healing. The healing limb recovers +7 HP. Light limb healing cannot heal disabled limbs.
    • When triggered by the FSK, it is referred to as Strong limb healing. The healing limb recovers +12 HP. Strong limb healing CAN heal disabled limbs.
    • The Healing skill may affect the effectiveness of Light and Strong limb healing. The above described effects assume a default Lv1 (Unskilled) skill level.
    • Either type of limb healing triggers depletion of Nutrition and Fatigue, at a rate of 50 ntri and 0.4% Fatigue per 1 HP healed. Light and Strong are treated as different effects, so the two may overlap (and potentially deplete large quantities of nutrition at the cost of faster healing).
    • Neither type of limb healing is useful for the treatment of severed limbs, as there is nothing left to treat at this point.
  • Increased Pain Regeneration Rate is an effect triggered by Cannabis and certain Augmentations. It directly modifies the rate at which Pain is naturally healed over time, by the amount specified next to the effect (generally +1%).
    • Example: With a +1% effect and no other modifiers, the natural rate would become -3% Pain/turn.
  • Increased Blood Regeneration Rate is an effect triggered by certain Augmentations. It causes Blood to be healed over time, as long as there are no open Wounds, by the amount specified next to the effect (generally +0.1).
  • Addiction resistance is an effect triggered in rare circumstances. As long as the effect is active, Addiction chances for all substances is halved (rounded up), making it more difficult to become addicted.
  • Disabled natural healing is an effect triggered from very low Nutrition (Famished or Starving).
    • Natural Pain healing is disabled; any Pain above 0% is not healed
    • Natural Blood healing is disabled; any Blood under the maximum amount is not healed at daily reset, even with zero wounds
    • NOTE: This will not stop the healing effects of certain meds, even if they consume nutrition in exchange for healing, as they do not constitute "natural" healing.
  • Self-deterioration is an effect triggered from extremely low Nutrition (Starving). As long as this effect is active, 1 Torso HP (or 1 BODY HP) is lost every turn, until the effect is disabled or until death occurs.

Hydration

Effects related to Hydration and thirst.

  • Thirst is a group of effects which causes the Contestant's state of thirst to be warped.
    • Mild thirst: If OK, this effect will treat the creature's Nutrition level as if it was Thirsty.
    • Intense thirst: If OK or Thirsty, this effect will treat the creature's Nutrition level as if it was Dehydrated.


Mind and psyche

Mind-related effects affect the mental and inner senses of the contestant.

  • Increased alertness has the contestant's attention span heightened greatly, putting him/her into a temporary, constant state of alert.
    • In normal conditions, at the start of a turn during combat, the Contestant is generally not made aware ahead of time what the NPCs will do, unless informed ahead of time (e.g. by allies).
    • While under a state of increased alertness, at the start of every turn, the Contestant gets a description of what other encounters will attempt BEFORE being asked what to do, allowing the Contestant to use the information and react ahead of time. This description includes attack, fire mode, intended amount of shots/hits, point of aim, and Initiative Speed.
  • Hallucinations has the contestant's sight and perception of things heavily distorted and deformed. While in this state, the contestant will start seeing different things, in lieu of who or what they are really. Hallucinations are usually coupled with a heavy loss in accuracy, though in the strict sense, it is different from an accuracy ailment.
  • Rage occurs when the Contestant is affected by rage-inducing substances or effects, such as when consuming steroids. It causes the user to be uncontrollably angry and violent, with matching brutality and recklessness when fighting. While under the effects of Rage, the Contestant will treat all surrounding encounters (including any friendlies) as hostile, and cannot leave Combat until all hostiles have either left or been defeated. In addition, all successful hits with melee attacks are treated as critical hits and as such, relevant @critwin effects may occur.
    • Controlled Fury is an all-positive version of the above. When in Controlled Fury, all successful hits are treated as critical hits, but without the negative effects of Rage.

Nutrition

Effects related to Nutrition and hunger.

  • Suppressed hunger: If Hungry, Famished or Starving, this effect will treat the creature's Nutrition level as being OK (temporarily canceling any negative effects from low nutrition).
  • Munchies is a group of effects which causes the Contestant's state of hunger to be warped.
    • Mild munchies: If OK, this effect will treat the creature's Nutrition level as if it was Hungry.
    • Intense munchies: If OK or Hungry, this effect will treat the creature's Nutrition level as if it was Famished. Beware, as it includes disabled natural healing!

IMPORTANT NOTES:

  • Hunger suppression take priority over munchies. Meaning that if both munchies and suppressed hunger are active, then suppressed hunger takes precedence over (and thus negates) the other effects.

Pain sensitivity

Pain sensitivity is, as the name implies, related to the contestant's ability to withstand Pain.

  • Increased Pain sensitivity causes the contestant to be more sensitive to damage received; it increases by 10% the Pain Sensitivity statistic.
  • Decreased Pain sensitivity causes the contestant to be less sensitive to damage received; it decreases by 10% the Pain Sensitivity statistic.
  • Negated Pain sensitivity causes the contestant to be immune to Pain, often for a short period of time; Pain Sensitivity statistic is set to 0% for as long as the effect is active.
  • Attacks that ignore Pain sensitivity treat Pain Sensitivity as though it was the creature's natural, default value (by default, 100%), effectively ignoring any effects modifying Pain Sensitivity.

Strength

Strength-related effects affect the ability to fight in melee, as well as mobility. More often than not is it related to muscular performance. Strength serves as a multiplier of melee damage. Strength 100% = 1.0x damage with melee weapons, attacks, or techniques.

  • Reduced strength causes the contestant to become weaker, and lose 10% of Strength.
  • Increased strength causes the contestant to become stronger, and gain 10% of Strength.

Stress

All effects related to Stress.

  • Stress Tolerance is an effect triggered by being in a state of Moderate Stress or higher. When under the effect of Stress Tolerance, or simply Tolerance, all Stress-increasing effects, whether one-time or per turn, are halved (to a minimum of +0.1%/turn). This means that while under the effect of Tolerance, anything increasing Stress is, in practice, half as effective as normal.
  • Anxiety is a group of effects which causes the Contestant's Stress to be unable to decrease under a certain threshold.
    • Mild anxiety: Minimum Stress set to 20.0%
    • Moderate anxiety: Minimum Stress set to 40.0%
    • Intense anxiety: Minimum Stress set to 60.0%
    • Severe anxiety: Minimum Stress set to 80.0%
  • Relaxation causes the Contestant's Stress to decrease over time, at a rate of -0.2% per turn for as long as the effect lasts.
  • Intense relaxation causes the Contestant's Stress to decrease over time, at a rate of -0.4% per turn for as long as the effect lasts.
  • Euphoria Rush: All effects that would increase the Contestant's Stress are completely negated, as long as the effect is active.
  • Decompensation is an effect triggered by being in the most advanced state of Stress. Upon reaching mental breakdown, the body of the sufferer effectively stops being able to self-regulate correctly, and begins functionally deteriorating. For every turn spent while this effect is active, the Contestant will lose 1 HP on a random body part, until the effect is disabled or death ensues.
    • It is possible to artificially compensate for the damage caused by this effect through limb healing, however it is not adequate and should only be done to remain alive while seeking a long-term solution (namely, reduction of Stress).

Weapon

Weapon-related effects which often give special properties to certain weapons.

  • Multiple wound weapons are weapons that are capable of inflicting more than one wound in a single hit. Weapons with this effect have either a fixed or rolled value which determines how many wounds may be blown open if that weapon successfully hits a target.
    • Can inflict 1d2 wounds per hit: Meat fork, Scissors, War fork
    • Can inflict 1d3 wounds per hit: Broken bottle, Trident
    • Can inflict 1d4 wounds per hit: Shuriken, Barbed nine-tails, Barbed Lucille
    • Can inflict 2d2 wounds per hit: Spiked chain whip, Long spiked chain whip

Clouds

  • Smoke clouds are produced by smoke weapons, such as the M18 grenade. Smoke clouds cause the following effects:
    • The smoke cloud will engulf an entire Side of the battlespace, and all encounters on that Side.
    • All encounters inside the cloud suffer from FT+2, until the smoke dissipates. (Having a source of immunity to gases, such as a Gas mask, DOES NOT negate this effect. Just because you have a gas mask doesn't mean the smoke stops being obfuscating.)
    • All encounters OUTSIDE the cloud trying to attack the clouded side suffer from Inaccuracy Range +2, until the smoke dissipates.
  • Tear gas clouds are produced by tear gas weapons, such as the M7A3 grenade. Tear gas clouds cause the following effects:
    • The tear gas cloud will engulf an entire Side of the battlespace, and all encounters on that Side.
    • All encounters inside the cloud suffer from FT+1 and +7% Pain/turn (regardless of Pain sensitivity), until the gas dissipates (Having a source of immunity to gases negates this effect, such as a Gas mask)
  • Chlorine gas clouds are produced by the Chlorine bomb. Chlorine gas clouds cause the following effects:
    • The chlorine gas cloud will engulf an entire Side of the battlespace, and all encounters on that Side.
    • All encounters inside the cloud suffer from FT+2, +9% Pain/turn (regardless of Pain sensitivity) and -1 HP/turn to one random body part, until the gas dissipates (Having a source of immunity to gases negates this effect, such as a Gas mask).
    • All encounters with eyes inside the cloud have a 25% chance every turn (including the first) to have all of their eyes destroyed from exposure to chlorine gas. (Having a source of immunity to gases negates this effect, such as a Gas mask. Alternatively, having indestructible eyes may also prevent the eye-destruction effect from happening in the first place.)

Special

Other effects which cannot be categorized anywhere else.

  • Unbreakable limb: This effect renders the relevant limb impossible to break or fracture, negating any effect that would cause such fractures.
  • Mushroom corruption: Certain Mushrooms are tagged with this special effect. Has no effect upon being consumed, but if carried in a load-bearing item where other mushrooms are found (in other words, if placed in a bag/etc. with mushrooms inside), it will "corrupt" those other mushrooms, and negate all nutritional value (it becomes 0) and all other effects, turning them into dead weight.

See also