Post by Merrick Baliton on Jul 8, 2024 11:24:21 GMT -6
Status Effects
Some techniques/items/etc have a percentage change to inflict status effects to their targets. The success of these attempts are determined by a simple d100 roll; if your roll meets or falls below the success percentage value, your technique/item/etc inflicts its status effect. If the effect in question is attached to an Attack(IE Special Attacks), then the base attack must also successfully hit its target in order to inflict its status effect- this means that if you miss an attack, the status will not be inflicted even if you succeed on your percentage roll. Status effects may be stacked when inflicted multiple times; each 'stack' of a status effect increases the duration of that effect. As an example, if you are Stunned three (3) times, the total duration of the effect would be six (6) turns.IMMUNITY: Being immune to a status effect means you cannot receive stacks of it. Note: This does not prevent previous applied stacks from triggering their effect.
BLIND: Defense and Accuracy is decreased by 25 for 1 turn.
CRIPPLE: HP and Morphing Pool recovery is reduced by half for 2 turns.
FREEZE: Damage dealt reduced by 3 for 2 turns.
IMMOBILIZE: Defensive techniques cost an additional 10 Morphing Pool to use for 2 turns.
SALVE: Salve heals 3 HP per turn for 3 turns.
STUN: Special Techniques cost an additional 10 Morphing Pool to use for 2 turns.
WOUND/BURN/POISON/CHILL/SHOCK: You take 3 HP damage at the beginning of each turn for 2 turns. The damage cannot be reduced by DR. Wound, Burn, Poison, Chill, and Shock count as separate status effects, meaning they stack independently of one another.
Special Status Effects
Some techniques/items/etc can inflict non-standard status effects classified as "Special Status Effects". They function similarly to normal Status Effects in that they usually have a percentage roll required before being inflicted, but they cannot be removed by anything that does not specifically indicate Special Status Effects.