Status effects are applied effects that incur certain benefits, penalties, or other effects based on the status effect applied. Status effects fall into 3 categories: Minor, Major, and Leveled.
Ignited, dazed, stunned, etc. These are weak status effects that tend to clear up on their own within issue. They are easy to cure with a wide range of spells and items.
Crippled, Blighted, Doomed, etc. These are status effects that are significantly more detrimental and harder to cure. They rarely resolve themselves without extend rest or direct intervention.
Attempting to cure a major status effect requires an additional roll based on the method used. For example, using a healing spell to cure blight requires an SR 15 healing magic roll in addition to casting the spell.
Using a spell that specifically cures blight does not require the additional SR 15 roll.
Some major statuses can only be cured through specific means detailed in the info section of that status, such as exhaustion.
Poisoned, bleeding, diseased, etc. These are status effects when the level of the status plays a significant roll in how it affects the character. Using any effect that cures status only cure 5 levels of these statuses at a time. Spells and items that specifically cure a status effect cure 25 levels at a time unless otherwise specified.
SR 30 healing or ancient magic when using a spell, SR 25 science when using a medical kit of any kind, cannot be cured using potions.
The character is covered in magic blue fire and burning Aether. Each time the character takes arcane or elemental damage, they gain 1 level of Aetherealized.
After 1 rotation, the character takes 25 damage per level of Aetherealized they have.
The character loses 10 levels of Aetherealized and this lasts 1 additional rotation.
This lasts until the character’s levels of Aetherealized is reduced to 0.
SR 15 to cure through any means. The SR increases by 1 per level of aethrealized.
Your skin, fur, feathers, and scales become more vibrant.
Every level of Aetherealized decreases a character's maximum health by 25 and increases their maximum magic by 50.
Gifted characters gain 1 stress per level of aetheralized that cannot be removed and all gifted powers deal 10 more damage per level of aetherealized.
Every level of Aetherealized gives a character 25 Dissonance that cannot be removed or reduced until their level of Aetherealized is reduced. Curing Aetherealized does not remove any Dissonance.
Anytime you gain Chi, it is increased equal to ½ of your levels of aetheralized rounded down.
Every 10 levels of Aetherealized reduces the CT for all spells by 1.
If a character has 10 or more levels of Aetherealized, all of their elemental attacks and spells deal Aether damage.
If a character has 20 levels of Aetherealized, they gain a random subrace bonus from their race until their level of Aetherealized is reduced below 20.
If a character has 30 levels of Aetherealized, the subrace bonus becomes permanent. This can only happen again if the character cures all of their Aetherealized and Dissonance.
If a character has 50 levels of Aetherealized, they permanently gain a random bonus trait. This can only happen again if the character cures all of their Aetherealized and Dissonance.
Any time a character takes damage, they take 10 additional bleed damage per level of Bleeding they have.
For every 10 levels of Bleeding a character has, they gain 1 level of Hemorrhaging.
Healing from any source removes 1 level of bleeding.
SR 15 to cure through any means. The SR increases by 1 per level of Blighted.
Your skin, fur, feathers, and scales become pale.
Every level of Blighted decreases a character's maximum health by 10 and their maximum magic by 25.
Every level of Blighted increases a character's magic regeneration by 1.
Gifted characters gain 1 stress per level of blighted that cannot be removed and any time a gifted power targets someone other than the gifted, the target must make an intellect roll. On failure, the target is overwhelmed. The SR is equal to the level of blighted the gifted has.
Every level of Blighted gives a character 25 Radiation that cannot be removed or reduced until their level of Blighted is reduced. Curing Blighted does not remove any Radiation.
At the beginning of your turn, you take 1 damage per point of chi you have up to your levels of blighted
If a character has 10 or more levels of Blighted, all of their non-elemental attacks deal blight damage.
Blindness from wounds, acid, and other serious causes requires an SR 30 magic or science roll to cure. It cannot be cured using medical kits.
Blindness from effects such as light or sand is a minor status.
The affected character is entirely blind while affected by this and cannot make Cognition or Awareness rolls that require sight.
The affected character has -10 Dodge, -5 to hit, and all Cognition SRs are increased by 5.
For each level of Burned a character has, they take 10 more damage from all sources.
The mucus can only be removed by burning it off or using soap.
If someone with the Burning Mucus status effect takes any fire damage, the mucus is ignited. They gain 1 level of Burned for every 3 levels of Burning Mucus they have, and take D12 fire damage per turn until they no longer have any levels of Burning Mucus.
While on fire, a character loses 1 level of Burning Mucus each rotation on their turn.
Water does not extinguish the fire, the character must spend two full actions rolling on the ground to extinguish the fire and begin their next turn knocked down.
Anyone affected has -5 feet to their movement speed.
If a character with Chilled is rolling vs the Frozen or Hypothermia statuses, the SR is increased by 1 per level of Chilled the character has.
Taking or dealing fire damage removes 1 level of Chilled.
Sitting next to a campfire for 1 hour removes all levels of Chilled.
SR 20 to cure through any means. The SR increases by 1 per level of Corrupted.
Your skin, fur, feathers, and scales become gray and matted.
Every level of Corrupted decreases a character's maximum health by 25, their maximum magic by 50, their magic regeneration by 1, and their AP by 1.
Gifted characters gain 1 stress per level of corrupted that cannot be removed and all gifted powers deal 25 more damage per level of corrupted.
Gifted characters take 5 enervation damage each time they use a gifted power, per level of corrupted they have.
Every level of Corrupted gives a character 25 Enervation that cannot be removed or reduced until their level of Corrupted is reduced. Curing Corrupted does not remove any Enervation.
For every 5 levels of Corrupted a character has, they have -1 to all Attributes.
If a character has 5 levels of corrupted, using Chi causes 10 points of damage to the character.
If a character has 5 levels of corrupted, they have disadvantage when making psionic stress rolls.
SR 25 science roll using a medical kit or an SR 25 magic roll. This status goes away after 15 days.
You have -3 to all Dexterity and Vigor rolls, and one of your limbs can no longer be used.
You lose 10% of your maximum health
If the limb is a leg, you have -15 feet to your movement speed.
Anyone affected has -5 Dodge, -5 Armor, and cannot act between turns (No attacks of opportunity, counters, spells such as command ally fail, etc).
On their next turn, they lose 1 full action, and lose this status.
Anyone affected has -4 Dodge, -4 Armor, and -4 to all hit rolls.
For every level of dazzled a character has, they have addition -1 Dodge, -1 Armor, and -1 to all hit rolls.
Drinking any non-alcoholic drink removes this status effect. Potions have a 50% chance to cure this status.
This cannot be cured with magic or medical supplies.
-2 to all Attributes.
Gain the Sickened and Headache status effects.
SR 40 to cure through any means. The SR decreases by 1 after each attempt.
Any successful attack on a Doomed target will always deal a minimum of 100 damage per hit, regardless of DR or other resistances. This status effect is removed if the encounter ends, or if the one who inflicted it is killed.
SR 15 to cure through any means.
Any time a character takes elemental damage, they take 10 additional disease damage per level of diseased they have.
If you have more than 5 levels of Diseased, you gain the Sickened status until all of your Diseased levels are cured.
If a character has at least 5 levels of Bleeding, Diseased, and Poisoned they gain the Toxic Shock status until all levels of Bleeding, Diseased, and Poisoned are cured.
Being healed removes 1 level of Diseased per 50 points of healing received.
100 or more Dissonance:
Every time the character casts a spell, it has a random weak secondary effect.
250 or more Dissonance:
Every time they cast a spell, it has a random strong secondary effect.
Anytime you gain a Bio-mod, make an SR 15 Fortune roll. On success, gain a second Bio-mod that is 1 rank higher than the first. On failure, gain a second Bio-mod that is one rank lower than the first. This cannot trigger itself.
For every 100 Dissonance a character currently has: lose 5 maximum health and gain 10 maximum magic.
For every 250 Dissonance a character gains, they gain a rank 1-7 Bio-mod. This can only happen once per threshold (250, 500, 750, etc.) unless a character cures all of their Dissonance).
For every 500 Dissonance a character gains, they gain a permanent +1 to a random Attribute. This can only happen once per threshold (500, 1000, etc.) unless a character cures all of their Dissonance).
If a character has 100 or more Enervation, their spells cannot gain secondary effects from any source.
If a character has more than 500 Enervation, their spells cannot be augmented.
For every 100 Enervation a character currently has: lose 10 maximum health, 10 maximum magic, and 1 magic regeneration.
For every 200 Enervation a character currently has a random bio-mod they have is disabled.
Anyone affected by this cannot move, but they can still act.
Anyone with this effect has their Dodge reduced to 10.
Sleeping for at least 8 uninterrupted hours removes Exhaustion and gives Mild Exhaustion.
-10 feet to movement speed
-2 Vigor, Fortitude, Cognition, Dexterity, and Intellect.
-1 to all skill rolls
Target attempts to flee from the source of this status effect. Attacks cannot be made without succeeding an SR 15 Intellect roll. Succeeding this roll removes the Fear status effect.
When affected by fragile, anything targeting you has -1 to all CTs.
For every 5 levels of fragile you have, all CTs are reduced by an additional -1 (This can go below the 14 minimum CT)
Taking critical damage consumes up to 10 levels of fragile and deals 25 damage per level of fragile consumed.
Any damage taken from the Bleeding status effect is also considered to be Ice damage (in addition to bleed damage). Being frozen no longer affects the Bleeding status effect.
SR 10 to cure through any means. The SR increases by 1 per level of chilled the target has.
-3 to all Attributes
If left untreated for 24 hours, you contract Gangrene in a random limb.
Anyone that would be frozen must make an SR 10 Fortitude roll, unless otherwise specified. On failure, you are frozen.
Anyone who is frozen cannot move, act, or avoid attacks. Each rotation, on your turn, you must make an SR 15 Vigor roll, unless otherwise specified. On success, you lose 1 full action, but are no longer frozen and may act. On failure, you remain frozen.
If you are frozen for 2-3 consecutive rotations, you contract Stage 1 Hypothermia.
If you are frozen for 4-5 consecutive rotations, you contract Stage 2 Hypothermia.
If you are frozen for 6+ consecutive rotations, you contract Stage 3 Hypothermia.
While someone is frozen, they take no damage from the Bleeding Status effect.
Cannot be cured.
While a character is grappled by another target, they cannot move, attack, or cast spells and all attacks against them hit.
Once per rotation, as a full action, a Grappled character can make a Vigor or Dexterity roll to attempt to break free.
If a character attempts to break a grapple, the being grappling them must make a Vigor roll. If the Grappled character rolls higher than the grappling character, the character being Grappled breaks free.
This cannot be removed through spells or abilities that cure status effects.
If a grappled character is also Knocked Down, the statuses stack.
You drank too much, and are now reaping the consequences. You cannot use any roll bonuses, all negative modifiers still apply.
-1 Cognition
-1 Dexterity
-1 Intellect
You have a Headache.
Casting any spell requires you to succeed an SR 5 Intellect roll or the spell fails.
All Gifted powers give 50% extra stress
-1 Intellect
-1 Willpower
SR 15 to cure through any means.
For each level of Hemorrhaging a character has, they gain 1 level of Bleeding each time they take damage.
SR 15 to cure through magic or persuasion. Cannot be cured by non-specific alchemy or medical kits.
The character makes an SR 18 Intellect roll. On success, they are not Horrified.
The SR decreases by 1 each time the roll is failed.
Succeeding does not mean the character is immune to Horrified.
Anyone afflicted only receives half of their roll modifier (if positive) when rolling to resist Fear, domination, psionic effects, or other mental attacks. Fear effects last twice as long and their Willpower is decreased by 5.
Wears off after 3 rotations if not renewed. Characters with the We'll Make It perk are affected only for the turn upon which it was applied. Can be cured with the spell Snap Out of It or a similar spell.
The character is currently on fire, and takes fire damage at the beginning of their turn equal to all fire damage dealt to them during the previous rotation.
For each level of ignited the character has, they take an additional 25 fire damage at the beginning of their turn.
This ends after 1 rotation unless otherwise specified.
For every 3 points of poison damage the character takes, they gain 1 level of Bleeding.
Roll a D4 for each rotation the character is insane. On their turn, they do one of the following:
The character attacks a random target in range with a random weapon, spell, or ability.
The character uses a random item in their inventory. If the item cannot be used at this time, the item is instead thrown somewhere (or dropped, if it cannot be thrown).
The character runs away. They remain in the encounter, but move as far away as possible.
The character passes their turn mumbling to themselves.
This cannot be cured and requires the character to stand up.
The character is knocked to the ground and cannot use Dodge until they spend a full action to stand back up.
A character that is Entangled, Frozen, Grappled, Paralyzed, or Stunned cannot stand up.
Character cannot act at all.
They wake up after taking more than 50 damage, being healed for 10% of their maximum health, or succeeding an SR 18 Fortitude roll on their turn.
They suffer Dazzle for 1 rotation after waking up.
SR 10 to cure through any means.
Casting any spell requires you to succeed an SR 10 Intellect roll or the spell fails.
All Gifted powers increase the user’s Psionic Stress SR by an additional +3. The Psionic Stress SR cannot be reduced below 2 until this status effect is removed.
-3 Intellect
-3 Cognition
-5 Willpower
SR 20 to cure through any means. This can be attempted once per day, each day the SR reduces by 1. Failing to cure it reduces the SR by an additional 1.
-1 Cognition
-1 Intellect
-4 Willpower
Gain the Headache and Dazed status effects.
Sleeping for at least 4 uninterrupted hours removes Mild Exhaustion.
-5 feet to movement speed
-1 Vigor, Fortitude, Cognition, Dexterity, and Intellect.
SR 20 to cure through any non-specific means.
This occurs when a Gifted character fails a Psionic Stress roll, as mental strain from using the Gift takes its toll on their brain. You cannot use any Gifted powers and gain the Headache status effect until Overwhelmed is cured. When inflicted, you take (10 * margin of failure) non-lethal damage. This status effect can only be removed by using a "Re-center" Gifted power, sleeping during a long rest without interruption, or waiting 24 hours. Incurs a -1 penalty to all non-Psionic rolls until cured.
You cannot take any actions that would harm a target. Familiars or other allies you control may not be directly ordered to attack, but may do so of their own volition.
Anyone affected with this cannot move or act while affected.
During this time all attacks hit the target, and attacking them while sneaking does not reveal the attacker until this status is removed.
This lasts for 1 rotation if not specified.
Any time a character takes poison damage, they take 10 additional poison damage per level of poisoned they have.
100 or more Radiation:
Every time the character casts a spell, it has a random weak secondary effect.
For every 100 Radiation a character currently has: lose 15 maximum health, lose 25 maximum magic, and gain 1 magic regeneration.
For every 200 Radiation a character gains, they gain a rank 3-5 Bio-mod. This can only happen once per threshold (200, 400, 600, etc.) unless a character cures all of their Radiation.
For every 400 Radiation a character gains, they gain a rank 2-6 Bio-mod. This is in addition to the Bio-mod gained from 200 radiation. This can only happen once per threshold (400, 800, etc.) unless a character cures all of their Radiation.
For every 600 Radiation a character gains, they gain a rank 1-7 Bio-mod. This is in addition to the Bio-mods gained from 200 and 400 Radiation. This can only happen once per threshold (600, 1200, etc.) unless a character cures all of their Radiation.
SR 25 to cure through any means. This can be attempted once per day, each day the SR reduces by 1. Failing to cure it reduces the SR by an additional 1.
-3 Cognition
-3 Intellect
-10 Willpower
Gain the Migraine, Dazed, and Sickened status effect.
When cured, you gain a Mild Concussion instead.
Drinking three non-alcoholic drinks removes this status. Potions count as 1/2 of a drink.
This cannot be cured with magic or medical supplies.
-4 to all Attributes
The character takes 1 damage each rotation that ignores DR.
Gain the Sickened and Headache status effects.
Sleeping for at least 12 uninterrupted hours removes Severe Exhaustion.
-15 feet to movement speed
-3 Vigor, Fortitude, Cognition, Dexterity, and Intellect.
-2 to all skill rolls
The affected character has -2 to all skill and Attribute rolls for the duration of this effect.
Character cannot act at all.
They wake up after taking more than 5 damage. They suffer Dazzle for 1 rotation after waking up this way.
The character's movement speed is halved (rounded down).
Staying by a fire for 1 hour removes Stage 1 Hypothermia.
SR 15 to cure through any means.
-1 to all Attributes
-2 to skill rolls
Staying by a fire for 2 hours removes Stage 2 Hypothermia.
SR 20 to cure through any means, curing this reduces it to Stage 1 Hypothermia.
-2 to all Attributes
-3 to all skill rolls
-4 Dodge
Staying by a fire for 3 hours removes Stage 3 Hypothermia.
SR 25 to cure through any means, curing this reduces it to Stage 2 Hypothermia.
-3 to all Attributes
-4 to all skill rolls
-6 Dodge
Gain the Dazed status effect.
Characters cannot take their turn or avoid attacks while they have this effect.
Each turn they lose 1 level of stunned until all levels are removed.
If a Stunned character’s turn happens before the effect wears off, their turn is delayed until the end of the stunned effect, whereupon they take their turn immediately.
If a character is stunned for 1 full rotation, they begin losing 2 levels of stunned each turn. After a second full rotation of being they lose 3 levels per turn, etc.
SR 15 to cure through any means.
Any affected character gains double the amount of Poisoned and Diseased levels from all sources.
Character cannot act at all.
They wake up after taking more than 25 damage, being healed for 5% of their maximum health, or succeeding an SR 14 Fortitude roll on their turn.
Applied by the “Unity” spell. Any buffs, penalties, or status effects applied to the caster after this Unity is cast are also applied to anyone with the "Unified" status.
SR 20 to cure using magic or potions. This cannot be cured using medical kits.
Cannot be inflicted with the Stunned, Frozen, Fear, Knocked Down, or Knocked Out status effects. You cannot be knocked back, or otherwise inflicted with any status or effect that would prevent you from moving or attacking. Any terrain or weather effects that would hinder movement are ignored.