Status Effects

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Airborne

This applies weather flying, thrown, etc. Taking off or landing for flyers requires 3 action points. Range is gauged as it would be on the ground == typically in reach of Ranged weapons. Flying can last no more than 3 turns before a full 2 turns are needed on the ground to recover. Falling does 4dmg, including fliers that do not take actions to land.

Battle Adversity

When you're in a fight the opponent is unaffected by Convince, Endear, Influence, etc.

Blind

A blind attempt is rolled against the target's Perception. If successful, the target cannot see and therefore uses un-aimed attacks only. Target must roll Perception against 0 to be able to move. Can also roll perception to remove Blind. Lasts until any perception roll is succeeded.

Disarm

Roll Sleight vs Sleight. If successful, a single weapon or tool in the target's hand is removed (up to the disarmer). A coin is then called and flipped. If the disarmer wins, the choose where the sword lands, up to Ranged (cannot be lost/destroyed). If the disarmed wins, the item falls at their feet. The item can be recovered at any time if the disarmed is within Melee range of it and uses 2 actions.

Ensnare

Roll vs Strength. If successful, the target is ensnared and unable to move. Must roll against the ensnare once/turn for 1 action until successful, to escape.

Grapple

Roll Sleight vs Strength. If successful, target is unable to move away from the grappler. If the grappler's weight is equal or greater, they can drag the target along with their movement. The Grappler can instead choose to attempt a Disarm on a successful grapple, if they choose.

Knockback

Roll vs Strength. A successful roll causes the target to move away from the attacker in a straight line, to Far unless otherwise noted.

Knockdown

Roll vs Strength. If successful, the target is knocked down. They cannot move and have -1 Action/turn, until they take 4 actions to stand and recover.

Poor Terrain

Movement takes 2 actions. Players must flip a coin to be able to move each turn.

Stun

Roll vs Strength. If stunned, the target is unable to move or take actions. On each of their turns, they roll again Stun vs Strength. If successful, they recover and can take their movement before ending that turn.

Underwater

Movement takes 2 actions unless the character has Oceanic feat or other ability. After 2 turns underwater, characters take 10dmg at the beginning of each turn, unless they use a Gillring or have other ability.

== Rolls You can roll an effect vs. a target's Strength using &eff 6 @target to stun for example, if it was Stun6. Otherwise use &r or =roll