XaiJu
Unzychtig Curiosities
Unzychtig Curiosities

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Status Ailments

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Blood Heat
Declare a preferred target. All Damage and All costs are doubled. You cannot perform actions to any target other than the preferred target.

Imperil
Imperil stacks are inflicted based on specific elemental affinities. Imperil negates one enemy rolled defense dice per stack, AS LONG AS the attacking element matches the Imperiled element. Stacks fall off one per turn.

Airborne

You cannot take a movement action and abilities are disfavored.
Pierce
Pierce stacks negate 2 Psyche and Resilience per stack. This effect can accrue past 0. Stacks fall off one per turn.

Unconsciousness
The near death state of 0 vitality, when either your Torso or Head is at 0 vitality you become unconscious. In this state, at the beginning of the turn, you must roll a D20. If the roll is 10 or higher, you succeed. You need three successes to regain consciousness and are restored one vitality. An ally may use healing magic during this state to restore you to a positive Vitality state and return to consciousness on the next turn.
Taking damage removes one chance.
If you fail three times, you have one last chance to be saved by an ally. If there is no aid for you at that point, you will enter Shock. Rolling a 1 counts for two failures. Rolling a 20 is a critical success and you will automatically return to 1 hp.

Shock
Shock is a state of nearly absolute death. While in shock, you can only be saved by a sucessful healing spell that would heal you instantly above 5 Vitality. Otherwise, at the end of the turn following entering shock you will die. If damaged while in shock you will die.

Crippled
Crippling refers to when any part of the body reaches 0 or negative vitality. While crippled that part of the body cannot be used for any reason. If crippled a second time in the same part of the body, that part of the body is destroyed permanently. If crippled in the torso, or head this causes unconsciousness. Basic crippling can be undone with certain abilities or items, or medical attention.

Vulnerable
When Vulnerable, all post calculation damage is Doubled.

Dazzle
When Dazzled, the afflicted cannot make targets out correctly, cannot aim and have disadvantage on all rolls, with all of their combat interactions counting as if their intended target is in half cover. Additionally, all attacks against a dazzled oponent gain one hit dice.

Stun
When stunned, the afflicted is unable to act for one turn. Whatever action they are currently performing is halted and fails.

Bleed
When you are afflicted with Bleed, if that part of your body at any time moves for any reason roll 1D6 and take that much as Vitality Damage. Bleeding stacks up to 5 times. Roll one dice for each stack.

Slow
Cuts your alacrity by 50% rounding down.

Quick
Doubles your Alacrity.

Root
The afflicted cannot move their legs, and are trapped in that spot until the rooting ends.

Stop
Time is stopped globally for the afflicted, as if they are in stasis. As such they cannot move, or have anything happen to them.
Stop will naturally wear off after 30 rounds at which time they will become free to act again, the number of rounds decreases for each point of Prescience you have.

Fear
While under the effect of Fear, the afflicted cannot engage in combat and must Retreat from all situations until they are no longer in Fear.

Threatened

While threatened, enemies inflicted with threat cannot target anything other than the current Threat. Until a greater threat appears, or the threat round limit ends. Lasts 2 rounds unless otherwise stated.

Rattled
While rattled, the afflicted has disadvantage to all combat rolls. If they disengage or retreat, they are forced to sprint to do so; and attempts to disengage grant enemies an Attack of Opportunity.

Stagger
While Staggered, additionally after performing any action they must roll a D6. If the roll is 5 or 6, the action automatically fails even if it was a success.

Wasting
Those afflicted with Wasting will have all healing that is directed at them be only half as effective.

Vitre
Those afflicted with Vitre suffer Vitality Damage equal to the cost of Fatigue or Rush spent to cast abilities.

Dull
Those afflicted with Dull must cut all damage and healing they would do by 50% rounding down.

Infected
The afflicted is in a state of illness, either through sickness or poisoning. As a result their body is wracked by the pain from degeneration of their body. Each round while Infected, the afflicted will take 20 minus 1D20 magic damage to their torso.

Disarm
While Disarmed, the afflicted will find it hard to hold things. Each round they must roll FC30, against their deftness stat. If they fail this check, they will drop whatever they are holding.

Distracted
While Distracted, any actions you would take have a delay. Instead of occuring when you invoke them, roll 1D6. Wait that many rounds and then activate all actions you would have taken that round at that time. If your target is no longer available or where they were when you initially used those actions, you still use the Rush or Fatigue you normally would have but the attack or ability will fail automatically.

Chilled
While chilled, the roll 1d20 and then reduce your Vigor by that amount, all abilities cost twice the amount.

Drowning
While Drowning, the afflicted will gasp for air and have all fatigue costs tripled. For each round spent drowning, they gain a Drowning counter. At 5 drowning counters, they enter shock.

Frozen
While frozen, the afflicted is still fully aware of the world around them but is otherwise encased in magical ice and is unable to act. Each round that they are inside the ice, their Vitality is damaged by 20-Stamina. If they become unconscious while under this status, they cannot make death saves; each turn counting as a failure. They will enter shock in the fourth turn and die at the end of the fifth. If further damaged at any point after hitting 0 vitality they will shatter and be unrevivable by any means.

Silence
While Silenced, the afflicted cannot speak or use any abilities. Silence lasts a variable amount of time, based on the source of the affliction.

Ignited
While ignited, the afflicted takes 2D6 burning damage per round. The amount of dice rolled for damage doubles every two rounds. If a specific part of the body is ignited for 4 rounds it becomes crippled regardless of damage. If it is ignited for 8 rounds it is destroyed regardless of damage. Every turn that an individual is ignited, they must roll 1D20. If they roll a 20, the ignite effect ends. If they roll a 1, it spreads to another part of their body. Two rounds of 10 or above in a row end the ignite effect. The ignite effect persists as long as they roll 9 or lower. Rolling on the ground causes ignite saving rolls to be at advantage.

Homonculized
The afflicted is transformed permanently into a small aquatic creature with a flat head and hunched back. They cannot use magical abilities; and have permanent disadvantage to all physical abilities and attacks. Equipment will also no longer fit this new form's odd proportions or hands and is not effective. This form can be cured by consuming a Mandrake root, a Cure All drug, or via the Homonculize ability.

Polymorphed
The afflicted is turned into a random form from a Table and this transformation endures for a random amount of time, listed on the same table. This form can be undone by consuming a Goatroot, or a Cure All drug.

Stone
A Part of the body of the afflicted has become petrified, this does no damage but each round the petrification will spread until the body is fully immobile. Petrified parts are immune to all damage except concussive damage. This affliction is extremely inconvenient but technically harmless. This form may be cured by being stabbed with a Diamond Needle, consuming a Cure All drug before the petrification spreads to the head or Torso.

Shell
The afflicted has their current Resilience doubled. This effect lasts for two turns.

Aura
The afflicted has their current Psyche doubled. This effect lasts for two turns.

Muddle
When muddled, every attempt to use an ability or attack will require a roll of 2D6. The first number decides what action is taken (Abilities 1-5, or Light Attack) The second number decides the target. (1 is self. 6 is original target. 2 Is closest ally, 3 is farthest ally, 4 is farthest enemy, 5 is closest enemy.)

Sleep
Sleep is what it says on the tin, the target cannot act and will remain in this state until awoken. Being damaged with a physical effect or status effect will awaken them however.

Seizing
The afflicted's muscles are in a state of partial paralysis and are prone to painful spasms. When attempting to attack, roll a D20 and reduce that amount from your own damage output and apply it to yourself instead.

Charmed
The afflicted will walk harmlessly towards the source of the charm for a set amount of time. They will follow the charmer anywhere and will follow their orders if they are given them, but will stop if the charm runs out. Charms last a minimum of one turn.

Knocked Down
The afflicted is laying on the ground. Melee attacks are at disadvantage. Bows are unusable in this state.

Doppel
While Doppel is active, buff effects can apply multiple times up to 4 stacks.

Blink
An eidetic copy of yourself is right beside you, and enemies in melee combat with you lose 1 combat dice per copy. Eidetic Copies immediately disapparate after a combat action or offensive spell, unless that spell generated the copy.

Enshadowed
The afflicted is turned invisible, and only the faintest outline of them can be seen. All Sense checks made against them are rolled at Disadvantage if they involve sight. Physical attacks will phase through them and they wont be able to pick up anything that wasnt already on their person. This effect will be dispelled by the user at any time. If a spell is cast targeting them, it will hit without fail and disable the enshadowed effect.

Overexcited
The afflicted is full of energy but cannot use it effectively. All costs are doubled, and Actions taken are also doubled. However damage is doubled.

Blessing
For One round, double all damage, healing or shields you would apply.

Petrichor
The afflicted's body has become neither living, nor dead. As long as theyre in this state they cannot control their own actions and will randomly attack enemies. All vitality is treated as permanently 0. Actions are decided by a dice roll, (1 is self. 6 casts your first ability in slot one at whatever the character is looking at. 2 Is closest ally, 3 is farthest ally, 4 is farthest enemy, 5 is closest enemy. This can only be cured with a Blister Idol. Those afflicted with Petrichor cannot be killed unless their head is destroyed.


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