Status Effects

## Damage over time

### Acid soaked

Take 1d4 acid damage each round. Unlike burning, you can't put this out by rolling around - dousing in water is the only option.

### Bleed

Bleed damage a creature suffers recurs each turn until the bleeding is cured. Bandages are the easiest way, but any healing effect removes bleeding too. A successful Endurance test resists bleeding (though it won't stop bleeding without treatment!)

### Bleeding (internal)

Inflicts damage over time like Bleed, but unlike Bleed, it cannot be cured except through surgery. A possible side effect of severe wounding.

### Burning

A burning creature takes 1d6 each turn (unless they have fire resistance), and their movements have a chance to be randomized, as though they were confused. Dousing oneself in liquid puts out flames, or you can take a special action to roll around on the floor to extinguish yourself. Burning creatures will ignite anything flammable in their surroundings and suffer continuous severe heat damage.

### Poison

There are many poisons, each defined as follows:

* **Saving throw:** An Endurance test is usually required to resist poison, though some effects check different attributes, such as Intellect-targeting mind poisons.
* **Duration:** Once inflicted, a poison inflicts its effects at the start of each turn. After the effect is inflicted, a new saving throw is made to end the poison effect. The effect ends on success or once the duration expires.
* **Effect:** The actual effect inflicted by the poison on each tick varies, but it's usually some form of Attribute damage.

## Control effects

### Confused

A confused creature has a 1/3 chance to move and attack randomly, and otherwise can take their turn as normal. Confused creatures cannot cast spells at all and have -4 DV.

### Flat-footed

A flat-footed creature cannot dodge (their Dodging skill is treated as zero, and any other dodge bonuses are ignored).

### Heatstroke

A possible side effect of overheating. Similar to sleep, but checks fire resistance instead of Willpower.

### Knocked down

A knocked down creature is flat-footed and unable to dodge, and cannot perform any actions other than getting up or moving at a crawl.

### Pain

While it lasts, may randomly affect movement as though confused, inflicts -2 accuracy, -2 DV, and increases miscast chance. There is also a small chance to miss each turn due to wracking agony.

### Paralysis

A paralyzed creature cannot act, gains no bonuses to DV (though they still suffer penalties), and melee attacks made against them are always critical hits. A paralyzed creature can make a new saving throw to end the paralysis at the start of each turn.

### Shutdown

When a synthetic or robot is fried by an electric pulse, they have a chance to enter temporary shutdown. While in shutdown, a creature cannot act and gains no bonuses to DV, and melee attacks made against them are always critical hits, just as if they were paralyzed. At the start of each turn after the first spent in shutdown, they have a chance to re-activate, and the chance increases each subsequent round.

### Sleep

A sleeping creature can't act, but is awakened if they take damage or hear noise. It is resisted by Willpower.

## Temperature and weather effects

### Cold debuff

* **Tier 1:** Confers a -1 penalty to Strength, Dexterity, and Willpower.
* **Tier 2:** Confers a -2 penalty to Strength, Dexterity, and Willpower. Chance to suffer frostbite.

### Heat debuff

* **Tier 1:** Increases rate of dehydration by 50%.
* **Tier 2:** Increases rate of dehydration by 100%. Chance to suffer heatstroke.

### Brain damage

Each stack inflicts -1 Intellect, -1 Willpower. Increased chance to miscast spells. Curable only through surgery.

### Concussed

Random chance to miss a turn as your head swims. Random chance to suffer a -4 accuracy penalty to any attack. Random chance to miscast spells.

### Nauseated

Random chance to puke and miss your turn. Increased chance to miscast spells.

### Vulnerable

You take 50% more damage from unarmed attacks and weapons. Cancels out if the attacker is Weakened.

### Weakened

Reduces melee damage you inflict by 50%. Cancels out if the target is Vulnerable.