There is a large variety of status effects, though each one will be listed below here in summary, and have a dedicated page (as to make it easier to navigate and brows the effects).
In these effects, you will see ‘X’ being used. This is directly related to the stack-count of the status effect. for example: if I have 2 Rupture-stacks, I will take 2d6 worth of damage. These status effects DO STACK.
The list of Status effects
- Rupture
- On-hit, take Xd6 worth of damage. Does not disappear until initiative ends, or damage is taken.
- Bleed
- When rolling attack, take Xd4 worth of damage and then halve the amount of stacks. On the start of your next turn, remove 3/4ths of your stacks (so halve twice)
- Burn
- At the start of a new round, take X worth of damage then halve the amount of stacks.
- Tremor
- When a character is forced to make a Saving Throw, take Xd12. Tremor count is only removed when intiative ends or a Tremor is ‘bursted’, but will stack until a save is made.
- Poise
- Lowers the requirements to ‘Crit’ equal to X of poise. E.g: 4 stacks of poise lets you crit on a natural 16 instead of on a natural 20. Poise-stacks are halved, every time a new round starts. Hitting a crit, removes 1 stack of Poise.
- Sinking
- If you are Sinking: each hit from Sinking negates your Sanity by 1, reducing your stack by 1. When a target misses you, you take Xd8 of Sinking and halve the amount of stacks for each miss on you. Every time a new round starts, remove 3/4ths of your stacks (so halve twice)
- if the enemy is Sinking: each attack YOU miss deals Xd8 of Sinking damage, halving their stacks each time you miss the attack. Every time a new round starts, remove 3/4ths of your stacks (so halve twice)
- Haste
- +5 to movement speed.
- Bind
- -5 movement speed
- Strength
- Add X to your attack modifier and damage.
- Feeble
- Subtract X of your attack modifier and damage.
- Endurance
- Add X to your Saving Throws.
- Disarm
- Subtract X of your Saving Throws.
- Resistance
- When taking a Status Effect that damages you, use a Resistance stack to ignore the damage. Resistance halves when you start your next turn.
- Fragile
- When you are hit, while having this effect: take 5 more damage.
- Protection
- When you are hit, while having this effect: take 5 less damage.
- Charge
- A stack that allows special effects/attacks to occur when spending this effect.
- Fairy
- When rolling dice or doing any action, take Xd6 of damage. On the start your next turn, half these stacks.
- Smoke
- When a creature is afflicted with Smoke, it takes Xd4 additional physical damage to a maximum of 10d4. When this damage is triggered, or the creature’s turn ends, reduce by 1.