Status Ailments
Positive Status Ailments
“The Water! Its revitalizing…delicious, cool, healing…”—King Malice Bereou remarking on the River of Delphi.
Just like the dangers that lurk in every corner, great acts of good can also be found if you look just hard enough. Positive status ailments are used to represent the positive things that can occur to the character. These can range from simple speed and endurance temporary increases, or even Hit Points! Listed in this section are the Positive Status Ailments. (Please Note that due to the myriad reasons of how these positive status ailments can come into play, there is very little in terms of In Character Flavor for the descriptions of the effects.)
• HP Regeneration: You feel life return to you, invigorating and inspiring you to persevere. +1 HP Every Turn.
o HP Regeneration 2: +2 HP every 2 minutes, or every round.
o HP Regeneration 3: +3 HP every 2 minutes, or every round.
o HP Regeneration 4: +4 HP Every 2 minutes, or every round.
o HP Regeneration 5: +5 HP Every 2 Minutes, or every round.
• Aether Regeneration: You feel your connection to the aether grow stronger as expended energy energy returns to you over time. +1 Aether Point regeneration every round.
o Aether Regeneration 2: +2 Aether Points every round.
o Aether Regeneration 3: +3 Aether points every round.
o Aether Regeneration 4: +4 Aether Points every round.
o Aether Regeneration 5: +5 Aether Points every round.
• Elemental Damage Resistance: As you are embraced by an elemental force, you feel the damage it deals to you, but you know that you can shrug it off and send it to oblivion. Reduce Incoming Damage dealt in the following ways:
o Fire Resistance: -5 Damage taken from Fire Elemental Source.
o Water Resistance: -5 Damage taken from Water Elemental Source.
o Air Resistance: -5 Damage taken from Air Elemental Source.
o Earth Resistance: -5 Damage taken from Earth Elemental Source.
• Reflex Booster: You feel your reflexes become quicker as you can draw on natural reflex and allow it to guide your movements. Increase speed by +1 for 1d4 turns.
• Defense Bolster: You feel hardy and near invincible! Increase Defenses by 1dX where X is half the number of your defense for 1d5 turns.
• Poison Resistance: Try as it may, the poison in your body is more slowed down by your resistance than it is capable of harming you. Reduce damage dealt from poisons by -1 for 3 turns.
o Poison Resistance 2: Reduce Damage dealt by -2 for 3 turns.
o Poison Resistance 3: Reduce Damage dealt by -3 for 3 turns.
• Immunity: Your body has a natural or unnatural resistance to certain things. Character has immunity to one of the following conditions for 1dX turns or minutes, where X is left to the discretion of the DM:
o Immunity to Poison
o Immunity to Paralysis
o Immunity to Sleep
o Immunity to Silence
• Fortified: The strength of determination and the desire to remain standing grips you as you stand strong in the face of opposition. Increase character’s DEF by 2.
o Fortified 2: Increase DEF by 3.
o Fortified 3: Increase DEF by 4
o Fortified 4: Increase DEF by 5.
• Speed Aegis: The primal forces of the unknown grip you as your legs pump harder and you feel yourself speed up… Increase speed by +3 for 1d10 rounds or minutes.
Just like the dangers that lurk in every corner, great acts of good can also be found if you look just hard enough. Positive status ailments are used to represent the positive things that can occur to the character. These can range from simple speed and endurance temporary increases, or even Hit Points! Listed in this section are the Positive Status Ailments. (Please Note that due to the myriad reasons of how these positive status ailments can come into play, there is very little in terms of In Character Flavor for the descriptions of the effects.)
• HP Regeneration: You feel life return to you, invigorating and inspiring you to persevere. +1 HP Every Turn.
o HP Regeneration 2: +2 HP every 2 minutes, or every round.
o HP Regeneration 3: +3 HP every 2 minutes, or every round.
o HP Regeneration 4: +4 HP Every 2 minutes, or every round.
o HP Regeneration 5: +5 HP Every 2 Minutes, or every round.
• Aether Regeneration: You feel your connection to the aether grow stronger as expended energy energy returns to you over time. +1 Aether Point regeneration every round.
o Aether Regeneration 2: +2 Aether Points every round.
o Aether Regeneration 3: +3 Aether points every round.
o Aether Regeneration 4: +4 Aether Points every round.
o Aether Regeneration 5: +5 Aether Points every round.
• Elemental Damage Resistance: As you are embraced by an elemental force, you feel the damage it deals to you, but you know that you can shrug it off and send it to oblivion. Reduce Incoming Damage dealt in the following ways:
o Fire Resistance: -5 Damage taken from Fire Elemental Source.
o Water Resistance: -5 Damage taken from Water Elemental Source.
o Air Resistance: -5 Damage taken from Air Elemental Source.
o Earth Resistance: -5 Damage taken from Earth Elemental Source.
• Reflex Booster: You feel your reflexes become quicker as you can draw on natural reflex and allow it to guide your movements. Increase speed by +1 for 1d4 turns.
• Defense Bolster: You feel hardy and near invincible! Increase Defenses by 1dX where X is half the number of your defense for 1d5 turns.
• Poison Resistance: Try as it may, the poison in your body is more slowed down by your resistance than it is capable of harming you. Reduce damage dealt from poisons by -1 for 3 turns.
o Poison Resistance 2: Reduce Damage dealt by -2 for 3 turns.
o Poison Resistance 3: Reduce Damage dealt by -3 for 3 turns.
• Immunity: Your body has a natural or unnatural resistance to certain things. Character has immunity to one of the following conditions for 1dX turns or minutes, where X is left to the discretion of the DM:
o Immunity to Poison
o Immunity to Paralysis
o Immunity to Sleep
o Immunity to Silence
• Fortified: The strength of determination and the desire to remain standing grips you as you stand strong in the face of opposition. Increase character’s DEF by 2.
o Fortified 2: Increase DEF by 3.
o Fortified 3: Increase DEF by 4
o Fortified 4: Increase DEF by 5.
• Speed Aegis: The primal forces of the unknown grip you as your legs pump harder and you feel yourself speed up… Increase speed by +3 for 1d10 rounds or minutes.
Negative Status Ailments
“I can’t move…can’t feel my legs. What foul forces conspire against us?”—Soldier enlisted in the King’s Army.
Danger lurks around every corner. In certain instances, there isn’t always a death sentence, but a condition that is inflicted upon the character. These conditions differ in what they can do due to reflect the nature of the various threats that the characters will face. Listed in this section are the status ailments and how they affect the characters. (Please note that there are no in-depth flavor texts for these, as they occur in a variety of different ways.
• Poison: The body feels weak, and an onset of different symptoms harasses the character in moments, as their body’s natural processes are interrupted, and the foreign ailments take over. -1 HP degeneration every 2 minutes or every round.
o Poison 2: -2 HP Degeneration every 2 minutes or every round.
o Poison 3: -3 HP Degeneration every 2 minutes or every round.
o Poison 4: -4 HP Degeneration every 2 minutes or every round.
o Poison 5: -5 HP Degeneration every 2 minutes or every round.
• Paralysis: The legs become suddenly and violently still, the arms will not move. The neck cannot turn on its own, not even eyes can dart forward. The Body has become frozen and the player cannot move. Victim cannot attack for one turn, however they may make saving throws. (NO item use. Being paralyzed means just that. You CAN'T move.)
o Paralysis 2: Victim cannot attack for 2 turns.
o Paralysis 3: Victim cannot attack for 3 turns.
o Paralysis 4: Victim cannot attack for 4 turns.
o Paralysis 5: Victim cannot attack for 5 Turns.
• Blinded: Something has stricken the player character’s vision dark! Sight is not available, for the eyes have been rendered useless! Victim can roll combat damage, however damage is only considered if the rolls are even. Additionally, to reflect being blinded and being left open to damage as a result, damage ignores 2 Defense.
• Crippled: When crippled, the victim can only roll half their attack power, or ranged dice. Damage is calculated as normal. Saving throw of 15 must be reached three times to remove this condition.
• Aether Sever: Through whatever means, the player has now lost their connection to the aether and it cannot hear the Mage’s call. Victim cannot us magick for 1d5 rounds. (Saving throw of 10 or higher must be reached.)
• Sleep: By poison, spell, or other means, the character has fallen asleep. Target loses 1 turn, where the player character is considered asleep. This condition can be resisted with a DC of 15 twice, as the sleep condition persists.
o Sleep 2: Target loses 2 turns.
o Sleep 3: Target loses 3 turns.
o Sleep 4: Target loses 4 turns.
o Sleep 5: Target loses 5 turns.
• Aether Drain: Through whatever means, the Mage feels their aether drain from their bodies as their spells grow weaker. -1 Aether Point Every turn. Saving throw DC of 15 or higher will negate.
o Aether Drain 2: -2 Aether Points every turn.
o Aether Drain 3: -3 Aether Points Every Turn.
o Aether Drain 4: -4 Aether Points Every Turn.
o Aether Drain 5: -5 Aether Points Every turn.
Danger lurks around every corner. In certain instances, there isn’t always a death sentence, but a condition that is inflicted upon the character. These conditions differ in what they can do due to reflect the nature of the various threats that the characters will face. Listed in this section are the status ailments and how they affect the characters. (Please note that there are no in-depth flavor texts for these, as they occur in a variety of different ways.
• Poison: The body feels weak, and an onset of different symptoms harasses the character in moments, as their body’s natural processes are interrupted, and the foreign ailments take over. -1 HP degeneration every 2 minutes or every round.
o Poison 2: -2 HP Degeneration every 2 minutes or every round.
o Poison 3: -3 HP Degeneration every 2 minutes or every round.
o Poison 4: -4 HP Degeneration every 2 minutes or every round.
o Poison 5: -5 HP Degeneration every 2 minutes or every round.
• Paralysis: The legs become suddenly and violently still, the arms will not move. The neck cannot turn on its own, not even eyes can dart forward. The Body has become frozen and the player cannot move. Victim cannot attack for one turn, however they may make saving throws. (NO item use. Being paralyzed means just that. You CAN'T move.)
o Paralysis 2: Victim cannot attack for 2 turns.
o Paralysis 3: Victim cannot attack for 3 turns.
o Paralysis 4: Victim cannot attack for 4 turns.
o Paralysis 5: Victim cannot attack for 5 Turns.
• Blinded: Something has stricken the player character’s vision dark! Sight is not available, for the eyes have been rendered useless! Victim can roll combat damage, however damage is only considered if the rolls are even. Additionally, to reflect being blinded and being left open to damage as a result, damage ignores 2 Defense.
• Crippled: When crippled, the victim can only roll half their attack power, or ranged dice. Damage is calculated as normal. Saving throw of 15 must be reached three times to remove this condition.
• Aether Sever: Through whatever means, the player has now lost their connection to the aether and it cannot hear the Mage’s call. Victim cannot us magick for 1d5 rounds. (Saving throw of 10 or higher must be reached.)
• Sleep: By poison, spell, or other means, the character has fallen asleep. Target loses 1 turn, where the player character is considered asleep. This condition can be resisted with a DC of 15 twice, as the sleep condition persists.
o Sleep 2: Target loses 2 turns.
o Sleep 3: Target loses 3 turns.
o Sleep 4: Target loses 4 turns.
o Sleep 5: Target loses 5 turns.
• Aether Drain: Through whatever means, the Mage feels their aether drain from their bodies as their spells grow weaker. -1 Aether Point Every turn. Saving throw DC of 15 or higher will negate.
o Aether Drain 2: -2 Aether Points every turn.
o Aether Drain 3: -3 Aether Points Every Turn.
o Aether Drain 4: -4 Aether Points Every Turn.
o Aether Drain 5: -5 Aether Points Every turn.