Status Effects

These are special notes on the various conditions.

No Chakra:

When a character's chakra pool reaches 0, it suffers chakra depletion (see below). If the character takes chakra damage while at 0 chakra, the chakra damage is doubled. A character with chakra pool 0 can only take a single move or attack action every round.

Chakra Depletion:

When a character's chakra pool is 0, it suffers from chakra depletion until it recovers fully. While in chakra depletion, the character is exhausted until his chakra reserve recovers to the 50% threshold, when it is fatigued until it recovers fully.

In addition, the character only recovers one-quarter of his chakra pool every night during chakra depletion. Complete bed rest doubles that amount.

Chakra recovery coming from a source other than normal rest does not alleviate chakra depletion.

Berserk:

a creature with this attacks with their current weapon in hand (or unarmed) the nearest opponent in an encounter once each round, with a +2 morale bonus to each attack; the creature performs full attacks whenever possible; they cannot cast spells, use items, or use class features; they will not become lucid if hit by a physical or magical attack

Blind:

a creature with this takes a -2 penalty to AC, loses Dexterity bonus to AC (if any), moves at ½ speed,

takes a -4 penalty on Search checks & on most Strength- & Dexterity-based skill checks; all checks & activities that

rely on vision (such as reading & Spot checks) automatically fail; 50% miss chance on all attacks

Confused: a creature with this has a 90% chance to attack any 1 random character in an encounter once each

round with their current weapon in hand (or unarmed), including himself; the creature performs full attacks whenever

possible; they will not cast spells or use class features, but may (remaining 10% chance) use a random item; they will

become lucid if hit by a physical (but not magical) attack, even by themselves

Cursed: a creature with this cannot accrue XP; this also dispels most positive effects

Doomed: a creature with this must make a Fortitude save (DC10 + 1 for each previous successful save) each

round or become automatically KOed (0HP or less)

Hasted: a creature with this has a +10 bonus to their Initiative, & can perform an extra attack action, move

action or swift action each round

KO: AKA knock-out; creature’s health at 0HP; a creature with this cannot act in any way, & cannot be

targeted by an attack or spell, but can be revived with a Phoenix Down or similar reviving magic, provided that they are

not actually dead (-10HP)

Mute: a creature with this cannot speak or otherwise verbally communicate, & therefore cannot cast spells or

use spell-like abilities that require a verbal component; unless it specifically states otherwise, all spell-like abilities for

the classes above do require verbal components to cast)

Petrified: a creature with this is turned to stone & cannot act in any way; a petrified creature resembles a

statue, which has a hardness of 8 & HP dependent on its size (Fine 16, Diminutive 32, Tiny 64, Small 125, Medium

250, Large 500, Huge 1,000, Gargantuan 2,000, Colossal 4,000)

Poison: a creature with this takes damage equal to 1d3 × its own HD each round, Specific poisons may have additional effects.

Regen: a creature with this gains Fast Healing; it regains HP equal to ½ its HD; this effect does not restore

HP in excess of the creature’s maximum HP

Sleep: a creature with this is helpless & prone, but will awaken if hit by a physical (but not magical) attack

Slowed: a creature with this has a -10 penalty to their Initiative, can only move at ½ speed, & can only

perform partial actions each round for the same amount of time

Zombie: a creature with this has their type changed to [Undead], but without any of the benefits of that type;

is now damaged by healing spells & items, but is now immune to effects which render the creature KOed, such as

death attacks

Environmental Status Effects

Cold Dangers

Cold and exposure deal nonlethal damage to the victim. This nonlethal damage cannot be recovered until the character gets out of the cold and warms up again. Once a character is rendered unconscious through the accumulation of nonlethal damage, the cold and exposure begins to deal lethal damage at the same rate.

An unprotected character in cold weather (below 40° F) must make a Fortitude save each hour (DC 15, + 1 per previous check) or take 1d6 points of nonlethal damage. A character who has the Survival skill may receive a bonus on this saving throw and may be able to apply this bonus to other characters as well.

In conditions of severe cold or exposure (below 0° F), an unprotected character must make a Fortitude save once every 10 minutes (DC 15, +1 per previous check), taking 1d6 points of nonlethal damage on each failed save. A character who has the Survival skill may receive a bonus on this saving throw and may be able to apply this bonus to other characters as well. Characters wearing winter clothing only need check once per hour for cold and exposure damage.

A character who takes any nonlethal damage from cold or exposure is beset by frostbite or hypothermia (treat her as fatigued). These penalties end when the character recovers the nonlethal damage she took from the cold and exposure.

Extreme cold (below -20° F) deals 1d6 points of lethal damage per minute (no save). In addition, a character must make a Fortitude save (DC 15, +1 per previous check) or take 1d4 points of nonlethal damage. Those wearing metal armor or coming into contact with very cold metal are affected as if by a chill metal spell.

Chemical Cold Effects

Extremely cold substances (i.e. liquid nitrogen/hydrogen) deal 2d6 points of damage per round of exposure, except in the case of total immersion (such as when a tank of liquid nitrogen explodes and covers a character), which deals 20d6 points of damage per round.

Damage from chemical cold continues for 1d3 rounds after exposure ceases, but this additional damage is only half of that dealt during actual contact (that is, 1d6 or 10d6 points per round).

A creature immune to ice may still drown if completely immersed in liquid nitrogen.

Heat Dangers

Heat deals nonlethal damage that cannot be recovered until the character gets cooled off (reaches shade, survives until nightfall, gets doused in water, is targeted by endure elements, and so forth). Once rendered unconscious through the accumulation of nonlethal damage, the character begins to take lethal damage at the same rate.

A character in very hot conditions (above 90° F) must make a Fortitude saving throw each hour (DC 15, +1 for each previous check) or take 1d4 points of nonlethal damage. Characters wearing heavy clothing or armor of any sort take a -4 penalty on their saves. A character with the Survival skill may receive a bonus on this saving throw and may be able to apply this bonus to other characters as well. Characters reduced to unconsciousness begin taking lethal damage (1d4 points per hour).

In severe heat (above 110° F), a character must make a Fortitude save once every 10 minutes (DC 15, +1 for each previous check) or take 1d4 points of nonlethal damage. Characters wearing heavy clothing or armor of any sort take a -4 penalty on their saves. A character with the Survival skill may receive a bonus on this saving throw and may be able to apply this bonus to other characters as well. Characters reduced to unconsciousness begin taking lethal damage (1d4 points per each 10-minute period).

A character who takes any nonlethal damage from heat exposure now suffers from heatstroke and is fatigued.

These penalties end when the character recovers the nonlethal damage she took from the heat.

Extreme heat (air temperature over 140° F, fire, boiling water, lava) deals lethal damage. Breathing air in these temperatures deals 1d6 points of damage per minute (no save). In addition, a character must make a Fortitude save every 5 minutes (DC 15, +1 per previous check) or take 1d4 points of nonlethal damage. Those wearing heavy clothing or any sort of armor take a -4 penalty on their saves. In addition, those wearing metal armor or coming into contact with very hot metal are affected as if by a heat metal spell.

Boiling water deals 1d6 points of scalding damage, unless the character is fully immersed, in which case it deals 10d6 points of damage per round of exposure.

Catching On Fire

Characters exposed to burning oil, bonfires, and noninstantaneous magic fires might find their clothes, hair, or equipment on fire. Spells with an instantaneous duration don’t normally set a character on fire, since the heat and flame from these come and go in a flash.

Characters at risk of catching fire are allowed a DC 15 Reflex save to avoid this fate. If a character’s clothes or hair catch fire, he takes 1d6 points of damage immediately. In each subsequent round, the burning character must make another Reflex saving throw. Failure means he takes another 1d6 points of damage that round. Success means that the fire has gone out. (That is, once he succeeds on his saving throw, he’s no longer on fire.)

A character on fire may automatically extinguish the flames by jumping into enough water to douse himself. If no body of water is at hand, rolling on the ground or smothering the fire with cloaks or the like permits the character another save with a +4 bonus.

Those unlucky enough to have their clothes or equipment catch fire must make DC 15 Reflex saves for each item. Flammable items that fail take the same amount of damage as the character.

Lava Effects

Lava or magma deals 2d6 points of damage per round of exposure, except in the case of total immersion (such as when a character falls into the crater of an active volcano), which deals 20d6 points of damage per round.

Damage from magma continues for 1d3 rounds after exposure ceases, but this additional damage is only half of that dealt during actual contact (that is, 1d6 or 10d6 points per round).

A creature immune to lava might still drown if completely immersed.

Smoke Effects

A character who breathes heavy smoke must make a Fortitude save each round (DC 15, +1 per previous check) or spend that round choking and coughing. A character who chokes for 2 consecutive rounds takes 1d6 points of nonlethal damage.

Smoke obscures vision, giving concealment (20% miss chance) to characters within it.

Radiation

Frequency of Checks: Generally the character must spend the whole amount of time to make one check before he has to make any checks.

Save Damage: This is the result if the character makes his save.

Primary: This is the primary effect if the character fails.

Secondary: This is the effect that will happen one round just before the character has to make another radiation save (or the next round in the case of lethal radiation). Once he fails his save and suffers primary effects, he must make a second save vs. secondary effects (except for mutations which are a constitution check). This will occur even if the character is removed from the source of radiation (so a character who fails his saving throw when exposed to Moderate radiation will suffer radiation sickness an hour later, even if removed from the radiation).

Radiation Sickness: Character suffers 1d4 Strength, Dexterity, and Wisdom ability damage for DC–20 days.

Incapacitated: The character cannot move but remains conscious.

Mutation: The character makes a constitution score check (not Fortitude) save vs. DC of the radiation.

Failure indicates the character will manifest a mutation in 2d4 hours.

If a mutation occurs roll a Constitution Score check vs. the radiation’s DC to determine which table to roll on below and then roll on that table (add the character’s CN modifier to the roll):

Mutation due to radiation table

Some races and Androids do not mutate.

Constitution Score Mutation check Example:

so and so Exposed to High Radiation needs to make a Constitution Score save vs mutation DC:30

His Con is 12

He rolls a 12 and adds his constitution score for a total of 24, he fails his save against the radiation

2d4 hours later he rolls again to discover which chart on the mutation score he is on and passes by rolling a 18 +12 = 30

He rolls a 1d20 and gets a 10, gaining 1d4+1 Physical Mutation points.

Races which resist Radiation add their resistance to the Constitution Score save Against radiation, but not on their Constitution Score save rolls to determine Positive or negative mutations.