Final Requiem

As always, dark struggles to over-take light, and vice versa. Create your villain, and engulf the worlds in darkness, or your hero's to turn the tide against it.
 
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 Status Effects

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Emiko Hayashi
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PostSubject: Status Effects   Sat May 30, 2015 7:28 pm

While battling you may want to have a leg up on your opponents, be it through your abilities, magic, or perhaps a special item. When or if this occurs the following should be used;

Poisoned:
Administered through food/weapon drenched in poison/poison related ability. Deals 5 points of damage per post (At affinity one), lasts four posts max, target is not impaired by the poison and can still fight normally, curable with antidote item neutralized by healing Heart (you don't heal nor do you take damage from the poison). Does not affect androids. At affinity two: Deals 10 At affinity three: Deals 15 At affinity four: Likelihood increases.

Sleep:
Lasts 1 post (At affinity one), target is impaired and cannot fight, target can be awoken through any of the natural means (e.g. loud noise, being touched, pain) by an ally or their opponents by mistake, androids go into sleep mode and can be awakened by the same means. At affinity two: Lasts 2 posts At affinity three: Last 3 posts At affinity four: Likelihood increases.

Burned:
After been dealt damage via fire magic, fire related ability or fire related weapon. For every 20 damage the player deals the player takes 5 damage (At affinity one). Target is not impaired. Can be healed through a burn heal or any kind of healing ability, five that would be lost is neutralized by healing a heart but if you deal damage resulting in over five points of burn damage to yourself you just subtract 5 from the total burn damage. At affinity two: You take 5 for every 15 you deal At affinity three: You take 5 for every 10 you deal At affinity four:Likelihood increases.

Frozen:
After being dealt damage via Ice magic, Ice related ability or ice related weapon. Target cannot run/walk but can fight/defend, lasts 2 posts (At affinity one). Thawed by fire ability/fire magic/fire related weapon. At affinity two: Last 3 posts At affinity three: Last 4 posts At affinity four: Likelihood increases.

Bleeding:
After being struck by an opponent whose strength is three or more above your own (buffs included). In 12 posts (At affinity one) you bleed out and fall unconscious/androids run out of power and shut down. Can be healed any healing ability. At affinity two: It takes 8 posts At affinity three: It takes 4 posts At affinity four: Likelihood increases.

Scrambled:
When an android(or similar life form, such as a Program from Tron) is hit by a magnet/polarity related attack or when touched by a powerful magnet. Androids can move but not attack. Androids short term memory is corrupted and forgets who/why it is fighting. Can be prevented by a non android removing the magnet/reminding the android what is happening. Lasts 1 post (At affinity one), memory regained upon second post. At affinity two: Lasts 2 posts At affinity three: Lasts 3 posts At affinity four: Likelihood increases.

Hexed:
Caused after being damage from magic used by an opponent whose MAG is three or more above the target (buffs included). The effect of the Magic lingers so much so that (At affinity one) in 12 posts the Magic harms the body/parts so much that the target falls unconscious. Can be healed by any healing Ability. At affinity two: It takes 8 posts At affinity three: It takes 4 posts At affinity four: Likelihood increases.


Using Status Effects:
In order to cause a status effect you must state so within your post, e.g. "Slash swung his axe at Viccy with the intent of making her bleed" or "Winter let loose an icy cold wind, hoping to freeze Summer in place." From here you perform a dice roll, rolling the correct number(s) decides whether the status will take affect. These can be rolled in the Status Effects Dice in the Resource section.

Upgrading:
You can upgrade Status Effects as you please, providing you have the experience. upgrades are done one at a time, for one specific type of effect at a time.

Aff 1: Given
Aff 2: 1000 exp
Aff 3: 2500 exp and a 300 word training topic
Aff 4: 5000 exp and a 500 word training topic
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