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Reply Grimoire of the Rift (System Guide)
Status Effects Guide

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Carlos Ralfer
Captain

PostPosted: Fri Jan 15, 2010 8:00 am


STATUS EFFECTS
1) Intro
2) Explanation of Status Effects
3) Different Types of Status Effects
4) Inflicting Status Effects
5) Status Effect List


Intro

This section goes in depth about Status Effects and how to work with them. Let’s be honest, there’s just no RPG worth it’s salt unless there are about a dozen or so status effects that enemies can put on you.

Explanation of Status Effects

As most of you probably know, a Status Effect is when something (an attack, spell, equipment, etc) causes a change in its target's condition. These changes could be good but, most often, they aren't. They can range from slowing your character down to a crawl or infecting them with a deadly poison to sending your character into hyper speed or increasing their attack power.

Many people will sometimes divide these two into Status Ailments(bad status effects) and Status Boosts(good status effects).

Different Types of Status Effects

Among all Status Effects, good or bad, there is a further division based on whether the effect is on ones mind or on their body. The major difference, in these cases, will be how you will counter them and what stats will assist in this endeavor.

Mental Status Effects, such as Confusion and Berserk, have to be broken using a Will Save which is completely dependent on one’s Wisdom.

Physical Status Effects, such as Poison and Blind, have to be broken with a Fort Save which is completely dependent on one’s Constitution.


There are spells and abilities that can either completely rid one of these ailments or assist with the removal by increasing ones stats for a single period of use and only when trying to counter these effects.

Inflicting Status Effects

Inflicting a status effect can usually be done by one of three ways: as the main effect of a spell or ability, as a byproduct special effect of an attack, or by equipping certain items.

With regards to status effects inflicted as the main purpose of a spell or ability, you simply need to use the corresponding counter to stop it. Status effect counters are based on whether the status effect bothers the mind or the body as described above.
This works the same as dodging an attack. Your counter save is put at the lower end of a D100 roll and if the opponent rolls any number in that range, the effect doesn’t hit.

The secondary way of inflicting status effects is as a secondary effect of an attack. Some weapons or spells will have a special notation that, if they hit, there is a chance of inflicting a status effect. In these cases, you must first dodge the oncoming attack in the appropriate way. Only if this attack connects with you must you worry about the status effect it can inflict.
For the most part, the attack/weapon will mark the chance or method to determine if the status effect is inflicted. If none is marked, use the normal counter measure listed above.

The last way of inflicting status effects is via equipment. For the most part these will be beneficial status effects such as Haste or Protect but there are a few exceptions. In these cases, you simply equip the piece of equipment and the effect takes place.
Different pieces of equipment can cancel out each others abilities. Like say you have on a piece of armor that poisons you but you have an accessory that negates poison, then you will not be poisoned as long as you keep the accessory equipped. If you de-equip the accessory or it is lost/stolen, you will then be poisoned.
It should also be noted that only another piece of equipment can cancel out an equipped status effect. Using an item or the appropriate counter will not work to stop the effect if it's inflicted by equipment you have on. Only by de-equipping the equipment or equipping another item that counters this effect can you then counter the status effect as they do linger after the equipment has been removed.
What this means is this: Using the example above, say you have a piece of armor on that inflicts poison and an accessory that negates poison. So long as both are equipped, you do not suffer any poison from your armor. However, once you remove the accessory, you will instantly be poisoned by the armor and you cannot remove this poison as long as the armor is equipped. Once you remove the armor as well, the poison will stay around but it can now be removed via normal means.
 
PostPosted: Thu Jan 21, 2010 9:08 am


Status Effect List

~Negative Statuses~


Name: Poison
Type: Physical
Description: A bad poison that deteriorates the body
Effect: At the beginning of each post, take damage = to max HP / 20
Duration: 5 Posts/KO or until Regan is inflicted on target
Special: If Regan is inflicted, cancel Poison and inflict Regan


Name: Burn
Type: Physical
Description: A serious burn that stings with every passing moment.
Effect: At the beginning of each post, take fire damage = to max HP / 30, loose 1 Action per Post.
Duration: 5 Posts/KO


Name: Frost-bite
Type: Physical
Description: A deep chill runs through your body and stings to the bone
Effect: At the beginning of each post, take damage = to max HP / 30, magic attack power reduces by 10%
Duration: 5 Posts/KO


Name: Plague
Type: Physical
Description: You feel your body getting weaker and weaker…
Effect: At the beginning of each post, take damage = to max AP / 20
Duration: 5 Posts/KO


Name: Virus
Type: Physical
Description: You feel your mind slowly rotting away due to sickness…
Effect: At the beginning of each post, take damage = to max MP / 20
Duration: 5 Posts/KO


Name: Paralysis
Type: Physical
Description: The muscles of the body randomly lock up due to shock.
Effect: At beginning of every post, roll 1d10 if result is 1 or 10 skip your post
Duration: 3 Posts/KO


Name: Knock-down
Type: Physical
Description: A powerful blow sends you reeling back and destroys your balance.
Effect: Must use 1 Action before any other actions can be taken.
Duration: 1 Action


Name: Petrify
Type: Physical
Description: A magical effect in which the body is completely turned to stone.
Effect: Nothing can be done by player trapped in this state, if hit with critical attack auto-KO
Duration: Till cured/KO


Name: Silence
Type: Mental
Description: The air around you becomes quiet and devoid of sound, even yours.
Effect: Cannot perform magic
Duration: Till cured/KO


Name: Blind
Type: Physical
Description: Eyesight snatched away via some cruel fate.
Effect: Increase enemy’s Evasion Bonus by 50 when you attack them.
Duration: 5 turns/KO


Name: Zombie
Type: Mental
Description: Cursed by some horrible spell to walk the planet as the undead.
Effect: Receives damage from healing, receives x1.5 Holy Type damage. Dark type damage and Death spell heal.
Duration: Till cured/KO


Name: Disease
Type: Physical
Description: A horrible disease wracks the body, bothering the mind and disrupting thought processes.
Effect: Receive no EXP while under this status.
Duration: till cured (stays with after death)


Name: Berserk
Type: Mental
Description: The user goes into a blind rage and attacks anything and everything.
Effect: physical attack damage is x1.2, can only perform physical attacks, roll any sided dice: if it lands on an even number attack ally, if it lands on an odd, attack enemy.
Duration: 8 Posts/KO


Name: Mini
Type: Mental
Description: The world seems a much larger place to you when your only 1/10th your normal size.
Effect: Travel time to anywhere is tripled, stats are cut in half and attack only does 1 point of damage, regardless of anything else.
Duration: 5 Posts/KO


Name: Transform
Type: Mental
Description: A magician at least would have turned you into a lion instead of a cute, adorable… something…
Effect: User picks creature that target turns into. Stat’s cut in half and no magic or abilities can be used except ones to turn you back.
Duration: 5 Posts/KO


Name: Amnesia
Type: Mental
Description: I… was going to write something… cool… what was I doing?
Effect: Cannot perform any learned abilities or spells.
Duration: 5 Posts/KO


Name: DOOM!
Type: Mental
Description: Your life flashes before your eyes as the last moments tick away
Effect: auto-KO once effect leaves
Duration: 10 Posts/KO


Name: Slow
Type: Mental
Description: Time slows to a crawl for you and you alone.
Effect: Dex Stat reduces by Attacker’s Int Mod, Auto loss of 1 Action per turn
Duration: 7 Posts/KO or until Haste
Special: If Haste is inflicted, cancel Slow and return to normal speed.
If Stop is cast on target while Haste is in effect, cancels Haste and inflicts Stop.


Name: Stop
Type: Mental
Description: Life passes you by as you stand still.
Effect: Cannot perform any action while status is in effect.
Duration: 5 Posts/KO


Name: Immobilize
Type: Physical
Description: You’re legs are swept out from under you and you are left unable to move from that spot.
Effect: EB and Reflex Save drop to 0 (RP cant move from where you are)
Duration: 7 Posts/KO


Name: Disable
Type: Physical
Description: Your arms go numb with pain and you can’t bring yourself to move them.
Effect: Cannot perform Physical attacks
Duration: 7 Posts/KO


Name: Sleep
Type: Mental
Description: A light slumber falls over you and you can’t help but obey.
Effect: cannot perform any action while status is in effect, physical attack results in status being removed
Duration: 7 Posts/physical attack/KO


Name: Confuse
Type: Mental
Description: A fog rolls over your mind and wipes away all reason and accountability.
Effect: While under effect, all actions done must be for the benefit of the enemy.
Duration: 5 Posts/physical attack/KO


Name: Charm
Type: Mental
Description: For some odd reason, that hideous behemoth just started looking far more friendly and appealing to you.
Effect: While under effect you cannot attack
Duration: 5 Posts/physical attack/KO


Name: Oil
Type: Physical
Description: You find yourself drenched in highly flammable oil.
Effect: Receive damage x2 from fire type damage.
Duration: Till cured(stays with after death)


Name: Drench
Type: Physical
Description: From head to toe you are covered in salt water.
Effect: Receive damage x2 from electrical type damage.
Duration: Till cured(stays with after death)  

Carlos Ralfer
Captain


Carlos Ralfer
Captain

PostPosted: Mon Jan 25, 2010 6:08 am


~Positive Statuses~


Name: Protect
Description: A protective shield of magical light covers you, reducing the damage from physical attacks.
Effect: Add Int mod of caster to targets DR
Duration: 5 Posts


Name: Shell
Description: A protective shield of magical force covers you, reducing the damage from magical attacks.
Effect: Add Int mod of caster to targets MDR
Duration: 5 Posts


Name: Double
Description: With a faster mouth, your able to cast two spells at the same time. Still costs the full amount though.
Effect: Cast 2 spells for the Action cost of 1 spell (6 Actions), must still pay full price for both.
Duration: 5 Posts


Name: Nul [Elemental Name]
Description: The elements aren’t your’s to control but they are yours to laugh at with this spell in place..
Effect: Grants immunity to whatever element is named in the cast
Duration: 3 Posts OR 3 Spells of Element Type
Special: Nul of same type cannot be stockpiled. Must wait for current to end then for 1 full post to past before you can cast that Nul element on the same targert.


Name: Vanish
Description: Now they see you, now they don’t.
Effect: Grants immunity to all physical attacks but all magical attacks home in on you and connect, regardless of other protections.
Duration: 5 Posts or Until hit with magic attack or if Spirit is inflicted on target.
Special: If Innocent is inflicted, cancel Vanish and inflict Innocent


Name: Innocent
Description: Purity of mind gives purity of heart. Ignorance truly is bliss.
Effect: Grants immunity to all magical attacks but all physical attacks connect, regardless of other protections.
Duration: 5 Posts or Until hit with physical attack or if Vanish is inflicted on target
Special: If Vanish is inflicted, cancel Innocent and inflict Vanish

Name: Haste
Description: Your body feels relaxed and rejuvenated as if dozens of pounds have been lifted away.
Effect: Add Int Mod of caster to targets EB, +1 Action
Duration: 5 Posts or if Slow/Stop is inflicted on target
Special: If Slow is inflicted, cancel Haste and return to normal speed.
If Stop is cast on target while Haste is in effect, cancels Haste and inflicts Stop.


Name: Regen
Description: Magically induced acceleration of the bodies natural healing capabilities.
Effect: At the beginning of every post, heal hp = max HP/20
Duration: 10 Posts or if Poison is inflicted on target
Special: If Poison is inflicted, cancel Regan and inflict Poison


Name: Reflect
Description: A powerful wall of magic bounces most spells back to their source.
Effect: Send’s all single target magic back to source at x1.2 damage
Duration: 5 Posts


Name: Float
Description: Gravity? What’s that?
Effect: Immune to Earth Element Attacks.
Duration: 5 Posts or if Gravity Class spells hit
Special: Cancel's if hit with Gravity Class spells.
May aid crossing certain types of terrain unharmed.


Name: Bravery
Description: "A warrior takes sword in hand, clasping a gem to his heart…"
Effect: Physical damage becomes x1.2
Duration: 5 Posts


Name: Faith
Description: "He places finely honed skills into the stone…"
Effect: Magic damage becomes x1.2
Duration: 5 Posts


Name: [Element name] Enchant
Description: Set’s your weapon ablaze (or afreeze… whatever) with magical forces.
Effect: Add half caster's int mod to physical damage as [Element name] damage. Inflicts element onto weapon so each attack while in effect also must pay attention to targets elemental weakness/resistances.
Duration: 3 Posts OR if another Enchant is cast on same weapon OR de-equpping current weapon  
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Grimoire of the Rift (System Guide)

 
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