S TATUS EFFECT SARMOR BREAKArmor Break is a slightly unusual status effect--usually physical--that cripples an individual’s ability to defend themselves. Due to the open ended nature of it, it can represent different things depending on the source. It may be a psychic intrusion that reduces the person’s survival instincts, or it may be literally broken armor. If a player character is inflicted with Armor Break, they take -2 on all defense checks until the end of combat. If an enemy or NPC is affected by it, their Defense Score is reduced by 2 until the end of combat.BLINDIncredibly bright lights, smoke grenades, ink in the eyes, or just regular old darkness can inflict Blindness on a character. Blinded characters cannot see well, which--in addition to inhibiting movement and any actions that require sight--reduces one’s ability to hit a target, forcing them to rely on sound or other senses. A character inflicted with Blind takes -3 on all attack checks; a DM controlled enemy has their Attack Score reduced by 3. Blindness can be cured with just a main action taken to let the eyes adjust, wipe away the sludge, etc., unless there’s an ongoing source of the status effect (smoke, darkness, so on)… in which case, that source must be removed to deal with the Blind.BURNINGA character exposed to extreme heat for an extended period of time will begin to take damage, and be inflicted with Burning. Certain Fire-based abilities or creatures can also inflict Burning status. A character with Burning status takes 1 damage every round, automatically, at the start of their turn. This damage cannot be raised or lowered; it is a flat, undefended 1 damage. Burning lasts until the end of combat, or for 1 minute if out of combat (for a total of 6 damage). Burning can also be removed by full exposure to water (that is, soaking the entire body) as a side action, and with certain abilities.CHALLENGEStanding on the other side of the coin from Charmed status, a Challenged target cannot make any attacks that do not include the individual that Challenged them. They are driven--possibly by some sort of forced sense of honor, maybe just by a newfound hatred or aggression--to attack only the one that inflicted the status. Challenged status is broken if the challenger (that is, the source of the status) breaks off the duel by attacking someone else; for this reason, it’s difficult to keep more than one foe Challenged at a time. An individual can only be Challenged by one opponent at a time; attempts to inflict Challenged via a new source automatically fail. Challenged is a purely mental effect, and anything that stops mind-influencing abilities or status effects will also prevent Challenged. Challenged wears off at the end of combat, or if the one who gave the status is knocked out.CHARMActing as a sort of opposite or antithesis to Challenged status, a Charmed target cannot make any attacks that include the individual that Charmed them. The inflicted is smitten, attracted to, or otherwise apprehensive about hurting whoever gave them the status; try as they might, they cannot bring themselves to deal them harm. Charm status is broken if the charmer (that is, the source of the status) makes any attempt to deal damage to the Charmed. An individual--be they character or NPC--can only be affected by Charm from one source at a time; new attempts at the status simply fail. Charm is a purely mental effect, and anything that stops mind-influencing abilities or status effects will also prevent Charm. Charm wears off at the end of combat, or if the one who gave the status is knocked out.FEARFear is a status effect of the mind, provoking an irrational response from the victim. A character afflicted with Fear cannot take main actions while within 50 feet of a hostile or aggressive foe, and cannot take any side actions that do not directly lead to escaping hostile or aggressive foes until they are at that safe distance. If the character is at least 50 feet away from any and all enemies, they can take actions as normal, and can attack foes from a distance--they just can’t enter that “danger zone” without becoming limited again. Resting for a few uninterrupted minutes, with no threat or danger present, will remove Fear status.FREEZINGA character exposed to extreme cold for an extended period of time starts to take damage, and is inflicted with the status effect Freezing. Freezing can also be inflicted by certain abilities and enemies. A character affected by Freezing status is steadily becoming frozen solid, but isn’t quite there yet. The victim’s movements are limited to about 15 feet per round, and they take -1 on all attack and defense checks due to their slowed movement. For enemies and NPCs, the same movement penalty applies, and their Attack Score and Defense Score are reduced by 1. If an individual with Freezing status is dropped to 0 HP by either cold environment or a Cold-based attack, they become frozen solid. Freezing can be naturally cured by staying in a sufficiently warm environment for a while, or hanging out near a source of heat (like a campfire or stove). Note that being immune to the effects of extreme cold does notmake you immune to Freezing status--you can still receive it from abilities that inflict it, though you won’t get it from the environment anymore.HASTEA benevolent status effect, Haste causes an individual to move faster. In the short term, it can represent rocket thrusters or a time-altering spell; in the long term, it may just mean that the individual is very, very fast. A character with Haste can run about as quickly as a car (somewhere in the 50-80 mph range) when not engaging foes in combat, and can move an additional 20 feet per turn while in combat. Haste’s duration varies depending on its source; some abilities grant Haste for a set number of rounds, some only grant it for one, and many characters have a permanent or automatic Haste effect.INVISIBLEInvisible is a beneficial status effect, in which the individual disappears from sight entirely--or at least, leaves only the faintest hint of their presence, easily unnoticed. When a character that’s been rendered Invisible makes a check for stealth, to hide, or to otherwise blend in with the environment, they may roll 3d10 and take the highest outcome. All attack checks made against an Invisible target are treated as though the attacker were Blind, taking a -3 on the attack check or having their Attack Score reduced by 3, respectively. Invisible is fairly unusual, sometimes granted by technological marvels or very particular spells. How long someone stays Invisible varies from ability to ability, and should be stated in the ability’s description.POISONThough there are many variants of Poison (fear toxin, T-Virus, etc), most uses of the status effect apply a generic Poison effect. A Poisoned character automatically takes 1 damage any time they take a main action. This damage is not influenced by a defense check or any other score--it is simply 1 damage, period, per main action. Poison is long lasting and hard to get rid of--not even a full rest will remove Poison status. Only the specific use of abilities or antidote-style items will take care of Poison.RAGERage is a mind affecting status effect that turns the victim into a mindless berserker. A character inflicted with Rage cannot use any abilities, or take any actions, that do not directly lead to or involve attacking the nearest available enemy. The character may not heal, support, buff, or even move if that movement doesn’t take them straight to their next target. Rage status wears off once there are no longer any enemies available to attack.SILENCESilence can be inflicted in a number of ways, though it’s fairly unusual compared to other status effects. A silenced individual is rendered mute; they cannot speak, nor make any sort of noises with their mouth, speakers, or whatever they normally use to communicate. Silenced characters cannot even communicate telepathically, if they could normally. Further, Silence has an odd property owed to the physics of a few previous worlds--a Silenced individual cannot access magic. Any abilities, equipment, or attacks they have that rely on magic, chi, or similar mystical power no longer function, not until the Silence is resolved. Silence goes away after a full rest.SYSTEM SHOCKMostly acquired via electrical disturbance and the like, a System Shocked individual begins producing a sort of localized primitive physics/static field combination that disrupts high technology. It’s more than just electricity, however, as System Shock can interrupt futuristic tech that has no electronic involvement--it prevents the use of any abilities or items that are more technologically advanced than real life modern standards, as well anything that utilizes electricity or electronics. A normal handgun or a magic wand are unaffected, but a pulse rifle, a power drill, or something like Spider-Man’s web shooters cease to work for the affected target. Items nearthe afflicted are fine--it’s only when the afflicted tries to use the item themselves that it fails. In short, someone with System Shock can’t use electronic, electrical, or high tech devices or abilities. System Shock goes away with a full rest.TRANSFORMEDThe status effect Transformed actually covers a wide array of different effects, which are all specific to the form forced. Transformed is almost always inflicted by magical means. A person Transformed into a scarecrow may still be able to act but unable to move; a person Transformed into a frog may be able to move, but not take any actions of note. Though Transformations all vary wildly with effects specific to the ability or creature that caused them, resistance, cures of or immunity to Transformation is broad, and covers the entire spectrum. If an ability removes Transformed status, it cures it regardless of whether the individual was turned into an eggplant, a statue, a doll, a mushroom, etc.