Status Effects in Surviving Midnight | World Anvil

Status Effects

Blinded

  Effect: A blinded character cannot see their surroundings and suffers a penalty to their actions that require vision.   Penalties: The penalties for being blinded can vary based on the severity of the situation, but common penalties include:  
  1. Disadvantage: The character cannot use their Mind score for any actions that require sight.
  2. Movement: The character's movement is slowed by half due to their inability to see obstacles or hazards.
  3. Perception: The character is unable to detect hidden or sneaking enemies without making a successful roll after the subtraction of their Mind score.
Duration:   Cures: Some professions have skills or items that help them resist or recover from blindness more effectively.   Immunities: Some creatures or characters may be immune to being blinded due to their unique nature, equipment, or abilities.  

Bleeding

  Duration: The duration of bleeding may vary based on the severity of the wound or the source of the bleeding. It could last for a specific number of rounds, turns, or until the character receives medical attention or successfully stops the bleeding.   Damage: Bleeding characters take one point of damage per minute in the case of a serious wound, or one point of damage every five minutes on a less serious one.   Resistance: Depending on the situation, characters may have the opportunity to make a Body + Luck roll to resist the bleeding effects.   Treating Bleeding: Characters may attempt to stop the bleeding through various means, such as applying pressure to the wound, using bandages, or receiving medical attention from a fellow player or non-player character with healing abilities, or cauterization.   Worsening Condition: If left untreated, bleeding can worsen over time, leading to more significant health loss and potentially more severe consequences for the character.   Storytelling Opportunities: Bleeding can be used as a narrative element to add tension and urgency to the game. Characters may face dangerous situations where they risk bleeding, such as combat encounters, traps, or other hazardous scenarios.    

Burning

  Effect: When a character is Burning, they suffer ongoing damage due to the flames or heat. This damage is typically applied at the start of the character's turn while they are still on fire or in contact with the intense heat source.   Damage: The amount of damage taken from Burning is a fixed one point of damage per turn.   Duration: The duration of being Burning is usually specified by the source of the flames or heat, or it may be determined by the Game Master based on the situation. The character remains Burning until the flames are extinguished or they escape the intense heat source.   Extinguishing the Flames: The character or their another individual can take actions to extinguish the flames and stop the ongoing damage. This requires making a successful Agility check, using water or fire extinguishing equipment, or other appropriate methods.   Cauterization: In certain situations, characters might choose to intentionally cauterize wounds using fire to prevent further bleeding or infection. This is a risky action that will cause additional pain and one point of damage, but can staunch severe bleeding and close wounds. Resisting Burning: Some characters or creatures may have resistance or immunity to fire or heat-based damage due to their abilities, equipment, or skills. Others might have vulnerabilities to such effects, taking extra damage.    

Deafened

  Effect: When a character is Deafened, they cannot hear sounds or verbal communication. This can significantly impact their ability to perceive the environment, understand spoken instructions, and react to auditory cues. This results in the subtraction of the Mind score when attempting to perceive activity in a character's surroundings unless they have a clear line of sight.   Duration: The duration of being Deafened may vary depending on the cause. It could be a temporary effect that lasts for a certain number of minutes, or it could be a more extended condition that lasts until specific actions are taken to address it, as in the case of physical damage to the ears.   Communication: While Deafened, the character cannot understand spoken language or communicate through verbal means. They may need to rely on other forms of communication, such as writing, gestures, or even telepathy if available.   Awareness: Being Deafened may impose disadvantages on the character's Mind rolls that rely on hearing. It can also hinder their ability to notice approaching enemies or other dangers that make noise.   Resisting Deafening: Some characters or creatures may have the ability to resist or negate the Deafened status effect due to their unique abilities, equipment, or skills. Others might be particularly susceptible to this condition, depending on the situation.   Remedies: Characters will need to find appropriate remedies or receive medical treatment to restore their hearing if it is related to physical damage.      

Diseased

    Effect: When a character is Diseased, they are suffering from a contagious or harmful illness. The specific effects of the disease may vary depending on the situation and the nature of the affliction which are determined by the source of it, and the discretion of the Game Master (GM).   Transmission: Diseases can spread through various means, such as contact with an infected creature, ingesting contaminated food or water, exposure to contaminated environments, or even through supernatural means.   Symptoms: Diseased characters may experience various symptoms, such as weakness, fatigue, fever, nausea, rashes, or other adverse effects on their physical or mental capabilities. The severity and duration of symptoms depend on the disease's potency and the character's resistance.   Resistance: Characters may be able to resist a disease. Once transmission occurs they will need to roll a Body+Luck+1D6 and bypass the potency score of the infection.   Spreading the Disease: Diseased characters might unintentionally spread the disease to others they come into contact with. This can lead to additional challenges for the game if they don't take precautions to contain the contagion.   Treatment: Characters may need to seek medical attention or use antidotes to cure themselves of the disease. Time may also play a factor, as some diseases may naturally run their course before recovery, but with a limited amount of time available, this would be an unwise course of action.   Roleplay Opportunities: Diseased characters present excellent roleplay opportunities as they struggle with their affliction, and the other characters must decide how to support them or protect themselves from potential contamination.      

Fear

    Triggering Fear: Fear can be triggered by various situations, such as encountering eldritch horrors, witnessing gruesome scenes, experiencing supernatural events, or facing imminent danger. The Game Master will determine when Fear should be applied based on the narrative and the character's exposure to frightening stimuli.   Effect: When a character is affected by Fear, they will experience physical and mental consequences. This includes trembling, increased heart rate, difficulty concentrating, impaired decision-making, or even temporary paralysis.   Duration: Fear can last for a short duration or persist until the character overcomes the cause of their terror or successfully deals with the situation. The Game Master will decide how long the Fear effect remains in place based on the context and the character's actions.   Fear Levels: Fear can be classified into different levels or degrees, representing the intensity of the character's terror. The higher the Fear level, the more severe the effects on the character. Overcoming Fear requires specific actions or successful checks. These checks consist of six plus the fear level to determine the score that must be surpassed to overcome the fear effect.  
  • Mild Fear (Level 1):
  1. Characters may feel uneasy or nervous but can still function relatively well.
  2. Difficulty: 3 to 4: Easy
  3. Rolling to combat Fear: Mind + Sanity Score + 1d6. No Sanity Points are lost.
  • Moderate Fear (Level 2):
  1. Characters experience increasing anxiety and may hesitate or make minor mistakes.
  2. Difficulty: 5 to 6: Moderate
  3. Rolling to combat Fear: Mind + Sanity Score + 1d6. Characters lose 1 Sanity Point on a failed roll.
  • Intense Fear (Level 3):
  1. Fear begins to overwhelm characters, impacting their ability to act rationally.
  2. Difficulty: 7 to 8: Challenging
  3. Rolling to combat Fear: Mind + Sanity Score + 1d6. Characters lose 2 Sanity Points on a failed roll.
  • Severe Fear (Level 4):
  1. Characters are in a state of terror, making it difficult to focus or perform effectively.
  2. Difficulty: 9 to 10: Hard
  3. Rolling to combat Fear: Mind + Sanity Score + 1d6. Characters lose 3 Sanity Points on a failed roll.
  • Panic (Level 5):
  1. Characters are consumed by fear, possibly leading to irrational and self-destructive behavior.
  2. Difficulty: 11 to 12: Very Hard
  3. Rolling to combat Fear: Mind + Sanity Score + 1d6. Characters lose 4 Sanity Points on a failed roll.
  • Utter Dread (Level 6):
  1. Characters are on the brink of insanity, and their actions may become unpredictable and dangerous.
  2. Difficulty: 13 to 14: Daunting
  3. Rolling to combat Fear: Mind + Sanity Score + 1d6. Characters lose 5 Sanity Points on a failed roll.
  Overcoming Fear: Characters have the opportunity to overcome Fear by rolling over the Fear Level using their Mind + Sanity Points + 1d6.   Consequences: Fear has a significant impact on the character's ability to function effectively. They might hesitate in combat, struggle with skill checks, or make irrational decisions, more importantly, fear effects degrade a character's Sanity Points the longer they are under the effects of it, which could potentially lead them to the complete loss of Sanity.   Roleplay Opportunities: Fear presents excellent roleplay opportunities for players to explore their character's emotions, vulnerabilities, and growth throughout the game. Encourage players to delve into their characters' fears and motivations, as it can add depth to the storytelling.    

Paralyzed

  Immobility: A paralyzed character cannot move or perform any physical actions.   Duration: The duration of paralysis varies based on the source of the effect. It can be a temporary status effect that lasts for a specific number of rounds or turns, or it may be indefinite until the character receives the appropriate remedy or the effect is otherwise lifted.   Resistance: In most cases, characters will get a chance to resist paralysis with a successful Body + Luck roll, however, if the source of the paralysis is physical damage, this does not apply.   Curing Paralysis: Characters may use specific abilities or items to cure paralysis. The availability of such remedies varies depending on availability and willingness of those in possession of such things.   Vulnerability: Paralyzed characters are vulnerable to attacks, making them easy targets for enemies. Attacks against paralyzed characters hit without the need of a roll, and the character under the effects of the paralysis is susceptible to a coup de grace.   Interaction with Fear: Paralysis may be linked to Fear effects, where particularly terrifying encounters can lead to temporary or prolonged paralysis in characters.   Storytelling Opportunities: Paralysis can be used as a narrative tool to heighten tension and create challenging situations for characters. It can be a consequence of facing eldritch horrors, dangerous traps, or powerful curses within Midnight.  

Poisoned

  Duration: The duration of the poison varies depending on the type and strength of the poison. It can be a temporary effect that lasts for a specific number of rounds or turns, or it may be a lingering condition that lasts until the character receives the appropriate antidote or remedy.   Damage: Poisons are divided into two categories, depending on the effect and severity of the source.
  • Damaging: These poisons do damage over time, and will inflict a point of damage at fifteen minute intervals until cured or the death of the character. While they are by far the more rare forms and should be used (as a GM) sparingly, they do exist and can place a great deal of tension in the game.
  • Debilitating: These poisons directly impact a character's stats, depending on the type of poison they have in their system. Body, Mind, Strength, and Agility can be affected either as a whole or individually, but with these types of poisons, never more than a single point of a stat will be lost at a time, though applications of various types or reapplications of the same type can stack these effects leading to a far more serious situation for the character. These effects will remain until cured or until the character perishes.
Resistance: In most cases, characters will get a chance to resist the poison's effects with a Body + Luck roll.   Curing Poison: Characters may use specific abilities or items to cure poison. The availability of such remedies will vary in the game world, and characters may need to search for herbs, antidotes, or seek out healers or doctors to find the means to counteract the poison.   Immunity and Resistance: Some characters or creatures may have immunity or resistance to certain types of poison, which can protect them from its effects.   Vulnerability: Poisoned characters are vulnerable to further damage and may be more susceptible to other harmful effects while dealing with the poison's effects.   Storytelling Opportunities: Poison can be used as a narrative tool to introduce danger and tension into the story. Poisonous encounters might involve venomous creatures, contaminated food or water, or the influence of dark eldritch entities.

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