D20 Mechanic: Status Effects

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This should be a comprehensive list of all status effects in Trinity.

Terms and Definitions

A short list of terms that are used here.

Type 
The type of status effect. This can be either an ailment, which is a negative effect; an effect, which is neutral in nature; a boon, which is a positive effect; or a flag, which simply indicates that the creature has some state that other effects may depend upon.
Aspect 
The class of status effect. This can be either physical, which is an effect that has a physical component; mental, which has a mental component; spiritual, which has a spiritual component; or universal, which affects multiple aspects of a character.

Status Ailments and Effects

Mute: You cannot speak. This prohibits you from casting spells, if you are a caster, or vocalizing prayers, if you are a petitioner. You cannot communicate verbally, however you can still communicate telepathically and in writing.

 

BARRIER
Type: Boon
Aspect: Universal
A creature with the barrier status halves all energy damage it takes; this effect is functionally equivalent to a variable ER effective against all energy types.
Alternatively, a given copy of this status may indicate a specific type of energy, such as barrier (fire). If an energy type is specified, this status is only effective against the specified energy type. A character can have multiple types of barrier, but they do not stack; thus a character that has barrier and barrier (fire) only gains the benefits of one or the other, not both; while a character with barrier (cold) and barrier (psychic) halves damage taken from both cold and psychic damage.
If you have energy absorb, this status is applied before energy absorb.

 

BLEED
Type: Ailment
Aspect: Physical
A creature with this status takes the listed amount of physical damage at the beginning of its turn. DR and similar effects do not apply to this damage.
Creatures with regeneration are immune to this status, as are creatures without a Constitution score.
If the creature is healed for an amount equal to or greater than the maximum amount of damage this status can cause, this status is removed.
A creature can have multiple copies of this status.

 

BLOODIED
Type: Flag
Aspect: Physical
A creature whose current hit points are equal to or less than 50% of its maximum hit points gains this status.

 

BURN
Type: Ailment
Aspect: Physical
A creature with the burn status can neither run nor charge, suffers a -2 penalty to all Strength- and Dexterity-based checks, and suffers a -4 penalty against effects with the [fire] descriptor or that otherwise deal fire damage.
A creature with this status suffers potency 1 fire damage (determined by the origin of this status) whenever a standard action is taken. This damage is applied after the effect of the action is determined. Effects that prevent or reduce fire damage are effective against this damage.

 

COMPRESS
Type: Boon
Aspect: Physical (Temporal)
This status always has a value.
At the end of each round, each creature with this status increases its Initiative by the value of this status.
A creature can have multiple copies of this status.

 

CON UP
Type: Boon
Aspect: Physical
A creature with this status gains a +1 bonus to all Constitution-based checks, and increases their maximum hit points by their level.
A creature can have multiple copies of this status; its effects stack.
If a creature with this status would gain con down, both that status and con up are negated.

 

CONFUSION
Type: Ailment
Aspect: Mental
A creature with this status is confused, its mind addled, and may not be able to take actions of its own accord.
At the beginning of the creature's turn, roll d% and consult the following table to determine what the creature does.
 
Confusion
01 - 20 The creature can act normally.
21 - 50 The creature does nothing productive, such as babbling incoherently or staring into space.
51 - 70 The creature harms itself in its confusion, dealing 1 point of damage to itself per HD; this effect ignores the creature's DR and Hardness.
71 - 100 The creature attempts to attack the nearest creature, using whatever means the creature can normally use.
 
If the creature is attacked by another creature, it instead automatically attempts to attack that creature on its next turn.

 

CONTACT
Type: Flag
Aspect: Mental
This status is always keyed to another creature.
A creature with this status has been mentally contacted by the source creature.

 

CRITICAL
Type: Flag
Aspect: Physical
A creature whose current hit points are equal to or less than 25% of its maximum hit points gains this status.

 

DEAD
Type: Ailment
Aspect: Universal
A creature with this status has zero hit points, is unconscious, and cannot be healed.
Only effects that specifically state they can remove this status can do so.
This status always has a duration of a number of rounds equal to the creature's level + their Charisma modifier, minimum 3.
At the end of the duration, the creature becomes an object, and can no longer be raised.

 

DEX DOWN
Type: Ailment
Aspect: Physical
A creature with this status suffers a -1 penalty to all Dexterity-based checks, including ranged attack rolls (but not firearm attack rolls), and suffers a -1 dodge penalty to AC.
A creature can have multiple copies of this status; its effects stack. If you have this status a number of times equal to your Hit Dice + your Dexterity modifier (min 3), you become paralyzed.

 

DOOM
Type: Ailment
Aspect: Universal
A creature with this status ailment immediately gains the dead status when the effect's duration ends.
Avoidance effects are ineffective against the end of the duration of this effect.
If the creature has resistance or weakness to [death] effects, their bonus or penalty to saving throws is applied to the duration of this ailment when it is applied, to a minimum of 1 round.
Creatures with immunity to [death] effects are immune to this status.

 

DYING
Type: Ailment
Aspect: Universal
A creature gains this status automatically upon being reduced to 0 hit points.
You are unconscious.
At the beginning of your turn, make a death save: roll a d20 and consult the following table.
 
Dying
< 10 You slip one step closer to death. If you get this result three times before you take a long rest, you gain dead.
10 - 19 No change.
20+ You can spend a healing surge. You are no longer dying, and you are conscious but still prone. If you roll 20 or higher but have no healing surges left, your condition doesn’t change.
 
Do not track your hit points below 0. If a creature intentionally deals damage to you while you have this status, you are treated as having failed a death save. If you are in an environment that deals damage (such as immersion in lava) or are taking ongoing damage, you still make a death save on your turn, but suffer a penalty to the save equal to the total potency of the damage you would take from all such effects.
While you have this status, if you also have the regen status or are otherwise enjoying an effect that would give you hit points at the beginning of your turn, you still make a death save at the beginning of your turn, but gain an untyped bonus to the save equal to the remaining duration, in rounds, of the regen status (if the regen has no duration and/or is save ends, you gain a +5 bonus to your death save); or, equal to the potency of the effect that would restore hit points, if measured in potency; or, a +2 bonus for each healing surge you are allowed to spend, if so allowed by such an effect.

 

ENERGY RESIST
Type: Boon
Aspect: Universal
This status always specifies an energy type and a value.
A creature with the energy resist ignores an amount of energy damage of the specified type equal to the specified value. Energy resist stacks: you can have multiple copies of energy resist, and if you gain energy resist for the same energy type multiple times, their effects stack.
If you have this status and the barrier status, this status is applied after barrier. If you have energy absorb, this status is applied before energy absorb.

 

EJECT
Type: Ailment
Aspect: Physical
A creature with this status is removed from normal space, trapped within folded space, or otherwise unable to interact with reality.
A creature with this status can take no actions. While ejected, time does not elapse (and thus durations do not decrement), and the creature is unaware of how much time has elapsed since the status was gained.

 

HASTE
Type: Boon
Aspect: Physical (Temporal)
The creature moves and acts more quickly than normal. This extra speed has several effects.
When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon. The attack is made using the creature's full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round.)
A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
All of the hasted creature's modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject's normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature's jumping distance as normal for increased speed.
If a creature with this status would gain slow, both that status and haste are negated.

 

HELPLESS
Type: Ailment
Aspect: Physical
A helpless character is paralyzed, held, bound, sleeping, unconscious, or otherwise completely at an opponent's mercy. A helpless target is treated as having a Dexterity of 0 (–5 modifier). Melee attacks against a helpless target get a +4 bonus (equivalent to attacking a prone target). Ranged attacks get no special bonus against helpless targets. Helpless targets can be affected by sneak attacks and other precision-based damage.
As a full-round action, an enemy can use a melee weapon to deliver a coup de grace to a helpless foe. An enemy can also use a bow, crossbow, or firearm, provided he is adjacent to the target. The attacker automatically hits and scores a critical hit, and sneak attack damage also applies. If the defender survives, he must make a Fortitude save (DC 10 + damage dealt) or die. Delivering a coup de grace provokes attacks of opportunity.
Creatures that are immune to critical hits do not take critical damage, nor do they need to make Fortitude saves to avoid being killed by a coup de grace.

 

IMMOBILIZED
Type: Ailment
Aspect: Physical
A creature with this status cannot move from their square. The creature is not immobile, and can continue to take actions normally, but cannot voluntarily move from their present space until this status is removed.

 

LAG
Type: Ailment
Aspect: Physical (Temporal)
A creature with this status reduces its initiative by the indicated amount at the end of each round.
A creature can have multiple copies of this status.

 

PROTECT
Type: Boon
Aspect: Physical
A creature with the protect status halves the damage it takes from physical sources; this effect is functionally equivalent to a variable DR.

 

REGEN
Type: Boon
Aspect: Physical
A creature with this status regains hit points at the beginning of its turn. The specific amount healed is indicated in the effect that granted this status.
This status stacks with fast healing.

 

SHELL
Type: Boon
Aspect: Spiritual
A creature with the shell status gains a bonus to saving throws against Force effects equal to one-half its Hit Die.

 

SLAG
Type: Ailment
Aspect: Physical
A creature with the slag status takes double damage from physical sources. This effect is applied before DR or other damage-reducing effects.
This status negates and is negated by protect.

 

SLOW
Type: Ailment
Aspect: Physical (Temporal)
An affected creature moves and attacks at a drastically slowed rate.
A slowed creature can take only a single move action or standard action each turn, but not both (nor may it take full-round actions).
Additionally, it takes a -1 penalty on attack rolls, AC, and Reflex saves. A slowed creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creature’s jumping distance as normal for decreased speed.
If a creature with this status would gain haste, both that status and slow are negated.

 

STOP
Type: Ailment
Aspect: Universal
A creature with this status is frozen in time.
A creature with this status can take no actions and is also considered helpless.

 

STR DOWN
Type: Ailment
Aspect: Physical
A creature with this status suffers a -1 penalty to all Strength-based checks, including melee attack rolls, and also suffers a -2 penalty to all melee damage rolls.
A creature can have multiple copies of this status; its effects stack. If you have this status a number of times equal to your Hit Dice + your Strength modifier (min 3), you become helpless.

 

ZOMBIE
Type: Ailment
Aspect: Universal
A creature with this status has been transformed into an undead creature. Its creature type becomes Undead, and it cannot be healed normally, though it may act normally.
If reduced to fewer than 0 hit points, a creature with this status does not become unconscious. Instead, continue tracking its hit points to a minimum of its Constition score, and at the beginning of the creature's turn, roll d% and consult the following table to determine what the creature does.
 
Zombie
01 - 20 The creature does nothing productive, such as babbling incoherently or staring into space.
21 - 100 The creature attempts to attack the nearest creature, using whatever means the creature can normally use.
 
If the creature is subject to an effect that removes dead, this status is removed, and the creature gains 1 hit point per HD.