Game System: Sheet (1.31.99.:2-897)
Background
Traits
Echelon
Aspects
Stats
Attributes
Status
General
Shinmanaokimagi
Skills
Proficiencies
Effects
Immediate Damage;
Gradual Damage;
non-Lethal Damage;
Environmental; Blind, Hot, Cold, Freeze, Soaked, Burned, Electrocuted, Infected (Sickly)
Inflicted; Stunned, Bleeding, Over Encumbered, Unconscious
Type | Name | Effect(s) | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Environmental
Element |
Bright | Must roll a perception roll before doing anything, else suffer a -50 to the roll. | ||||||||||
Environmental
Element |
Dark | Must roll a perception roll before doing anything, else suffer a -50 to the roll. | ||||||||||
Environmental
Element |
Cold | -50 to all physical rolls.
If one stays in a cold environment for more than four days, they will die. | ||||||||||
Environmental
Element |
Hot | -50 to all physical rolls.
If one stays in a hot environment for more than four days, they will die. | ||||||||||
Physical | Sleep Deprived | If no sleep is gained;
| ||||||||||
Environmental
Element |
Submerged | -50 to all physical rolls. | ||||||||||
Physical | Over Incumbered | Characters who are carrying too much will have to roll a strength, if they get over their incumbrence difference, this effect is passed this turn, if they don't, the difference of the roll is applied as a negative to all physical rolls, x5.
(1 over=-5, 5 over=-25, 10 over=-50, 20 over=-70) | ||||||||||
Physical | Non-Dom. Hand | When using your non-dominate hand for any reason aside from items considered 'basic tool's, your roll is has a /2. | ||||||||||
Physical
Immediate |
Bruise | Applied by blunt weapons. | ||||||||||
Physical
Gradual |
Bleed | When bleeding, the user takes a fifth of the original damage received every round until they either stop the bleeding or pass out.
Applied by bladed and most ranged weapons. | ||||||||||
Physical
Gradual |
Suffocate | Unable to breath.
Humans have five rounds before death. | ||||||||||
Physical
Mental Element Gradual |
Burn | |||||||||||
Physical
Mental Shin Element Immediate |
Stun
Electric |
When stunned, the target has to roll either a Physical or Mental toleration vs the attack, if they get above, the stun doesn't work, if they don't, they are stunned until they do or until the effect wears off.
Varies. | ||||||||||
Physical
Immediate |
Broken Bone | Broke a bone, causing an inability to use it's attached limb or taking twice the damage on that limb if damaged.
Lasts only a month. | ||||||||||
Physical
Immediate |
Maim | You lose a limb.
Lasts forever. | ||||||||||
Physical
Immediate |
Unconscious | Once you hit your conscious level, you must roll either Physical or Mental toleration in order to stay awake. The role has to get above the attack. | ||||||||||
Shin
Immediate Gradual |
Wuyfreg | . | ||||||||||
Shin
Immediate Gradual |
Aaryn | . |
Positive
Negative
Trauma
Stunts
CYIN
Inventory
Pnemaology
Needs
Vim
Hunger
100%: Burst;
75%: Stuffed;
50%: Full;
25%: Satisfied;
0%: Not Hungry;
-25%: Peckish;
-50%: Hungry
-75%: Famished;
-90%: Ravenous; -100%: Starved;
Thirst
100%: Drowned;
75%: Flooding;
50%: Full;
25%: Satisfied;
0%: Content;
-25%: Dry; Nothing
-50%: Thirsty; Dizziness
-75%: Mild Dehydration; Fainting
-90%: Moderate Dehydration; Organ Damage -100%: Severe Dehydration; Death
Temperature
100%: Boiled;
90%: Heatstroke;
75%: Hotter;
50%: Hot;
25%: Warm;
0%: Perfect;
-25%: Chilly;
-50%: Cold;
-75%: Colder;
-90%: Frost Bite; -100%: Frozen;
Vitiation
Bio Tissue
Infection
0%: Sterile;
Completely clean, with almost no trace of infection.
25%: Tainted;
50%: Contaminated;
75%: Vitiated;
90%: Infected;
After reaching this, unless lowered, it gradually raises until you've turned. 100%: Turned;
Once you've reached 100% infection, you've turned.
Corruption
Vivacity
Sanity
100%: Psychopath;
90%: Psychosis;
75%: Disconnected;
50%: Disturbed;
25%: Warm;
0%: Sane;
-25%: Cold;
-50%: Disturbed;
-75%: Disconnected;
-90%: Psychosis; -100%: Sociopath;