Obergnom
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Fatigue Effects
Fatigue Effects are similar to diseases. They can be used as negative effects to help simulate travel and exploration wear on the group.
The group acquires fatigue effects as a result of failed skill challenges and individuals can suffer them after certain conditions in combat are met.
If you suffer from a fatigue effect and gain the same effect again, its level is raised by one.
To remove a fatigue effect, make a saving throw for each different kind of effect you are currently suffering from after an extended rest. A successful save lowers the effects level by one. Fatigue effects on equipment can't be removed like this.
The help entry describes what might remove the effect. Partial means, you recive a +2 saving throw bonus. Full means, the effect is removed.
Update: Added the Corrosion effect.
Crushed Armor [untyped, thunder]
The hill giants powerful blows dented your armor, the tigers claws shredded your robe and the tumbling boulders smashed your shield.
Cause: You suffered one or more critical hits during an encounter. Make a save at the end of the encounter. If you fail, your armor or shield becomes damaged.
Effect: The armor bonus granted by affected armors or shields is lowered by the level of this effect.
Help(full): Make Whole Ritual , Armorsmith
Exhaustion
With the last bit of strength you can muster, you draw yourself up the mountain top.
Cause: A fight that takes more than 12 rounds of combat could exhaust the group. Each character makes a saving throw or becomes exhausted.
Effect: Level 1 - you can't spent action points, Level 2 - You loose a move action, Level 3 - you are dazed, Level 4 - you are dazed and immobilized.
Help(partial): Spend a day comfortably resting
Injured
The ogres club smashed your arm, the Cave Bear crushed your ribs and falling down that chasm you broke your leg.
Cause: You have been ruduced to 0 hit points during an encounter. Make a save at the end of the encounter. If you fail, you are injured.
Effect: You can't recover all of your hit points. Your maximum Hit Points are reduced by 25% per level of this fatigue effect.
Help(partial): Healing Skill
Poisoned [poison]
The spider venoms effect takes time to wear of.
Cause: You suffered ongoing poison damage during a single encounter for 3 or more rounds or suffered a critical hit from a poison attack. Make a save at the end of the encounter. If you fail, you are poisoned.
Effect: The poison reduces your stamina. You loose 1 point of fortitude defense per level of this fatigue effect.
Help(partial): Nature Skill, Healing Skill
Burned [fire]
The dragons breath seriously burned your skin. These wounds will take time to recover.
Cause: You suffered ongoing fire damage during a single encounter for 3 or more rounds or suffered a critical hit from a fire attack. Make a save at the end of the encounter. If you fail, you are burned.
Effect: The burns reduce your reflexes. You loose 1 point of reflex defense per level of this fatigue effect.
Help(partial): Healing Skill
Corrosion [acid]
The green slime stuck to your sword for to long, causing serious damage to its edge!
Cause: You suffered ongoing acid damage during a single encounter for 3 or more rounds or suffered a critical hit from an acid attack. Make a save at the end of the encounter. If you fail, one of your weapons or implements becomes corroded.
Effect: The weapon or implement gets the corroded effect. If you deal damage with an attack using a corroded piece of equipment reroll all dice that show maximum damage. If you score a critical hit using a corroded weapon or implement, there is a chance it will break. Roll a d6, if the result is lower than the level of the corrosion effect, it breaks.
Help(full): Make Whole Ritual, Weaponsmith
Mindflayed [psychic]
The intellect devourers attacks echo in your mind days after the fight.
Cause: You suffered ongoing psychic damage during a single encounter for 3 or more rounds or suffered a critical hit from a psychic attack. Make a save at the end of the encounter. If you fail, you are mindflayed.
Effect: The headaches reduce your willpower. You loose 1 point of will defense per level of this fatigue effect.
Help(partial): Arcana Skill
Necrosis [necrotic]
Something cold seems to devour you from the inside, since that wraith attacked you.
Cause: You suffered ongoing necrotic damage during a single encounter for 3 or more rounds or suffered a critical hit from a necrotic attack. Make a save at the end of the encounter. If you fail, you suffer from necrosis.
Effect: The lingering energy of the Shadowfell reduces your healing capabilities. Your healing surge value is reduced by 25% per level of this fatigue effect. (rounded down)
Help(partial): Religion Skill
Twitches [lightning]
Ever since the wizards lightning bolt hit you, there are times you loose control of your actions
Cause: You suffered ongoing lightning damage during a single encounter for 3 or more rounds or suffered a critical hit from a lightning attack. Make a save at the end of the encounter. If you fail, you suffer twitches.
Effect: Roll a d6 at the begining of your round. If the result is lower than the level of your Twitches condition, you can't act this turn.
Help(partial): Arcana Skill
Frozen Limbs [cold]
You can't seem to shake of the effect of the Frost Titans cold breath.
Cause: You suffered ongoing cold damage during a single encounter for 3 or more rounds or suffered a critical hit from a cold attack. Make a save at the end of the encounter. If you fail, you suffer from frozen limbs.
Effect: Its hard to move fast, when your limbs are cold. Your movement is reduced by the level of this fatigue effect.
Help(partial): Heal Skill
Halos [radiant]
You have been hit by the shining light of creation. It doesn't seem to leave your eyes...
Cause: You suffered ongoing radiant damage during a single encounter for 3 or more rounds or suffered a critical hit from a radiant attack. Make a save at the end of the encounter. If you fail, you suffer from halos.
Effect: Your eyesight is reduced depending on the level of this fatigue effect. Level 1 - 10 squares, level 2 - 5 squares, level 3 - 1 square, level 4 - blind. You suffer a penalty to perception checks equal to this effects level.
Help(Partial): Religion Skill
Fatigue Effects are similar to diseases. They can be used as negative effects to help simulate travel and exploration wear on the group.
The group acquires fatigue effects as a result of failed skill challenges and individuals can suffer them after certain conditions in combat are met.
If you suffer from a fatigue effect and gain the same effect again, its level is raised by one.
To remove a fatigue effect, make a saving throw for each different kind of effect you are currently suffering from after an extended rest. A successful save lowers the effects level by one. Fatigue effects on equipment can't be removed like this.
The help entry describes what might remove the effect. Partial means, you recive a +2 saving throw bonus. Full means, the effect is removed.
Update: Added the Corrosion effect.
Crushed Armor [untyped, thunder]
The hill giants powerful blows dented your armor, the tigers claws shredded your robe and the tumbling boulders smashed your shield.
Cause: You suffered one or more critical hits during an encounter. Make a save at the end of the encounter. If you fail, your armor or shield becomes damaged.
Effect: The armor bonus granted by affected armors or shields is lowered by the level of this effect.
Help(full): Make Whole Ritual , Armorsmith
Exhaustion
With the last bit of strength you can muster, you draw yourself up the mountain top.
Cause: A fight that takes more than 12 rounds of combat could exhaust the group. Each character makes a saving throw or becomes exhausted.
Effect: Level 1 - you can't spent action points, Level 2 - You loose a move action, Level 3 - you are dazed, Level 4 - you are dazed and immobilized.
Help(partial): Spend a day comfortably resting
Injured
The ogres club smashed your arm, the Cave Bear crushed your ribs and falling down that chasm you broke your leg.
Cause: You have been ruduced to 0 hit points during an encounter. Make a save at the end of the encounter. If you fail, you are injured.
Effect: You can't recover all of your hit points. Your maximum Hit Points are reduced by 25% per level of this fatigue effect.
Help(partial): Healing Skill
Poisoned [poison]
The spider venoms effect takes time to wear of.
Cause: You suffered ongoing poison damage during a single encounter for 3 or more rounds or suffered a critical hit from a poison attack. Make a save at the end of the encounter. If you fail, you are poisoned.
Effect: The poison reduces your stamina. You loose 1 point of fortitude defense per level of this fatigue effect.
Help(partial): Nature Skill, Healing Skill
Burned [fire]
The dragons breath seriously burned your skin. These wounds will take time to recover.
Cause: You suffered ongoing fire damage during a single encounter for 3 or more rounds or suffered a critical hit from a fire attack. Make a save at the end of the encounter. If you fail, you are burned.
Effect: The burns reduce your reflexes. You loose 1 point of reflex defense per level of this fatigue effect.
Help(partial): Healing Skill
Corrosion [acid]
The green slime stuck to your sword for to long, causing serious damage to its edge!
Cause: You suffered ongoing acid damage during a single encounter for 3 or more rounds or suffered a critical hit from an acid attack. Make a save at the end of the encounter. If you fail, one of your weapons or implements becomes corroded.
Effect: The weapon or implement gets the corroded effect. If you deal damage with an attack using a corroded piece of equipment reroll all dice that show maximum damage. If you score a critical hit using a corroded weapon or implement, there is a chance it will break. Roll a d6, if the result is lower than the level of the corrosion effect, it breaks.
Help(full): Make Whole Ritual, Weaponsmith
Mindflayed [psychic]
The intellect devourers attacks echo in your mind days after the fight.
Cause: You suffered ongoing psychic damage during a single encounter for 3 or more rounds or suffered a critical hit from a psychic attack. Make a save at the end of the encounter. If you fail, you are mindflayed.
Effect: The headaches reduce your willpower. You loose 1 point of will defense per level of this fatigue effect.
Help(partial): Arcana Skill
Necrosis [necrotic]
Something cold seems to devour you from the inside, since that wraith attacked you.
Cause: You suffered ongoing necrotic damage during a single encounter for 3 or more rounds or suffered a critical hit from a necrotic attack. Make a save at the end of the encounter. If you fail, you suffer from necrosis.
Effect: The lingering energy of the Shadowfell reduces your healing capabilities. Your healing surge value is reduced by 25% per level of this fatigue effect. (rounded down)
Help(partial): Religion Skill
Twitches [lightning]
Ever since the wizards lightning bolt hit you, there are times you loose control of your actions
Cause: You suffered ongoing lightning damage during a single encounter for 3 or more rounds or suffered a critical hit from a lightning attack. Make a save at the end of the encounter. If you fail, you suffer twitches.
Effect: Roll a d6 at the begining of your round. If the result is lower than the level of your Twitches condition, you can't act this turn.
Help(partial): Arcana Skill
Frozen Limbs [cold]
You can't seem to shake of the effect of the Frost Titans cold breath.
Cause: You suffered ongoing cold damage during a single encounter for 3 or more rounds or suffered a critical hit from a cold attack. Make a save at the end of the encounter. If you fail, you suffer from frozen limbs.
Effect: Its hard to move fast, when your limbs are cold. Your movement is reduced by the level of this fatigue effect.
Help(partial): Heal Skill
Halos [radiant]
You have been hit by the shining light of creation. It doesn't seem to leave your eyes...
Cause: You suffered ongoing radiant damage during a single encounter for 3 or more rounds or suffered a critical hit from a radiant attack. Make a save at the end of the encounter. If you fail, you suffer from halos.
Effect: Your eyesight is reduced depending on the level of this fatigue effect. Level 1 - 10 squares, level 2 - 5 squares, level 3 - 1 square, level 4 - blind. You suffer a penalty to perception checks equal to this effects level.
Help(Partial): Religion Skill
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