Take 1 Sync damage at the start of each of your turns until the bleeding is stopped.
All navigation or targeting requires a successful Luck roll.
Take d6 Sync damage at the start of your turn.
Act on the charmer's turn and add your dice to their damage.
All failed rolls are considered fumbles.
You can't hear any voice communications or game sounds. You may need to cover your ears, leave the room, or deafen your headset.
You've failed your swimming roll and are now drowning. Roll Tilt at the start of your turn until someone saves you or you are forced to respawn.
You must move as far as possible from the thing that frightened you. You can't take actions that harm the thing that frightened yo
You can't move but can still take your action
Make an RNG roll to be able to spot an invisible target. All combat rolls must be made using RNG as well. Hitting an invisible target makes them visible.
If you are afflicted with this status, all navigation requires a successful Luck roll. Failure means the Server Host chooses where you go.
You can't move or take an action on your turn. All damage you take is doubled
You make all rolls using your Tilt dice. Failure marks a respawn. Respawning removes this status.
You must attack the person or creature nearest to you.
You make all rolls with -1.
Cannot cast songs and voice communication doesn't work. Cover your mouth or mute your microphone.
All attacks auto-hit and deal twice as much damage. If attacking a sleeping mob, the attack removes two dice.
You go at the end of initiative and can only move or only take an action on your turn. Not both
Your turn is skipped this round of initiative.
Melee attacks against you count as crits if they hit. Ranged attacks treat you as behind partial cover. You can end this status at the end of your turn. No roll needed.