Statuses

Bleeding

Take 1 Sync damage at the start of each of your turns until the bleeding is stopped.

Blinded

All navigation or targeting requires a successful Luck roll.

Burning

Take d6 Sync damage at the start of your turn.

Charmed

Act on the charmer's turn and add your dice to their damage.

Confused

All failed rolls are considered fumbles.

Deafened

You can't hear any voice communications or game sounds. You may need to cover your ears, leave the room, or deafen your headset.

Drowning

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.

Frightened

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

Grappled

You can't move but can still take your action

Invisible

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.

Lost

If you are afflicted with this status, all navigation requires a successful Luck roll. Failure means the Server Host chooses where you go.

Paralyzed

You can't move or take an action on your turn. All damage you take is doubled

Poisoned

You make all rolls using your Tilt dice. Failure marks a respawn. Respawning removes this status.

Rage

You must attack the person or creature nearest to you.

Sickened

You make all rolls with -1.

Silenced

Cannot cast songs and voice communication doesn't work. Cover your mouth or mute your microphone.

Sleeping

All attacks auto-hit and deal twice as much damage. If attacking a sleeping mob, the attack removes two dice.

Slowed

You go at the end of initiative and can only move or only take an action on your turn. Not both

Stunned

Your turn is skipped this round of initiative.

Tripped

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.