Fallout Nukaloha: Wish you were here.
Welcome to Fallout Nukaloha! A Fallout Roleplaying forum set on the Post-Apocalyptic Hawaii. Register and Log-In to see all the features and start playing.
Fallout Nukaloha: Wish you were here.
Welcome to Fallout Nukaloha! A Fallout Roleplaying forum set on the Post-Apocalyptic Hawaii. Register and Log-In to see all the features and start playing.


Fallout Roleplaying Forum set 250 years after the Great-War on the Post-Apocalyptic Hawaii. Will you be able to survive and endure the Hawaiian Wasteland?
 
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Join date : 2017-08-17

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PostSubject: Status effects   Status effects EmptyFri Oct 06 2017, 00:33

There are several status that indicate how your character is faring, some of these Stats need to be as high as possible, others as low as possible. Not being careful with these stats might make your character end crazy or worse, dead. Each race has different status limits.

  • HLP: Health Points: Health Points indicate how healthy and how close to death your character is. When it reaches 0 your character will die. If the damage inflicted to it places the health under -50 then it won’t only die but also be violently mutilated and might even completely explode and turn into a red shower of blood.

  • RAD: Radiation Points indicate how irradiated your character is. The closer it is to 0 the healthier your character will be. Having radiation might also end causing mutations, even in Robots. High radiation points will eventually lead into becoming weaker and slower, losing END and AGL points, the only exception to this are Ghouls who are unaffected by Radiation. Humans who reach 50% of their radiation limit they will have to do a 1d100 dice roll and after adding their LCK points multiplied by 2 get 50 or more to become Psykers, if they fail they will continue as humans; after reaching the 100% of their Radiation Points they will once more require to do another dice roll with the same parameters as before and get 75 or more to become Ghouls, otherwise they will die. Ghouls who reach 100% of their Radiation Points will become feral, and lose control of their character, being forced to create a new one.

  • INS: Insanity Points indicate how mentally sound your character is. Viewing specially crude or violent events might lead to an increase in insanity points. If your character suffers from a high level of hunger, thirst, sleep deprivation or radiation poisoning it will also gain 2 insanity points per turn. Unlike other stats reaching the 100% of Insanity Points won’t lead to death but instead to having your character become a maddened husk, which will lead to being forced to create a new character.

  • HGR: Nutrition and Hunger and the requirement of nourishment, of eating vegetables or meat in order to keep your body working and with enough energy. In the case of robots they cannot feed on regular food and will require using batteries or other type of power sources. Being hungry will eventually lead in becoming weaker and cranky, which will lead to STR and CHA penalties. Reaching the maximum Hunger points will result in death.

  • H2O: Thirst is the requirement of being hydrated to keep fresh. Robots don’t require water, but instead to find oil to keep from rusting. Being thirsty will eventually lead to becoming weaker and having your eyes drier, which will lead to END and PER penalties. Reaching the maximum amount of Thirst points will result in death.

  • SLP: Sleep is the requirement of lying down and giving your body a chance at resting. Robots do not require sleeping per se but they have to temporally shut down their bodies to keep from overheating. Lacking sleep will make players become slower both to act and to think, which will result in AGI and INT penalties. Reaching the maximum amount of Sleep points will result in death.


As mentioned before, each race has its maximum and minimum limits for these conditions:

Humans & Psykers


Humans and Psykers are pretty balanced.  

  • HP: 100. +5 Per Level. 600 at Level 100.
  • RP: 100. +5 Per Level. 600 at Level 100.
  • IP: 100. +5 Per Level. 600 at Level 100.
  • Hunger: 100. Doesn’t increases when Levelling Up.
  • Thirst: 100. Doesn’t increases when Levelling Up.
  • Sleep: 100. Doesn’t increases when Levelling Up.


Ghouls


Due to their decrepit bodies Ghouls are slightly weaker and less resistant to insanity compared with Humans but they can absorb and resist a massive amount of Radiation.

  • HP: 75. +3 Per Level. 375 at Level 100.
  • RP: 100. +9 Per Level. 1000 at Level 100.
  • IP: 75. +3 Per Level. 375 at Level 100.
  • Hunger: 100. Doesn’t increases when Levelling Up.
  • Thirst: 100. Doesn’t increases when Levelling Up.
  • Sleep: 100. Doesn’t increases when Levelling Up.


Super-Mutants


Super-Mutants are incredibly strong and can resist a lot of damage, specially when they become combat hardened, but their weakened genome cannot take as much radiation and their frayed minds are more prone to insanity.

  • HP: 300. +8 Per Level. 1100 at Level 100.
  • RP: 25. +3 Per Level. 325 at Level 100.
  • IP: 25. +3 Per Level. 325 at Level 100.  
  • Hunger: 100. Doesn’t increases when Levelling Up.
  • Thirst: 100. Doesn’t increases when Levelling Up.
  • Sleep: 100. Doesn’t increases when Levelling Up.


Robots


Since their bodies are made from metal but they cannot grow muscle robots start with the highest health but they can barely grow stronger as they Level up. They can become more resilient to insanity and radiation thought.

  • HP: 500. +3 Per Level. 800 at Level 100.
  • RP: 100. +4 Per Level. 500 at Level 100.
  • IP: 75. +4 Per Level. 475 at Level 100.  
  • Hunger: 100. Doesn’t increases when Levelling Up.
  • Thirst: 100. Doesn’t increases when Levelling Up.
  • Sleep: 100. Doesn’t increases when Levelling Up.
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