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  1. Status Effects
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  3. It’s easy to think of mechanical modifications to an attack as status effects. Here are some examples of status effects that could be applied to attacks and the result of the effects. In some cases, status effects grow more powerful as the level of the esper increases. Some examples for that are below as well. These are only guidelines to help. Feel free to modify them at will.
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  5. Constricted [large]: You are immobilized. Suffocating, getting crushed, if you don’t struggle to escape, it could be your final hour. Roll against physical - 3 each turn to escape. In the hands of a particularly high level esper, this status may also cause 1d10 -3 damage each turn from its crushing force.
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  7. Staggering [small]: This attack sends you reeling for just a second. Roll againt Physical or Mental as appropriate. If you fail you gain a negative penalty to the target number of your next roll equal to your Margin of Failure. This effect is non-cumulative. If you are hit with more than one Staggering attack before making a roll only apply the highest penalty to your roll. You may not Stagger a Tripped character. You may not Stagger a Stunned character.
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  9. Tripping [medium]: An attack sweeps you off your feet or otherwise hinders your ability to act. Roll against Physical or Mental as appropriate. If you fail on your next turn, you may only make a movement or take an action, not both. You gain the condition 'Tripped' until the end of your next turn. You may not Trip a Tripped character. You may not Trip a Stunned character.
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  11. Stunning [Large]: Your head is spinning and your body is not responding, your mental status could be penalized. Roll against Phyical or Mental as appropriate. If you fail you are unable to act on your next turn. You gain the condition 'Stunned' until the beginning of the turn during which you may act as normal. You may not Stun a Stunned character.
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  13. Dazed [variable]: The world is blurred and just won’t stay still, it is very hard to keep you balance, your coordination could be penalized. Roll against Physical or Mental -x as appropriate, if you fail for the next x turns where x was the stage of the attack, take a -3 penalty to all target numbers. This effect is non-cumulative.
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  15. Poisoned [variable]: Some sort of deadly substance has made it’s way into your body. Side effects vary.
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  17. Paralyzed [large]: Your body cramps up, you are still aware but you simply can’t move. Treat as Constricted, substitute coordination for physical.
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  19. Slowed [variable]: Something hinders your movement, whether by flailing roots grappling your feet, or a cast of ice encasing your leg. Take a variable penalty to dodge rolls and movement. At the beginning of your next turn and every turn thereafter you may attempt to make a Coordination or Physical roll at a penalty equal to the variable penalty to break free. Multiple Slowing effects are the only cumulative penalties.
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  21. Lost a Sense [variable]: A blind light, a loud noise, or maybe even an esper, there are several things that can leave you without one of your senses. Take appropriate penalties to move, dodge, and coordination rolls. At the beginning of your next turn and every turn thereafter you may attempt to make a Mental roll to clear your head, ending the condition.
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  23. Mesmerized [medium]: Something is affecting you. Illusions, charms, they will try to gain your complete attention. You are unable to act until an attack or other shock snaps you out of it.
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