Status and Element Effects
There are two main elements used in PMRPG - fire and ice. Other elements include lightning and earth. Elements have different effects.

Pitch(Fire Element) Rules:

Pitch\Greek Fire deals damage to all units on squares within the area of effect once each round.

Pitch may be extinguished with a roll of 1 or 2 on 2d6 for one round's-worth of actions on one square if there is water available.  Greek Fire will burn for its duration regardless.  Races need not declare that they have discovered Greek Fire and all extinguishing checks are made in secret to disguise.

Pitch does not affect anyone with level four heat resistance, damages with 25% effectiveness anyone with level three and with 50% effectiveness anyone with level one or two.
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Ice Rules:

Ice does not affect anyone with level four cold resistance, damages with 25% effectiveness anyone with level three and with 50% effectiveness anyone with level one or two.

"Freeze" Status effect follows the same rules.

Ice (not ice-based heavy weapons) can scatter a maximum of one square and instead of not affecting the desired area at all, they affect the desired area and the scattered-to area with 50% effectiveness.
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Lightning's effects mostly have to do with water and metal. A lightning projectile will ignore armor made of metal or water/ice. If lightning hits an area with metal/water (such as the ocean on a battlefield), it will spread and hit all adjacent water and metal.
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Earth is the rarest of the elements, as no item uses it. Using an earth projectile on fire will immediately smother the flames. Using an earthen defense will also prevent the spread of lightning. Using an earth projectile in the cold will double its strength. Using an earth projectile in water will halve its strength.
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The Hitchhiker's Guide to the Mushroom Kingdom

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Status Effects
There are multiple status effects in the game.

Sleep - One can take no actions while sleeping. One has a 10% chance of waking on one's own while sleeping, and a 70% chance if they were hit with a physical attack.

Poison - One who is poisoned will lose an additional 1 stamina per round. Out of battle, poison left untreated for half a day has a 50% chance of killing the poisoned (death is checked every hour).

Fear - One who is afraid cannot make attack actions.

Dizziness - One who is dizzy cannot make defense actions.

Confusion - Someone who is confused has a 15% chance of hurting themselves when they do something. They also have a 60% chance of mixing up attack/defense actions (rolled for each action).

Numbness - Defense is halved.

Freeze - One cannot do anything until defrosted.

Stun - No actions can be made. One cannot be stunned again while stunned.
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