Rumble/Statuses
From MoMM Wiki
Aura
*heat *charm
You are wreathed in flames; anyone attacking you during a round receives 5 direct damage (whether they penetrate your defense or not).
Bubble
*charm *impediment
There's a barrier between you and the world; each round, you must spend 10 energy overcoming the bubble if you want to target an action at something other than yourself, and other creatures must spend 10 energy if they want to target an action at you.
Burning (or "on fire")
*heat *impediment
You are literally burning up, and receive 10 direct damage each round. You also have the following ability:
- Douse: Spend 15, max once per round: remove Burning status from self (preventing damage on the current round). Due to the vigorous antics required, you may not defend yourself on a round you attempt this action (though others may defend you).
Clumsy
*curse
Your movements are imprecise; your defend actions block 33% less damage.
Dazzled
*sensory *curse
You are unable to see clearly; each action you take targeting an entity other than yourself has a 60% chance to work as intended, a 30% chance to be redirected to another legal target other than yourself (if one is available), and a 10% chance to miss entirely (negating that action's results on its target, but not other results that action might have).
Deafened
*sensory *curse
Your awareness of your surroundings is reduced; each attack against a given target, other than the single largest one in a round, has a 75% chance to ignore your attempts to defend that target.
Empathy
*nature *sensory *curse
You feel the pain you cause; you receive unavoidable damage equal to one quarter of the damage you inflict.
Entangled
*impediment
Your freedom of movement is restricted; each of your attack actions fail, unless the target of that attack also attacks you the same round.
Faith
*charm *curse
You are shielded by faith; you cannot defend yourself, but all damage you sustain (except unavoidable damage) is reduced by 50%.
Fog
*cold *charm
You are hidden within a cloud of fog; all of your actions are secret.
Frost
*cold *impediment
Your defenses are brittle; if you receive more attack damage this round than your total defense, then any defend action you took targeting yourself is nullified. (Basically, your defense is an all-or-nothing deal.)
Ironskin
*charm
Any direct damage you receive is treated as attack damage. It is not halved if the "half attack damage" rule is in effect.
Icy
*cold *charm
Things tend to freeze to you on contact; each creature that inflicts damage on you with an attack has their energy for the next round reduced by the amount they spent on that attack.
Numb
*cold *sensory *curse
You have reduced sensation and motor control; your available energy each round is reduced by 20%.
Overload
*heat *charm *curse
Your dial's been turned to 11; your available energy each round is increased by 50%, but you receive 10 unavoidable damage each round.
Painless
*sensory *charm
You can move like you've never been hurt; if you have a max health stat, your energy each round is calculated as if your health were equal to your max health. Additionally, your max health does not act as a limit on your health each round.
Poisoned
*nature *curse
You receive 5 direct damage each round, and all increases to your health are nullified.
Slowed
*curse
Your reactions are impaired; all non-Slowed creatures are permitted to see your actions for the round before choosing their own.
Scalding
*heat *curse
Severe skin burns leave you in intense pain; if you have both a health and max health stat, your energy this round is equal to their minimum instead of their average.
Spasms
*electric *curse
You are wracked by uncontrollable spasms, disrupting your actions; each action you attempt has a 25% chance of being nullified.
Spikes
*impediment
You are hemmed in by dangerous pointy things; each round, you receive 5 direct damage for each creature that inflicts damage on you as it knocks you into the spikes.
Stasis
*cold *charm *impediment
You are suspended in a giant chunk of ice; your energy is zero, but you are immune to all damage (except unavoidable damage).
Surge
*electric *charm
Your attacks deal direct damage. If the "half attack damage" rule is in effect, the damage from your attacks is still halved.
Thorns
*nature *charm
You are bristling with thorns; your defend actions not only block damage, they deal half the blocked amount as attack damage back to the source.
Tingling
*electric *curse
Your muscles weaken with each jarring impact; for each point of your attack damage that is blocked this round, you will have one less energy next round.
Transparent
*sensory *charm
You are difficult to locate; any action targeting you that is not performed by you has a 33% chance to miss (negating the result it would cause by targeting you, but not necessarily other results).
Vampirism
*cold *charm *curse
You feed on the life of others to fill the soul-sucking coldness within; you are healed for 25% of the attack damage you inflict, but you receive 5 unavoidable damage each round.
Virus
*nature *curse
You are infected by a virulent virus, and receive 5 direct damage each round. Additionally, whenever you inflict or sustain attack damage, the recipient or source of that damage is also infected with Virus, with a duration equal to your remaining duration (which generally means their Virus will wear off one round after yours).
Voltage
*electric *charm *curse
Your body has a substantially different electrical potential than most of the stuff around you; whenever you attack someone or someone attacks you, both parties receive 10 direct damage.
Weakened
*curse
The damage applied by your attacks is reduced by 33%.
