Status Effects

Every status effect has its own rules and severity scales.

Blindness

(Coming soon as a replacement for Birth Defect by the same name)

Severities
Impaired
1 Impaired Blindness
Cannot see so well.
Legal
25 Legal Blindness
Moderate penalty in combat.
Total
50 Total Blindness
Heavy penalty in combat.

Feral

Severities
1 Calmed Feral
5 Skittish Feral
10 Wild Feral

Infertility

Infertile colonists cannot breed or have difficulties breeding in the following ways. Mentions of whelp loss are per-whelp and are additive on top of whelp loss potential from low-level, low-constitution, or inbreeding penalties. There are certain fertility treatments available to assist with this condition, but there are cases when there is a significant amount of treatment that would need to be done and it may not be worth it.

Name
Breakpoint
Description
Permanent
500
Cannot breed.
Semi-permanent
250
Cannot breed.
Severe
100
Chance of whelp loss increases by 70%.
Surviving whelps very likely to have birth defects.
Advanced
50
Chance of whelp loss increases by 50%.
Surviving whelps more likely to have birth defects.
Moderate
25
Chance of whelp loss increases by 50%.
Minor
1
Chance of whelp loss increases by 25%
(None)
0
Chance of whelp loss is not affected.
Severities
Minor
1 Minor Infertility
Chance of whelp loss increases by 25%
Moderate
25 Moderate Infertility
Chance of whelp loss increases by 50%
Advanced
50 Advanced Infertility
Chance of whelp loss increases by 50%.
Whelps more likely to have birth defects.
Severe
100 Severe Infertility
Chance of whelp loss increases by 70%.
Whelps very likely to have birth defects.
Semi-permanent
250 Semi-permanent Infertility
Cannot breed.
Permanent
500 Permanent Infertility
Cannot breed.

Injured

In order to heal an injury, you must submit a prompt wherein there is a fully trained physician tending to an injury on an injured colonist.
When a colonist reaches HP of 0, they automatically become Injured and must be healed via this prompt before they can have HP regained in the Hospital.

Injured colonists who participate in any site activities besides the Tend an Injury prompt while injured will have their injury grow one degree worse each time.
Severities
Minorly
1 Minorly Injured
Cannot breed. Reduces possible rolls by 1.
Moderately
2 Moderately Injured
Cannot breed. Reduces possible rolls by 2.
Severely
3 Severely Injured
Cannot breed. Cannot participate in activities.

Mental Fatigue

Mentally clouded by something or other, this is a temporary state with symptoms such as brain fog and exhaustion.
This can cause potential injuries and tripping over one's tongue while speaking, resulting in a temporary loss of Charisma.

Severities
Minor
1 Minor Mental Fatigue
Small chance of injury in any activities. -1 CHA
Moderate
2 Moderate Mental Fatigue
Increased chance of injury in any activities. -2 CHA
Chronic
3 Chronic Mental Fatigue
High chance of injury in any activities. -3 CHA
5 results found.