Throughout a battle, a creature can be temporarily afflicted with a affliction. Each affliction has a variety of effects such as dealing damage every Activation or affecting the actions that can be taken.
Whenever a creature gains an affliction, the affliction has a "Stack" value. This value indicates the number of the afflicted creatures' Activations that must pass before the affliction ends. Any time the same Affliction is applied while a creature is afflicted by it, the Stack value from that effect is added to the active Affliction unless otherwise stated. A creature can be afflicted by multiple afflictions.
Unlike other TTRPGs, most afflictions are not cleared by rolling a "Save", and the only way to clear them is by waiting out the number of Activations or using items, moves, and abilities.
Afflictions are separated into three categories: Major Afflictions, Minor Afflictions, and Pseudo Afflictions.
A key feature of Major Afflictions, is that unlike Minor Afflictions, they do not get removed whenever a Creature is Recalled.
The afflicted creature loses a Tick of HP at the end of each of their Activations. The creature has their default ATK Stages reduced by 1 while Burn is active.
The afflicted creature loses a Tick of HP at the end of each of their Activations. The afflicted creature’s default SPATK Stages are reduced by 1 while Poison is active.
At the end of the afflicted creature’s Activation, it loses X Stacks of Blight, where X is 2 of Activations passed with Blight and takes a Tick of HP per Stack lost. The afflicted creature’s default SPATK Stages are reduced by 1 while Blight is active. When a creature receives Blight, it loses the Poison Affliction, with Blight gaining 33% of its remaining Poison Stacks as extra Stacks on Blight. When afflicted with Poison X while Blighted, the creature gains +1 to its Blight Stacks.
The afflicted creature's SPD is reduced by 50% and also has Slowed while Paralysis is active. Additionally, whenever the creature takes an Action, there is a 25% chance to apply Tased 2 to themselves.
The Power of all of the afflicted creature's attacks is reduced by 33%, and the creature cannot utilize the [Priority X] or [Interrupt X] capabilities of their Actions. The afflicted creature's default SPDEF Stages are reduced by 1 while Drowsy is active.
This affliction can only be applied to Drowsy creatures. The Power of all of the afflicted creature's attacks is reduced by 50%, and the creature cannot utilize the [Priority X] or [Interrupt X] capabilities of their actions. The creature loses a Tick of HP at the end of each of its Activations and has their default SPDEF and ACC Stages reduced by 1 while Nightmares is active. When a creature receives Nightmares, it loses the Drowsy Affliction, and gains 33% of its remaining Drowsy Stacks onto Nightmares, and further Nightmares Stacks cannot be applied.
The afflicted creature is unable to use actions (either during its Activations or as interrupts/reactions), but takes 33% less damage from all sources. The afflicted creature's default EVA Stages are reduced by 1. Additional Frozen Stacks cannot be added while Frozen is on a creature. When Frozen ticks down to zero Stacks (not cured), the afflicted creature gains Frostbite 5 and their next Activation is Advanced by 50%.
The afflicted creature loses a Tick of HP at the end of each of their Activations. The creature has -1 default DEF Stages while Frostbite is active.
The afflicted creature loses a Tick of HP at the end of each of their Activations. The creature is Suppressed and has -1 default EVA Stage while Drowning is active.
The afflicted creature loses a Tick of HP at the end of each of their Activations. The creature is Hindered and has -1 default DEF Stage while Infested is active.
The afflicted creature loses a Tick of HP at the end of each of their Activations. The creature has -1 default ACC Stage while Wind Shear is active.
The afflicted creature loses a Tick of HP at the end of each of their Activations. The creature has -1 default SPDEF Stage while Tased is active.
The afflicted creature loses one and a half Ticks of HP at the end of each of their Activations. The creature has -1 default ATK and SPATK Stage while Wracked is active.
The afflicted creature loses a Tick of HP when they are damaged by a Physical- or Special-Category attack. The creature has Stunted while Splinter is active.
A key feature of Minor Afflictions, is that unlike Major Afflictions, they should be removed whenever a Creature is Recalled, even if the affliction still had remaining stacks.
The afflicted creature’s Movement Scores are reduced by 50%, rounding down (minimum 1).
The afflicted creature’s Skill DCs are reduced by -10. Hindered applied from different sources have their own Stacks.
When the afflicted creature recovers HP, that amount is reduced by 2 Ticks (to a minimum of 0 HP healed).
At the end of the afflicted creature's Activations, it has a 50% chance of using Fumble.
While afflicted with Hyper Mode, the afflicted creature gains +20% to all of its Movement Scores, while dealing and taking 15% more damage. As well, the user’s Shadow-Type attacks gain [Crit 2], or have their [Crit X] value increase by +2. At the start of the afflicted creature’s Activations, it has:
While a creature is Weary, its default ACC and EVA Stages are based on its Weary value, X. Specifically, the default ACC and EVA Stages are set to the negative sum of all X and all integers between 0 and X (Weary 1 sets the defaults to -1, 2 to -3, and 3 to -6). Weary is automatically increased by 1 when a creature Faints. When a creature has 4 or more Weary, it is unable to battle until they reduce their Weary. Weary cannot wear off on its own - a creature must deliberately Rest or consume Items such as Apples to remove Stacks of Weary.
While a creature is Exposed, it cannot remove Weary.
The afflicted creature is unable to see, ocularly. The creature has their "seeing-based" vision options disabled (standard vision, Darkvision, X-Ray Vision, etc.) and can only perceive using their other senses (as listed in their Traits). If they do not have a way to see, or have someone guiding them, they are unable to target other creatures with Attacks or Actions.
While afflicted with Stuck, creatures may not leave the combat area. If the afflicted creature is an owned Pokemon, it cannot willingly switch out (or be switched out by another party). When a creature with the [Trainer] or [Ace] trait would gain the Stuck affliction; they instead gain Slowed X, rather than Stuck X.
The afflicted creature cannot willingly use any Movement. Stacks of Bound do not decrease at the end of a creature's Activation, instead the effect that applied Bound will provide a way of removing the Bound Affliction.
One of the afflicted creature’s attacks cannot be used, under any circumstances. The move in question is determined by the source of the disabled effect, usually being “the last attack the target used.” If this would prevent them from using any attack, they may Struggle instead.
One of the afflicted creature’s abilities is negated, and cannot be activated or benefited from. The Ability in question is determined by the source of the nullification, usually determined randomly.
The afflicted creature spends 50% more PP on all actions that use PP.
The afflicted creature is held aloft, unable to act normally. The creature cannot use other than [Teleport] while Lifted and is otherwise considered Stuck for the duration. A Lifted creature also suffers -6 EVA Stages.
While a creature is Raised, it is immune to attacks and effects with the [Earthbound] trait.
While under the effect of Harden, the afflicted creature’s [Contact] attacks have +20 Power, and their [Dash] attacks gain [Crit 1] or have their [Crit X] increase by +1.
While under the effect of Sharpen, the afflicted creature’s [Dash] attacks gain [Sharp], and their [Sharp] attacks gain [Crit 1] or have their [Crit X] increase by +1.
When the afflicted creature deals damage with a Physical- or Special-Category Attack to the source of Destined, the afflicted creature is inflicted with the same amount of damage.
The user is not easily recognized by sight. Any creature that attempts to see through Disguised must make a contested Psychology or Spot skill check against the Disguised creature’s Disguise skill, and upon success ignores any effects that require Disguised to be active.
while a creature is Braced, its default DEF and SPDEF Stages are increased by +2 and its default ATK and SPATK Stages are decreased by 1. Additionally, a Braced creature is immune to critical damage. A creature loses the Brace affliction after it Moves or makes an Attack of its own accord.
While a creature is afflicted by Duel, the creature and the source of the affliction have [Crit 2] on attacks they use against one another, and take and deal 1/3 less damage from/to creatures other than themselves. Creatures afflicted with Duel and the source of the Duel are also Stuck. If either the source or afflicted creature Faint or are otherwise removed from battle, the Duel Affliction is removed.
While a creature is afflicted with Engulfed, it is also considered to be Bound and Stuck. While Engulfed the afflicted creature cannot be targeted by Attacks, and it can only target the creature that has Engulfed it with Attacks, although these Attacks are resisted by two steps.
While Curled, a creature cannot use Held Items and has +1 default DEF stage. Additionally, moves with the [Curl] Trait have their Power doubled while their user is Curled.
If an attack were to deal critical damage to a creature with Chanted, the attack instead deals damage as if it were not a Critical Hit.
While Choice-Locked, a creature may only use the last attack or action it used.
While Grounded, creatures become unable to use their [Flying] movement, nor can they be Lifted or Raised. They are also subject to all active Terrain effects even if they had the [Hover] Trait.
While Cursed, an afflicted creature loses three ticks of HP at the end of each of their Activations.
The afflicted creature ignores invisibility and illusions.
The afflicted creature’s Size Category is reduced by one.
The afflicted creature’s Size Category is increased by one.
While Marked, all creatures unallied to the afflicted creature and within 8m of it can only target the Marked creature with their attacks. Whenever the creature with Marked is hit by an Attack, reduce the Stack Value of its Marked by 1.
While Unlucky, a creature cannot utilize its Luck.
When a creature’s Perish count hits 0, the creature's HP is set to 0. Humans and ‘Ace’ creatures gain Weary 1 instead of losing HP when their Perish count is 0. The Perish affliction is removed if a creature is switched out or leaves combat.
The afflicted creature vanishes from sight, and cannot be detected by sight based vision or targeted by Attacks. In addition, the creature has +4 default EVA stages.
Invisible ends when the creature uses an Attack, is hit by an Attack, by using a Free Action to end Invisible, or by the end afflictions of the effect that granted Invisible. Any creature can perform an Intense Spot Check to ignore the effects of Invisible.
Invisibility effects subject to change
The afflicted creature, while still visible, is able to traverse through any material, as if it wasn’t even there. It may use any of its Movements to move through the air or any substance (as if it were always on or in the appropriate substance), ignoring any and all blocking terrain. The creature also possesses +6 default EVA stages. Creatures that make attacks or actions while Transient deal 75% less damage. The creature loses 2 PP per activation while Transient, and gains a Stack of Weary if it is out of PP while Transient.
Transient effects subject to change
The afflicted creature does 33% less damage to the source of Fear, and suffers -1 default ACC Stage on attacks against them. Fear applied from different sources have their own Stacks.
The default stages for DEF and SPDEF are increased by +1 for each Stack of Stockpile it possesses. Stockpile can have up to 3 Stacks.
The afflicted creature loses two Ticks of HP at the end of each of their Activations and the Source that applied Leech gains HP equal to the amount the afflicted creature lost.
Damage inflicted on the afflicted creature by Physical- or Special-Category attactks deals ¼ of the inflicted damage on the attacking creature.
When a creature with Ringed concludes an Activation, they heal a Tick of HP, with additional effects from appropriate weathers/terrains as described by the effect that granted Ringed.
A creature may only use Physical- or Special-Category moves while it is Enraged.
The afflicted creature believes the source of Infatuation is a dear friend or romantic interest. Afflicted creatures have a 50% chance of being unable to target the source of their infatuation with an attack, and have -2 EVA Stages against attacks from the source of their infatuation.
The afflicted creature does 33% less damage to creatures other than the source of the Taunted affliction. The afflicted creature cannot use Status-category attacks for the duration of Taunted.
The afflicted creature possesses -1 default ACC and EVA and may only take Actions with the [Grapple] trait. Creatures that are not in control of a Grapple are also Bound. A creature in control of the Grapple can take a Free Action on their turn to end their participation in Grapple. The creature in control of the Grapple is treated as having the non-in-control creature(s) as being Mounted on itself.
If an afflicted creature is the only participant of a Grapple, they lose this affliction.
Pseudo Afflictions are effects that are similar in nature to Major/Minor Afflictions, but count as neither; and often have unique interactions with other effects.
When a creature's HP reaches and remains at 0, it is afflicted with Fainted. A Fainted creature cannot use Actions, does not benefit from Abilities, and is cured of all [Major Affliction], [Minor Affliction], [Pseudo Affliction], and [Stage Change] effects. Fainted is cured when the afflicted creature's HP is greater than 0. The creature's Weary count increases by 1 whenever they are cured of Fainted.
[Trainers] and [Expedition Leaders] can use the Recall, Send Out and Switch actions while Fainted.
An afflicted creature has the Power of its Physical- and Special-Category Attacks increase by 20%.
An afflicted creature takes 20% less damage from Physical- and Special-Category Attacks.
A creature afflicted with Rapid may perform [Exhaust] Actions as though they lack the Trait AND resolve [Set Up] Actions on the same activation they are set up.
While afflicted with Strong, the Power of the creature's Attacks are increased by +20% and has its Initiative delayed by 20% after its Activation.
While afflicted with Agile, Power of the creature's Attacks are decreased by -20% and has its Initiative advanced by 20% after its Activation.
While afflicted with Precise, the creature has +1 default ACC and has its Initiative delayed by 20% after its Activation.
While afflicted with Evasive, the creature has +1 default EVA and the Power of its Attacks are decreased by -20%.
While afflicted with Gambit, the creature has +2 default CRIT and -1 default ACC.
While afflicted with Stoked, the creature's next damaging Fire-Type Attack has +100% Power.
While afflicted with Charged, the creature's next damaging Electric-Type Attack has +100% Power.
While afflicted with Loafing, a Pokémon accrues penalties through the number of Loafing Stacks they possess. A creature gains more Loafing Stacks the greater the level difference between them and their Team Leader.
Loafing 1
Loafing 2
Loafing 3
Loafing 4