Hazards in Playfluff

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In Playfluff, Hazards can refer to anything that can endanger Playfolk and the player, including creatures, object, and other dangers. Hazards are usually (but not always) a potential danger caused by a creature or object, not the creature or object itself. Most, but not all hazards can be cured by simply calling affected Playfolk back.

Fire

Fire is a common hazard that burns most Playfolk and causes them to run around in a panic. If any Playfolk affected by this hazard are not called back in time, they will burn up and die. Plastibots are immune to this hazard.

Water

Water is a common hazard that can cause Playfolk to drown quickly if not called back in time. Submakins are immune to this hazard.

Electricity

Electricity is an uncommon hazard that stuns Playfolk and causes their bodies to convulse with electricity. Depending on the source, the shock will either kill Playfolk if not called back, or have no further affect and thus be harmless. Mechanites are immune to this hazard.

Ice

Ice is an uncommon hazard that freezes Playfolk, but doesn't kill them. Flufflings are immune to this hazard.

Poison

Poison is an uncommon hazard that functions similarly to fire: it covers Playfolk in a cloud of toxic gas and forces them to run around in a panic. Puzzlekins are immune to this hazard.

Confusion

Confusion is a common hazard often inflicted by objects being thrown at your Playfolk, and it is signified by stars circling their stunned heads. The player will need to whistle on them multiple times before they snap out of it.

Wind

TBA

Crush

TBA

Stab