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		<title>Effects</title>
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		<summary type="html">&lt;p&gt;Ryle: grammar and spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&amp;lt;u&amp;gt;[[Effect tier breakdown]]&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Effect Categories ==&lt;br /&gt;
Categories are groupings of Effects that operate in a similar fashion.  Fear, Sleep, Shun, Charm, and Command, for example, are all Mental effects - they fiddle with your mind to make you do something you&#039;d rather not.  Most effects belong to at least one category, and this is important for two reasons.  One, there are a variety of curatives and resistances that counter categories rather than specific effects.  Resist Fear blocks fear, but Resist Mental blocks everything mind-affecting.  Two, some characters are unaffected by some categories.  A golem just doesn&#039;t have any parts you can poison to any real end.  Common categories and their common members are listed out here, but neither is exhaustive.  Monsters across the worlds have all kinds of weird effects that may or may not fit into categories, and some natives of different worlds have some resistance to categories not listed here.&lt;br /&gt;
&lt;br /&gt;
=== Mental Effects ===&lt;br /&gt;
As mentioned above, Mental effects influence your target&#039;s mind to cause or deny behavior.  Mental effects include:&lt;br /&gt;
&lt;br /&gt;
* Charm&lt;br /&gt;
* Command&lt;br /&gt;
* Awaken&lt;br /&gt;
* Shun&lt;br /&gt;
* Sleep&lt;br /&gt;
* Fear &lt;br /&gt;
* Feeblemind&lt;br /&gt;
* Pacify&lt;br /&gt;
* Despair&lt;br /&gt;
* Forget&lt;br /&gt;
&lt;br /&gt;
=== Metabolic Effects ===&lt;br /&gt;
&lt;br /&gt;
* Berserk&lt;br /&gt;
* Poison (essentially anything with the word &amp;quot;poison&amp;quot; in the call except for Acid)&lt;br /&gt;
* Fatigue&lt;br /&gt;
* Nausea&lt;br /&gt;
* Paralysis&lt;br /&gt;
* Rot&lt;br /&gt;
* Plague&lt;br /&gt;
* Disease&lt;br /&gt;
* Wound&lt;br /&gt;
* Venom&lt;br /&gt;
&lt;br /&gt;
=== Curse Effects ===&lt;br /&gt;
&lt;br /&gt;
* Anything with &amp;quot;Curse&amp;quot; in the call&lt;br /&gt;
* Weakness&lt;br /&gt;
&lt;br /&gt;
=== Impairment Effects:  ===&lt;br /&gt;
Impairment is a catch-all for effects that don&#039;t quite fit anywhere else but are still common enough to warrant Resists and cures.  (&#039;&#039;We are aware that &amp;quot;impairment&amp;quot; covers everything on this list I can do that you don&#039;t want done, but Resist Impairment doesn&#039;t block Paralysis no matter how inconvenient or hampering it is.&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
* Brutal Strike&lt;br /&gt;
* Exhaustion&lt;br /&gt;
* Cripple&lt;br /&gt;
* Deprive&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;u&amp;gt; &amp;lt;span id=&amp;quot;Standard Effects&amp;quot;&amp;gt;&#039;&#039;&#039;Standard Effects:&#039;&#039;&#039;&amp;lt;/span&amp;gt;&amp;lt;/u&amp;gt; ==&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Affinity(Type)&amp;quot;&amp;gt;&#039;&#039;&#039;Affinity&amp;lt;Type&amp;gt;:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes creatures of the listed type to see the character as one of similar type and will cause it to be fairly neutral to that individual so long as no provocation occurs. This effect will end if offensive actions are taken towards the affected creature. Creatures that are being commanded or controlled may also ignore this effect.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Agility&amp;quot;&amp;gt;&#039;&#039;&#039;Agility:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill becomes active by announcing “Agility!” Once activated, it lasts for 5 minutes or 1 Encounter, whichever is longer. While this skill is in use, the character will take Reduced: Half Damage, rounded up, from all numerical damaging effects, such as weapon damage. This ability does not reduce effects, such as Nausea or Sleep, or any other effect that does not deal damage&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Aura&amp;quot;&amp;gt;&#039;&#039;&#039;Aura:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect is a defense that is triggered by melee weapon attacks. When used the character announces “&amp;lt;Vector&amp;gt;Aura&amp;lt;Flavor&amp;gt;, or &amp;lt;Vector&amp;gt; Aura &amp;lt;Effect&amp;gt;” and the target must then take or defend against the Aura. In the case of the first option, the damage is always 30 points of &amp;lt;Flavor&amp;gt;damage. This is an Active ability. If this defense renders the attacker Helpless, then the defender does not suffer the attack that triggered this ability.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Automatic Success&amp;quot;&amp;gt;&#039;&#039;&#039;Automatic Success:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect is an instant success in any Contested Roll that is applicable.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Awaken&amp;quot;&amp;gt;&#039;&#039;&#039;Awaken:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This will end the duration of Silence and all Mental effects on the target save for: Enslavement, Feeblemind, Horrify, Nightmare, Thrall and Slumber.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Avoidance&amp;quot;&amp;gt;&#039;&#039;&#039;Avoidance:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  This skill will negate all melee weapon delivered attacks against the character for 10 seconds, calling “No Effect” to such attacks while it is active. While active, the character may still attack with ranged weapons.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Bane(Type)&amp;quot;&amp;gt;&#039;&#039;&#039;Bane (Type):&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect is a damage bonus toward a particular Creature &amp;lt;Type&amp;gt;(Humanoid, Elemental, Fey, etc.). It grants the character a +5 Temporary Weapon Damage increase. It is up to the character using this ability to be aware of whom they get the bonus versus.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Banish&amp;quot;&amp;gt;&#039;&#039;&#039;Banish:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect sends the target back to its plane of origin. When the target is banished all items, it acquired on this plane are left behind.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Barrier&amp;quot;&amp;gt;&#039;&#039;&#039;Barrier:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect acts as a damage shield negating 20 points of damage before being exhausted. These points do not stack with other armor buffs, and are the first points lost.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Battlerage&amp;quot;&amp;gt;&#039;&#039;&#039;Battlerage:&#039;&#039;&#039;&amp;lt;/span&amp;gt; When this effect is activated the character activating it gains the following temporary benefits- +15 Body Points, +2Permanent Weapon Damage, Immunity to Charm, Fear, Shun, and Sleep. This ability lasts for an encounter. When Battlerage ends the character suffers the effects of Devastate and Slow, as well as the inability to use Energy for 30 minutes.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Berserk&amp;quot;&amp;gt;&#039;&#039;&#039;Berserk:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes the target to attack the closest target friend or foe. They will continue to attack all targets until the effect is cured or until thirty minutes have passed. The character will actively seek out new targets during the duration of the effect. This is a Metabolic effect.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Bind Form&amp;quot;&amp;gt;&#039;&#039;&#039;Bind Form:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect has two uses. First, it may allow a character that has died to be resurrected without the use of a Life Well as long as a character with the Resurrection Skill is available. This circumvents the penalties for resurrecting without a Life Well. Second, it may be used as an offensive effect against non-corporeal creatures. It reduces “Magic to Hit” to “Silver to Hit&amp;quot;, or reduces “Silver to Hit” to “Normal to Hit” for an encounter. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Binding Strike&amp;quot;&amp;gt;&#039;&#039;&#039;Binding Strike:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This can only be performed with Claws/Brawl. The attack must be a legal weapon strike; should the attack land and not be defended the attacker begins a Counted Action. The count begins from the top and the effect is announced once the count ends. While the Counted Action is taking place the target cannot voluntarily move but may use Skills/Abilities that do not require the characters appendages for locomotion. The target can try to Break Free by declaring “Break Free XStrength” where X is their total Strength. The attacker should announce their Strength if greater to keep the target from Breaking Free and may abort the count at any time they chose. Binding Strike’s counted action is not subject to interruption with damage.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Blind&amp;quot;&amp;gt;&#039;&#039;&#039;Blind:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes the affected target to be unable to use any skills, fight, or use Active Abilities for 10 seconds; additionally, they can only walk. This skill works only on targets that need eyes to see and function, so creatures like Oozes, which lack eyes, would be Immune to this effect.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Blindsight&amp;quot;&amp;gt;&#039;&#039;&#039;Blindsight:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  Characters with this effect use all of their senses to see. This allows the character to detect Hidden and Invisible targets as well as attack them, which removes them from the Hidden or Invisible state.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Break Enchantments&amp;quot;&amp;gt;&#039;&#039;&#039;Break Enchantments:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect Dispels and removes all negative Mental and Magical effects on the target. This includes Enslavement, as well as Silence generated by any ability.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Break Free from Binding&amp;quot;&amp;gt;&#039;&#039;&#039;Break Free from Binding:&#039;&#039;&#039;&amp;lt;/span&amp;gt; With increased and immense strength it is possible to break free from some effects. Binding effects each have a specific amount of Strength required to break free. Breaking Free is done on a 3- counted action, and damage does not interrupt this count. Breaking Free from non-physical Binding effects causes the user to suffer body damage equal to double the strength required. Breaking out of Natural/Physical Binding effects uses total +Strength, all other effects only Base Strength is used.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Broken&amp;quot;&amp;gt;&#039;&#039;&#039;Broken:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  An item with this status is rendered unusable until fixed. After an item has been broken for longer than 5 minutes, all special properties that are not from Advanced Smithing/Engineering are lost, even after it has been Repaired .Broken weapons and shields may not be used for combat, broken armor has its maximum value reduced to 0 and cannot be readjusted, and special properties on items cannot be used. Items that are broken at the end of an event are removed from game and the tag must be turned in to a Marshal.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Brutal Strike&amp;quot;&amp;gt;&#039;&#039;&#039;Brutal Strike:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  A victim of Brutal Strike takes 10 points of physical damage every time they use a tagged skill - mana, Energy, Dailies, Attunement Powers, or similar abilities.  Brutal Strike lasts for five minutes or one encounter.&amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Burst&amp;quot;&amp;gt;&#039;&#039;&#039;Burst:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect allows the character to affect all enemy targets in melee weapon range. Any Skill/Ability may be used with Burst. Skill/Abilities that have been used with Burst may be defended against normally, but must be done so for each affected target. This is a weapon attack Modifier.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Burst of Strength&amp;quot;&amp;gt;&#039;&#039;&#039;Burst of Strength:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect allows the character to perform feats of amazing strength. It may be used to either resist or instantly break free of any Binding or Contain effect. This effect can also be used as +20 Temporary Strength for a single action.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Burrow&amp;quot;&amp;gt;&#039;&#039;&#039;Burrow:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect allows the character to Burrow underneath the ground. No Skills/Abilities may be used while under the effects of Burrow. Burrow is visually demonstrated by making a circling motion towards the ground continuously with either hand or boffer. The Burrow effect makes the character un-targetable while they maintain the appropriate gesture. It takes a 5-counted action to enter and leave Burrow during which the character is vulnerable to attack, and leaves the user Helpless. Unlike most Counted Actions, taking damage while leaving Burrow does not interrupt the count. Burrow can only be used in natural terrains.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Carrier Attack(Type)&amp;quot;&amp;gt;&#039;&#039;&#039;Carrier Attack(Type):&#039;&#039;&#039;&amp;lt;/span&amp;gt; Creatures with noted Carrier Attacks have a flavor or effect call added to weapon swings. Carrier Attacks are static, and the character may not swing any type of damage except that listed by the Carrier Attack ability. Some characters may have the notation “At-Will” added to their Carrier Attack &amp;lt;Type&amp;gt;, which allows them to not swing the listed carrier. A target may never heal from the effect of a Flavor Carrier. Effect Carriers are by default considered Toxins.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Chain Spell&amp;quot;&amp;gt;&#039;&#039;&#039;Chain Spell:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill allows a character to maximize the efficiency of their Spell Slots when casting certain spells. Each time this skill is purchased, the character can affect an additional target with touch cast spells. This skill can only be used in conjunction with the following spell Types: Protective, Blade, Healing, Summon, and Dispel effects. To use this ability, the caster must complete the normal spell incant and add “Chain Spell” to the end of the incant. They must then plant their foot and can then touch each recipient with a packet and call “Magic&amp;lt;Effect&amp;gt;”. This must be done immediately after casting the spell roughly within 5 to 10 seconds. The caster only spends a single Spell Slot for the spell being cast once. This skill can be purchased a maximum of four times.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Charm&amp;quot;&amp;gt;&#039;&#039;&#039;Charm:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This spell will cause the target to become fixated on the caster. They will be unable to use skills and will take no actions other than to follow the caster for the duration. This does not give grounds for crowding. However, the affected character must stop all actions, move close to the caster, and follow them. This is a Mental effect.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Clarity&amp;quot;&amp;gt;&#039;&#039;&#039;Clarity:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect gives the recipient the ability to Resist the following effects once: Charm, Command, Sleep, and Terror.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Cleave&amp;quot;&amp;gt;&#039;&#039;&#039;Cleave:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect allows the character to duplicate the effect of a legal weapon attack they have landed. When the attack succeeds the character calls Cleave. They may then make an identical attack which may not target the same individual affected by the first ability. Cleave may not be used in conjunction with the Burst or Double Attack Modifiers.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Cocoon&amp;quot;&amp;gt;&#039;&#039;&#039;Cocoon:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect has several outcomes. First, it acts as a “Natural Prison”. Second, it renders the target to Unconscious at 0Body Points. These effects persist permanently unless ended by cutting the victim free on a 10 counted action, or by use of the Freedom effect.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Conceal&amp;quot;&amp;gt;&#039;&#039;&#039;Conceal:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Using this skill instantly becomes Hidden, for a brief time. This skill is activated by calling “Conceal!” Once activated, the character places their hands open palms together over their head and for the next 10 seconds they are hidden and can move. This skill does not remove any effects that are currently on the character.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Command&amp;quot;&amp;gt;&#039;&#039;&#039;Command:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This spell will cause the target to become bent to the caster&#039;s will. The target will follow the next command of the caster, a 4-9-word phrase, to the best intent; however, the target will not cause direct harm to themselves; for example, you could command a bandit to “go to the town guard and turn yourself in”, but you could not tell him to “jump from a very high bridge”. This is a mental effect.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Compulsions&amp;quot;&amp;gt;&#039;&#039;&#039;Compulsions:&#039;&#039;&#039;&amp;lt;/span&amp;gt; These are Mental effects that take away the character’s free will and cause them to take actions they would not normally take.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Contain&amp;quot;&amp;gt;&#039;&#039;&#039;Contain:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect creates a transparent barrier that cannot be passed through, even by non-corporeal creatures, and will stop most effects; however, Delivery Types like Voice will often bypass.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Courage&amp;quot;&amp;gt;&#039;&#039;&#039;Courage:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect will dispel all Fear/Terror effects from all targets, as well rendering them Immune to Fear/Terror effects for the remainder of the Encounter or up to 5 minutes.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Create Grove&amp;quot;&amp;gt;&#039;&#039;&#039;Create Grove:&#039;&#039;&#039;&amp;lt;/span&amp;gt; The character must spend 5 minutes concentrating and role-playing to create the protective barrier on an area or small building. For the next 5 days the area is protected from unnatural creatures; Undead, Golems, Elementals, Fey, and Abominations, as well as a few other types, cannot enter into the area. A Phys-Rep of green lights must surround the area, if outside; or around the primary doorway if created on a building. This effect cannot be stacked with a Wizard Lock.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Critical&amp;quot;&amp;gt;&#039;&#039;&#039;Critical:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This Modifier, when added to an attack, will cause that attack to ignore passive reductions to damage (i.e. Threshold &amp;amp; Damage Cap), and defenses that only reduce damage (such as  Roll), cannot be used as defenses against the attack.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Crippling Strike&amp;quot;&amp;gt;&#039;&#039;&#039;Crippling Strike:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This attack is delivered with the call &amp;quot;Crippling Strike” and a single weapon swing hit or miss. This will cause the affected target to be unable to move faster than a walking pace, for the remainder of the encounter.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Curse of Death&amp;quot;&amp;gt;&#039;&#039;&#039;Curse of Death:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect will not cause the target immediate harm, instead the next time the target receives a Killing Blow effect they will immediately go to resurrect.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Cyclone&amp;quot;&amp;gt;&#039;&#039;&#039;Cyclone:&#039;&#039;&#039;&amp;lt;/span&amp;gt; When activated, this skill will last for 10 seconds, during which time the character is not affected by physical ranged attacks; this includes Ranged Weapons, Vials, Bombs, and Natural Attacks, though they can still use skills normally.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Damage Cap&amp;quot;&amp;gt;&#039;&#039;&#039;Damage Cap:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This ability reduces all damage the character takes to a set amount, no matter the source; this only applies to attacks with a number in the attack&#039;s verbal. The Critical Modifier can overcome this.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Danger S nse&amp;quot;&amp;gt;&#039;&#039;&#039;Danger Sense:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect allows the creature to change what just happened to them, as they foresaw it and changed their action at the last moment. This can be called as the defense Foresight or they can call it to undo/change their last action. This can vary based on the situation, but this could range from having not “Opened that chest!” to “On second thought I don’t play that card”.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Daze&amp;quot;&amp;gt;&#039;&#039;&#039;Daze:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes the target to be unable to take any action, while not Helpless, they cannot use any skills or abilities, nor can they move from their current location.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Death Throes&amp;quot;&amp;gt;&#039;&#039;&#039;Death Throes:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect allows the character to make a final attack upon death. Characters with this effect do not choose to activate it, it activates automatically when their status becomes Dead and they have no ability to return to life under their own power. A character who uses Death Throes may not be brought back to life with a spell or ability that restores life. This ability is used with the call “Everyone in the sound of my Voice&amp;lt;Damage&amp;gt;&amp;lt;Flavor&amp;gt;&amp;lt;Effect&amp;gt;”. This attack is Area of Effect and may be defended against as such. Each character with this effect will denote the “volume” at which the ability will affect targets.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Deflect&amp;quot;&amp;gt;&#039;&#039;&#039;Deflect:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill negates a single Physical attack that strikes them, or another within melee weapon reach, that has a numerical damage as part of the call; and does not have a Delivery Type, or the Massive modifier. To use this skill, the character must call “Deflect”.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Derangements&amp;quot;&amp;gt;&#039;&#039;&#039;Derangements:&#039;&#039;&#039;&amp;lt;/span&amp;gt; These effects are mental effects on the character that will force some amount of role-play based on the specific condition. These effects can be temporary, lasting a few months, up to permanent. A character is never aware of their condition and must follow the listed role-play and mechanics as defined under the Appendix: Derangements. These conditions are assigned by a Plot Marshal, and under no circumstance can a character cure their own conditions.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Despair&amp;quot;&amp;gt;&#039;&#039;&#039;Despair:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes the target to double the cost of all Technique skills, and all other skills must spend 2 uses to generate a single use. This is a Mental effect that lasts until cured with Psionic Clear or Break Enchantments.&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Destroy&amp;quot;&amp;gt;&#039;&#039;&#039;Destroy:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect does the following: destroys one weapon, up to a large-sized shield, suit of armor no matter the size, or other object which is no larger than a Large Shield; making the item unusable and giving it the Broken status. This does not work on natural weapons like fists or claws.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Deprive(Skill)&amp;quot;&amp;gt;&#039;&#039;&#039;Deprive(Skill):&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect strips the named skill from the target for twenty-four hours.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Devastate-&#039;&#039;&#039; This effect causes the target to take double damage from all attacks that have a numerical value in their call. This effect is permanent, unless a duration is specified by the application, such as Devastate gained from Resurrection. This is considered a Curse, and may only be removed by Practitioner, Priest Rank 2, Resurrection, or the Brook and River spells.&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Diagnose&amp;quot;&amp;gt;&#039;&#039;&#039;Diagnose:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  This skill will allow the character to determine the condition of the creature, by asking the following questions: “Are you- (Dying, Dead, Conscious, Unconscious, Venomed, Diseased, Stunned, Sleeping, How much body are you down)?” The character may also be able to receive other information at the marshal’s discretion. You must be within arm’s reach of the target though you do not have to touch them.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Die Hard&amp;quot;&amp;gt;&#039;&#039;&#039;Die Hard:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This can be used only when a character reaches -1 Body Points. When activated, the character can continue to take actions instead of falling down and can continue to act until they reach negative Body Points equal to their unadjusted maximum Body Points; at which time they will enter the Dying state but only have a 60 count Bleed Out. This effect will end if the user is healed above 0 Body Points.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Difficult Terrain&amp;quot;&amp;gt;&#039;&#039;&#039;Difficult Terrain:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect makes those in the area or those affected unable to move faster than a walk. This effect is negated by Non-Corporeal, &amp;lt;Flavor&amp;gt;Aligned, or Terrain Adaptation&amp;lt;Type&amp;gt;.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Disarm&amp;quot;&amp;gt;&#039;&#039;&#039;Disarm:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes a targeted hand-held item to become unusable for five seconds. While the target does not need to drop the weapon, they cannot use it offensively nor defensively. Any attack that strikes the item during that time causes the bearer to suffer the effects of the attack. This attack MUST hit the item to be affected. this does not effect natural weapons like claws.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Disguise&amp;quot;&amp;gt;&#039;&#039;&#039;Disguise:&#039;&#039;&#039;&amp;lt;/span&amp;gt; The character can give a false answer to &amp;quot;What do I see&amp;quot;, changing their race or other minor features such as glowing hands; or for the same cost they can leave false information for Tracking. Or the character can change their appearance for an entire encounter, or until they engage in combat. This can be used at any time, so long as they are not currently engaged in combat. For example, this feature could be used to change their appearance to that of a Gnoll, causing such NPCs to not attack them and move on to other targets. This skill can be used once each reset.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Disrupt&amp;quot;&amp;gt;&#039;&#039;&#039;Disrupt:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes a targets Threshold to be reduced by 3 points, or Damage Cap to be raised by 5 points, and lasts until the target dies or until the end of the encounter. This skill is used by calling “Disrupt Strike” and landing a legal weapon blow. This attack is a single swing hit or miss&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Double Attack&amp;quot;&amp;gt;&#039;&#039;&#039;Double Attack:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect may be used when a character has successfully made a weapon attack upon a target and the target defended against it in any fashion. The character may then call Double Attack and force the target to defend again or suffer the effect of the attack.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Dragon Fear&amp;quot;&amp;gt;&#039;&#039;&#039;Dragon Fear:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes all targets lower than the designated level to become afraid of the effect’s generator. While under this effect a character cannot take offensive actions or attack the effect’s generator; as well they cannot defend against attacks from the effect’s generator. This is a Mental Effect.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Dragon Rage&amp;quot;&amp;gt;&#039;&#039;&#039;Dragon Rage:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes all affected to enter into a blind rage attacking all targets they can perceive. If there are no such targets in the immediate area, the character becomes winded and falls unconscious for 10 minutes. The call will always have a level as part of its delivery; characters above the level in the call do not suffer the normal effect but are instead affected by Weakness. This is a Mental effect and a Compulsion.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&#039;&#039;&#039;&amp;lt;Effect&amp;gt; Strike:&#039;&#039;&#039; These types of attacks are weapon delivered attacks, which are one swing hit or miss. The &amp;lt;Effect&amp;gt; in the call is what the target will suffer should the attack land and not be defended; the Strike portion of the call is to make it clear it is a weapon attack and only good for a single swing.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Elemental&amp;quot;&amp;gt;&#039;&#039;&#039;Elemental:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This Type denotes that the creature is made up totally of a singular &amp;lt;Flavor&amp;gt;, such as a Fire Elemental. Creatures with this Type are always Extra-Planar, and have the following advantages: Immune to Mental, No Metabolism, and Resistant to their &amp;lt;Flavor&amp;gt;. Their disadvantages are: Vulnerable to their opposing &amp;lt;Flavor&amp;gt;, and Crumbles at 0 Body. Additionally, they often do not have standard sensory features.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Engulf&amp;quot;&amp;gt;&#039;&#039;&#039;Engulf:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect allows a creature to swallow a target whole. Each creature has its own count to use this effect. Once engulfed, a target immediately drops to -1 Body Points, and they may not be targeted with Skills/Abilities; until they are extracted.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Enslavement&amp;quot;&amp;gt;&#039;&#039;&#039;Enslavement:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect allows the character to gain mental control over a target. The character may give any number of orders during the duration of the effect and the target will obey. The target will take no actions without orders from the effects originator. This effect is both a Mental effect and a Compulsion.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Entangling Strike&amp;quot;&amp;gt;&#039;&#039;&#039;Entangling Strike:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill is used by calling “Entangling Strike” and landing a legal weapon blow; this is one swing, hit or miss. This effect causes the target to become bound by vines, rendering them Helpless and unable to move as the vines slowly crush them. After 30 seconds, the target will be reduced to 0 Body Points. The target can be cut free on a 10 count or break free with +6 Strength. This is a binding effect. &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Envenom&amp;quot;&amp;gt;&#039;&#039;&#039;Envenom:&#039;&#039;&#039;&amp;lt;/span&amp;gt; When activated the character gains a duplicate of all Blade Poisons currently on the weapon; all stacks of Blade Poison will expire at the end of the Encounter if they are not used. Example, if the characters weapon had 2 Paralysis Blade Poisons on it, it would instead become 4 totals; however they all expire at the end of the Encounter. This skill does not stack with itself.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Escape from Binding&amp;quot;&amp;gt;&#039;&#039;&#039;Escape from Binding:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This ability allows the character to free themselves of Binding effects, on a 3 counted action, without taking any damage.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Expendable Healing/Effect&amp;quot;&amp;gt;&#039;&#039;&#039;Expendable Healing/Effect:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This refers to any effect that can only be used in limited amounts in a given time frame. This primarily includes Signature Spell, Potions, and times per reset skills/abilities; skills that do not affect this are ones that have no limit on usage like Healing Arts.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Evade&amp;quot;&amp;gt;&#039;&#039;&#039;Evade:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill allows the character to Negate any attack with a numerical damage as part of the call, excluding attacks with the Surprise Modifier.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Evasion&amp;quot;&amp;gt;&#039;&#039;&#039;Evasion:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  This skill reduces the damage, by half, which the character suffers from traps and Area of Effect attacks that have a numerical value.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Execute&amp;quot;&amp;gt;&#039;&#039;&#039;Execute:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill causes a target that is Helpless to become Dead and they begin their death count. This is a weapon delivered attack that must be a legal weapon blow and is one swing hit or miss.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Exhaustion&amp;quot;&amp;gt;&#039;&#039;&#039;Exhaustion:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect overwhelms the target with the extremes of the natural environment causing their bodies to become exhausted. Targets affected by this can only walk and cannot Flee combat.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Expose armor&amp;quot;&amp;gt;&#039;&#039;&#039;Expose armor:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill will reduce the targets physical armor (does not affect spells or Natural Armor) to 0 points; though this does not Breach the armor. This attack is delivered as &amp;quot;Voice Expose Armor&amp;quot;. While not standard, this attack can be negated with the Weapon Ward skill.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Extra-planar&amp;quot;&amp;gt;&#039;&#039;&#039;Extra-planar :&#039;&#039;&#039;&amp;lt;/span&amp;gt; This means you are native to another pane and not Nexus or one of the various Prime planes. First Aid can affect you only if the practitioner is sufficiently advanced in their knowledge of the planes (KA:Planes 3 or above). In addition, you cannot pass through a Caller&#039;s Grove skill and will be sent back to your home plane if hit with a Banish effect.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Fast Healing&amp;quot;&amp;gt;&#039;&#039;&#039;Fast Healing:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This ability allows the character to naturally heal when not in combat or participating in strenuous activates. The character heals X Body Points every 5 minutes, at the end of the count; where X is the amount healed.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Fatigue&amp;quot;&amp;gt;&#039;&#039;&#039;Fatigue:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes the character to be reduced to -1 Body Points. A fatigued character cannot be healed by any means. They may receive a Life spell when appropriate but become immediately Fatigued. This effect is Metabolic.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Fear&amp;quot;&amp;gt;&#039;&#039;&#039;Fear:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect has a duration of five minutes and causes the target to flee from the character who originated the effect. Once they have broken Line of Sight they may stop fleeing and act normally, but if they see the character who originated the effect before the duration expires they must flee again. This is a Mental Effect.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Featherfall&amp;quot;&amp;gt;&#039;&#039;&#039;Featherfall: &#039;&#039;&#039;&amp;lt;/span&amp;gt;  Featherfall counters all damage taken from the next fall the recipient suffers.  It does nothing to help with hazards at the landing point.  Featherfall can be cast on others and Chain Spelled.&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Feeble mind&amp;quot;&amp;gt;&#039;&#039;&#039;Feeble mind:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect will cause the target to have their mental faculties reduced almost completely. They cannot use any Skills/Abilities, nor do they have the ability to communicate. They can still move and will often wander toward bright colors and noises. This effect lasts for one hour, and is removed by Break Enchantments, Priest Rank 2, or Psionic Clear. This is a Mental effect.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;First Aid&amp;quot;&amp;gt;&#039;&#039;&#039;First Aid:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill allows a character to stabilize a Dying creature with a 60-second counted action. While performing this count, the target’s bleeding out counts stops, but they are not stabilized until the 60-second count is completed without interruption. This will not work on Extra-Planar creatures without at least Knowledge Area: Planes at level 3.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;(Flavor Carrier) to Hit&amp;quot;&amp;gt;&#039;&#039;&#039;(Flavor Carrier) to Hit:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect makes a character invulnerable to weapon damage from all but a single source. Common “to Hit” requirements are: Silver, Magic, Fire, etc.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Flee&amp;quot;&amp;gt;&#039;&#039;&#039;Flee:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  This effect allows a character to escape combat by running away, so long as escape is not physically blocked. This effect may also be used to Resist or Dispel any effect that would prevent running, such as Rot or Slow. Once a Flee had been used it takes the user 5 minutes to reenter the encounter they left.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Fly&amp;quot;&amp;gt;&#039;&#039;&#039;Fly:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect allows the character to fly through the air. No Skills/Abilities may be used while flying. Flying is represented by making the gesture of a circular motion over the character’s head with hand or boffer. It is a 5 count to take off or land from flying, during which the character may be targeted with attacks, this count may not be interrupted with damage, and leaves the user Helpless. While flying outdoors the character may not be the target of any effect that does not specifically target flying targets, Such as Voice Delivery and Gaze Attacks.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Fog&amp;quot;&amp;gt;&#039;&#039;&#039;Fog:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect limits the vision of a character. While under this effect, the character is unable to make ranged attacks of any kind. This effect lasts 10 minutes.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Forget&amp;quot;&amp;gt;&#039;&#039;&#039;Forget:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect will cause a character to forget a certain period of time. All the character will remember from the frame of time is a blank spot in their memory.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Formless&amp;quot;&amp;gt;&#039;&#039;&#039;Formless:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Creatures will this Type have no solid features to them, and gain following Immunities: Binding, Blind, Fog, Maim, Stun, and Slay. Additionally, they can fit through any opening, though items they carry might not.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Fortitude&amp;quot;&amp;gt;&#039;&#039;&#039;Fortitude:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This ability increases the character’s Base Body Points by 30, for 1 hour or Module. When this effect expires, the amount is removed from the character’s Base Body Points, not their current Body Points.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Freeze&amp;quot;&amp;gt;&#039;&#039;&#039;Freeze:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes the target to become rigid and unable to move or take actions for up to 5 minutes. A creature with +6 Base Strength can break free of this status; as well fatal damage or ten second counted action from another can remove the effect. This effect is physical in nature.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Freezing shot&amp;quot;&amp;gt;&#039;&#039;&#039;Freezing shot:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes the target to Freeze. This effect is physical in nature and is one attack, hit or miss.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Fumble&amp;quot;&amp;gt;&#039;&#039;&#039;Fumble:&#039;&#039;&#039;&amp;lt;/span&amp;gt; A character under this effect will be unable to hold any physical objects in their hands or handle physical objects for ten seconds.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Gaze Attack&amp;quot;&amp;gt;&#039;&#039;&#039;Gaze Attack:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect is used to deliver an attack to a target with the character’s gaze alone. In order to use this effect, the character must maintain eye contact with the target for three full seconds, or may deliver this effect with a packet. At the end of the time or when the packet gets delivered the call is “Target Arcane Gaze&amp;lt;Effect&amp;gt;”.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Glide&amp;quot;&amp;gt;&#039;&#039;&#039;Glide:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This ability functions much like Feather fall with the difference that they can choose where to land so long as the location is lower than where they started and within 100 yards.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Good Will&amp;quot;&amp;gt;&#039;&#039;&#039;Good Will:&#039;&#039;&#039;&amp;lt;/span&amp;gt; By channeling your healing power, you give off a calming aura that causes potential hostiles to ignore your party as you avoid them; this allows your party of up to 10 players to move past the encounter without engaging. This skill only works when dealing with sentient living creatures.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Guardian Spirit&amp;quot;&amp;gt;&#039;&#039;&#039;Guardian Spirit:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill creates a safeguard on the targets spirit, binding it the target’s body. The next time the target drops to -1 Body Points or the Dead status, they will auto-stabilize to 0 Body Points. This effect lasts for one hour or Module, or until used. Additionally, the target is protected from being forcibly transformed into another creature subtype for up to one hour, as a separate duration from the auto-stabilize.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Guarding Light&amp;quot;&amp;gt;&#039;&#039;&#039;Guarding Light:&#039;&#039;&#039;&amp;lt;/span&amp;gt; By channeling positive energy, you create a temporary field that conceals you from certain creature types. This allows your party of up to 10 people to move past an encounter without engaging. This skill only works when dealing with creatures of the following types: Page 58 Abomination, Deathless, Shadow, and Undead&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Harm Touch&amp;quot;&amp;gt;&#039;&#039;&#039;Harm Touch:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This ability is used with the call &amp;quot;Arcane Harm Touch &amp;lt;Flavor&amp;gt;&amp;quot;. This will deal 75 points of damage to the target and will heal the character for an equal amount, up to their maximum Base Body Points. This attack is delivered with a weapon and is one swing, hit or miss.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Healing Arts&amp;quot;&amp;gt;&#039;&#039;&#039;Healing Arts:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill allows the character to treat a targets wounds and injuries. This skill takes 20 minutes and can be applied to 2 targets at once. At the end of the treatment, the targets will be healed for up to half of their maximum Body Points, all Toxins removed from their body and up to 2 limbs regenerated. Alternatively, the user can choose to spend only 10 minutes, but will generate only one of the effects instead of all 3.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Helpless&amp;quot;&amp;gt;&#039;&#039;&#039;Helpless:&#039;&#039;&#039;&amp;lt;/span&amp;gt; A character that is helpless is aware of their surroundings but can take no In-Game actions or use any skills or abilities nor move under their own power.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Hide&amp;quot;&amp;gt;&#039;&#039;&#039;Hide:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill allows the character to become Hidden from normal view. This skill has several rules that must be followed for its use: First, in order to use this skill, the character must be next to an object that is stationary or cannot be easily moved, and the object must be larger than the player. Second, it takes a 5 Counted Action to enter Hide, which must be done while no one is actively looking at the character in game. Third, once in Hide, the character must place their hands in front of their chest (closed, with knuckles touching), and can stay there for up to an hour, though the character cannot move from their Hide location (other than minor shifting). While in Hide, they are aware of the world around them and can see and hear anything they would normally be able to. Leaving Hide simply takes a 5 Counted Action.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;High Block&amp;quot;&amp;gt;&#039;&#039;&#039;High Block:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill will allow the character to defend against a single attack delivered with a melee weapon, regardless of the Delivery Type. This skill can only be used with Brawl weapons.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Horrify&amp;quot;&amp;gt;&#039;&#039;&#039;Horrify:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes the target to be overcome by Fear so strong that it can almost kill. Horrify is Permanent, only being removed by: Dream Eater, Break Enchantments, and Resurrection. Creatures that are normally immune to Fear, downgrade this effect to the normal Fear effect lasting 5 minutes. This is a Mental effect.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Hold Spirit&amp;quot;&amp;gt;&#039;&#039;&#039;Hold Spirit:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect targets a dead character. The target must be in their four-minute death count for this effect to work. The character using this effect touches the target and states, “I hold your spirit &amp;lt;#&amp;gt;” where the &amp;lt;#&amp;gt; is how long the affected target’s spirit remains in their body before seeking resurrection. This effect extends the death count of the target by &amp;lt;#&amp;gt;.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Hunters Call&amp;quot;&amp;gt;&#039;&#039;&#039;Hunters Call:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  This skill allows the character to summon an animal natural to the terrain that the character is currently in. This animal can be given a command action which it will perform to the best of its abilities for up to 1 hour. The creatures summoned by this skill are above average intelligence for their species, such that they can comprehend complex commands. This skill cannot be used in combat&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Impale&amp;quot;&amp;gt;&#039;&#039;&#039;Impale:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill allows the character to add a powerful pull to their ranged attacks. When used the character increases their Base Weapon Damage by 2 points and can add the Critical Modifier to their next 10 packet attacks.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Immunity&amp;quot;&amp;gt;&#039;&#039;&#039;Immunity:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Some characters can completely ignore some effects.  This is called as &amp;quot;No Effect&amp;quot; when such an effect would otherwise set in.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Impunity&amp;quot;&amp;gt;&#039;&#039;&#039;Impunity:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  When activated the character will announce “Impunity”, and for the next 10 seconds all physical/natural attacks against the user that can be defended with the Parry skill are considered negated.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Incinerate&amp;quot;&amp;gt;&#039;&#039;&#039;Incinerate:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect is always a counted action and causes the target to turn into ash. This destroys Unshatterable items. If used on a living target the body is instantly destroyed and they immediately seek resurrection.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Inept&amp;quot;&amp;gt;&#039;&#039;&#039;Inept:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect will always have some other effect or type listed with it, such as Fire/Swords/Magic. The types listed in the entry are unusable by the character. .&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Initiative&amp;quot;&amp;gt;&#039;&#039;&#039;Initiative:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill allows the character to make a quick escape from combat. When used, a minor hold occurs that only involves other players engaged with the character. The character may then move up to 10 steps away, after which normal game play will resume.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Inspiration&amp;quot;&amp;gt;&#039;&#039;&#039;Inspiration:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Target gains +1 Permanent Weapon Damage or 25 points of Spell Pool for 5 minutes or an Encounter.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Instill Rage&amp;quot;&amp;gt;&#039;&#039;&#039;Instill Rage:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill allows the character to incite an ally into battle frenzy; granting them Immunity to Fear and Sleep, +2 Permanent Weapon Damage, and +10 Base Body Points; however, they must continue to engage enemies until there are no enemy targets remaining. If used on oneself the effect is much weaker granting only +2 Permanent Weapon Damage and Immunity to Page 59 Fear. This effect will last for 5 minutes or one Encounter.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Intimidate&amp;quot;&amp;gt;&#039;&#039;&#039;Intimidate:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill has two uses: First, this can be used against a target within melee weapon reach and is delivered as &amp;quot; Voice Arcane Terror&amp;quot;. Second, this skill can be used against a Conscious and Helpless target to force them to answer a yes or no question, which must be answered truthfully.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Invisibility&amp;quot;&amp;gt;&#039;&#039;&#039;Invisibility:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect is similar to the Conceal effect, with the major differences that it has a variable duration and it does not end when the user moves or attacks. This effect can make the character a deadly foe as they are not able to be attacked but can still engage targets.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Iron Body&amp;quot;&amp;gt;&#039;&#039;&#039;Iron Body:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill gives the character 5 points of Dexterity Armor. This skill can be purchased a maximum of 4 times.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Kill&amp;quot;&amp;gt;&#039;&#039;&#039;Kill:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect instantly sets the target to dead. The targets death count begins immediately.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Killing Blow&amp;quot;&amp;gt;&#039;&#039;&#039;Killing Blow:&#039;&#039;&#039;&amp;lt;/span&amp;gt; A killing blow is a 3-counted action that instantly sets the target to dead. The targets death count begins immediately.  Killing Blow can only be used on helpless or willing targets, and consists of touching your target on the chest or shoulder with a weapon or packet, then counting down - Killing Blow 3, Killing Blow 2, Killing Blow 1.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Knockdown&amp;quot;&amp;gt;&#039;&#039;&#039;Knockdown:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect does not render the target Helpless, but does prevent the use of Active Skills/Abilities as well as the target cannot walk during the duration, which by default is 10 seconds.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Maim Limb&amp;quot;&amp;gt;&#039;&#039;&#039;Maim Limb:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill will damage the target’s limb making it useless for combat and locomotion until cured. If the target is an arm, that arm cannot be used for anything; in the case of a leg the player can only walk (if both legs are maimed the player cannot move from their current spot). To use this skill, the character must announce “Maim ”, which the attacker chooses which limb is affected, and land a legal weapon blow. This attack is a single swing hit or miss and can only be performed with a melee weapon. This is one swing hit or miss.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Magnetic Shot&amp;quot;&amp;gt;&#039;&#039;&#039;Magnetic Shot:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  This has no effect by itself.  A character affected by Magnetic Shot can be voice-targeted by the character that applied it for five minutes or one encounter. Magnetic Shot is not curable by normal means (although it may be resisted normally).&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Manticore Shot&amp;quot;&amp;gt;&#039;&#039;&#039;Manticore Shot:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill allows the characters to unleash toxic ammo that weaken their foes. The characters next 3 ranged attacks become “Poison Weakness”. Each of these attacks is one shot hit or miss&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Massive&amp;quot;&amp;gt;&#039;&#039;&#039;Massive:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Massive damage affects the target if they are contacted in any way. This may not be blocked by a shield or a weapon. If used in conjunction with a Skill/Ability that allows multiple strikes, then all such strikes are Massive.&lt;br /&gt;
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&#039;&#039;&#039;Mind Guard-&#039;&#039;&#039; This spell wraps the recipients mind in a protective field. During the duration (normally 10 minutes) the target is immune to Mental effects.&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Mirror Image&amp;quot;&amp;gt;&#039;&#039;&#039;Mirror Image:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill causes the character to be duplicated by shifting images, causing the next 2 melee/ranged weapon attacks to be Negated. This is a visible effect; and lasts for 5 minutes or one Encounter, or until used, whichever is shorter.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Mob Scene&amp;quot;&amp;gt;&#039;&#039;&#039;Mob Scene:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill allows the character to bolster his allies with razor sharp tactics. When used, all allies within melee weapon reach add the Critical Modifier to their next single attack.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Mobility&amp;quot;&amp;gt;&#039;&#039;&#039;Mobility:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill allows the character to resist slowing effects, Pin and Bind effects, and Binding Strike’s up to +4 Strength. Additionally, this skill can remove any of the above effects that are currently affecting the character, as well as allow escape from other non-magical bindings on their person.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Move Silent&amp;quot;&amp;gt;&#039;&#039;&#039;Move Silent:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill allows the character to take brief actions without creating any In Game noise, which can be done in a number of ways: First, the character can move up to 15 steps while in Hide and remain Hidden. Second, the character can make one attack from Hide, adding the “Surprise” Modifier and remain Hidden. This skill is considered Passive.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Natural Armor&amp;quot;&amp;gt;&#039;&#039;&#039;Natural Armor:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect gives the character armor points without the use of a Phys-Rep. These points will stack with all other forms of armor, but will not allow a character to exceed their maximum armor total. These armor points may be healed if a character is at full Body, in addition to all other rules that allow a character to refit armor.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&#039;&#039;&#039;Natural Weapons:&#039;&#039;&#039; These weapons are representative of the natural claws found on beasts and some characters throughout the game. They are completely red taped &#039;phys-reps&#039; and come in short, medium, long, and two handed variants. These weapons are immune to disarm, destroy, and shatter. They can be affected by &#039;aura blade&#039; and &#039;summon weapon&#039; skills &amp;amp; spells but cannot be the target of Ritual Enchantments.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Natures Ire&amp;quot;&amp;gt;&#039;&#039;&#039;Natures Ire:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill allows the character to change the battlefield by channeling the power, when used it will affect all enemies in the next Encounter. This skill will remove up to 1 offensive weapon skill from all hostile targets, up to 10 targets in an Encounter.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Nausea&amp;quot;&amp;gt;&#039;&#039;&#039;Nausea:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes the target to become sick and unable to use Active Skills/Abilities for thirty minutes. The target may move at a slow walk and may speak, but the condition of sickness should be role-played. If the condition is not role-played they target may not speak. This effect is Metabolic.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Negate&amp;quot;&amp;gt;&#039;&#039;&#039;Negate:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect allows the character to cancel another specific effect as it happens. This functions similar to resist, and there is generally a cost to be paid to generate this effect.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Nightmare&amp;quot;&amp;gt;&#039;&#039;&#039;Nightmare:&#039;&#039;&#039;&amp;lt;/span&amp;gt; The target is overcome by horrible waking nightmares. This effect is permanent and may only be removed by a Dispel Magic cast by a character of level 20 Break Enchantments, Resurrection, or the Dream Eater effect. While under this effect the target suffers the following disadvantages: maximum weapon damage is reduced to two, the character must expend 2 appropriate Combat/Spell Slots to use/cast a Technique/Spell, the target’s bleed out count is reduced to one minute, and they only receive one point of healing per application by any source.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Pacify&amp;quot;&amp;gt;&#039;&#039;&#039;Pacify:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect will cause the player to be unable to incite or engage in combat.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Padded&amp;quot;&amp;gt;&#039;&#039;&#039;Padded:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This Flavor Carrier causes all damage to be temporary, this means while the damage is real enough to lower a targets hit points it will never drop them below 0, and after 10 minutes the lost Body Points will return on their own or can be healed. Armor that suffers damage from this carrier is lowered to 0 as well though again the armor does not become broken and can be refitted to full without use of a Patch Kit.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Paralysis&amp;quot;&amp;gt;&#039;&#039;&#039;Paralysis:&#039;&#039;&#039;&amp;lt;/span&amp;gt; The target of this effect becomes Paralyzed for the duration, 30 minutes by default. During the duration they are still aware of the world around them so long as they are also conscious, but cannot move, speak, or use Active Skills. This effect is Metabolic.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Parry&amp;quot;&amp;gt;&#039;&#039;&#039;Parry:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skills allows the user to negate any one physical weapon-delivered attack that was successfully landed on the user. &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Phase&amp;quot;&amp;gt;&#039;&#039;&#039;Phase:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect allows a character to momentarily shift partially to another plane, allowing them to negate a single attack of any type.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Plague&amp;quot;&amp;gt;&#039;&#039;&#039;Plague:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This is a Disease effect. The target of this effect may not be affected by any Restoration effect except Cure Disease. Additionally, if not cured, 2 hours after they are affected they will die and dissipate. This effect is Metabolic.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Possession&amp;quot;&amp;gt;&#039;&#039;&#039;Possession:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Creatures with this ability can bond with a host, granting them some amount of control over the host and gaining the hosts body as a defense from attack. The process by which the creature can possess a target varies and will be noted on the card, as well as how much control of the target they have.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Power Shot&amp;quot;&amp;gt;&#039;&#039;&#039;Power Shot:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill allows the character to fire a deadly volley. The characters next 4(four) ranged attacks gain a +10 Temporary Damage bonus. Each of these attacks is one shot hit or miss&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Purify&amp;quot;&amp;gt;&#039;&#039;&#039;Purify:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect will remove all Metabolic and Disease effects from the target, no matter how they were generated.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Refit:&#039;&#039;&#039; This means to readjust a suit of armor that has received damage to its full value unless breached, in which case its new maximum is adjusted according to the number of breaches to refit armor manually takes a sixty (60) second counted action and any damage received by the person doing the refit resets the counter. Refit from the source of the spell is instantaneous and repairs an breaches. &lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Reflect&amp;quot;&amp;gt;&#039;&#039;&#039;Reflect:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect will rebound an effect back onto the originator of said effect, making them the new target. This does not change the originator of the effect. The type of effects that can be defended with this ability will be noted on the card.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Renew&amp;quot;&amp;gt;&#039;&#039;&#039;Renew:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect allows the character to refresh Skills/Abilities of a target by touch. The effect will list specifically what Skills/Abilities are restored to the target.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Resist&amp;quot;&amp;gt;&#039;&#039;&#039;Resist:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This ability will be specifically noted what the character may use it against. Resists are considered a Passive Ability, and may be used so long as the character is Conscious. Common Resists include: School of Magic, Specific Effect, Delivery Type, or Family (Such as Binding or Mental).&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Resistant&amp;quot;&amp;gt;&#039;&#039;&#039;Resistant:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This ability causes the character to take half damage from the designated &amp;lt;Flavor&amp;gt;.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Revive&amp;quot;&amp;gt;&#039;&#039;&#039;Revive:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect allows the character to return to life from the Dead condition at its full Body total. Revive will have conditions listed to which it applies. First, the number of times per day the effect may be used. Second, are effects that can prevent the character from using this ability. Example: a troll may have Revive/Fire. Which means it will continue to revive until it is affected by a Killing Blow with the Fire Carrier.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Rot&amp;quot;&amp;gt;&#039;&#039;&#039;Rot:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes the target to move no faster than a walk. If not cured within six hours the target dies and dissipates. This effect is Metabolic.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Sap&amp;quot;&amp;gt;&#039;&#039;&#039;Sap:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect incapacitates a target, denying them the ability to take action and making them unaware of their surroundings. While under this effect they are not Helpless. Any damage or violent movement will end this effect, otherwise they will remain in this state for up to 5 minutes.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Shatter&amp;quot;&amp;gt;&#039;&#039;&#039;Shatter:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  This effect does the following: destroys one weapon, up to a medium-sized shield, long weapon, or other object which is no larger than a Medium Shield; making the item unusable and giving it the Broken status. This does not work on natural weaponry like claws or fists.&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Shield&amp;quot;&amp;gt;&#039;&#039;&#039;Shield:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect functions to passively protect the character against the first effect of the listed Delivery Type to contact them. When a Shield is used the character must announce “Shield &amp;lt;Type&amp;gt;” where type is the Shield effect generated&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Smoke Screen&amp;quot;&amp;gt;&#039;&#039;&#039;Smoke Screen:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill allows the character to create a field of smoke that breaks Line of Sight for ranged attacks. While activated, the user must raise their hands, separated above their head and announce &amp;quot;Smoke Screen&amp;quot; every few seconds for up to 30 seconds. While this skill is active, others within melee weapon reach of the character are protected from ranged attacks from outside melee weapon range, however they can be targeted if an attacker is within melee weapon range of a protected character. Using this skill requires concentration and thus will end early if the character becomes Helpless, puts their hands down or is affected by any effect that prevents the character from taking actions..&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Shun&amp;quot;&amp;gt;&#039;&#039;&#039;Shun:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect cause a target not be able to approach within 10’ of the caster, nor may they attack the caster in any way. This effect will cause the target to avoid the caster for the duration, meaning if the caster moves toward them they must move away. This however does not force them into a corner, in such a case if the only way to move away from the caster is to walk past them to get out into the open they can. The creature may still attack people other than the caster. This effect is on the target and not the caster. Dispelling the target will rid them of the effect. This effect is both a Mental effect.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Silent&amp;quot;&amp;gt;&#039;&#039;&#039;Silent:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This Modifier goes at the beginning of an attack, instead of the end. Attacks with this Modifier and any defense called against the attack will make no In Game noise.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Slay&amp;quot;&amp;gt;&#039;&#039;&#039;Slay:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect deals 100 points of damage to the target.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Slow&amp;quot;&amp;gt;&#039;&#039;&#039;Slow:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect slows the characters actions; reducing them to a 3 seconds delay between attacks, this includes Melee and Ranged weapons, as well as Bomb, Vials, Spells, and activated special abilities; additionally they cannot run. This has a duration of 1 hour, and the cure is based on the delivery method.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Slow Regeneration&amp;quot;&amp;gt;&#039;&#039;&#039;Slow Regeneration:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect allows the character to spend one hour, which they may not engage in combat, to heal themselves to their maximum Body, remove all Toxins, and Regenerate all missing limbs.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Slumber&amp;quot;&amp;gt;&#039;&#039;&#039;Slumber:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes the target to fall unconscious. This affects targets that are immune to the Sleep effect. This effect may be ended by shaking the target vigorously for five minutes, or Break Enchantments; otherwise, the effect has duration of permanent.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Snare&amp;quot;&amp;gt;&#039;&#039;&#039;Snare:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes the target to become unable to move, suffering the effect of a Natural Pin. (&#039;&#039;Do we still need this?  It seems like if Snare is always going to be Natural Pin, we can cut CL by just replacing the one with the other)&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Soar&amp;quot;&amp;gt;&#039;&#039;&#039;Soar:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This ability is grants the creature the Fly ability, with the alteration of they can take off and land instantly, negating the normal 5 counted action.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Soul Jar&amp;quot;&amp;gt;&#039;&#039;&#039;Soul Jar:&#039;&#039;&#039;&amp;lt;/span&amp;gt; The ability is a powerful effect that traps some portion of the targets Spirit within an object. This has a number of effects, first the character has their effective Death total increased for the purposes of Resurrection; as well add 5 Negatives to the roll if the object is not present.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Stun&amp;quot;&amp;gt;&#039;&#039;&#039;Stun:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect renders the target helpless and unable to use Skills/Abilities for 10 minutes, though they can still hear what is going on around them. This effect may be removed by Smelling Salts, Psionic Clear, or shaking the target vigorously for one minute. This effect is Metabolic.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Summon/Create Creature(Type)&amp;quot;&amp;gt;&#039;&#039;&#039;Summon/Create Creature(Type):&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect will summon or create a creature of the listed type. These effects are at plot discretion. The character generating this effect must supply the player to Phys-Rep the Summon/Created creature. If the creature leaves Line of Sight from the character who Summoned or Created it for ten seconds, or the caster dies the effect ends immediately. Summoned/Created creatures are under control of the character who generated the effect. A character may only have one Summoned/Created creature at a time.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Summon Weapon(Type)&amp;quot;&amp;gt;&#039;&#039;&#039;Summon Weapon(Type):&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect creates a weapon of the listed (Type). This weapon causes only damage of the (Type). The weapon created may take any form for which there is an appropriate Phys-Rep.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Surprise&amp;quot;&amp;gt;&#039;&#039;&#039;Surprise:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect makes an attack difficult to defend against. Only Passive Skills/Abilities, such as Resist, may be used to defend against an attack with this effect.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Swarm&amp;quot;&amp;gt;&#039;&#039;&#039;Swarm:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This descriptor denotes a creature is made up of many smaller monsters or separate parts. This causes all attacks to only harm a single part of the whole. Monsters with this ability often have a Damage Cap but addition any attack that has an Effect instead deals a single point of damage.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Sympathy&amp;quot;&amp;gt;&#039;&#039;&#039;Sympathy:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes the target to take any negative effect they generate on another character. This is a Mental effect and lasts until cured by Break Enchantments or 24 hours.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Taunt&amp;quot;&amp;gt;&#039;&#039;&#039;Taunt:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Taunt causes the target to exclusively attack the generator of the effect.  Until Taunt expires, the victim may not initiate or continue hostilities against any opponent other than the Taunter.  Taunt lasts for five minutes, one encounter, or until the generator of the effect disengages.  A Taunter that flees, or moves to interpose a third party in between himself and his target, or simply stops fighting, immediately ends the duration of the effect.  In the chaos of combat, this can get fuzzy; a Champion can&#039;t control someone else moving into his line of effect, for example, and we expect a certain degree of latitude in &amp;quot;intentional disengagement&amp;quot;.  &lt;br /&gt;
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&amp;lt;span id=&amp;quot;Terrain Mastery&amp;quot;&amp;gt;&#039;&#039;&#039;Terrain Mastery:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect allows the character to ignore terrain penalties of the listed type.&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Terror&amp;quot;&amp;gt;&#039;&#039;&#039;Terror:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes the target to be unable to move from their current location and only defend themselves for ten seconds. This effect is a Fear effect and Mental.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Thrall&amp;quot;&amp;gt;&#039;&#039;&#039;Thrall:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect functions an Enslavement effect with a permanent duration. This effect may only be removed by Break Enchantments ,Dream Eater, or Resurrection. The character who generated the Thrall effect may issue Psionic effects to the target that may not be resisted. This effect is both a Mental effect.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Threshold(#)&amp;quot;&amp;gt;&#039;&#039;&#039;Threshold(#):&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect allows a character to call “Threshold” to any attack that does not exceed the (#) listed. This includes weapon delivered and packet delivered attacks. A character with Threshold takes a single point of damage from every attack that would normally affect them but fails to exceed the character’s Threshold (#). Threshold is applied before modifiers due to increased or reduced effects due to damage type.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Trackless Step&amp;quot;&amp;gt;&#039;&#039;&#039;Trackless Step:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect makes the character untraceable. They do not leave footprints of any kind unless they choose to. This makes tracking the character extremely difficult.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;True Sight&amp;quot;&amp;gt;&#039;&#039;&#039;True Sight:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect allows the character to see things as they truly are. This effect sees through Invisibility, Disguise, and Illusions, and other magical effects at plot discretion.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Vampiric&amp;quot;&amp;gt;&#039;&#039;&#039;Vampiric:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes the target to lose five maximum Base Body Points every thirty minutes until cured. This effect is Metabolic and a Disease.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Venom&amp;quot;&amp;gt;&#039;&#039;&#039;Venom:&#039;&#039;&#039;&amp;lt;/span&amp;gt; The target of this effect loses the ability to use Skills/Abilities for 1 hour; if this effect is not cured before the end of that time the targets status changes to Dead. This is a Metabolic effect.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Voice Control(Type)&amp;quot;&amp;gt;&#039;&#039;&#039;Voice Control(Type):&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect allows the character to announce “Voice Control (Type)(#)” where (Type) denotes what they may control and (#) is the maximum level of the target allowed. All characters who hear the effect may be affected. Non-Sentient characters affected are enslaved by the character. Sentient characters must be affected by this effect each time they are given a command. This may also be delivered as a single target ability.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Vulnerable&amp;quot;&amp;gt;&#039;&#039;&#039;Vulnerable&#039;&#039;&#039;&amp;lt;/span&amp;gt;&#039;&#039;&#039;&amp;lt;Flavor&amp;gt;:&#039;&#039;&#039; This effect causes the creature to take double damage from the listed &amp;lt;Flavor&amp;gt;, or the Ward Flavor Carrier. A target who is Vulnerable to a flavor will always be affected by these attacks, even if they have To Hit on their card.          &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Ward&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Ward:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Ward is a Flavor of attack against which immunities and x-to-hit effects do not apply.  With (very) few exceptions, if you are hit by ward, you are burning effects to defend or taking the damage.  Ward can be parried, deflected, rolled, etc; it simply cannot be passively ignored. &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Warning Signs&amp;quot;&amp;gt;&#039;&#039;&#039;Warning Signs:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  The signs are everywhere if you are looking for them. You can pick out tracks quick enough to notice a bad situation before you walk into, allowing you to find another route. This allows your party of up to 10 players to move past the encounter without engaging. This skill only works so long as there is another way to proceed.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;War Cry&amp;quot;&amp;gt;&#039;&#039;&#039;War Cry:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This causes the next technique or spell to be used at half cost, round down.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Weakness&amp;quot;&amp;gt;&#039;&#039;&#039;Weakness:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect will reduce the target’s weapon damage by 3, to a minimum of 1. This is a Curse effect.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Wither&amp;quot;&amp;gt;&#039;&#039;&#039;Wither:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes a single limb to become useless on the target. The affected character may choose the limb if the character generating the effect did not specify which limb. This effect is Metabolic and a Disease.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Wound&amp;quot;&amp;gt;&#039;&#039;&#039;Wound:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect reduces the targets maximum Base Body Points by up to 3 points, cannot reduce a target below 1 Base Body Points. This effect will stack with itself and other effects that reduce Base Body Points. This effect lasts until cured. This effect is Metabolic and a Disease.&amp;lt;/p&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ryle</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Conventions&amp;diff=1173</id>
		<title>Conventions</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Conventions&amp;diff=1173"/>
		<updated>2024-06-25T18:20:26Z</updated>

		<summary type="html">&lt;p&gt;Ryle: added a missing word, corrected spacing where OOG was lumped under Machine Gunning and between Swimming and Tank&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Any group of people engaged in a group activity will, over time, develop its own shorthand and quirks.  Archers talk about form, draw weight, draw length, optics, arrow flight speed, and lots of bow-related things that don&#039;t really have any use outside of that context.  Computer types can have entire conversations only tangentially related to English at all.  Larps are no different.&lt;br /&gt;
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In this case, we have a number of game conventions that everyone just sort of seems to know without ever really having been told.  We pick it up from each other and pass it along by example to new arrivals.  It&#039;s not ideal and it contributes some avoidable length to the learning curve.  In the interest of easing that transition, these are some of the things that are common in the game and useless out of that context.&lt;br /&gt;
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== Common Conventions: ==&lt;br /&gt;
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&#039;&#039;&#039;Contested Roll:&#039;&#039;&#039; Some skills test the player’s skill against a set objective, namely Disable Device, Resurrection, and Tracking. To determine the success or failure of such the following steps are taken. First the player adds up all of their bonuses, and then subtracts the negatives set by the Marshal, task, or the item being worked on. If the total modifier is positive the player will add it to their roll, if negative it plays no real effect unless the total is -10, in which case the character will automatically fail the roll. Conversely, if the final modifier is +9 or more the roll automatically succeeds. The character will roll a D10 and add their modifier, if positive; if the combined total is 10 or better then they succeed on the challenge.&lt;br /&gt;
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&#039;&#039;&#039;Counted Actions&#039;&#039;&#039;:  Counted actions exist, loosely, to handle two conditions.  One, you want to do something that&#039;s perfectly viable for your character but out of the question for you.  If your character has Wings, for example, they&#039;re free to leave the ground, but you probably can&#039;t sprout your own wings and fly.  Two, you need to take some specific action for which rules provide a fixed delay - refitting your armor, for example, takes sixty seconds and it technically a sort of sixty count.  Binding Strike is counted to let you know how long you have before you get eaten or whatever.  Killing Blow takes a three count which sounds fast and it is if no one&#039;s trying to stop you.  However you arrive there, all counted actions work the same way:  You start at the end, announce what you&#039;re doing and start at the top of the count, then count down, repeating the announcement until you finish at &amp;quot;I whatever 1&amp;quot;, at which point your action is completed and everyone should react accordingly.  You may see this a lot on modules, where Marshals have to handle player actions we didn&#039;t expect - it&#039;s easier and smoother to assign a count than call a meeting of the Rules Team and argue about it.&lt;br /&gt;
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&#039;&#039;&#039;Crowns&#039;&#039;&#039;:   Crowns are points awarded for doings that the help the game - donating props and reps, NPC&#039;ing, anything that&#039;s beneficial to the game as a whole is probably worth some crowns.  They&#039;re accumulated and spent in a variety of ways.  They can be turned in towards extra Skill Points, or used to purchase a variety of in-game items.&lt;br /&gt;
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&#039;&#039;&#039;Healer&#039;&#039;&#039; vs. &#039;&#039;&#039;Medic&#039;&#039;&#039;:  If someone calls for a Healer, they mean a Mage or Paladin with in-game healing effects to solve in-game trouble.  If someone calls for a Medic, there&#039;s an out of game situation that needs qualified medical personnel to attend.   Similarly, if your character has been jacked up by NPC&#039;s, you need a Healer, not a Medic.  Medic is called rarely enough that this is easy to remember; it&#039;s mentioned here because of various services that train &amp;quot;Medic&amp;quot; as a crisis response.  &lt;br /&gt;
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&#039;&#039;&#039;Hold&#039;&#039;&#039;:  This one is an actual rule, but not an actual rule that fits conveniently anywhere.  &amp;quot;HOLD&amp;quot;, usually yelled like it owes someone money, causes the game to cease immediately.  Holds are typically called for safety issues (if you notice your opponent is about to back up into a table or a hole in the ground, call a hold and warn them), very often for glasses that have gone flying off of their designated face, sometimes for more serious medical issues.  Because Hold is invoked for real-life situations, we take it very seriously.  If someone calls a hold, repeat it, stop playing, and &#039;&#039;do not move&#039;&#039;.  More than one pair of glasses has been lost to overly cavalier treatment of a hold.  Hold is also used sometimes to clarify rules - combat can get loud and confusing and it&#039;s easy at first to lose track of what happened to you or what you&#039;re allowed to do about it.  Once it&#039;s been established that a hold was called for rules, you can relax a little.  Don&#039;t move, but feel free to pull some tags, or grab a drink from your water bottle, collect some close-by packets, etc.  Until it&#039;s established that the hold is a rules issue and there is no out of game danger, hold still, don&#039;t talk, and wait it out.  Holds are rarely lengthy.  When whatever situation that caused the hold is addressed, someone will check to make sure everyone&#039;s ready and then call Lay On - a Lay On is the opposite of a hold, resuming game play at the point where the Hold left off.    &lt;br /&gt;
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&#039;&#039;&#039;Item Tags&#039;&#039;&#039;:  These are the out-of-game indicators of in-game possessions.  You can have a beautifully constructed boffer sword, but you can&#039;t actually use in the course of the game without a corresponding item tag for it.  Lots of tags come attached to reps.  Some are just tags - very few people bother with reps for their poison stashes beyond the packets they intend to throw at people.    &lt;br /&gt;
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&#039;&#039;&#039;Machine Gunning&#039;&#039;&#039; or &#039;&#039;&#039;Drum Rolling&#039;&#039;&#039;:  These are two terms used interchangeably to mean the same thing - using a melee weapon like a drumstick to drill damage way faster than any real sword ever could be.  Some people can get unbelievably fast on swings, especially with dual wield and identical damage.  It&#039;s not legal, there&#039;s a Flurry rule for this exact reason, but people, especially newer people, get carried away and excited and before they know it, they&#039;re inflicting damage at a rate that burst-fire rifles envy.  It&#039;s not usually done maliciously and pretty obvious when it is.  If someone calls this to you, take a deep breath and slow your swings down. If you&#039;re under attack and it feels more like a big foam centipede is running on you than it does like someone is swinging a foam stick, point it out but remember it&#039;s probably not personal or intended to give offense.&lt;br /&gt;
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&#039;&#039;&#039;Out-of-Game&#039;&#039;&#039;:  A character that&#039;s out of game is neither affected by nor can affect the state of the game world.  Ideally this is indicated by a white headband - some people (like Plot) spend more time out of game than in, running modules and overseeing stuff.  If you&#039;re less commonly out of game, or just need a quick minute to retie your boots, putting your hand or your weapon on your head is accepted shorthand for &amp;quot;briefly out of game&amp;quot;.  &lt;br /&gt;
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&#039;&#039;&#039;Reps&#039;&#039;&#039;:  You&#039;ll see this a lot in the rules and you&#039;ll hear it a good bit on site.  A rep is a &#039;&#039;physical representation&#039;&#039; of an in-game item.  &amp;quot;Physical representation&amp;quot; being unwieldy and people being people, this was inevitably shortened to &amp;quot;physrep&amp;quot;, which you&#039;ll still hear from time to time, and then &amp;quot;rep&amp;quot;, which you&#039;ll hear a lot.  Your boffer long sword is a rep for an in-game long sword.  Your armor rep is whatever you wear around to justify using armor points when you get hit.  It sounds pretty self-explanatory and for the most part it is, but there are some murky areas, too.  Spell packets can, variously, be reps for poison vials, thrown weapons, or literally nothing (for mages and other spellslingers.)  Reps have a necessary but not tightly-coupled association with...&lt;br /&gt;
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&#039;&#039;&#039;Reset:&#039;&#039;&#039;   Given ten minutes of peace, you can reset your character sheet once per event.  This refreshes all of your refreshable skills - spell pool, mana, Energy, Ley Points and any dailies or per-reset skills.  This typically also resets your Body to its starting value and clears negative effects, but some effects do stick around through a reset. You&#039;ll see this a lot in Powers and some Skills - many Powers function twice per reset, for example, so you have two uses when you first check in and two more after you Reset.  Reset, like the name implies, resets your skills - if you had mana or energy or per-reset skills left over when you started your reset, they&#039;re lost when it completes.&lt;br /&gt;
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&#039;&#039;&#039;Swimming/Going to the Rock&#039;&#039;&#039;:  FE&#039;s resurrection mechanic is a Lifewell, or viewed differently, the world&#039;s worst pool in which you never want to swim.  &amp;quot;Sending someone swimming&amp;quot; or &amp;quot;Sending someone to the pool&amp;quot; means sending someone off to resurrect.  A previous game used a cruelly-imprisoned, enslaved sentient stone as its mechanic and some of the vets of that game still say &amp;quot;sending someone to the rock&amp;quot; to mean the same thing.&lt;br /&gt;
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&#039;&#039;&#039;Tank&#039;&#039;&#039;:  Drawn from MMO culture, a Tank is someone you can trust to stand between you and harm.  There&#039;s a large overlap with folks in thick armor with shields and reams of their own defenses, but there are plenty of heavy-armor warriors that will hang you out to dry if there&#039;s a chance they can get a goblin by running off after it.  Most tanks are Champions or Paladins.  Not all Champions or Paladins are tanks.  You may also hear this used as a verb - &amp;quot;tanking a monster&amp;quot; means trading hits with it, &amp;quot;tanking damage&amp;quot; just means absorbing it so someone else doesn&#039;t have to.&lt;br /&gt;
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&amp;quot;&#039;&#039;&#039;What do I see&#039;&#039;&#039;&amp;quot;:  Very frequently, NPC&#039;s will be out and about dressed in a tabard and some weapons, but they could be playing any number of things.  Since we don&#039;t have the budget or the time to fully dress out every NPC in perfectly-identifiable costuming, you&#039;ll hear &amp;quot;What do I see&amp;quot; called - this is an out of game question to clarify what creature a character is looking at in-game.&lt;/div&gt;</summary>
		<author><name>Ryle</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Effects&amp;diff=652</id>
		<title>Effects</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Effects&amp;diff=652"/>
		<updated>2024-05-15T03:08:56Z</updated>

		<summary type="html">&lt;p&gt;Ryle: &lt;/p&gt;
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&lt;div&gt;&#039;&#039;&#039;&amp;lt;u&amp;gt;[[Effect tier breakdown]]&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Standard Effects&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Standard Effects&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Affinity(Type)&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Affinity&amp;lt;Type&amp;gt;:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; This effect causes creatures of the listed type to see the character as one of similar type and will cause it to be fairly neutral to that individual so long as no provocation occurs. This effect will end if offensive actions are taken towards the affected creature. Creatures that are being commanded or controlled may also ignore this effect.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Agility&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Agility:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This skill becomes active by announcing “Agility!” Once activated, it lasts for 5 minutes or 1 Encounter, whichever is longer. While this skill is in use, the character will take Reduced: Half Damage, rounded up, from all numerical damaging effects, such as weapon damage. This ability does not reduce effects, such as Nausea or Sleep, or any other effect that does not deal damage&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Aura&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Aura:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This effect is a defense that is triggered by melee weapon attacks. When used the character announces “&amp;lt;Delivery Type&amp;gt;Aura&amp;lt;Flavor&amp;gt;, or &amp;lt;Delivery Type&amp;gt; Aura &amp;lt;Effect&amp;gt;” and the target must then take or defend against the Aura. In the case of the first option, the damage is always 30 points of &amp;lt;Flavor&amp;gt;damage. This is an Active ability. If this defense renders the attacker Helpless, then the defender does not suffer the attack that triggered this ability.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Automatic Success&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Automatic Success:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This effect is an instant success in any Contested Roll that is applicable.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Awaken&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Awaken:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This will end the duration of Silence and all Mental effects on the target save for: Enslavement, Feeblemind, Horrify, Nightmare, Thrall and Slumber.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Avoidance&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Avoidance:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;:  This skill will negate all melee weapon delivered attacks against the character for 10 seconds, calling “No Effect” to such attacks while it is active. While active, the character may still attack with ranged weapons.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Bane(Type)&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Bane (Type):&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This effect is a damage bonus toward a particular Creature &amp;lt;Type&amp;gt;(Humanoid, Elemental, Fey, etc.). It grants the character a +5 Temporary Weapon Damage increase. It is up to the character using this ability to be aware of whom they get the bonus versus.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Banish&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Banish:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This effect sends the target back to its plane of origin. When the target is banished all items, it acquired on this plane are left behind.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Barrier&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Barrier:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This effect acts as a damage shield negating 20 points of damage before being exhausted. These points do not stack with other armor buffs, and are the first points lost.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Battlerage&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Battlerage:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: When this effect is activated the character activating it gains the following temporary benefits- +15 Body Points, +2Permanent Weapon Damage, Immunity to Charm, Fear, Shun, and Sleep. This ability lasts for an encounter. When Battlerage ends the character suffers the effects of Devastate and Slow, as well as the inability to use Energy for 30 minutes.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Berserk&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Berserk:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This effect causes the target to attack the closest target friend or foe. They will continue to attack all targets until the effect is cured or until thirty minutes have passed. The character will actively seek out new targets during the duration of the effect. This is a Metabolic effect.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Bind Form&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Bind Form:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This effect has two uses. First, it may allow a character that has died to be resurrected without the use of a Life Well as long as a character with the Resurrection Skill is available. This circumvents the penalties for resurrecting without a Life Well. Second, it may be used as an offensive effect against non-corporeal creatures. It reduces “Magic to Hit” to “Silver to Hit&amp;quot;, or reduces “Silver to Hit” to “Normal to Hit” for an encounter. &lt;br /&gt;
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&amp;lt;span id=&amp;quot;Binding Strike&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Binding Strike:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This can only be performed with Claws/Brawl. The attack must be a legal weapon strike; should the attack land and not be defended the attacker begins a Counted Action. The count begins from the top and the effect is announced once the count ends. While the Counted Action is taking place the target cannot voluntarily move but may use Skills/Abilities that do not require the characters appendages for locomotion. The target can try to Break Free by declaring “Break Free XStrength” where X is their total Strength. The attacker should announce their Strength if greater to keep the target from Breaking Free and may abort the count at any time they chose. Binding Strike’s counted action is not subject to interruption with damage.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Blind&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Blind:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This effect causes the affected target to be unable to use any skills, fight, or use Active Abilities for 10 seconds; additionally, they can only walk. This skill works only on targets that need eyes to see and function, so creatures like Oozes, which lack eyes, would be Immune to this effect.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Blindsight&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Blindsight:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;:  Characters with this effect use all of their senses to see. This allows the character to detect Hidden and Invisible targets as well as attack them, which removes them from the Hidden or Invisible state.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Break Enchantments&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Break Enchantments:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This effect Dispels and removes all negative Mental and Magical effects on the target. This includes Enslavement, as well as Silence generated by any ability.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Break Free from Binding&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Break Free from Binding:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: With increased and immense strength it is possible to break free from some effects. Binding effects each have a specific amount of Strength required to break free. Breaking Free is done on a 3- counted action, and damage does not interrupt this count. Breaking Free from non-physical Binding effects causes the user to suffer body damage equal to double the strength required. Breaking out of Natural/Physical Binding effects uses total +Strength, all other effects only Base Strength is used.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Broken&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Broken:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;:  An item with this status is rendered unusable until fixed. After an item has been broken for longer than 5 minutes, all special properties that are not from Advanced Smithing/Engineering are lost, even after it has been Repaired .Broken weapons and shields may not be used for combat, broken armor has its maximum value reduced to 0 and cannot be readjusted, and special properties on items cannot be used. Items that are broken at the end of an event are removed from game and the tag must be turned in to a Marshal.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Burst&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Burst:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This effect allows the character to affect all enemy targets in melee weapon range. Any Skill/Ability may be used with Burst. Skill/Abilities that have been used with Burst may be defended against normally, but must be done so for each affected target. This is a weapon attack Modifier.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Burst of Strength&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Burst of Strength:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This effect allows the character to perform feats of amazing strength. It may be used to either resist or instantly break free of any Binding or Contain effect. This effect can also be used as +20 Temporary Strength for a single action.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Burrow&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Burrow:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This effect allows the character to Burrow underneath the ground. No Skills/Abilities may be used while under the effects of Burrow. Burrow is visually demonstrated by making a circling motion towards the ground continuously with either hand or boffer. The Burrow effect makes the character un-targetable while they maintain the appropriate gesture. It takes a 5-counted action to enter and leave Burrow during which the character is vulnerable to attack, and leaves the user Helpless. Unlike most Counted Actions, taking damage while leaving Burrow does not interrupt the count. Burrow can only be used in natural terrains.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Carrier Attack(Type)&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Carrier Attack(Type):&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Creatures with noted Carrier Attacks have a flavor or effect call added to weapon swings. Carrier Attacks are static, and the character may not swing any type of damage except that listed by the Carrier Attack ability. Some characters may have the notation “At-Will” added to their Carrier Attack &amp;lt;Type&amp;gt;, which allows them to not swing the listed carrier. A target may never heal from the effect of a Flavor Carrier. Effect Carriers are by default considered Toxins.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Clarity&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Clarity:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This effect gives the recipient the ability to Resist the following effects once: Charm, Command, Sleep, and Terror.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Cleave&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Cleave:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This effect allows the character to duplicate the effect of a legal weapon attack they have landed. When the attack succeeds the character calls Cleave. They may then make an identical attack which may not target the same individual affected by the first ability. Cleave may not be used in conjunction with the Burst or Double Attack Modifiers.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Cocoon&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Cocoon:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This effect has several outcomes. First, it acts as a “Natural Prison”. Second, it renders the target to Unconscious at 0Body Points. These effects persist permanently unless ended by cutting the victim free on a 10 counted action, or by use of the Freedom effect.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Conceal&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Conceal:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: Using this skill instantly becomes Hidden, for a brief time. This skill is activated by calling “Conceal!” Once activated, the character places their hands open palms together over their head and for the next 10 seconds they are hidden and can move. This skill does not remove any effects that are currently on the character.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Compulsions&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Compulsions:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: These are Mental effects that take away the character’s free will and cause them to take actions they would not normally take.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Contain&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Contain:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This effect creates a transparent barrier that cannot be passed through, even by non-corporeal creatures, and will stop most effects; however, Delivery Types like Voice will often bypass.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Courage&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Courage:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This effect will dispel all Fear/Terror effects from all targets, as well rendered them Immune to Fear/Terror effects for the remainder of the Encounter or up to 5 minutes.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Create Grove&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Create Grove:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: The character must spend 5 minutes concentrating and role-playing to create the protective barrier on an area or small building. For the next 5 days the area is protected from unnatural creatures; Undead, Golems, Elementals, Fey, and Abominations, as well as a few other types, cannot enter into the area. A Phys-Rep of green lights must surround the area, if outside; or around the primary doorway if created on a building. This effect cannot be stacked with a Wizard Lock.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Critical&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Critical:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This Modifier, when added to an attack, will cause that attack to ignore passive reductions to damage, such as Damage Ca ; and defenses that only reduce damage, such as  Roll, cannot be used as defenses.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Crippling Strike&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Crippling Strike:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This attack is delivered with the call &amp;quot;Crippling Strike” and a single weapon swing hit or miss. This will cause the affected target to be unable to move faster than a walking pace, for the remainder of the encounter.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Curse of Death&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Curse of Death:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This effect will not cause the target immediate harm, instead the next time the target receives a Killing Blow effect they will immediately go to resurrect.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Cyclone&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Cyclone:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: When activated, this skill will last for 10 seconds, during which time the character is not affected by physical ranged attacks; this includes Ranged Weapons, Vials, Bombs, and Natural Attacks, though they can still use skills normally.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Damage Cap&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Damage Cap:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This ability reduces all damage the character takes to a set amount, no  atter the source; this only applies to attacks w th a number in the attacks verbal. Though  he Critical Modifier can overcome this.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Danger S nse&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Danger S nse:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This effect allows the creature to change what just happened to them, as they foresaw it and changed their action at the last moment. This can be called as the defense Foresight or they can call it to undo/change their last action. This can vary based on the situation, but this could range from having not “Opened that chest!” to “On second thought I don’t play that card”.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Daze&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Daze:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This effect causes the target to be unable to take any action, while not Helpless, they cannot use any skills or abilities, nor can they move from their current location.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Death Throes&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Death Throes:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This effect allows the character to make a final attack upon death. Characters with this effect do not choose to activate it, it activates automatically when their status becomes Dead and they have no ability to return to life under their own power. A character who uses Death Throes may not be brought back to life with a spell or ability that restores life. This ability is used with the call “Everyone in the sound of my Voice&amp;lt;Damage&amp;gt;&amp;lt;Flavor&amp;gt;&amp;lt;Effect&amp;gt;”. This attack is Area of Effect and may be defended against as such. Each character with this effect will denote the “volume” at which the ability will affect targets.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Deflect&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Deflect:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This skill negates a single Physical attack that strikes them, or another within melee weapon reach, that has a numerical damage as part of the call; and does not have a Delivery Type, or the Massive modifier. To use this skill, the character must call “Deflect”.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Demoralize&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Demoralize:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This effect causes a target within melee weapon reach to suffer a &amp;quot;weakness&amp;quot; and is delivered as &amp;quot; Voice Weakness.&amp;quot;&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Derangements&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Derangements:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: These effects are mental effects on the character that will force some amount of role-play based on the specific condition. These effects can be temporary, lasting a few months, up to permanent. A character is never aware of their condition and must follow the listed role-play and mechanics as defined under the Appendix: Derangements. These conditions are assigned by a Plot Marshal, and under no circumstance can a character cure their own conditions.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Despair&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Despair:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This effect causes the target to double the cost of all Technique skills, and all other skills must spend 2 uses to generate a single use. This is a Mental effect that lasts until cured with Psionic Clear or Break Enchantments.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Destructive Blow&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Destructive Blow:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This skill is delivered with a melee weapon strike and does the following: destroys one weapon, up to a large-sized shield, suit of armor, of other object which is no larger than a Large Shield; making the item unusable and giving it the Broken status. To use this skill, the player must declare aloud “Destroy Strike” then must land a legal weapon blow with a melee weapon or make weapon contact with the item to be Destroyed. This skill may NOT target a portion of an otherwise whole object, or ANY natural weaponry (i.e. claws, tails, etc). This skill is one swing, hit or miss.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Deprive(Skill)&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Deprive(Skill):&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; This effect strips the named skill from the target for twenty-four hours.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Diagnose&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Diagnose:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;:  This skill will allow the character to determine the condition of the creature, by asking the following questions: “Are you- (Dying, Dead, Conscious, Unconscious, Venomed, Diseased, Stunned, Sleeping, How much body are you down)?” The character may also be able to receive other information at the marshal’s discretion. You must be within arm’s reach of the target though you do not have to touch them.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Die Hard&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Die Hard:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This can be used only when a character reaches -1 Body Points. When activated, the character can continue to take actions instead of falling down and can continue to act until they reach negative Body Points equal to their unadjusted maximum Body Points; at which time they will enter the Dying state but only have a 60 count Bleed Out. This effect will end if the user is healed above 0 Body Points.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Difficult Terrain&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Difficult Terrain:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This effect makes those in the area or those affected unable to move faster than a walk. This effect is negated by Non-Corporeal, &amp;lt;Flavor&amp;gt;Aligned, or Terrain Adaptation&amp;lt;Type&amp;gt;.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Disarm&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Disarm:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This effect causes a targeted hand-held item to become unusable for five seconds. While the target does not need to drop the weapon, they cannot use it offensively nor defensively. Any attack that strikes the item during that time causes the bearer to suffer the effects of the attack. This attack MUST hit the item to be affected.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Disguise&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Disguise:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: The character can give a false answer to &amp;quot;What do I see&amp;quot;, changing their race or other minor features such as glowing hands; or for the same cost they can leave false information for Tracking. Or the character can change their appearance for an entire encounter, or until they engage in combat. This can be used at any time, so long as they are not currently engaged in combat. For example, this feature could be used to change their appearance to that of a Gnoll, causing such NPCs to not attack them and move on to other targets. This skill can be used once each reset.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Disrupt&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Disrupt:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This effect causes a targets Threshold to be reduced by 3 points, or Damage Cap to be raised by 5 points, and lasts until the target dies or until the end of the encounter. This skill is used by calling “Disrupt Strike” and landing a legal weapon blow. This attack is a single swing hit or miss&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Double Attack&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Double Attack:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This effect may be used when a character has successfully made a weapon attack upon a target and the target defended against it in any fashion. The character may then call Double Attack and force the target to defend again or suffer the effect of the attack.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Dragon Fear&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Dragon Fear:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This effect causes all targets lower than the designated level to become afraid of the effect’s generator. While under this effect a character cannot take offensive actions or attack the effect’s generator; as well they cannot defend against attacks from the effect’s generator. This is a Mental Effect.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Dragon Rage&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Dragon Rage:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This effect causes all affected to enter into a blind rage attacking all targets they can perceive. If there are no such targets in the immediate area, the character becomes winded and falls unconscious for 10 minutes. The call will always have a level as part of its delivery; characters above the level in the call do not suffer the normal effect but are instead affected by Weakness. This is a Mental effect and a Compulsion.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;&amp;lt;Effect&amp;gt; Strike&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;Effect&amp;gt; Strike:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: These types of attacks are weapon delivered attacks, which are one swing hit or miss. The &amp;lt;Effect&amp;gt; in the call is what the target will suffer should the attack land and not be defended; the Strike portion of the call is to make it clear it is a weapon attack and only good for a single swing.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Elemental&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Elemental:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This Type denotes that the creature is made up totally of a singular &amp;lt;Flavor&amp;gt;, such as a Fire Elemental. Creatures with this Type are always Extra-Planar, and have the following advantages: Immune to Mental, No Metabolism, and Resistant to their &amp;lt;Flavor&amp;gt;. Their disadvantages are: Vulnerable to their opposing &amp;lt;Flavor&amp;gt;, and Crumbles at 0 Body. Additionally, they often do not have standard sensory features.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Engulf&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Engulf:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This effect allows a creature to swallow a target whole. Each creature has its own count to use this effect. Once engulfed, a target immediately drops to -1 Body Points, and they may not be targeted with Skills/Abilities; until they are extracted.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Enslavement&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Enslavement:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This effect allows the character to gain mental control over a target. The character may give any number of orders during the duration of the effect and the target will obey. The target will take no actions without orders from the effects originator. This effect is both a Mental effect and a Compulsion.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Entangling Strike&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Entangling Strike:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This skill is used by calling “Entangling Strike” and landing a legal weapon blow; this is one swing, hit or miss. This effect causes the target to become bound by vines, rendering them Helpless and unable to move as the vines slowly crush them. After 30 seconds, the target will be reduced to 0 Body Points. The target can be cut free on a 10 count or break free with +6 Strength. This is a binding effect. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Envenom&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Envenom:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: When activated the character gains a duplicate of all Blade Poisons currently on the weapon; all stacks of Blade Poison will expire at the end of the Encounter if they are not used. Example, if the characters weapon had 2 Paralysis Blade Poisons on it, it would instead become 4 totals; however they all expire at the end of the Encounter. This skill does not stack with itself.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Escape from Binding&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Escape from Binding:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This ability allows the character to free themselves of Binding effects, on a 3 counted action, without taking any damage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Expendable Healing/Effect&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Expendable Healing/Effect:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This refers to any effect that can only be used in limited amounts in a given time frame. This primarily includes Signature Spell, Potions, and times per reset skills/abilities; skills that do not affect this are one that have no limit on usage like Healing Arts.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Extra-Planar&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Extra-Planar:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This descriptor denotes characters that originate from a plane other than the Prime. All characters with this notation are subject to the Banish effect.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Evade&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Evade:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This skill allows the character to Negate any attack with a numerical damage as part of the call, excluding attacks with the Surprise Modifier.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Evasion&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Evasion:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;:  This skill reduces the damage, by half, which the character suffers from traps and Area of Effect attacks that have a numerical value.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Execute&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Execute:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This skill causes a target that is Helpless to become Dead and they begin their death count. This is a weapon delivered attack that must be a legal weapon blow and is one swing hit or miss.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Exhaustion&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Exhaustion:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This effect overwhelms the target with the extremes of the natural environment causing their bodies to become exhausted. Targets affected by this can only walk and cannot Flee combat.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Expose armor&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Expose armor:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This skill will reduce the targets physical armor (does not affect spells or Natural Armor) to 0 points; though this does not Breach the armor. This attack is delivered as &amp;quot;Voice Expose Armor&amp;quot;. While not standard, this attack can be negated with the Weapon Ward skill.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Fast Healing&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Fast Healing:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This ability allows the character to naturally heal when not in combat or participating in strenuous activates. The character heals X Body Points every 5 minutes, at the end of the count; where X is the amount healed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Fatigue&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Fatigue:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This effect causes the character to be reduced to -1 Body Points. A fatigued character cannot be healed by any means. They may receive a Life spell when appropriate but become immediately Fatigued. This effect is Metabolic.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Fear&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Fear:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This effect has a duration of five minutes and causes the target to flee from the character who originated the effect. Once they have broken Line of Sight they may stop fleeing and act normally, but if they see the character who originated the effect before the duration expires they must flee again. This is a Mental Effect.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Feeble mind&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Feeble mind:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This effect will cause the target to have their mental faculties reduced almost completely. They cannot use any Skills/Abilities, nor do they have the ability to communicate. They can still move and will often wander toward bright colors and noises. This effect lasts for one hour, and is removed by Break Enchantments, Priest Rank 2, or Psionic Clear. This is a Mental effect.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;First Aid&amp;quot;&amp;gt;&amp;lt;b&amp;gt;First Aid:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This skill allows a character to stabilize a Dying creature with a 60-second counted action. While performing this count, the target’s bleeding out counts stops, but they are not stabilized until the 60-second count is completed without interruption&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;(Flavor Carrier) to Hit&amp;quot;&amp;gt;&amp;lt;b&amp;gt;(Flavor Carrier) to Hit:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This effect makes a character invulnerable to weapon damage from all but a single source. Common “to Hit” requirements are: Silver, Magic, Fire, etc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Flee&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Flee:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;:  This effect allows a character to escape combat by running away, so long as escape is not physically blocked. This effect may also be used to Resist or Dispel any effect that would prevent running, such as Rot or Slow. Once a Flee had been used it takes the user 5 minutes to reenter the encounter they left.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Fly&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Fly:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This effect allows the character to fly through the air. No Skills/Abilities may be used while flying. Flying is represented by making the gesture of a circular motion over the character’s head with hand or boffer. It is a 5 count to take off or land from flying, during which the character may be targeted with attacks, this count may not be interrupted with damage, and leaves the user Helpless. While flying outdoors the character may not be the target of any effect that does not specifically target flying targets, Such as Voice Delivery and Gaze Attacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Fog&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Fog:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This effect limits the vision of a character. While under this effect, the character is unable to make ranged attacks of any kind. This effect lasts 10 minutes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Forget&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Forget:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This effect will cause a character to forget a certain period of time. All the character will remember from the frame of time is a blank spot in their memory.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Formless&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Formless:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: Creatures will this Type have no solid features to them, and gain following Immunities: Binding, Blind, Fog, Maim, Stun, and Slay. Additionally, they can fit through any opening, though items they carry might not.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Fortitude&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Fortitude:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This ability increases the character’s Base Body Points by 30, for 1 hour or Module. When this effect expires, the amount is removed from the character’s Base Body Points, not their current Body Points.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Freeze&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Freeze:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This effect causes the target to become rigid and unable to more or take actions for up to 5 minutes. A creature with +6 Base Strength can break free of this status; as well fatal damage or ten second counted action from another can remove the effect. This effect is physical in nature.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Freezing shot&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Freezing shot:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This effect causes the target to Freeze. This effect is physical in nature and is one attack, hit or miss.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Fumble&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Fumble:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: A character under this effect will be unable to hold any physical objects in their hands or handle physical objects for ten seconds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Gaze Attack&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Gaze Attack:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This effect is used to deliver an attack to a target with the character’s gaze alone. In order to use this effect, the character must maintain eye contact with the target for three full seconds, or may deliver this effect with a packet. At the end of the time or when the packet gets delivered the call is “Target Arcane Gaze&amp;lt;Effect&amp;gt;”.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Glide&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Glide:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This ability functions much like Feather fall with the difference that they can choose where to land so long as the location is lower than where they started and within 100 yards.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Good Will&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Good Will:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: By channeling your healing power, you give of a calming aura that causes potential hostiles to ignore your party as you avoid them; this allows your party of up to 10 players to move past the encounter without engaging. This skill only works when dealing with sentient living creatures.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Guardian Spirit&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Guardian Spirit:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This skill creates a safeguard on the targets spirit, binding it the target’s body. The next time the target drops to -1 Body Points or the Dead status, they will auto-stabilize to 0 Body Points. This effect lasts for one hour or Module, or until used. Additionally, the target is protected from being forcibly transformed into another creature subtype for up to one hour, as a separate duration from the auto-stabilize.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Guarding Light&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Guarding Light:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: By channeling positive energy, you create a temporary field that conceals you from certain creature types. This allows your party of up to 10 people to move past an encounter without engaging. This skill only works when dealing with creatures of the following types: Page 58 Abomination, Deathless, Shadow, and Undead&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Harm Touch&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Harm Touch:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This ability is used with the call &amp;quot;Arcane Harm Touch &amp;lt;Flavor&amp;gt;&amp;quot;. This will deal 75 points of damage to the target and will heal the character for an equal amount, up to their maximum Base Body Points. This attack is delivered with a weapon and is one swing, hit or miss.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Healing Arts&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Healing Arts:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This skill allows the character to treat a targets wounds and injuries. This skill takes 20 minutes and can be applied to 2 targets at once. At the end of the treatment, the targets will be healed for up to half of their maximum Body Points, all Toxins removed from their body and up to 2 limbs regenerated. Alternatively, the user can choose to spend only 10 minutes, but will generate only one of the effects instead of all 3.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Hide&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Hide:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This skill allows the character to become Hidden from normal view. This skill has several rules that must be followed for its use: First, in order to use this skill, the character must be next to an object that is stationary or cannot be easily moved, and the object must be larger than the player. Second, it takes a 5 Counted Action to enter Hide, which must be done while no one is actively looking at the character in game. Third, once in Hide, the character must place their hands in front of their chest (closed, with knuckles touching), and can stay there for up to an hour, though the character cannot move from their Hide location (other than minor shifting). While in Hide, they are aware of the world around them and can see and hear anything they would normally be able to. Leaving Hide simply takes a 5 Counted Action.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;High Block&amp;quot;&amp;gt;&amp;lt;b&amp;gt;High Block:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This skill will allow the character to defend against a single attack delivered with a melee weapon, regardless of the Delivery Type. This skill can only be used with Brawl weapons.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Horrify&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Horrify:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This effect causes the target to be overcome by Fear so strong that it can almost kill. Horrify is Permanent, only being removed by: Dream Eater, Break Enchantments, and Resurrection. Creatures that are normally immune to Fear, downgrade this effect to the normal Fear effect lasting 5 minutes. This is a Mental effect.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Hold Spirit&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Hold Spirit:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This effect targets a dead character. The target must be in their four-minute death count for this effect to work. The character using this effect touches the target and states, “I hold your spirit &amp;lt;#&amp;gt;” where the &amp;lt;#&amp;gt; is how long the affected target’s spirit remains in their body before seeking resurrection. This effect extends the death count of the target by &amp;lt;#&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Hunters Call&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Hunters Call:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;:  This skill allows the character to summon an animal natural to the terrain that the character is currently in. This animal can be given a command action which it will perform to the best of its abilities for up to 1 hour. The creatures summoned by this skill are above average intelligence for their species, such that they can comprehend complex commands. This skill cannot be used in combat&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Impale&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Impale:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This skill allows the character to add a powerful pull to their ranged attacks. When used the character increases their Base Weapon Damage by 2 points and can add the Critical Modifier to their next 10 packet attacks.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Impunity&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Impunity:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;:  When activated the character will announce “Impunity”, and for the next 10 seconds all physical/natural attacks against the user that can be defended with the Parry skill are considered negated.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Incinerate&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Incinerate:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This effect is always a counted action and causes the target to turn into ash. This destroys Unshatterable items. If used on a living target the body is instantly destroyed and they immediately seek resurrection.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Inept&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Inept:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This effect will always have some other effect or type listed with it, such as Fire/Swords/Magic. The effects or types listed in the entry are unusable by the character. This prevents them from purchasing the listed if it is a skill; in the case of an effect, they cannot generate that effect in anyway, this includes the use of crafted items and Forged items.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Initiative&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Initiative:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This skill allows the character to make a quick escape from combat. When used, a minor hold occurs that only involves other players engaged with the character. The character may then move up to 10 steps away, after which normal game play will resume.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Inspiration&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Inspiration:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: Target gains +1 Permanent Weapon Damage or 25 points of Spell Pool for 5 minutes or an Encounter.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Instill Rage&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Instill Rage:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This skill allows the character to incite an ally into battle frenzy; granting them Immunity to Fear and Sleep, +2 Permanent Weapon Damage, and +10 Base Body Points; however, they must continue to engage enemies until there are no enemy targets remaining. If used on oneself the effect is much weaker granting only +2 Permanent Weapon Damage and Immunity to Page 59 Fear. This effect will last for 5 minutes or one Encounter.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Intimidate&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Intimidate:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This skill has two uses: First, this can be used against a target within melee weapon reach and is delivered as &amp;quot; Voice Arcane Terror&amp;quot;. Second, this skill can be used against a Conscious and Helpless target to force them to answer a yes or no question, which must be answered truthfully.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Invisibility&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Invisibility:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This effect is similar to the Conceal effect, with the major differences that it has a variable duration and it does not end when the user moves or attacks. This effect can make the character a deadly foe as they are not able to be attacked but can still engage targets.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Iron Body&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Iron Body:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This skill gives the character 5 points of Dexterity Armor. This skill can be purchased a maximum of 4 times.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Kill&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Kill:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This effect instantly sets the target to dead. The targets death count begins immediately.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Knockdown&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Knockdown:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This effect does not render the target Helpless, but does prevent the use of Active Skills/Abilities as well as the target cannot walk during the duration, which by default is 10 seconds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Maim Limb&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Maim Limb:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This skill will damage the target’s limb making it useless for combat and locomotion until cured. If the target is an arm, that arm cannot be used for anything; in the case of a leg the player can only walk (if both legs are maimed the player cannot move from their current spot). To use this skill, the character must announce “Maim ”, which the attacker chooses which limb is affected, and land a legal weapon blow. This attack is a single swing hit or miss and can only be performed with a melee weapon. This is one swing hit or miss.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Magnetic Shot&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Magnetic Shot:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;:  This has no effect by itself.  A character affected by Magnetic Shot can be voice-targeted by the character that applied it for five minutes or one encounter. Magnetic Shot is not curable by normal means (although it may be resisted normally).&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Manticore Shot&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Manticore Shot:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;:   This skill allows the characters to unleash toxic ammo that weaken their foes. The characters next 3 ranged attacks become “Poison Weakness”. Each of these attacks is one shot hit or miss&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Massive&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Massive:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: Massive damage affects the target if they are contacted in any way. This may not be blocked by a shield or a weapon. If used in conjunction with a Skill/Ability that allows multiple strikes, then all such strikes are Massive.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Mirror Image&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Mirror Image:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This skill causes the character to be duplicated by shifting images, causing the next 2 melee/ranged weapon attacks to be Negated. This is a visible effect; and lasts for 5 minutes or one Encounter, or until used, whichever is shorter.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Mob Scene&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Mob Scene:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This skill allows the character to bolster his allies with razor sharp tactics. When used, all allies within melee weapon reach add the Critical Modifier to their next single attack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Mobility&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Mobility:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This skill allows the character to resist slowing effects, Pin and Bind effects, and Binding Strike’s up to +4 Strength. Additionally, this skill can remove any of the above effects that are currently affecting the character, as well as allow escape from other non-magical bindings on their person.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Move Silent&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Move Silent:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This skill allows the character to take brief actions without creating any In Game noise, which can be done in a number of ways: First, the character can move up to 15 steps while in Hide and remain Hidden. Second, the character can make one attack from Hide, adding the “Surprise” Modifier and remain Hidden. This skill is considered Passive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Natural Armor&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Natural Armor:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This effect gives the character armor points without the use of a Phys-Rep. These points will stack with all other forms of armor, but will not allow a character to exceed their maximum armor total. These armor points may be healed if a character is at full Body, in addition to all other rules that allow a character to refit armor.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Natures Ire&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Natures Ire:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This skill allows the character to change the battlefield by channeling the power, when used it will affect all enemies in the next Encounter. This skill will remove up to 1 offensive weapon skill from all hostile targets, up to 10 targets in an Encounter.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Nausea&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Nausea:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This effect causes the target to become sick and unable to use Active Skills/Abilities for thirty minutes. The target may move at a slow walk and may speak, but the condition of sickness should be role-played. If the condition is not role-played they target may not speak. This effect is Metabolic.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Negate&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Negate:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This effect allows the character to cancel another specific effect as it happens. This functions similar to resist, and there is generally a cost to be paid to generate this effect.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Nightmare&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Nightmare:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: The target is overcome by horrible waking nightmares. This effect is permanent and may only be removed by a Dispel Magic cast by a character of level 20 Break Enchantments, Resurrection, or the Dream Eater effect. While under this effect the target suffers the following disadvantages: maximum weapon damage is reduced to two, the character must expend 2 appropriate Combat/Spell Slots to use/cast a Technique/Spell, the target’s bleed out count is reduced to one minute, and they only receive one point of healing per application by any source.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Pacify&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Pacify:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This effect will cause the player to be unable to incite or engage in combat.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Padded&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Padded:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This Flavor Carrier causes all damage to be temporary, this means while the damage is real enough to lower a targets hit points it will never drop them below 0, and after 10 minutes the lost Body Points will return on their own or can be healed. Armor that suffers damage from this carrier is lowered to 0 as well though again the armor does not become broken and can be refitted to full without use of a Patch Kit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Paralysis&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Paralysis:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: The target of this effect becomes Paralyzed for the duration, 30 minutes by default. During the duration they are still aware of the world around them so long as they are also conscious, but cannot move, speak, or use Active Skills. This effect is Metabolic.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Parry&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Parry:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This skills allows the user to negate any one physical attack that was successfully landed on the user. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Phase&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Phase:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This effect allows a character to momentarily shift partially to another plane, allowing them to negate a single attack of any type.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Plague&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Plague:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This is a Disease effect. The target of this effect may not be affected by any Restoration effect except Cure Disease. Additionally, if not cured, 2 hours after they are affected they will die and dissipate. This effect is Metabolic.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Possession&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Possession:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: Creatures with this ability can bond with a host, granting them some amount of control over the host and gaining the hosts body as a defense from attack. The process by which the creature can possess a target varies and will be noted on the card, as well as how much control of the target they have.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Power Shot&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Power Shot:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This skill allows the character to fire a deadly volley. The characters next 4(four) ranged attacks gain a +10 Temporary Damage bonus. Each of these attacks is one shot hit or miss&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Purify&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Purify:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This effect will remove all Metabolic and Disease effects from the target, no matter how they were generated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Refit :&#039;&#039;&#039; This means to readjust a suit of armor that has received damage to its full value unless breached, in which case its new maximum is adjusted according to the number of breaches to refit armor manually takes a sixty (60) second counted action and any damage received by the person doing the refit resets the counter. Refit from the source of the spell is instantaneous and repairs an breaches. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Reflect&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Reflect:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This effect will rebound an effect back onto the originator of said effect, making them the new target. This does not change the originator of the effect. The type of effects that can be defended with this ability will be noted on the card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Renew&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Renew:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This effect allows the character to refresh Skills/Abilities of a target by touch. The effect will list specifically what Skills/Abilities are restored to the target.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Resist&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Resist:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This ability will be specifically noted what the character may use it against. Resists are considered a Passive Ability, and may be used so long as the character is Conscious. Common Resists include: School of Magic, Specific Effect, Delivery Type, or Family (Such as Binding or Mental).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Resistant&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Resistant:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This ability causes the character to take half damage from the designated &amp;lt;Flavor&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Revive&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Revive:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This effect allows the character to return to life from the Dead condition at its full Body total. Revive will have conditions listed to which it applies. First, the number of times per day the effect may be used. Second, are effects that can prevent the character from using this ability. Example: a troll may have Revive/Fire. Which means it will continue to revive until it is affected by a Killing Blow with the Fire Carrier.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Rot&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Rot:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This effect causes the target to move no faster than a walk. If not cured within six hours the target dies and dissipates. This effect is Metabolic.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Sap&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Sap:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This effect incapacitates a target, denying them the ability to take action and making them unaware of their surroundings. While under this effect they are not Helpless. Any damage or violent movement will end this effect, otherwise they will remain in this state for up to 5 minutes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Shield&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Shield:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This effect functions to passively protect the character against the first effect of the listed Delivery Type to contact them. When a Shield is used the character must announce “Shield &amp;lt;Type&amp;gt;” where type is the Shield effect generated&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Smoke Screen&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Smoke Screen:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;:  This skill allows the character to create a field of smoke that breaks Line of Sight for ranged attacks. While activated, the user must raise their hands, separated above their head and announce &amp;quot;Smoke Screen&amp;quot; every few seconds for up to 30 seconds. While this skill is active, others within melee weapon reach of the character are protected from ranged attacks from outside melee weapon range, however they can be targeted if an attacker is within melee weapon range of a protected character. Using this skill requires concentration and thus will end early if the character becomes Helpless, puts their hands down or is affected by any effect that prevents the character from taking actions..&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Shun&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Shun:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This effect cause a target not be able to approach within 10’ of the caster, nor may they attack the caster in any way. This effect will cause the target to avoid the caster for the duration, meaning if the caster moves toward them they must move away. This however does not force them into a corner, in such a case if the only way to move away from the caster is to walk past them to get out into the open they can. The creature may still attack people other than the caster. This effect is on the target and not the caster. Dispelling the target will rid them of the effect. This effect is both a Mental effect.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Silent&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Silent:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This Modifier goes at the beginning of an attack, instead of the end. Attacks with this Modifier and any defense called against the attack will make no In Game noise.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Slay&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Slay:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This effect deals 100 points of damage to the target.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Slow&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Slow:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This effect slows the characters actions; reducing them to a 3 seconds delay between attacks, this includes Melee and Ranged weapons, as well as Bomb, Vials, Spells, and activated special abilities; additionally they cannot run. This has a duration of 1 hour, and the cure is based on the delivery method.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Slow Regeneration&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Slow Regeneration:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This effect allows the character to spend one hour, which they may not engage in combat, to heal themselves to their maximum Body, remove all Toxins, and Regenerate all missing limbs.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Slumber&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Slumber:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This effect causes the target to fall unconscious. This affects targets that are immune to the Sleep effect. This effect may be ended by shaking the target vigorously for five minutes, or Break Enchantments; otherwise, the effect has duration of permanent.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Snare&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Snare:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This effect causes the target to become unable to move, suffering the effect of a Natural Pin. (&#039;&#039;Do we still need this?  It seems like if Snare is always going to be Natural Pin, we can cut CL by just replacing the one with the other)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Soar&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Soar:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This ability is grants the creature the Fly ability, with the alteration of they can take off and land instantly, negating the normal 5 counted action.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Soul Jar&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Soul Jar:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: The ability is a powerful effect that traps some portion of the targets Spirit within an object. This has a number of effects, first the character has their effective Death total increased for the purposes of Resurrection; as well add 5 Negatives to the roll if the object is not present.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Stun&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Stun:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This effect renders the target helpless and unable to use Skills/Abilities for 10 minutes, though they can still hear what is going on around them. This effect may be removed by Smelling Salts, Psionic Clear, or shaking the target vigorously for one minute. This effect is Metabolic.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Summon/Create Creature(Type)&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Summon/Create Creature(Type):&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This effect will summon or create a creature of the listed type. These effects are at plot discretion. The character generating this effect must supply the player to Phys-Rep the Summon/Created creature. If the creature leaves Line of Sight from the character who Summoned or Created it for ten seconds, or the caster dies the effect ends immediately. Summoned/Created creatures are under control of the character who generated the effect. A character may only have one Summoned/Created creature at a time.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Summon Weapon(Type)&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Summon Weapon(Type):&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This effect creates a weapon of the listed (Type). This weapon causes only damage of the (Type). The weapon created may take any form for which there is an appropriate Phys-Rep.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Surprise&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Surprise:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This effect makes an attack difficult to defend against. Only Passive Skills/Abilities, such as Resist, may be used to defend against an attack with this effect.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Swarm&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Swarm:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This descriptor denotes a creature is made up of many smaller monsters or separate parts. This causes all attacks to only harm a single part of the whole. Monsters with this ability often have a Damage Cap but addition any attack that has an Effect instead deals a single point of damage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Sympathy&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Sympathy:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This effect causes the target to take any negative effect they generate on another character. This is a Mental effect and lasts until cured by Break Enchantments or 24 hours.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Terrain Mastery&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Terrain Mastery:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This effect allows the character to ignore terrain penalties of the listed type.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Terror&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Terror:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This effect causes the target to be unable to move from their current location and only defend themselves for ten seconds. This effect is a Fear effect and Mental.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Thrall&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Thrall:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This effect functions an Enslavement effect with a permanent duration. This effect may only be removed by Break Enchantments ,Dream Eater, or Resurrection. The character who generated the Thrall effect may issue Psionic effects to the target that may not be resisted. This effect is both a Mental effect.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Threshold(#)&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Threshold(#):&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This effect allows a character to call “Threshold” to any attack that does not exceed the (#) listed. This includes weapon delivered and packet delivered attacks. A character with Threshold takes a single point of damage from every attack that would normally affect them but fails to exceed the character’s Threshold (#). Threshold is applied before modifiers due to increased or reduced effects due to damage type.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Trackless Step&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Trackless Step:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This effect makes the character untraceable. They do not leave footprints of any kind unless they choose to. This makes tracking the character extremely difficult.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;True Sight&amp;quot;&amp;gt;&amp;lt;b&amp;gt;True Sight:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This effect allows the character to see things as they truly are. This effect sees through Invisibility, Disguise, and Illusions, and other magical effects at plot discretion.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Vampiric&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Vampiric:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This effect causes the target to lose five maximum Base Body Points every thirty minutes until cured. This effect is Metabolic and a Disease.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Venom&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Venom:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: The target of this effect loses the ability to use Skills/Abilities for 1 hour; if this effect is not cured before the end of that time the targets status changes to Dead. This is a Metabolic effect.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Voice Control(Type)&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Voice Control(Type):&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This effect allows the character to announce “Voice Control (Type)(#)” where (Type) denotes what they may control and (#) is the maximum level of the target allowed. All characters who hear the effect may be affected. Non-Sentient characters affected are enslaved by the character. Sentient characters must be affected by this effect each time they are given a command. This may also be delivered as a single target ability.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Vulnerable&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Vulnerable:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;:&amp;lt;Flavor&amp;gt;: This effect causes the creature to take double damage from the listed &amp;lt;Flavor&amp;gt;, or the Ward Flavor Carrier. A target who is Vulnerable to a flavor will always be affected by these attacks, even if they have To Hit on their card.          &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Ward&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Ward:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This Flavor Carrier will deal double damage to any target that has a Vulnerable:(Flavor) listed on their card. (&amp;lt;i&amp;gt; I don&#039;t know what happened here but I liked the original &amp;quot;Ward - applies damage regardless of immunities, or x-to-hit restrictions&amp;quot; better&amp;lt;/i&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Warning Signs&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Warning Signs:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;:  The signs are everywhere if you are looking for them. You can pick out tracks quick enough to notice a bad situation before you walk into, allowing you to find another route. This allows your party of up to 10 players to move past the encounter without engaging. This skill only works so long as there is another way to proceed.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;War Cry&amp;quot;&amp;gt;&amp;lt;b&amp;gt;War Cry:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This causes the next technique or spell to be used at half cost, round down.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Weakness&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Weakness:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This effect will reduce the target’s weapon damage by 3, to a minimum of 1. This is a Curse effect.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Wither&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Wither:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This effect causes a single limb to become useless on the target. The affected character may choose the limb if the character generating the effect did not specify which limb. This effect is Metabolic and a Disease.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Wound&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Wound:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;: This effect reduces the targets maximum Base Body Points by up to 3 points, cannot reduce a target below 1 Base Body Points. This effect will stack with itself and other effects that reduce Base Body Points. This effect lasts until cured. This effect is Metabolic and a Disease.&lt;/div&gt;</summary>
		<author><name>Ryle</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Combat&amp;diff=648</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Combat&amp;diff=648"/>
		<updated>2024-05-14T22:29:17Z</updated>

		<summary type="html">&lt;p&gt;Ryle: Some minor grammatical changes and changes to clear up language.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Melee:          ==&lt;br /&gt;
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&#039;&#039;&#039;SAFETY:&#039;&#039;&#039;&lt;br /&gt;
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Melee combat in a boffer LARP can be stressful for some especially new players. Also it shouldn&#039;t be under stated that adrenaline is a hell of a drug. However this is a &amp;quot;Light combat Boffer LARP&amp;quot; which means it is a lightest touch system meaning any contact regardless of how light to a valid target area is a legal hit and must either be taken or defended against with an in game effect.&lt;br /&gt;
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&#039;&#039;&#039;Terms:&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Valid Target Area&#039;&#039;&#039;: For melee this means any area of the intended target that is not the head, groin, or hands. Hits to the hands head or groin are not valid melee hits and as such should not be taken or defended against. It is important to note that intentionally hiding all Valid Target Areas from an assailant or as its commonly referred to &amp;quot;Turtling&amp;quot; will open the &amp;quot;Turtler&amp;quot; to strikes to any exposed areas. In the event you feel that a combatant is intentionally targeting non Valid Target Areas you should bring it to the attention of a Player Rep.&lt;br /&gt;
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&#039;&#039;&#039;Turtling:&#039;&#039;&#039; The act of intentionally hiding all Valid Target Areas behind commonly a large shield but also any other obstruction i.e. door, tree, or other player. If a player is Turtling they open them selves to legal hits to any exposed areas regardless of their &amp;quot;Validity&amp;quot; under normal circumstances.  &lt;br /&gt;
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&#039;&#039;&#039;Punch/slap blocking:&#039;&#039;&#039; This refers to an offense committed by the recipient of melee attacks. Punch/slap blocking is the intentional striking of incoming Melee boffer attacks with either an open or closed hand. As &amp;quot;hands are not valid targets&amp;quot;, the logic behind this illegal type of block is that the recipient does not have to take the damage since the strike landed on an invalid target area.  ALL damage from hits that were intentionally deflected by the recipient with their hands will count and refusal to count such hits by the recipient will be regarded as cheating. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Swing:&#039;&#039;&#039; This means swings that are harder than they need to be to be effective. If someone is Heavy Swinging during a combat this is generally rectified by simply either making eye contact or pointing towards them and saying &amp;quot;check your swings&amp;quot;. In the event this is done and it continues to be an issue you may then choose to speak with a Player Rep. about it. Additionally Heavy Swings may only be called by the recipient of the swing as this is horribly subjective and may very person to person. There are several of us within this LARPing community that do occasionally like playing rough with each other. This behavior is either acceptable and you know it or it isn&#039;t. If you have to stop and think about if your buddy will be mad at you or not if you were to swing heavy its probably better that you don&#039;t.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Swing Through:&#039;&#039;&#039; This is when a combatant intentionally swings at a valid target area that has a held boffer blocking it in an attempt to knock the boffer out of the way thus landing a &amp;quot;valid&amp;quot; hit. This is not acceptable as even if the Swing Though is successful it is NOT a valid hit and thus will not be counted. This is intended to dissuade combatants from the temptation of utilizing a Heavy Swing to score a legal hit. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Held Weapon:&#039;&#039;&#039; refers to any approved boffer weapon rep or shield that is being held by a player with skill in said weapon or shield and it is being held correctly per the rules. A small shield may be held with a single point of contact where as a medium and large shield must have two points of contact, generally a handle and arm strap. Two handed weapons must be held with both hands unless utilizing an in game ability such as &amp;quot;One Handed Block&amp;quot; there is no other way to legally hold a medium or large shield other than stated above. All held weapons that block an incoming melee swing count as having blocked the attack except in rule-specific circumstances such as a &amp;quot;Massive&amp;quot; attack or a spell delivered through a weapon strike. All other boffer contact not discussed as above does NOT block an attack such as a boffer weapon stored in a weapon ring on a belt or a weapon or shield slung across a back does not count as a &amp;quot;Held Weapon&amp;quot; and thus any Melee attack striking it would be a legal strike and either be taken or need an appropriate defense called against it. &lt;br /&gt;
&lt;br /&gt;
NOTE: This section talks about the force of swings but does not specifically discuss the speed of a swing nor the arc of a swing. These things are absolutely indicators of a Heavy Swing but do not necessarily dictate that if a swing is quick that it will be heavy or that if the swing of greater than 90 degrees would be heavy. There are several people within the community that have been doing this for a very long time and thus are completely capable at swinging quickly or over 90 degrees and the hit not landing heavy. The main thing is that I&#039;m pretty sure that none of us are Bruce Lee and as such have sizable limitations when it comes to melee combat. I cant say this loud enough or often enough IT IS YOUR RESPONSIBILITY TO KNOW YOU PHYSICAL AND MENTAL LIMITATIONS and act and fight accordingly. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WEAPON CALLS:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Weapon calls look like this:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Vector) (Number) (Effect) (Carrier/Flavor) (x-to-hit)&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
          Vectors tell you how you can defend against a given attack - if you have a Resist Magic, for example, you can stop any attack that opens with &amp;quot;Magic&amp;quot;.  Common Vectors include Magic, Poison, Natural, and Elemental.  That list isn&#039;t exhaustive; Arcane is not nearly as common in Anteris as the mainland but is still around.  Sonic occurs in a couple of places, usually Secord weaponry, and others exist that aren&#039;t cataloged.  It&#039;s important to note that every Vector has a corresponding resistance somewhere. &lt;br /&gt;
&lt;br /&gt;
          If the Vector isn&#039;t included in the call, it defaults to Physical.  You may still hear Physical called for clarity, usually on non-damaging effects. &amp;quot;Three Normal&amp;quot; on a sword swing is pretty obviously Physical, but a brigand with a lasso might call Physical Bind - he could just call Bind but it&#039;d be confusing and the point here is to reduce friction. &lt;br /&gt;
&lt;br /&gt;
         &#039;&#039;Number&#039;&#039; is the amount of damage that strike inflicts if it&#039;s not defended.  It&#039;s optional, and calls without a number do not inflict direct damage. This can get a little tricky, though, because some effects cause damage despite the strike not doing so itself.  If, for example, you receive &amp;quot;Magic Slay&amp;quot;, the strikes does no damage and instead inflicts the Slay effect.  Slay then causes its usual 100 points of damage.  &lt;br /&gt;
&lt;br /&gt;
         &#039;&#039;Effect&#039;&#039; is just what it says - the result of an undefended strike.  Any effect can be delivered (outside of some odd corner cases) by any delivery method on any Vector.  &amp;quot;Sonic Stoneskin&amp;quot; is an odd call but legal. Effects are optional but every call should have at least one of Effect/Number.  A call without either doesn&#039;t really do anything when it connects. &lt;br /&gt;
&lt;br /&gt;
         &#039;&#039;Carrier/Flavor&#039;&#039; are mutually exclusive because this combination is perhaps responsible for more combat friction than any other single factor.  It should be possible for a fire elemental (for example) to swing &amp;quot;fire sever&amp;quot; - it makes intuitive sense and doesn&#039;t pose a balance problem.  It&#039;s just difficult to disambiguate the less-obvious cases - if a Zombie hits you with &amp;quot;3 Disease&amp;quot;, is that a flavor like &amp;quot;fire&amp;quot; or a carrier like &amp;quot;paralysis&amp;quot; that inflicts Disease if it reaches body? Arguments over this point have plagued us for decades.  In the interest of minimizing this, then:&lt;br /&gt;
&lt;br /&gt;
         Carriers cause their stated effect if the swing causes damage to a character&#039;s unaugmented body points.  Carriers that strike bonus body granted from spells, foods, attunement powers or any other source do not take effect.  &lt;br /&gt;
&lt;br /&gt;
          Flavors are a kind of tag.  They have no inherent effect, but interact with other tags in various ways.  Most PC&#039;s will take &amp;quot;5 Fire&amp;quot; as five points of damage.  Some creatures are vulnerable to fire damage and will take ten points from that same swing.  Some are resistant to fire and will only take two points.  Some are outright immune and remain unaffected regardless of the weapon landing a legal blow. &lt;br /&gt;
&lt;br /&gt;
         You can easily tell whether a given swing is a Carrier or a Flavor.  Carriers are effects, across the board.  Nothing in Anteris swings Disease as a flavor, for example, in deference to this rule.  If you&#039;re not sure, consider what effect you&#039;d take if the attack succeeded - there are rules for Disease and you could look up what it did to you.  There&#039;s not a rule for what happens to you when fire hits you.  Fire is a flavor, disease is a carrier, and every monster in Anteris follows this rule strictly. There are zero cases overriding this. &lt;br /&gt;
&lt;br /&gt;
         &#039;&#039;X-to-hit&#039;&#039; is the last bit of the call, and is usually silver or magic. There are some corner cases here - there&#039;s a beast living in the West Coast Woods that requires copper to hit, there are some shapeshifters that take gold to hit,  but those are rare unless you&#039;re specifically hunting for them.  Don&#039;t spring for a weapon that swings copper unless you know you have that need.  Silver or Magic will hit almost everything that has a to-hit requirement. &lt;br /&gt;
&lt;br /&gt;
         If a character, PC or NPC, requires such a weapon, that type must be included in any call to affect that character.  Vector and flavor are not by themselves enough to break x-to-hit.  Specific characters may be affected by specific exceptions, holes in their defenses - consider a vampire that requires silver to hit but will take Fire damage from any source - but this is not reliable and should not be counted on. It doesn&#039;t hurt anything to call &amp;quot;fire silver&amp;quot; and hits silver-to-hit whether or the target is vulnerable to fire.  &lt;br /&gt;
&lt;br /&gt;
As noted above, vectors default to Physical.  Flavors do not. &amp;quot;Arcane Kill&amp;quot; is &#039;&#039;untyped&#039;&#039; and can only be defended with defenses to the vector or effect.  Untyped effects are powerful and rare; most Npc&#039;s will follow the more common vector/effect/flavor pattern and allow a third defense option. &lt;br /&gt;
&lt;br /&gt;
         Strikes are all or nothing.  If a character can defend against any portion of a strike, the entire strike is canceled.  This is a playability concern, not a balance of power issue.  Working out which parts of which strikes affect which targets bogs down the game, and the mechanical symmetry we gain from it is not worth the slowdown and confusion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
         We&#039;ve eliminated the concept of &amp;quot;ranged weapon attack&amp;quot; for defensive skills.  It produced a number of undesirable interactions (anyone with a bow was vulnerable to every defensive skill in the game and still paid the same price as Fighters (only blocked by Parry) and Mages (only blocked by Dodge).  We&#039;ve made an effort to remove references to &amp;quot;ranged weapon attack&amp;quot; but undoubtedly we&#039;ve missed some; those are are bugs, not features, and if your class has a skill described &amp;quot;Stops one melee or ranged weapon delivered attack&amp;quot;, ignore the second bit and please let us know so we can correct the reference.&lt;br /&gt;
&lt;br /&gt;
== Guns: ==&lt;br /&gt;
&lt;br /&gt;
=== Safety: ===&lt;br /&gt;
Guns are capped at 120fps muzzle velocity and there is zero latitude on this - your weapon is disqualified at 120.1.   Honestly, we&#039;d prefer to see more in the 100fps range and use the distance between 100 and 120 as a buffer.  120 is not an invitation to mod your springs until you shoot exactly 120 every time you pull the trigger.  If you lack for a chronograph, there are no Nerf-brand blasters that exceed 120 out of the box.  Dart Zone blasters occasionally do get to 120 and should be clocked before use.  If you&#039;re getting your dart blasters from the usual toy story sources, they&#039;re probably fine.  This rule is here for enthusiast blasters, the kind that require eye protection just in case and recommend some protection elsewhere, too - I have one in the garage that shoots at 260 unmodified and will absolutely leave bruises if it&#039;s too close to its target.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Guns have a minimum range limit and may not be fired at people any closer than polearm reach - we would prefer ten feet but estimating distance is challenging for some people and ‘melee range’ is a more realistic standard.  While within that range, gunmen may voice-deliver their effects, firing in some safe direction (straight up, into the ground, anywhere that’s not going to hit someone) - this is here to prevent turning a six-shot revolver into a Hollywood sixgun.  Please make every effort to re-establish range; we are aware of how this rule interacts with shields and overriding that effectiveness is an undesired side effect, not the point.  Gun using classes are equipped with Initiative for this express purpose (although other uses are certainly fine, too).&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Performance&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Darts are capped at 50 per minute.  How you arrive at that is mostly up to you.  Rate of fire is capped by your ability to call damage on a shot, which rules out the speed-fire electric/automatic dart blasters.  Within that tolerance, if you can dump 50 darts in 30 seconds and manage to clearly enunciate the damage calls, you’re free to do so.  If you’d prefer to sustain and take larger pauses between shots, that’s okay too, and the vagaries of combat will tend to suggest one approach over another.&lt;br /&gt;
(&#039;&#039;Editor’s Note:  That cap isn’t fixed.  It’s a starting point.  It’s derived from a couple of other places, including darts/second on standard issue single-action springer blasters.  Also, we’re coming at it this way because attempting to tune for the desired result by influencing the underlying factors (rate of fire, capacity, etc) is both complicated and prone to unintended consequences.  It also means we have to be very careful about future gun mods and how they interact with the RoF and Capacity rules.  By lifting the underlying caps in favor of attacking the actual undesired effect, we can put out all kinds of cool stuff and still feel safe that we’re not going to have Arnold Schwarzenegger mowing down modules with a GAU-8/A Avenger.&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
* Pistols:&lt;br /&gt;
** Pistols are smaller blasters intended for one-handed shooting (although a disturbing number of them insist on two-handed priming actions).  Semi-automatic fllywheel blasters are permitted - this is an accessibility issue to help people with smaller hands or weaker play on the same field with people who can work hammer action pistols very quickly and comfortably).  Again, you cannot fire more often than you can legibly call damage, even where the blaster will permit significantly higher rates of fire - this is both a balance and playability concern.  Aside from flywheel pistols, the more common hammer-action and assorted slide-action spring-powered blasters are generally fine where they do not exceed 120fps muzzle velocity.&lt;br /&gt;
*&lt;br /&gt;
* Rifles:&lt;br /&gt;
** Rifles are by design two-handed weapons and treated as such for game purposes.  We are well aware that you can, with a little practice, carry a lever-action rifle in each and prime them by rocking the rifle forward on the lever, and also aware that this produces no long-term desirable consequences.  Accordingly, using a rifle involves both hands; you cannot use one with a Maimed arm, for example.  Rifles are also not allowed flywheels, owing to the more forgiving nature of rifle configuration offering less advantage to strong thumbs or big hands.&lt;br /&gt;
** Rifles are restricted to semi-automatic (or slower) priming mechanisms, and must be either string- or spring-powered.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Rules Interactions&#039;&#039;&#039; ===&lt;br /&gt;
Historically, larps have divided attacks into &amp;quot;weapon delivered&amp;quot;, &amp;quot;packet delivered&amp;quot;, or &amp;quot;voice delivered in some fashion&amp;quot;.  Fallen Empires was organized along the same starting principle.  You may note that &amp;quot;bullet- or dart- delivered&amp;quot; is neither of those things.  For game purposes, dart-delivered is syntactically equivalent to packet-delivered.  Any effect that blocks a packet-delivered attack also blocks a dart delivered attack.  If effects are born later on that specifically interact with darts or packets, they&#039;ll be explicit in their descriptions.  Until then, to reduce cognitive load and save a flood of editing, remember that anything affecting packet attacks generically also affects dart attacks generically.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Cosmetics&#039;&#039;&#039; ===&lt;br /&gt;
It&#039;s a sad fact of life that off-the-shelf foamflingers tend to be pretty hard to look at.  Nerf leaning so hard into Fortnite and Roblox has produced some truly ghastly artifacts.  Fallen Empires blasters must read as products of whatever engineer/civilization/factory/whatever produced them, not like someone sprung 14.99 for another Hammershot.  The orange plastic detracts from the overall environment of the game.  We don&#039;t insist on Michaelangelo, just that some reasonable attempt at theming be obvious at melee range.  It is entirely possible (ask Justin) to have a godawful color palette that still fits in the game universe; don&#039;t feel too constrained by this.  Just something other than the stock orange/red/green plastic that comes out of the box.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Also:  Barrel tips must be orange, owing to state laws in various places that require this on toys that could be mistaken for live weapons.  For similar reasons, we advise against milspec paint jobs.  You do not want to get pulled over on the way to site with a realistic sniper rifle stashed in your trunk.      &lt;br /&gt;
&lt;br /&gt;
One special note:  Hanging out at Whattaburger and talking about the event over lunch or after the game is common.  It&#039;s never great to talk about killing people when you&#039;re out in public and most veteran larpers have stories about trying to explain this to onlookers. It&#039;s much less great to talk about shooting people; the words &#039;gun&#039; and &#039;shoot&#039; attract attention from law enforcement.  This is not a conversation you ever want to have to but you especially don&#039;t want to have it while you&#039;re dressed up as an elf.  Nothing says &#039;mentally stable individual&#039; like a guy with elf ears talking about dumping mags and clearing rooms.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TAKING DAMAGE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sitting across the table from calling damage is taking damage, that is the other side of combat. Taking damage is a reasonably straight forward proposition. We will first look at simple flavored physical damage as this will be the vast majority of damage swung in the game.&lt;br /&gt;
&lt;br /&gt;
All characters will have a number of Body Points  which vary from character to character based on a number of variables from race, class, level and powers. All characters will also have a number of armor points that again vary widely from character to character. The numbers will be added together for a total or &amp;quot;to drop&amp;quot; denoting how much damage a given character can take before they fall. &lt;br /&gt;
&lt;br /&gt;
What Total (to drop) looks like:&lt;br /&gt;
&lt;br /&gt;
(armor) (natural armor) (armor buff) (body buff) (base body)&lt;br /&gt;
&lt;br /&gt;
To explain&lt;br /&gt;
&lt;br /&gt;
Armor buff refers to beneficial spells such as &#039;&#039;Shielding&#039;&#039;.  &lt;br /&gt;
&lt;br /&gt;
Armor refers to your actual physical armor that you are required to have a Physical Representation for.&lt;br /&gt;
&lt;br /&gt;
Natural armor refers to what some races get by virtue of what they are or may be temporarily granted by magic and generally unless stated otherwise does not stack with armor.&lt;br /&gt;
&lt;br /&gt;
Body buff refers to beneficial spells such as &#039;&#039;endurance&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Base body refers to you normal maximum number of body points.&lt;br /&gt;
&lt;br /&gt;
So given this explanation if you are in a combat with a character or creature swinging &amp;quot;five fire&amp;quot; with a boffer weapon, per the description above its physical damage that is block-able and has a flavor of &amp;quot;fire&amp;quot; for purposes of vulnerability or resistance. For simplicity we will avoid vulnerability and resistance in this example.&lt;br /&gt;
&lt;br /&gt;
So lets figure a total to drop:&lt;br /&gt;
&lt;br /&gt;
5 Body&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (+10 temporary body)&lt;br /&gt;
&lt;br /&gt;
30 points of armor&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Shielding&#039;&#039; (+10 temporary armor)&lt;br /&gt;
&lt;br /&gt;
for a total to drop of 55&lt;br /&gt;
&lt;br /&gt;
So as you fight your opponent who is swinging &amp;quot;five fire&amp;quot; for every legal hit that they land on you you would subtract five from your total to drop starting with your temporary armor then your regular armor or natural armor followed by your temporary body and finally your base body. Now due to the arbitrary numbers i chose for this example you could take eleven legal hits until you drop. putting you at exactly 0 and putting you into unconscious.  &lt;br /&gt;
&lt;br /&gt;
This mean you should state &amp;quot;down&amp;quot; then you can either fall on the ground (not advisable in large group combats) kneel or squat down to denote that you are &amp;quot;down&amp;quot;. Down means you are somehow incapacitated and out of the fight. In our example if you took exactly eleven hits and nothing more it would leave you unconscious. If you receive no additional damage or healing in ten minutes you will wake up with 1 body point and nothing else. While at zero body any amount of numerical healing will grant you that amount of body points up to your normal maximum and immediately restore you to consciousness. &lt;br /&gt;
&lt;br /&gt;
In the event you ever take sufficient damage to put you at -1, you will stop taking damage. You cannot go lower than -1 regardless of the damage done to you. Again you will need to announce &amp;quot;down&amp;quot; and take a knee. You will also need to immediately begin counting as your character is &amp;quot;bleeding out&amp;quot;. Your bleed out count is two minutes or a 120 count. While bleeding out you are unconscious and can take no in game action. While bleeding out you can receive any amount of numerical healing and your bleed out count will end and you will be restored to consciousness and have that amount of body points -1 up to your normal maximum. &lt;br /&gt;
&lt;br /&gt;
In the event you do not receive any healing in your bleed out count or in the unlikely yet possible case that you receive a Killing Blow your character will go from whatever their state was before to &amp;quot;dead&amp;quot;. You will again begin counting at this time as you have a four minute &amp;quot;Death Count&amp;quot; or a 240 count. (Unless some affect in is causing a modification of the Death Count.) While in this state you no longer count as a valid target for spells and effects save for one and that is a &amp;quot;&#039;&#039;Life&amp;quot;&#039;&#039; effect regardless of source. It could be a spell a potion or an ability, the source is irrelevant. This effect if applied to a &amp;quot;dead&amp;quot; character will restore them to life and consciousness with 1 body point.&lt;br /&gt;
&lt;br /&gt;
In the event that you complete your &amp;quot;Death count&amp;quot; without receiving a &#039;&#039;Life&#039;&#039; effect your characters body will dissipate. Unless otherwise directed you will need to leave your in-game items where your character fell to include weapon reps and tags. Normally this is done by leaving weapons reps and a belt and belt pouch with your in game tags in it. You will need to take your character sheet with you and find a Marshall. To familiarize your self with the next steps read the section on death and dying.&lt;/div&gt;</summary>
		<author><name>Ryle</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Scholar&amp;diff=643</id>
		<title>Scholar</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Scholar&amp;diff=643"/>
		<updated>2024-05-14T20:50:36Z</updated>

		<summary type="html">&lt;p&gt;Ryle: Grammar and punctuation.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Books, books, and more books! Yes, you are what many call a bookworm however you have taken that love of knowledge to a far higher level. It is no longer about just knowing but about discovery as well. &lt;br /&gt;
&lt;br /&gt;
* Receive a common Read and Write skill at no SP cost. &lt;br /&gt;
* Favored Studies- Receive a 1 SP discount on six common Knowledge (Area) skills of your choice. &lt;br /&gt;
* Due to your extensive training and natural knack you may spend a maximum of 3 times your current rank in the associated Knowledge skill from you pool of Knowledge points each reset, instead of the normal 2; for your Favored Areas.&lt;/div&gt;</summary>
		<author><name>Ryle</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Thickets-_Ent_Racial&amp;diff=642</id>
		<title>Thickets- Ent Racial</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Thickets-_Ent_Racial&amp;diff=642"/>
		<updated>2024-05-14T20:17:08Z</updated>

		<summary type="html">&lt;p&gt;Ryle: Corrected grammar.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Long ago we Ents were simply trees. We grew from seeds and eventually were culled by Mother Nature. Sometimes with lightning, sometimes with fire, sometimes an animal would uproot us or eat enough of us that we would die. It was the way of things. Then we awoke. No one alive remembers when it was or why. I’m sure if you could get any of the Ancients to speak on it, they could tell you. But even the oldest Ent I know cannot suffer the patience of conversing with an ancient, and likely could not understand them if she tried. The Ancients minds think more in concepts and ideas than in words. They think in ways I can scarcely imagine and often connecting things to one another in unfathomable tangents. If you ever get the opportunity, sit and listen to one for a year. You may learn something wondrous or leave more confused than when you came, however I assure you the journey will be beautiful. When the attunement is gained the player must choose to be a Broadleaf or Evergreen. This will effect which of the &amp;quot;Way&amp;quot; abilities they will gain. Broadleaf-Birch, Sycamore, Cottonwood, Walnut, Maple. Evergreen- Pine, Cypress, Yew, Cedar, Juniper &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Title - The Broadleaf (or) Evergreen&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank / Ability&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
1. Deep Roots &lt;br /&gt;
&lt;br /&gt;
2. Way of the Sycamore/Juniper &lt;br /&gt;
&lt;br /&gt;
3. Harden Skin &lt;br /&gt;
&lt;br /&gt;
4. Way of the Cottonwood/Cypress &lt;br /&gt;
&lt;br /&gt;
5. Improved Taproot &lt;br /&gt;
&lt;br /&gt;
6. Way of the Walnut/Pine &lt;br /&gt;
&lt;br /&gt;
7. Treewalk &lt;br /&gt;
&lt;br /&gt;
8. Way of the Maple/Yew &lt;br /&gt;
&lt;br /&gt;
9. Way of the Birch/Cedar &lt;br /&gt;
&lt;br /&gt;
10. Force of Nature&lt;/div&gt;</summary>
		<author><name>Ryle</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Talk:Shugenja-_Deep_Elf_Racial&amp;diff=640</id>
		<title>Talk:Shugenja- Deep Elf Racial</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Talk:Shugenja-_Deep_Elf_Racial&amp;diff=640"/>
		<updated>2024-05-14T19:41:14Z</updated>

		<summary type="html">&lt;p&gt;Ryle: Created page with &amp;quot;There are a couple of points that aren&amp;#039;t clear.   For example, the text reads &amp;quot;it is the way they show you&amp;quot; when talking about the Way of the Ancestors.  Does that mean that the ancestors aren&amp;#039;t infallible? Or that their focus isn&amp;#039;t guided by ideas like good or evil? Or does it simply mean that whatever the ancestors show is called &amp;quot;The Way of the Ancestors&amp;quot;?  The last sentence reads &amp;quot;Their connection to their ancestors also grows and they can tap into that power to both...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are a couple of points that aren&#039;t clear.   For example, the text reads &amp;quot;it is the way they show you&amp;quot; when talking about the Way of the Ancestors.  Does that mean that the ancestors aren&#039;t infallible? Or that their focus isn&#039;t guided by ideas like good or evil? Or does it simply mean that whatever the ancestors show is called &amp;quot;The Way of the Ancestors&amp;quot;?&lt;br /&gt;
&lt;br /&gt;
The last sentence reads &amp;quot;Their connection to their ancestors also grows and they can tap into that power to both protect themselves and to channel as a powerful weapon.&amp;quot;  It seems to make more sense to say that as their connection to their ancestors grows, Shugenja can tap into the power of the Ancenstors to both protect themselves and channel as a powerful weapon.&lt;/div&gt;</summary>
		<author><name>Ryle</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Shugenja-_Deep_Elf_Racial&amp;diff=639</id>
		<title>Shugenja- Deep Elf Racial</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Shugenja-_Deep_Elf_Racial&amp;diff=639"/>
		<updated>2024-05-14T19:32:59Z</updated>

		<summary type="html">&lt;p&gt;Ryle: clarified wording&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As the Tson Chi have long known, our ancestors watch over us and influence us. These ancestors have been known to exalt those among the Tson Chi that will guide their people to a greater fate – positive or negative. The way of Ancestors is not good or evil; it is the way they show you. The requirement for balance in the life of the Tson Chi continues even in death. The Shugenja are those among the Tson Chi that have found the focus and clarity to hear the voice of the ancestors and, in times of need, call forth their strength. Shugenja act as a spiritual guide for their people and even beyond. They are able to reach into the realm of the spirit and hear the voices of wisdom. Their connection to their ancestors also grows and they can tap into that power to both protect themselves and to channel as a powerful weapon. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank / Ability&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
1. Spirit Touch &lt;br /&gt;
&lt;br /&gt;
2. Immune to Possession &lt;br /&gt;
&lt;br /&gt;
3. Hear a Voice &lt;br /&gt;
&lt;br /&gt;
4. Immune to Surprise &lt;br /&gt;
&lt;br /&gt;
5. Spirit Energy x 1/reset &lt;br /&gt;
&lt;br /&gt;
6. Resist Control x 1/reset &lt;br /&gt;
&lt;br /&gt;
7. Follow those Before &lt;br /&gt;
&lt;br /&gt;
8. Spirit Energy x 1/reset (2 Total) &lt;br /&gt;
&lt;br /&gt;
9. Improved Resistance &lt;br /&gt;
&lt;br /&gt;
10. Self-Resurrection&lt;/div&gt;</summary>
		<author><name>Ryle</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Runic_Defenders-_Dwarf_Racial&amp;diff=638</id>
		<title>Runic Defenders- Dwarf Racial</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Runic_Defenders-_Dwarf_Racial&amp;diff=638"/>
		<updated>2024-05-14T19:28:41Z</updated>

		<summary type="html">&lt;p&gt;Ryle: cleaned up wording&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Among the Dwarven nations there has been a common thread that has remained no matter their focus - the need to defend the old ways. It is unclear how the first defender became marked, though the fables tie back to the birth of the Heart of Gold. It is said the Abadel himself gifted the first to defend the forge from all those who would seek its control. Though in time the gift was passed further to safeguard lords, land, and treasures. The path to becoming a defender is arduous to say the least and requires rigorous training over a number of years to perfect their ability. Defenders stand out among their people. As they unlock their potential and gain their gifts, permanent runes become emblazed upon their skin often forming first on their faces arms and hands, but in time covering most of their bodies. It is from these that their true power comes. Even sages are not  sure of what causes the formation of the runes, only that the power rests within the people as a gift from their creator. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Title - The Runed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank / Ability&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
1. Warding Rune x 2/reset &lt;br /&gt;
&lt;br /&gt;
2. Duck and Cover &lt;br /&gt;
&lt;br /&gt;
3. Size Them Up &lt;br /&gt;
&lt;br /&gt;
4. Vigilance Rune x 1/reset &lt;br /&gt;
&lt;br /&gt;
5. Repulsion Rune x 1/reset &lt;br /&gt;
&lt;br /&gt;
6. Hold the Line x 1/reset &lt;br /&gt;
&lt;br /&gt;
7. Vigilance Rune x 2/reset &lt;br /&gt;
&lt;br /&gt;
8. Runic Blood &lt;br /&gt;
&lt;br /&gt;
9. Repulsion Rune x 2/reset &lt;br /&gt;
&lt;br /&gt;
10. Tough Enough x 1/reset&lt;/div&gt;</summary>
		<author><name>Ryle</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Plague_Bearers-_Troll_Racial&amp;diff=637</id>
		<title>Plague Bearers- Troll Racial</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Plague_Bearers-_Troll_Racial&amp;diff=637"/>
		<updated>2024-05-14T19:24:09Z</updated>

		<summary type="html">&lt;p&gt;Ryle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Over the ages there have been any number of hypothesis as to where trolls gain their super natural ability to regenerate from. And while many of them could be taken as truth, there is only one truth. All trolls are born in a spawning pool deep in the swamps, and like any stagnant water in a swamp, these pools are teaming with parasites. Now just because they are parasites does not mean they are all bad, and the average troll only carries a very minor infection. As their bodies are constantly having to heal to maintain the damage the parasites cause, it sends their bodies into over drive in compensation; which is where they develop their natural healing ability. However, every so often a troll will carry unique parasites that may over-ride the troll&#039;s ability to control their numbers. With the right set of events the trolls body loses the balancing act and the parasites multiply at a faster rate. While these infected trolls undergo some regressive changes, the infection by the colony of parasites actually helps to support the hosts survival. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Title - The Infected&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank / Ability&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
1. Infected Understanding &lt;br /&gt;
&lt;br /&gt;
2. Inflict &lt;br /&gt;
&lt;br /&gt;
3. Consume Infection &lt;br /&gt;
&lt;br /&gt;
4. Immune to Disease &lt;br /&gt;
&lt;br /&gt;
5. Plague Host &lt;br /&gt;
&lt;br /&gt;
6. Symbiotic Aid &lt;br /&gt;
&lt;br /&gt;
7. Drop of Blood &lt;br /&gt;
&lt;br /&gt;
8. Plague Carrier &lt;br /&gt;
&lt;br /&gt;
9. Fully Colonized &lt;br /&gt;
&lt;br /&gt;
10. Blacklight&lt;/div&gt;</summary>
		<author><name>Ryle</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Pack_Master_%E2%80%93_Felis_Racial&amp;diff=636</id>
		<title>Pack Master – Felis Racial</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Pack_Master_%E2%80%93_Felis_Racial&amp;diff=636"/>
		<updated>2024-05-14T19:17:00Z</updated>

		<summary type="html">&lt;p&gt;Ryle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The homelands of the Felis are made up of deserts and dry tundra, making survival harsh, and travel away from cities dangerous. Only those who have the training and experience are capable of leading travelers and expeditions safely to their destinations. These individuals are also called to the roles of leadership as well, as their experience allows them to show wisdom and good judgment, on and off the battlefield. Those that seek the path of the Pack Master are not only looking to lead but also are willing to take responsibility for those they lead. Leadership is a double edge sword and the follies of your pack reflect upon you as a poor leader. Wisdom is also required to know the weaknesses of those around you and to be able to lift them up. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank / Ability&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
1. Pure Breed &lt;br /&gt;
&lt;br /&gt;
2. Tooth and Claw &lt;br /&gt;
&lt;br /&gt;
3. Pack Commands x 1/reset &lt;br /&gt;
&lt;br /&gt;
4. Roar of Courage x 1/reset &lt;br /&gt;
&lt;br /&gt;
5. Leader’s Wisdom x 2/reset &lt;br /&gt;
&lt;br /&gt;
6. Sentinel in the Night &lt;br /&gt;
&lt;br /&gt;
7. Pack Commands x 1/reset (2 Total) &lt;br /&gt;
&lt;br /&gt;
8. Leader’s Wisdom x 2/reset (4 Total) &lt;br /&gt;
&lt;br /&gt;
9. Caravan Master &lt;br /&gt;
&lt;br /&gt;
10. Pack Commands x 1/reset (3 Total)&lt;/div&gt;</summary>
		<author><name>Ryle</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Path_of_the_Ascetic&amp;diff=635</id>
		<title>Path of the Ascetic</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Path_of_the_Ascetic&amp;diff=635"/>
		<updated>2024-05-14T18:09:42Z</updated>

		<summary type="html">&lt;p&gt;Ryle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;While some would claim they have little need for the material things of this world, they often do not understand how far from truth they are. It is an easy task for many to go without magical relics or mountains of gold but it is far another to remove the bondage of all material things. Those few that have begun to separate themselves from the bondage of the material begin to view the world in a new way. It is not until one has been truly without that one begins to see how little many of this world have. Even a skilled farmer becomes removed from the lowest of society who can barely eat or find shelter. There is only so much in this world to go around, and because of this greed finds its way into the hearts of even the kindest of souls. The need to survive drives many to hoard more than they might really need for fear of the flood. Then there are those few who have chosen a life of poverty, unlike the poor and downtrodden, these souls walk this path by their own choice; so that others may flourish. In many cultures and belief systems, the height of purity is embodied in an ascetic lifestyle that involves forswearing all material possessions. Such a life is hard for most characters even to imagine, since their possessions—particularly their magic items—are such an important part of their capabilities. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Title - Pilgrim&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank / Ability&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
1. Spirit Made Steel &lt;br /&gt;
&lt;br /&gt;
2. Sacred Vigor &lt;br /&gt;
&lt;br /&gt;
3. Awakened Spirit &lt;br /&gt;
&lt;br /&gt;
4. Vow of Purity &lt;br /&gt;
&lt;br /&gt;
5. Spirit Made Steel &lt;br /&gt;
&lt;br /&gt;
6. Sacred Strike &lt;br /&gt;
&lt;br /&gt;
7. Strengthened Spirit &lt;br /&gt;
&lt;br /&gt;
8. Spirit Made Steel &lt;br /&gt;
&lt;br /&gt;
9. Favor of the Gods &lt;br /&gt;
&lt;br /&gt;
10. Shield Against the Impure&lt;/div&gt;</summary>
		<author><name>Ryle</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Paragons_of_Origination&amp;diff=634</id>
		<title>Paragons of Origination</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Paragons_of_Origination&amp;diff=634"/>
		<updated>2024-05-14T18:07:35Z</updated>

		<summary type="html">&lt;p&gt;Ryle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Originators are much like modern day masons; they follow a strict code that has to do with the preservation of humanities past. They have created guards and protections to seal away the oldest of lore&#039;s that are a part of this world so that they might be there for generations to come. However, this is the path that the majority knows of; only those who have been brought to the inner circle and the high Paragon himself know the organizations true purpose. It is said that these master craftsmen are unmatched in their skill and have the ability to create and destroy beyond the understanding of the average person. They are believed to have been formed sometime in the third age, but these are of course just rumors. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Title - Originator&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank Ability&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
1. Crafting Perfection 1 minutes &lt;br /&gt;
&lt;br /&gt;
2. Sturdy &lt;br /&gt;
&lt;br /&gt;
3. Fix-It x 1/Reset &lt;br /&gt;
&lt;br /&gt;
4. Longevity &lt;br /&gt;
&lt;br /&gt;
5. Crafting Perfection 3 minutes &lt;br /&gt;
&lt;br /&gt;
6. Salvage &lt;br /&gt;
&lt;br /&gt;
7. Work Ether &lt;br /&gt;
&lt;br /&gt;
8. Crafting Perfection 5 minutes &lt;br /&gt;
&lt;br /&gt;
9. Fix-It x 2/Reset (2 Total) &lt;br /&gt;
&lt;br /&gt;
10. Deconstruct&lt;/div&gt;</summary>
		<author><name>Ryle</name></author>
	</entry>
</feed>