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<p><span id="Destroy">'''Destroy:'''</span> 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.</p> | <p><span id="Destroy">'''Destroy:'''</span> 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.</p> | ||
<span id="Deprive(Skill)">'''Deprive(Skill):'''</span> This effect strips the named skill from the target for twenty-four hours. | |||
'''Devastate-''' 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 River spell. | |||
<p><span id="Diagnose">'''Diagnose:'''</span> 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.</p> | <p><span id="Diagnose">'''Diagnose:'''</span> 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.</p> |
Revision as of 21:54, 25 June 2024
Effect Categories
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'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'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.
Mental Effects
As mentioned above, Mental effects influence your target's mind to cause or deny behavior. Mental effects include:
- Charm
- Command
- Awaken
- Shun
- Sleep
- Fear
- Feeblemind
- Pacify
- Despair
- Forget
Metabolic Effects
- Berserk
- Poison (essentially anything with the word "poison" in the call except for Acid)
- Fatigue
- Nausea
- Paralysis
- Rot
- Plague
- Disease
- Wound
- Venom
Curse Effects
- Anything with "Curse" in the call
- Weakness
Impairment Effects:
Impairment is a catch-all for effects that don't quite fit anywhere else but are still common enough to warrant Resists and cures. (We are aware that "impairment" covers everything on this list I can do that you don't want done, but Resist Impairment doesn't block Paralysis no matter how inconvenient or hampering it is.)
- Brutal Strike
- Exhaustion
- Cripple
- Deprive
Standard Effects:
Affinity<Type>: 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.
Agility: 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
Aura: This effect is a defense that is triggered by melee weapon attacks. When used the character announces “<Vector>Aura<Flavor>, or <Vector> Aura <Effect>” 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 <Flavor>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.
Automatic Success: This effect is an instant success in any Contested Roll that is applicable.
Awaken: This will end the duration of Silence and all Mental effects on the target save for: Enslavement, Feeblemind, Horrify, Nightmare, Thrall and Slumber.
Avoidance: 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.
Bane (Type): This effect is a damage bonus toward a particular Creature <Type>(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.
Banish: 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.
Barrier: 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.
Battlerage: 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.
Berserk: 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.
Bind Form: 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", or reduces “Silver to Hit” to “Normal to Hit” for an encounter.
Binding Strike: 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.
Blind: 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.
Blindsight: 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.
Break Enchantments: 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.
Break Free from Binding: 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.
Broken: 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.
Brutal Strike: 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.
Burst: 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.
Burst of Strength: 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.
Burrow: 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.
Carrier Attack(Type): 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 <Type>, 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.
Chain Spell: 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<Effect>”. 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.
Charm: 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.
Clarity: This effect gives the recipient the ability to Resist the following effects once: Charm, Command, Sleep, and Terror.
Cleave: 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.
Cocoon: 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.
Conceal: 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.
Command: This spell will cause the target to become bent to the caster 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.
Compulsions: These are Mental effects that take away the character’s free will and cause them to take actions they would not normally take.
Contain: 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.
Courage: 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.
Create Grove: 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.
Critical: This Modifier, when added to an attack, will cause that attack to ignore passive reductions to damage (i.e. Threshold & Damage Cap), and defenses that only reduce damage (such as Roll), cannot be used as defenses.
Crippling Strike: This attack is delivered with the call "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.
Curse of Death: 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.
Cyclone: 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.
Damage Cap: 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's verbal. The Critical Modifier can overcome this.
Danger Sense: 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”.
Daze: 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.
Death Throes: 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<Damage><Flavor><Effect>”. 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.
Deflect: 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”.
Derangements: 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.
Despair: 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.
Destroy: 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.
Deprive(Skill): This effect strips the named skill from the target for twenty-four hours.
Devastate- 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 River spell.
Diagnose: 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.
Die Hard: 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.
Difficult Terrain: This effect makes those in the area or those affected unable to move faster than a walk. This effect is negated by Non-Corporeal, <Flavor>Aligned, or Terrain Adaptation<Type>.
Disarm: 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.
Disguise: The character can give a false answer to "What do I see", 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.
Disrupt: 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
Double Attack: 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.
Dragon Fear: 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.
Dragon Rage: 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.
<Effect> Strike: These types of attacks are weapon delivered attacks, which are one swing hit or miss. The <Effect> 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.
Elemental: This Type denotes that the creature is made up totally of a singular <Flavor>, 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 <Flavor>. Their disadvantages are: Vulnerable to their opposing <Flavor>, and Crumbles at 0 Body. Additionally, they often do not have standard sensory features.
Engulf: 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.
Enslavement: 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.
Entangling Strike: 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.
Envenom: 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.
Escape from Binding: This ability allows the character to free themselves of Binding effects, on a 3 counted action, without taking any damage.
Expendable Healing/Effect: 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.
Evade: This skill allows the character to Negate any attack with a numerical damage as part of the call, excluding attacks with the Surprise Modifier.
Evasion: This skill reduces the damage, by half, which the character suffers from traps and Area of Effect attacks that have a numerical value.
Execute: 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.
Exhaustion: 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.
Expose armor: 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 "Voice Expose Armor". While not standard, this attack can be negated with the Weapon Ward skill.
Extra-planar : 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's Grove skill and will sent back to your home plane if hit with a Banish effect.
Fast Healing: 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.
Fatigue: 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.
Fear: 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.
Featherfall: Featherfall counters all damage taken from the next fall the recipient suffers. It does nothing help with hazards at the landing point. Featherfall can be cast on others and Chain Spelled.
Feeble mind: 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.
First Aid: 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.
(Flavor Carrier) to Hit: This effect makes a character invulnerable to weapon damage from all but a single source. Common “to Hit” requirements are: Silver, Magic, Fire, etc.
Flee: 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.
Fly: 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.
Fog: 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.
Forget: 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.
Formless: 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.
Fortitude: 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.
Freeze: 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.
Freezing shot: This effect causes the target to Freeze. This effect is physical in nature and is one attack, hit or miss.
Fumble: A character under this effect will be unable to hold any physical objects in their hands or handle physical objects for ten seconds.
Gaze Attack: 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<Effect>”.
Glide: 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.
Good Will: 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.
Guardian Spirit: 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.
Guarding Light: 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
Harm Touch: This ability is used with the call "Arcane Harm Touch <Flavor>". 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.
Healing Arts: 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.
Helpless: 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.
Hide: 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.
High Block: 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.
Horrify: 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.
Hold Spirit: 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 <#>” where the <#> 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 <#>.
Hunters Call: 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
Impale: 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.
Immunity: Some characters can completely ignore some effects. This is called as "No Effect" when such an effect would otherwise set in.
Impunity: 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.
Incinerate: 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.
Inept: 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. .
Initiative: 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.
Inspiration: Target gains +1 Permanent Weapon Damage or 25 points of Spell Pool for 5 minutes or an Encounter.
Instill Rage: 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.
Intimidate: This skill has two uses: First, this can be used against a target within melee weapon reach and is delivered as " Voice Arcane Terror". 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.
Invisibility: 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.
Iron Body: This skill gives the character 5 points of Dexterity Armor. This skill can be purchased a maximum of 4 times.
Kill: This effect instantly sets the target to dead. The targets death count begins immediately.
Killing Blow: 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.
Knockdown: 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.
Maim Limb: 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.
Magnetic Shot: 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).
Manticore Shot: 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
Massive: 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.
Mind Guard- This spell wraps the recipients mind in a protective field. During the duration (normally 10 minutes) the target is immune to Mental effects.
Mirror Image: 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.
Mob Scene: 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.
Mobility: 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.
Move Silent: 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.
Natural Armor: 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.
Natural Weapons: These weapons are representative of the natural claws found on beasts and some characters throughout the game. They are completely red taped 'phys-reps' and come in short, medium, long, and two handed variants. These weapons are immune to disarm, destroy, and shatter. They can be affected by 'aura blade' and 'summon weapon' skills & spells but cannot be the target of Ritual Enchantments.
Natures Ire: 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.
Nausea: 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.
Negate: 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.
Nightmare: 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.
Pacify: This effect will cause the player to be unable to incite or engage in combat.
Padded: 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.
Paralysis: 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.
Parry: This skills allows the user to negate any one physical weapon-delivered attack that was successfully landed on the user.
Phase: This effect allows a character to momentarily shift partially to another plane, allowing them to negate a single attack of any type.
Plague: 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.
Possession: 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.
Power Shot: 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
Purify: This effect will remove all Metabolic and Disease effects from the target, no matter how they were generated.
Refit: 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.
Reflect: 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.
Renew: 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.
Resist: 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).
Resistant: This ability causes the character to take half damage from the designated <Flavor>.
Revive: 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.
Rot: 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.
Sap: 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.
Shatter: 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.
Shield: 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 <Type>” where type is the Shield effect generated
Smoke Screen: 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 "Smoke Screen" 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..
Shun: 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.
Silent: 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.
Slay: This effect deals 100 points of damage to the target.
Slow: 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.
Slow Regeneration: 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.
Slumber: 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.
Snare: This effect causes the target to become unable to move, suffering the effect of a Natural Pin. (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)
Soar: 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.
Soul Jar: 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.
Stun: 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.
Summon/Create Creature(Type): 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.
Summon Weapon(Type): 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.
Surprise: 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.
Swarm: 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.
Sympathy: 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.
Taunt: 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't control someone else moving into his line of effect, for example, and we expect a certain degree of latitude in "intentional disengagement".
Terrain Mastery: This effect allows the character to ignore terrain penalties of the listed type.
Terror: 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.
Thrall: 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.
Threshold(#): 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.
Trackless Step: 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.
True Sight: 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.
Vampiric: This effect causes the target to lose five maximum Base Body Points every thirty minutes until cured. This effect is Metabolic and a Disease.
Venom: 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.
Voice Control(Type): 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.
Vulnerable<Flavor>: This effect causes the creature to take double damage from the listed <Flavor>, 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.
Ward: 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.
Warning Signs: 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.
War Cry: This causes the next technique or spell to be used at half cost, round down.
Weakness: This effect will reduce the target’s weapon damage by 3, to a minimum of 1. This is a Curse effect.
Wither: 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.
Wound: 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.