Effects

Most effects can be delivered multiple ways. This page does not describe the delivery methods, but the effects themselves.

Most effects have various “levels”. Lesser, Standard, Greater, Improved and Absolute.
These are called as “Lesser Strikedown”, “Strikedown”, “Greater Strikedown” etc.
If there is no different mechanic listed for each level below, then the higher levels are purely there to be harder to resist. (ie “Resist Strikedown” does not imply “Resist Greater Strikedown”).

Where there are durations involved, they are almost always
Lesser:1 second(or momentary),
Standard:5 seconds
Greater:10 seconds
Improved: 1 minute
And sometimes Absolute is permanent (until removed)
There are usually only three of these on any skill, Lesser – Greater when momentary effects make sense (Fumble, Strikedown), and Standard – Improved when they don’t. (And absolute when permanent is not overpowered).

Where different armour types are affected, it’s up to the armour owner to know what does and doesn’t affect it.

Damage numbers

Subdue (Str)

Called with the weapon touching the head or shoulders of the target, renders the target unconscious. Does not deal HP damage.

Vicious Blow

Standard: Deals 2- times the damage of a standard blow.
Improved: Deals 3- times the damage of a standard blow.
Call this as “Vicious blow 10” for example, not the level.

Damage Types

Cut
Bash
Stab

Represents the actual mode of damage. Some creatures will be resistant or immune to some damage types. Projectile (not thrown) weapons are automatically Stab (Bullets, Arrows, Bolts).

Magic
Heat
Cold
Blessed

Represents magical damage. Most creatures have a vulnerability to some damage type.

Silver
Flame
Ice

Represents a weapon made of/coated with an unusual substance. Most creatures have a vulnerability to some damage type.

Feed

Deals Damage to target, and caller gains the HP.
Respond with the number of damage taken (not to armour, or dodge/parry totals, but to actual HP).

Bleeding

Target continues to take damage, at the rate of 1-HP per 30- seconds, until healed. Bleeding will stop at unconscious, but can take a limb to -1-HP. Must deal HP damage.

Curse (Damage Type)

Target takes double damage from Damage Type for
Standard: 5 seconds
Greater: 10 seconds
Improved: 1 minute
Absolute: until curse is removed

Penetrating blows

Through

Ignores armour. Can still be shielded, parried or dodged.
Lesser: Ignores Armoured Clothing
Standard: Ignores Light Armour
Greater: Ignores Medium Armour
Improved: Ignores Heavy Armour
Absolute: Ignores All Armour

Quick Strike

Ignores Parry skill of equal or lower level. May still be dodged/shielded. Is still affected by armour. May still be physically dodged (ie strike must touch target).

Pinpoint Strike

Ignores Dodge skill of equal or lower level. May still be parried/shielded. Is still affected by armour. May still be physically dodged (ie strike must touch target).

Affect Type/All

Ignores immunities of lesser or equal level if the Type matches. Affect All has this effect on everybody. Armour, dodge, parry and shield will counter this damage.

Soul/Soul Type

Ignores armour/shielding and immunities as “Through” and “Affect” of the same level if the Soul Type matches. A call of just “Soul” affects everybody this way. May be parried or dodged.

Handling Effects

Fumble

Strike must be to hand or weapon.
Lesser: That hand must be opened, or the weapon must be dropped.
Standard: Hand is useless for 5 seconds
Greater: Hand is useless for 10 seconds.
Improved:
Absolute: Strike does not have to hit the hand/weapon in question. (just the target character)

Halt

Target must stop, place both feet together.
Lesser: (Just stop and go)
Standard: For 5-count.
Greater: For 10-count.

Crush

Reduces a location’s armour to 0-HP. May be combined with a damage call, but the damage hits before the crush effect, not after, so can be soaked by armour.
Lesser: Crushes Armoured Clothing
Standard: Crushes Light Armour
Greater: Crushes Medium Armour
Improved: Crushes Heavy Armour
Absolute: Crushes all Armour

Shatter

Destroys a shield or weapon (or other item). Strike must hit the item (unless thrown/shot at the player). Basic items must be dropped, and not used for the rest of the fight. Special items must be dropped, and the item tag removed after the fight, unless the item can be repaired. The phys-rep may be used as a basic item after that. Does not affect armour.

Items of high enough level may be repaired:
Master and Magical items can always be repaired.
Journeyman items can only be permanently broken by Improved Shatter.
Apprentice items can be permanently broken by Greater Shatter.
Manufactured (but not yet enhanced) items can be permanently broken by Standard Shatter.

Knockback

Safety note – target should always look back before moving. The defensive disadvantage this awards is part of the effect of this skill.
Lesser: Target is rocked back. Place front foot back by 1- large step.
Standard: Target takes 2- steps back.
Greater: Target takes 3- steps back.
Improved: Target takes 4- steps back.
Absolute: Target takes 5- steps back.
For every step back you can’t take (obstruction, person, etc behind you) take 1 point of “Affect” damage to the torso. You cannot avoid the damage, but you can avoid the original “Knockback” hit.

Strikedown

Target may always choose to drop to 1- knee and 1- hand for safety reasons. Target must stay this way for 5- seconds longer than dropping prone.
Lesser: Target drops to 1- knee and 1- hand before standing.
Standard: Target drops to 1- knee and 1- hand for 5-count OR drops prone (torso on ground) and may stand immediately.
Greater: Target drops prone, for 5-count.

Damaging effects

Crippling Blow

Reduces a limb to “useless”. Does not deal HP damage.
Standard: 60-second rest or any healing will recover the use of the limb.
Improved: Requires Surgery to repair the limb.

Harm

Reduces the location hit to 0-HP. Damage has to reach HP to have this effect. Damage dealt to armour, or dodged, or parried/shield blocked does not trigger this effect.

Fatal

Reduces the location hit to -1-HP. Damage has to reach HP to have this effect. Damage dealt to armour, or dodged, or parried/shield blocked does not trigger this effect.

Murder.

Called with a damage call, this includes the effect of “killing blow”, reducing the target to “Bleeding out” immediately if it also causes them to go unconscious. If the damage does not reduce the target to unconscious, then the “Murder” call is ignored.

X Bane

This is a combination of Soul and Harm. This reduces the location to 0-HP regardless of armour/shielding. May still be parried or dodged.

Decay

Start death count immediately. Does no extra damage, does not cause unconsciousness (although target may still be damaged to unconsciousness). Decay can be healed (remove curse) without surgery. Must deal HP damage to work. HP cannot be healed until Decay has been removed.

Disease

Does no extra damage, but disease must be specifically cured before healing can start. Dodge/Parry will counter, disease passes through armour/shield.

Blind

Target is blinded for:
Standard: 5 seconds
Greater: 10 seconds
Improved: 1 minute
Absolute: until curse is removed
They may not attack, defend, or move in a specific direction (just wander around aimlessly). They may be guided to safety.

Paralyse

Target can not move, not even to defend themselves.
Standard: For 5-seconds.
Greater: For 10-seconds.
Improved: For 1-minute.
Absolute: Until curse is removed.

Petrify

Target can not move, not even to defend themselves. Target starts death count immediately. Target can not take any more damage. “Shatter” will destroy the target immediately. Curse must be removed before target can move, be healed, or get rest.

Heroic effects

Heroic Act

Touching an ally with hand, shield or weapon. Take the last call to target the ally onto yourself. May not counter with Avoidance.

Last Stand

Character may not move more than weapon’s reach, and must role-play determination. Until either of these pre-requisites is broken, the character may not be made unconscious (although may still enter death count). Character may not be healed, although may use instant healing effects on themselves (including potions). Anything requiring concentration breaks Last Stand.
Exceptions: Soul and Petrify effects still affect the character. Strikedown will and Knockback may (if character leaves the area) end the affect. Character enters a half-length death count immediately this effect ends.

Challenge

Standard: Target may not attack anyone but you, until you attack someone else, someone else attacks them (not an ally), or they leave the area.
Improved: Target must attack you.

Meta Effects

Prone to (effect)

Take (Effect) as if it is one level higher (Standard as Greater, etc).

Global (Effect)

Causes Effect on every location of target.

Mass (Effect) (Range in yards)

Causes Effect on everybody in an arc described by the character’s arms, to a max range (default 5-yards). Both arms straight up defines a 360-degree arc.

Energy strikes

Deprive

Deprives a caster of magical power for:
Standard: 5 seconds
Greater: 10 seconds
Improved: 1 minute
Absolute: until curse is removed

Sap

Deprives a character of energy for:
Standard: 5 seconds
Greater: 10 seconds
Improved: 1 minute
Absolute: until curse is removed

Drain Power/Energy (2 separate effects)

Consumes Magical power or Energy instead of HP.

Siphon Power/Energy

Removes Magical Power or Energy from the target and grants them to the caller.
Target must reply with the number drained if less than the total call. (if they didn’t have the called value to take, for example).

Defensive Effects

Retaliate

When target strikes you, deal damage of the same type back. You still take the call.
Lesser: Only deals standard damage, no effects or types
Standard: deals damage types, but no status effects and no Harm, Bane, etc.
Greater: deals damage effects and status effects.
Absolute: can reflect any damage call (including Harm etc).
(Do not call the Lesser/Greater/etc, instead call “Retaliate 5 sharp” or “Retaliate Strikedown” etc.)

Begging

While you are begging, no intelligent enemy may directly damage you. You may not attack, or be threatening in any way. Targets under compulsion or orders from a leader they are Oathsworn to may be able to ignore Begging. This decision is left as a roleplay decision.

Juggling

Can parry ranged weapons with hands or weapons. Must actually do so to have an effect.

Spell Juggling

Allows Juggling with Spell Packets.

Dodge

Ignores damage from ranged attacks (including damage spells).
Dodge can not be used with Armour. Light Armour reduces Dodge to max 20-HP, medium to 10-HP, Heavy to 0.
Lesser: Avoid the first 10-HP of damage to any locations. (10- total, not per location)
Standard: Avoid 15-HP of damage.
Greater: Avoid 20-HP of damage.
Absolute: Avoid 30-HP of damage.

Parry

Ignores damage from melee strikes.
Lesser: Avoid the first 10-HP of damage to any locations. (10- total, not per location)
Standard: Avoid 15-HP of damage.
Greater: Avoid 20-HP of damage.
Absolute: Avoid 30-HP of damage.

Dastardly Deed

Touching another character/NPC with hand, shield, or weapon. Forces the other character to take damage or spell targetting you. If target avoids the effect, it still hits you. They can still block or be immune to the damage however.
(Call “Dastardly Deed <received>”)

Reduce

Reduce one point of incoming damage from a call.
Lesser: Reduce only standard damage.
Greater: Reduce magical/material damage. (Silver/Flame etc)
Absolute: Reduce damage you are vulnerable to, or cursed.

Resist (Effect)

Resist Effect calls up to the level of the Resist

Effects

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