THE BASICS OF EFFECTS
Every action, from magic spells to potions to weapon strikes, is composed of several components
which define their characteristics. Characteristics are by what means an effect may be avoided or
resisted. Collectively, these components define the effect. A standard action’s effect will take the
following form when called in combat:
Delivery Method – Delivery Type – Duration – Consequence – Damage Amount – Damage Type
Certain circumstances may not require all of these components to be verbally announced when the
effect is called during combat.
Delivery methods are the actions a player will take in order to impart the effect. The most common
delivery methods are weapon strikes, thrown packets, a touch-cast, gaze, indication, or power words.
A successful delivery method is referred to as “received.” A character that is affected by a delivery
method does not necessarily suffer the effect; it only means that the character will be required to avoid or
defeat the effect using a protective ability or spell.
Delivery types define the nature of the effect in game. The most common of these effects are physical,
magical, poisonous, hard, and force. A target which is not immune and does not exercise some type of
protective ability to guard against a delivery type is considered to be “affected” by it.
The duration component defines how long the effect will last. The most common durations are
immediate, channeled, concentration, short, indefinite, and long. Durations might be specifically
defined in the description of the effect, such as a spell whose effects last for a year, or do not expire.
Unless otherwise specified, all effects are remedied (cured) upon death.
Consequences are the results of the effect successfully penetrating the victim’s defenses. A target that
receives and is affected by an effect “suffers” its consequences. Consequences might be purely defined
by damage, such as the damage suffered when a character is hit by a weapon strike by a normal
weapon; they might be defined by a magical effect such as hypnosis or—gulp—instant death;
consequences might also take the form of a combination of the two. Where a consequence includes
damage, it will also include a damage type.
The details for each type of effect component are outlined in the sections below.
DELIVERY METHODS
Weapon Strike
This delivery method is applicable when the effect is being delivered by a marshal-approved boffer or
other weapon. Weapon strikes may be blocked and parried in combat, as well as dodged (either by
the player moving out of the way or calling a dodge effect). The delivery method need not be called
in combat where it is a weapon strike.
Thrown Packet
This delivery method is applicable when the effect is being delivered by a marshal-approved packet
thrown through the air. Packets representing alchemy effects must be orange; packets representing
arrows must be yellow; packets representing engineering effects or explosives must be red; packets
representing magical effects must be blue, grey, or white. Thrown packets may not be blocked or
parried (except in the case of arrows), but they may be dodged (either by the player moving out of
the way or by calling a dodge effect). The delivery method need not be called in combat where it is a
thrown packet.
Touch Cast
All effects that can be delivered via a thrown packet may also be delivered as a touch cast by holding
the spell packet against a legal area of the target. A touch cast may be refused by any target that is not
incapacitated by uttering the phrase, “Refused.” This refusal is considered an out of game call. If the
touch-cast is refused, the effect fails but is still considered as having been cast as if the packet had
been thrown and missed. If the touch-cast effect requires an incantation, as in the casting of a spell,
the packet must be touching the target during the entire effect call, but not the incantation. Where
an effect is delivered by a touch cast, the delivery method need not be voiced as part of the effect call.
Gaze
This effect is delivered through sustained eye contact with the player initiating the effect. Gaze
effects are counted actions. The eye contact must persist for at least one second or longer as described
by the spell or ability generating the effect. Where the gaze effect requires a countdown of longer
than one second, the countdown may be completed mentally instead of out loud. The delivery
method need not be called in combat where it is delivered by a gaze until the countdown for the gaze
is complete. The effect call is “Gaze” followed by the remainder of the call.
Power Word
These effects are delivered by the sound of the deliverer’s voice. Anyone who hears the power word
will suffer the effect. Covering ones ears will not negate the effect unless the character is rendered
completely unable to hear the power word by whatever means they are occluding their hearing and
the occluding object or method has been approved by a marshal as being effective prior to the effect
call. If a reflect is called as a defense against a power word, the deliverer of the effect will only suffer
one instance of the reflected effect, no matter how many reflects are called by the individuals
collectively affected. If the deliverer in turn calls a reflect in response, only those individuals who
called reflects in the exchange will suffer the effect a second time. A power word must be declared as
part of its effect call. The declaration is as follows: “By the sound of my voice,” followed by the
remainder of the call. Characters who are dead, unconscious, sleeping, petrified, or rendered deaf are
not affected by power words.
Indication
These effects are delivered by the deliverer pointing or otherwise unmistakably indicating the target
of the effect. Beckoning towards the target functions as an effective indication delivery; speaking the
target’s name may function as an indication delivery, provided that the deliverer knows the target’s
real name and not an alias or nickname. If naming is being used as a delivery, the target need not be
able to hear the voice of the deliverer, and the effect information shall be delivered to the target by
staff.
DELIVERY TYPES
Physical
These attacks take effect as a result of normal physical laws such as a club striking bone or a sword
cutting through flesh. Physical effects can be blocked by weapons and shields, as well as active and
passive magical defenses; they may also be dodged. Creatures and characters that are immune to
physical harm are unaffected by physical-type effects. Physical effects are ordinary and imply no
special qualities. If the effect being delivered is a physical effect, the “physical” tag need not be
included in the effect call during combat.
Hard
These effects are physical attacks considered to be so powerful or potent that they bypass what would
ordinarily be considered effective defenses against them, such as a boulder that is so large or thrown
with such force that, while physical effects ordinarily could be blocked by weapons, shields, or by
ordinary active and passive magical defenses, the hard effect may not be. Active defenses are
triggered and destroyed by hard effects, even though the effect is not stopped by them. Passive
defenses are not triggered. A character immune to physical damage remains unaffected by hard
effects. Hard effects may be dodged.
Magic
These attacks take effect as a result of magical force and the manipulation of the world and its
occupants by magical means. Magical effects cannot be blocked by weapons or shields, but they may
be defeated by ordinary active and passive magical defenses; they may also be dodged. Creatures and
characters immune to magic are unaffected by magic-type effects. Where magical effects do damage,
they will include a damage type.
Force
These effects are magical effects of such immense potency that they push past ordinary active and
passive magical defenses. Active defenses are triggered and destroyed by force effects, even though
the effect is not stopped by them. Passive defenses are not triggered. A character immune to magic
remains unaffected by Force effects.
Poison
These attacks take effect as a result of chemical or biological reaction upon entering or making
contact with the victim’s body, such as inhaling poison gas, ingesting a poisoned drink, or being
stabbed by a poisoned blade. A full poison effect call takes place in two parts, the effect call itself
(poison) and the delivery subtype of that poison. Where the delivery subtype is obvious in the
situation, it need not be called. With regard to rules treatment and game mechanics, the various
delivery methods for poison can be treated as belonging to the previous effect category, Delivery
Methods, except that they are called after the “poison” tag during the effect call instead of beforehand.
Detailed descriptions of each delivery subtype are listed below:
Gas/Spray
Poisons delivered by gas take effect on any successful hit of the applicable delivery method, such
as an alchemy packet representing a gas bomb. The effect is considered to take place too quickly
for the victim to hold their breath. If a poison attack is being delivered by gas, the “gas/spray” tag
need not be included in the effect call during combat.
Ingested
Poisons that must be ingested must be ingested by the victim, with or without their knowledge.
An incapacitated victim can be made to ingest poison as a counted action. If poison is to be
delivered without the victim’s knowledge, the poison must be included in the food or drink they
will be consuming and must be represented by a harmless, hypoallergenic substance such as salt.
The substance must alter the appearance, smell, or taste of the food or drink sufficiently to
enable the victim to discern that the food or drink has been tampered with in order to be
considered legal. Ingested poison does not need its subtype included in the effect call.
Injected
These poison attacks must be injected or otherwise enter the bloodstream through a wound to be
effective. They must overcome armor or otherwise do body damage in order to affect the victim.
Injected or wound-delivered poisons delivered via a killing blow or touch attack on an
incapacitated opponent automatically bypass armor. Injected poison does not need its subtype
included in the effect call.
Contact
Poison attacks delivered by contact must touch bare skin in order to be effective. Contact poison
must be represented by a visible, harmless, hypoallergenic substance such as petroleum jelly in
order to be considered legal. If contact poison is being delivered in combat via a weapon strike or
thrown packet (representing a rock coated in poison, for example) the “contact” tag must be
included before the poison line in the effect call. A character wearing armor is not protected
from contact poison if the delivery method strikes bare skin. A character without armor who
does not make bare-skin contact with the delivery method (such as by wearing gloves) is not
affected by a contact poison effect.
DURATIONS
Duration component describes how long an effect’s consequences will last if they are suffered by the
target. Unless otherwise stated, all effects are considered to have a duration of Long. If an effect does
not have a Long duration, the effect duration must be included in the effect call.
Immediate
An immediate effect resolves instantly. It cannot be remedied.
Short
A short effect lasts ten seconds unless otherwise remedied.
Long
A long effect lasts ten minutes unless it is otherwise remedied. Any effect whose duration is not
otherwise specified is considered to be long.
Indefinite
An indefinite effect lasts until the ability it granted is used up, the effect is remedied, the target dies
or dissipates, or until the end of the event, whichever occurs first.
Permanent
Permanent effects last until they are remedied and do not expire otherwise. Permanent effects are
added to the character’s Master Character Record in order to ensure they are not forgotten between
events or during a transfer to another chapter.
Line of Sight
A line of sight effect lasts as long as the target and the originator are not obscured from one another
unless otherwise remedied. Darkness, smoke, heavy foliage, or other environmental factors shall be
considered sufficient to block line of sight, but movable artificial objects, such as someone holding a
sheet, are not sufficient. If the line of sight is broken for more than ten seconds, the effect ends.
Channeled
A character who is channeling must plant both feet in place. If they move either foot or say anything
other than the verbal incantation required for the channeled effect, the effect ends. If the channeling
character takes damage to body or is forced to move, the effect ends.
Concentration
A concentration effect will last as long as the originator is focused on maintaining it. A character
concentrating may move, but may not run or use other game skills. If the character runs, uses another
game skill or takes another game action (such as opening a door or attacking with a weapon) or is
otherwise interrupted, their concentration is broken and the effect ends.
CONSEQUENCES
Consequences define what effects actually “do.” A target that receives and is affected by an effect
“suffers” its consequences. A complete list of consequences is detailed below:
Animate
If target is dead, they become undead, returning to full body points as though they had suffered a
revive effect. Their dissipation count is halted. Any armor they were missing when they died remains
missing and cannot be refit while the character is animated. The animated target are enraged as
though they had suffered an enrage effect. While animated, the target is immune to poison effects.
While the target remains within line of sight or voice radius of the originator of the effect, they are
also treated as being under the influence of a control effect. If the target of the animate effect leaves
line of sight or voice radius for ten seconds, the control effect ends and will not resume even if the
target returns to line of sight or voice radius; however, the animate effect continues until the end of
its duration. If the animated target is reduced to zero body, the animated effect ends and the dead
target’s dissipation count resumes where it was halted when the animate effect was received. A target
that has been animated may at any time voluntarily dissipate and end the effect. A dead character
may only receive one animate effect before receiving a revive effect or dissipating. Animate effects
have no effect on living targets. An animated character who suffers a revive effect immediately
suffers a Death effect and resumes their dissipation count from where it was halted when the animate
effect was received.
Banish
The target of the effect is returned to their native plane of existence. Banishments have no effect on
targets already occupying their native plane. If the banished target is unable to return to their native
plane of existence, the target immediately suffers a Death effect. This includes targets already
suffering a Lock effect.
Bind
The targets arms are clamped to their sides, unable to be moved or used in defense. They may still
hold objects in their hands, but may not use any abilities or skills that require the use of their arms.
The bind effect may be broken by means of a Rip Free effect. If the bind is broken in this way, the
target is wounded for 10 points of damage.
Blight
The target of effect becomes fouled by disease and negative energy. Their base strength is reduced by
half. They are also considered to be nauseated and diseased. Blighted characters who move within
arm’s reach of food or drink render those things completely and obviously inedible and non-potable.
Block
The target of a block effect may treat a single weapon strike or other effect that may be stopped by
shields or weapons as having been blocked, even if it actually hit them.
Calm
The target of the effect feels a wave of soothing power wash over them. If they are enraged, the
enrage effect is remedied. If they are not enraged, they are unable to attack or use skills or abilities on
others for the duration of the calm. They may still use skills and abilities on themselves. If a becalmed
target suffers an enrage effect, the calm effect ends.
Cleanse
The target of a Cleanse effect is remedied of all effects that were delivered by poison except Death
and Petrification effects.
Confine
A Confine encompasses its target in an impenetrable field of Ethereal energy. While confined, the
target is rooted to the ground in place. Any effect which cannot bypass a Ethereal wall cannot
penetrate the confine effect. A confine effect does not cause its target to suffocate. A character or
creature may break out of a confine by means of a Rip Free effect. If the confine is escaped in this
way, the target is wounded for 40 points of damage. A confine effect may be dispelled or disjoined.
Contingency
A contingency effect is activated when a particular condition is fulfilled. When the condition is
fulfilled, the active trigger automatically initiates, whether or not the character affected by it is
capable of action or even thought. When the triggered effect initiates, it proceeds as normal for the
delivery of the effect being triggered. Contingency effects which require a thrown packet or other
action still function normally and are carried out by the person upon whom the contingency is placed
even if they would not ordinarily be able to take actions, such as if they are dead.
Control
The target of a control effect obeys the deliverer of the effect without regard to any other
considerations, including moral codes and their own personal safety.
Cripple
The target of a cripple effect loses all use of the designated limb. Any carried items held in the
effective limb must immediately be dropped. The character may not use the crippled limb to perform
actions of any kind. If the target limb is a leg, the target suffers a slow effect and must walk with a
visible limp. If both legs are crippled they must sit on the ground and may only move by crawling.
Crumble
The target of a crumble effect immediately dissipates. Crumble effects have no effect on living
creatures. Undead or other abominations not possessing of life that suffer a crumble effect
immediately suffer a Death effect.
Damage
This is the most common consequence of an effect. Where damage is included in an effect, it is
announced as a number out loud, followed by its damage type. Damage subtracts points from armor
and body totals in the following order, unless otherwise specified: Ethereal armor points, agility
armor points, standard armor points, natural armor points, and finally body points.
Defile
The target of a defile effect becomes saturated with an aura of negative, unholy, or otherwise
malevolent energy. A target that has been defiled may not use any skills or abilities that restore body
points, including regeneration. Furthermore, they may not be the targets of any skills or abilities that
restore body points, including regeneration, until the defile effect is remedied or expires.
Demi
The target of a demi effect is harmed for half of their current health.
Destroy
Breaks any item or other material construct no larger than eight cubic meters into miniscule pieces. A
character with an item targeted by a destruction effect may choose any item in his possession which
matches the description supplied by the originator to be affected. Destruction effects completely
obliterate their targets; they cannot be refitted, repaired, or reconstructed except by extraordinary
means. Constructed creatures such as golems that suffer a destroy effect immediately suffer a Death
effect. Objects and constructs that are immune to shatter effects remain vulnerable to destruction
effects unless otherwise specified. An item that cannot be seen or whose location on the target’s
person is unknown is not affected by destroy effects; the owner may call “no effect.”
Disburse
The target of a disburse effect becomes immune to all physical, poison, and hard effects or attacks.
Their form becomes gaseous or otherwise incorporeal. They can move at a normal walking rate and
move through any non-airtight seal, obstruction, or binding (but not Ethereal structures that
represent barriers). They may not fly, climb, or leave ground level. The target of a disburse may not
speak, use skills or abilities, or interact with any object. The target of a disburse effect does NOT leave
their worn or carried possessions behind.
Disease
The target of a disease effect begins a one minute count. At the conclusion of the count, their
maximum body points are reduced to one-half of their total and may not be increased or healed
above this value unless the disease is remedied. The target of the disease continues counting for
another minute. At the conclusion of the second minute, the target’s body points are reduced to zero.
During the second minute of the disease, the target is also considered to be slowed.
Disintegrate
The target of a disintegrate effect’s armor points and body points are reduced to zero. The target
immediately dies, skips its mortal wounds “bleed out” time, and begins its dissipation count.
Dispel
The target of a dispel effect is remedied of effects delivered by magic. The target may be a person or
an object.
Disjunction
The target of a disjunction effect is remedied of effects delivered by magic. A disjunction effect
functions in the same way as a dispel effect, except that numerous enchantments, objects, and other
effects which are immune to dispel effects are vulnerable to disjunction effects.
Dodge
The target treats a single attack, strike, or effect that affects them as having missed. The deliverer of
the effect may also treat the effect as having missed for the purposes of re-using abilities or recovering
lost spells during a meditation. In order for the dodge to be legal, the character causing the dodge
must take at least two steps laterally or away from his attacker or a single giant step (as close as
possible to their maximum personal stride) or a lateral or backwards jump, effectively miming the
dodge even though it is occurring after the fact.
Drain
The target is wounded as though they suffered a wound effect, except that the damage amount
specified is also applied as a Heal effect to the deliverer of the effect. This healing occurs whether or
not the target has sufficient body points remaining to represent a true drain. Drain cannot increase
body points above the deliverer’s maximum body points.
Engulf
The target of an engulf effect is consumed or absorbed by the initiator, and may be subjected to
further effects as a result, including damage or death. The player should stay near the marshal or
character who delivered the effect for the duration of the engulf, even if they die while engulfed and
begin their dissipation count.
Enrage
The target of an enrage effect is driven into a violent fury and attempts to kill or destroy everyone
they see to the best of their abilities, beginning with the closest people. An enraged target is immune
to terrify effects and is strengthened by four points of base strength. While enraged, a character may
not voluntarily disengage.
Entangle
The target of an entangle effect may not use the specified item or part of their body, or use any skill
or ability which requires the use of that item or part of their body. If “body” is specified, the target is
rendered immobile and may not use any limb. For the purposes of ripping free and other
considerations such as killing blows, an entangled leg is treated as a pin, an entangled arm a bind, and
an entangled body is considered a web. An entangle may be remedied by a counted action if a prop
for an edged weapon is placed against the affected item or body part for one minute. When thusly
remedied, the counted action is taken by uttering the phrase “cutting free” followed by the count
number.
Entomb
An Entomb effect functions in the same way as a Confine effect, except that it is generated by a
physical shell of earth/wood/stone instead of magical energy. A character or creature may break out
of a confine by means of a Rip Free effect. If the confine is escaped in this way, the target is wounded
for 40 points of damage. An entomb effect may be shattered or destroyed.
Escape
The target of an escape effect is remedied of entangle, pin, bind, web, or other movement impairing
effects resultant from physical or magical bindings. An escape effect does not remedy impairment
resultant from a structure (such as confine or entomb) or mind-altering effects.
Ethereal Armor
The target of an Ethereal Armor effect gains points of Ethereal armor equal to the amount specified in
the ability or spell description generating the effect. Ethereal armor may not be refitted, but will
accumulate without limit with further applications of Ethereal Armor effects.
Evade
A character may call Evade to negate the effect of being hit by a projectile weapon or spell packet.
Fog
The target of a fog effect can see nearby things and make out outlines of objects and movement at
range, but their vision is impaired sufficiently that they may not make any sort of ranged attacks.
Line of sight is not interrupted by fog effects.
Fumble
Target loses control of one hand-held item and must perform one of two actions. They may drop it on
the ground, where it must remain for a short duration; alternatively, they may toss the weapon at
least ten feet away. If they elect to toss the weapon, they may pick it up again as soon as they become
able. A character with an item targeted by a fumble effect may choose any item in his possession
which matches the description supplied by the originator to be affected. If the target of a fumble
effect is secured to the holder by normal means, the fumble still succeeds and the fumble as the effect
magically unbinds any securing implements. If the item is secured magically or by other means that
specify resistance or immunity to fumble, then the fumble is defeated.
Harm
The target of a Harm effect takes damage directly to their body for the amount stated in the
description of the spell generating the effect.
Heal
The target of a heal effect has body points restored for the amount stated in the description of the
skill or spell that generated the effect. Heal effects do not restore armor. A dead character will not be
brought back to life by healing effects, no matter how many points the Heal effect would have
restored.
Hurl
A hurl effect functions like a knockback effect, except that the target is harmed for 10 damage if they
strike an obstacle or barrier during the course of being knocked back.
Illuminate
Activates one prop which has been prepared to emit diffuse light no brighter than that given off by a
standard chemical light stick or candle (approximately 2 candela per square meter).
Immunity
A target that takes an immunity effect becomes impervious to the type of damage or affect listed in
the description of the spell or ability applying the effect. The target of the immunity effect remains
immune even if the effect against which they are immune is delivered by a Hard or Force effect.
Incapacitate
A target that takes an incapacitate effect (or any effect that causes them to become classified as
incapacitated) lies on the ground (or rests on one knee, where appropriate) and cannot take any
actions, use any abilities, or speak. Active and passive defenses still function. An incapacitated target
may not dodge. Incapacitated targets may be the targets of killing blows.
Knockback
The target of a knockback is forced to move ten feet backwards from the deliverer of the effect. If the
target of a knockback encounters a physical obstacle or other impassible barrier prior to moving ten
feet backwards, they strike the barrier and are stopped, at which point the effect ends. Targets do not
suffer damage from being stopped by the barrier.
Lock
Target is unable to rift, move between planes of existence, or disburse. If a target is already disbursed
when it is the target of a lock effect, it must remain disbursed for the duration of the lock, or until the
lock is remedied.
Nausea
The target of a nausea effect is stricken with intense bouts of gastrointestinal distress. They are not
able to use any skills or abilities, nor may they attack or defend themselves. The affected target must
occasionally double over and feign vomiting and/or dizziness, but they can continue to defend
themselves in between these bouts. Nauseated targets cannot eat, drink, or imbibe potions.
Pain
The target of a pain effect suffers wracking pains throughout their entire body. They are unable to
use any skills or abilities, and may not attack or defend themselves. They may still imbibe potions.
While the pain effect lasts, the target is considered to be slowed.
Paralyze
The target of a paralyze effect is immobilized and unable to move at all. Targets of paralyze effects
may still speak so long as they do not move their lips or their tongue. Targets of paralyze effects may
be freely searched and may be the targets of killing blows.
Petrify
The target of a petrify effect is turned into normal, mundane stone. While petrified, the target is
considered to be an object, and cannot be affected by effects which only effect living creatures. It is
immune to poison. Targets of petrify may be affected by shatter and destruction effects. If the
petrified target is broken or destroyed, the spirit remains contained in the broken fragments. When
the petrification effect ends, the fragments return to flesh at zero body points and the target’s death
count begins. A petrified creature may voluntarily dissipate at any time. Objects and possessions
carried by the target are petrified along with the target, but do not become susceptible to shatter or
destruction effects if they were previously immune.
Phase
The target shifts briefly out of physical reality and treats a single physical, hard, or poison effect as
having missed. The deliverer of the effect may also treat the effect as having missed for the purposes
of re-using abilities or recovering lost spells during a meditation. Unlike a dodge, a phase does not
require the target to mime any evasive movements. A phase may not be called against magic or force
effects. A phase may not be called against poison effects delivered by ingestion or passive contact
(such as laying a hand on a poison-smeared object).
Pin
The target of a pin effect is held with one of their feet to the ground, selected by the pinned target at
the moment the pin takes effect. The foot will pivot in a full circle, but may not move from the spot
to which it is pinned. The pin effect may be broken by means of a Rip Free effect. If the pin is broken
in this way, the target is wounded for 5 points of damage.
Plot Effects
Adds to, subtracts, or alters the character sheet of a character in any way that is not specified or
described by any other rule in this book. Plot effects are not remedied by dispel magic, disjunction, or
any other remedy unless it is explicitly stated that they are in the description of the effect.
Purge
The target of a Purge effect is remedied of all negative status effects they are currently suffering,
except special effects designated by plot to be immune to a purge or any effect which has been sealed
or made permanent.
Reflect
An active reflect functions like a shield, except that the incoming effect is redirected back onto the
attacker, who may call a defense of their own in turn, including another reflect. No more than one
reflect may exist on a character at any given time; however, the active reflect may have multiple uses
before it expires, depending upon the spell that generated it. There is no limit to the number of times
an effect may “bounce” between two characters calling reflects as their defense.
Regenerate
The target of a regenerate effect begins to regenerate limbs and body points. The target of a
regenerate effect must announce that they are regenerating by speaking the phrase, “Begins to
regenerate.” The regeneration continues for the count specified in the ability or spell description, and
has no other affects until the end of the count. At the conclusion of the count, the regenerating target
must announce, “Regenerated,” at which point the character is brought back to life and/or healed to
full body and recovers the normal use of any crippled or severed limbs. The regenerate effect can be
interrupted at any time during the count, by whatever means are specified in the description, usually
involving receiving additional damage or damage of a specific type, at which point the effect ends and
is lost.
Remedy
The target of a remedy effect is relieved of another effect, as specified in the description of the spell
or ability generating the effect.
Repel
The target of a repel is pushed away from the deliverer of the effect to a distance of ten feet. If the
target cannot move 10 feet away from the caster due to a physical obstacle or unsafe out-of-game
conditions, the target will remain at the maximum possible distance. If the deliverer of the effect
moves towards the target, the target will move backwards in order to maintain distance.
Resist
A resist effect functions in the same way as a shield effect, except that the character calling the resist
may choose when to call it. It does not trigger automatically. The character need not be conscious or
physically capable of making decisions for the player to call a resist.
Resurrect
The target of a resurrect effect is returned to life at full body upon successful passage through the
chapter’s selected Reaper’s Ritual. Only spirits whose bodies have dissipated may be the target of
resurrection effects.
Reveal / Identify
The target of a reveal/identify effect makes visible or announces whether or not it is magical, but no
further details. Further concentration, as specified by the spell generating the effect, may compel the
target to reveal the specific details of its magical properties.
Revive
The target of a revive effect is returned to life at full body. Armor damage suffered prior to death
remains missing, and will require refitting. An undead creature that suffers a revive effect
immediately suffers a Death effect. A revive effect will not return a spirit to life that has passed on or
a spirit to life if their body has dissipated.
Rift
The creature generating or activating the effect and anyone they are touching, along with their
possessions, enters or exits the continuity of normal time and space. Where they are entering normal
time and space, there is a visible indication of a rift appearing and something coming through; the
rifting character shall call, “rifting in,” as a counted action. Where they are exiting, there is a visible
indication of a rift opening; the rifting character shall call, “rifting out.” While rifted out, the affected
characters may use other powers as specified in the spell or ability generating the rift, such as
overland or inter-planar travel. While rifted out, the affected character or characters cannot see nonpermanent
features of the landscape.
Rip Free
The target of a rip free effect tears out of confinement through main force as a counted action and is
harmed physically by the process, regardless of armor. Any character may always rip free from
confinement if ripping free would not deal enough damage to kill them and they are not otherwise
barred from taking actions. If a character would be dealt sufficient body damage to be killed by
ripping free, they may not attempt this action. A Rip Free effect may not be stopped or defeated by
shields, resistances, dodges, or any other protective effect other than a Physical Immunity.
Shatter
Breaks any item or other material construct no larger than three cubic meters into pieces. A character
with an item targeted by a shatter effect may choose any item in his possession which matches the
description supplied by the originator to be affected. Shatter effects can affect a suit of armor,
instantly reducing its value to zero, but the armor may still be refitted. Items with shatter immunity
or completely contained within shatter immune containers are not affected by shatter effects.
Constructed creatures such as golems and animated suits of armor are slain by shatter effects. An item
that cannot be seen or whose location on the target’s person is unknown is not affected by shatter
effects; the owner may call “no effect.”
Shield
A shield effect defeats exactly one incoming effect of the type specified. This defense triggers
automatically when the incoming effect is received. For details concerning the type of effect that the
shield will defend, see the details of the spell or ability that generated the shield. No more than one
shield may be active on a character at any given time; however, the shield may have multiple uses
before it expires, depending upon the spell that generated it.
Silence
The target is unable to speak, including incantations and other effects, spells, and abilities that must
be triggered or initiated by voice. The player of a silenced character may still make calls as normal
where the call does not imply the character actually speaking.
Death
The target of a Death effect has body points reduced to zero. The target immediately dies, skips its
normal “bleed out” timer for mortal wounds, and begins its dissipation count.
Sleep
The target of a sleep effect lies down (or rests on one knee, where appropriate) and is considered to be
incapacitated. The victim of a sleep effect may be roused as a counted action or upon taking damage.
Slow
The target of a slow effect may not run, and may only move by placing one foot directly in front of
the other. Further, weapon swings and other actions should be performed at a languid pace.
Strengthen
The target of a strengthen effect’s base strength increases by an amount specified in the spell or
ability description generating the effect. Multiple strengthen effects will not stack, but may be used
to cumulatively counteract weakness effects.
Structure
Creates a field of Ethereal energy or an air-tight physical shell of the shape described in the spell or
ability generating the structure. Creatures and characters may not be the target of a Structure effect.
Structures may be affected by dispel or disjunction effects, as well as shatter or destroy effects, one or
the other or both, depending upon the description of the spell or ability generating the effect. The
structure may not be penetrated by physical, magic, or poison effects. Hard and Force effects may still
penetrate the structure, unless otherwise specified, but do not destroy it unless otherwise specified.
Suppress
The target of a suppress effect is considered incapacitated, but may still speak. Though they are able
to speak a character may not use power words while suppressed.
Terrify
The target flees from the deliverer of the effect to the exclusion of all other actions. The target of a
terrify effect is temporarily remedied of the terrify if they escape from the deliverer’s line of sight,
but the effect resumes if the line of sight is re-established. The effect continues in this way until the
terrify is remedied or the duration of the effect ends.
Tolerant
The target of a tolerable effect or who is tolerant takes half damage from sources of the specified type,
rounded down. When struck by an attack of the specified type, the character shall call, “Reduced.”
Transform
The target of a transformation effect takes on the traits, role play requirements, physical description,
and all other qualities and abilities listed in the description of the transformation. A transformation
may only be remedied according to the rules detailed in the description of the transformation. For
details on transformations, see Appendix II.
Unconscious
The target of an unconsciousness effect or an effect which renders them unconscious becomes
incapacitated. While unconscious, the target is immune to control, berserk, and other mind-affecting
effects unless otherwise specified. An unconscious character may not be roused like a sleeping
character, but will regain consciousness upon taking 10 body damage or being splashed on the head
and torso with no less than one quart of water. The water must be physically represented.
Vulnerable
The target of a vulnerability effect or who is vulnerable takes double damage from sources of the
specified type.
Waste
The target of a waste effect has their base strength reduced by half and immediately begins a sixty
second count. At the conclusion of the count, their body points are reduced to zero. The target then
immediately dies, skips their normal “bleeding out” timer for mortal wounds, and begins their
dissipation count.
Weakness
The target of a weakness effect has their base strength reduced according to the description of the
spell or ability generating the effect. Multiple weaken effects will stack, but will all be removed all at
once if the target is remedied of weakness. Weakness effects will cumulatively counteract strengthen
effects. If the target’s base strength is reduced to zero, they immediately take a suppress effect. No
amount of weakness effects can reduce a target’s strength below zero.
Web
The target of a web effect’s body is immobilized as though they had taken a paralyze effect, except
that they are also rooted to the ground. They may still speak and use skills and abilities that do not
require movement, such as casting a spell delivered by a power word. They cannot drop items, even if
they are targeted by a fumble effect. Targets of web effects may be freely searched and may be the
targets of killing blows. The web effect may be broken by means of a Rip Free effect. If the web is
broken in this way, the target is wounded for 20 points of damage.
DAMAGE TYPES
When damage is dealt in combat, it will always include a damage type. Characters and monsters may
be immune or resistant to certain damage types, or they may be vulnerable to them. These
immunities, vulnerabilities, or resistances behave normally regardless of the delivery type, even if the
delivery type called was a Hard or Force effect. For example, a call of “Force 10 Lightning” against a
lightning elemental, while not able to be blocked, resisted, or shielded, would still have no effect, as
the elemental is immune to lightning (but not other magic).
A damage type must contain the following information: a description, a verbal call, a notation
concerning whether or not the damage type may affect targets immune to physical damage or not,
and a listing of any other special properties or effects that suffering the damage type confers. A
weapon or attack cannot have two damage types. If a weapon that deals one type of damage is
enchanted to deal another type, the new damage type overwrites any other damage types present on
the weapon.
A listing of possible damage types is outlined below. Chapters may invent new types at their
discretion.
Normal
Normal damage is normal, basic damage such as might be dealt from one person punching another,
slashing them with a sword, or hitting them with a blunt object. The damage call is “normal.” A
strike that deals normal damage carries with it no other special properties and cannot damage targets
that are immune to physical damage.
Silver
Silver damage is the same as normal damage except that the implement being used to deliver the
damage has been coated with or forged from silver. Silver weapons are considered non-magical and
cannot deal damage to targets that are immune to physical damage; however certain magical
creatures that cannot be harmed by normal weapons can be damaged by or may even be vulnerable
to silver. As a result, silver weapons are often considered to be the “poor man’s magic sword.” For
details, see the individual creature descriptions. The damage call is “silver.”
Iron
Iron damage is the same as normal damage except that the implement being used to deliver the
damage has been coated with or forged from iron and has not been tempered into steel. Iron weapons
are considered non-magical and cannot deal damage to targets that are immune to physical damage;
however, it is a well-known and historical commonality that fairy creatures and members of the
Seelie and Unseelie courts of the fair folk are disastrously affected by contact with iron weapons or
objects. For details see the individual creature descriptions. The damage call is “iron.”
Mithril
Mithril damage is the same as normal damage except that the implement being used to deliver the
damage has been coated with or forged from mithril. Mithril weapons are considered non-magical
and cannot deal damage to targets that are immune to physical damage; however many magical
creatures that cannot be harmed by normal weapons can be damaged by mithril. The damage call is
“mithril.”
Ether
Ether (Pronounced “EE-thur”) damage is composed of pure magical energy, and is not focused
towards any particular element or other defining characteristic. Magic missiles, for example, deal
Ether damage. Weapons that deal Ether damage need not be composed of any special material and as
a result may be shattered and expire as normal. The damage call is “Ether.”
Flame
This damage type is dealt by fiery objects or magic, as the name implies; however flame damage is not
considered magical unless it is resultant from the magic delivery type. Even when not magical certain
creatures that are immune to physical damage may be harmed by flame. Additionally, numerous
regenerating creatures that can be harmed by normal weapons can only be slain by flame. The
damage call is “flame.”
Lightning
This damage type is dealt by powerful atmospheric, mechanically generated, or magical electricity.
Whatever the source generating it, all lightning damage is considered to be magical. The damage call
is “lightning.”
Stone
This damage type is dealt by weapons crafted from stone, including ordinary rocks. Stone damage is
not considered magical, even when generated by magical spells such as Stone Bolt, but certain
elemental creatures of air that are not susceptible to normal physical damage may be damaged by or
even vulnerable to stone weapons and effects. The damage call is “stone.”
Ice
This damage type is dealt by extreme cold or magically hardened ice. Ordinary ice is not considered
to be sturdy enough to deal damage of any kind in combat; as a result, all ice damage effects are
considered magical. The damage call is “ice.”
Piercing
This damage type is the same as normal damage, and is not considered magical, except that it bypasses
armor and does damage directly to the target’s body points. The damage call is “piercing.”
Light
This damage type is dealt by purified energy channeled from the higher planes. Light damage is
considered magical. The damage call is “light.”
Shadow
This damage type is dealt by concentrated energy channeled from the lower planes. Darkness damage
is considered magical. The damage call is “Shadow.”
World
This damage type is reserved for situations as determined by chapter leadership as being unable to be
resisted or overcome by any mortal means, such as falling from an impossible height or being subject
to an un-survivable hazard (such as being plunged into lava). When the “World” damage type is used,
regardless of the underlying effect type (such as magic, poison, or hard), the effect and damage may
not be resisted, avoided, or otherwise overcome in any way.
Carried Effects
Certain attacks will occasionally impart a secondary effect upon their target if the primary effect is
suffered by the victim, for example a weapon swing which deals damage and also puts the target to
sleep. Where these carriers exist on an attack, they are called at the end of the effect call along with
the rest. The victim does not suffer the carried effect if it does not suffer the primary effect. A carried
effect may be comprised of an entire secondary effect call, such in the case of a poisoned blade.
Conditional Effects
Certain attacks will only impart their consequence if the target satisfies a certain requirement, such as
being undead, an outsider, living, or an animal. The type will be listed at the end of the effect call
along with the rest. The victim does not suffer the conditional effect if they do not fall into the
affected category.
Area Effects
These effects encompass and affect all PCs, NPCs, and objects within a defined area. Area effects are
centered upon a single source, such as an exploding trap. When an area effect is called, a brief hold
takes place in which a marshal shall stand at the source of the effect and sweep out a circle
approximately five feet in radius with a marshal approved weapon. All characters and objects
encompassed by the circle receive the effect. Where an effect is an area effect, the “area” delivery
method is spoken at the end of the effect call. Dodges may not be called against area effects, but other
protective abilities work as normal.