Special Effects

These are the special effect calls that can be added in the call. Please only use them if you have an ability that allows you to use them. However, everyone should know the results of having a call used on them.

Through
Paralysis
Wither
Petrify
Disarm
Knockback
Strikedown
Stun
Sleep
Command
Mute
Fatal
Drain
Blind

Through

A suitably skilled character or monster may use the call 'through' to represent an attack that bypasses physical armour. The only defenses available against an attack using the through call are dexterity and magical barriers.

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Paralysis

The call 'paralysis' causes the victim to either freeze in place temporarily or collapse to the ground (as safety allows) for 5 minutes or until cured. If the paralysis effect is to be delivered by a physical blow it must inflict at least 1 point of lethal damage (not stun)

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Wither

This effect uses the call 'wither' {target limb}, instantly and permanently reducing the hit points of the specified arm or leg to 0 rendering it useless and effectively severed until cured, these lost hit points however do not count for the purposes of unconciousness. First aid and field surgery have no effect on withered limbs. If the wither effect is to be delivered by a physical blow it must inflict at least 1 point of lethal damage (not stun) and can only be applied to the location struck, in the case on a blow hitting the head/body or an already withered limb it will have no effect beyond the numerical damage.

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Petrify

The call 'Petrify' will turn the target into hard stone effectively killing them unless the effect is cured. This is normally a permanent change. If the Petification effect is to be delivered by a physical blow it must inflict at least 1 point of lethal damage (not stun)

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Disarm

A call of 'disarm' will cause whatever is being held in the hand affected to be dropped/placed on the ground (as saftey allows). Items bound to the hand will slip around and be useless for a duration of 10 seconds, however the bindings will prevent the item being dropped. Physical disarm effects must be delivered to the inside of the forearm of the target.

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Knockback

A call of 'knockback' will force a target 3 paces away from the source of the effect. Any character with a combined armour value of 9 or higher may ignore this effect, alternatively if a physical attack can be negated entirely by active dexterity it may be ignored.

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Strikedown

Strikedown calls knock the target off their feet and onto the floor in a direction determined by the source of the attack (i.e. if the attack is from behind the target will roll/fall forwards rather than backwards). Either falling/rolling and recovering or placing both hands onto the ground for 3 seconds are suitable for roleplaying the effects of this call. Characters with an active dexterity of 6 or more may convert the strikedown calls from any attack to knockback instead. If it is a physical attack, the knockback can then be ignored if entirely negated by active dexterity as above.

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Stun

Any damage call using 'stun' as part of it inflicts a maximum of 3 points of damage, this damage is non-lethal and can be used to subdue a target. Additionally armour does not protect against the concussive forces of the attack and the full 3 points of damage will be transferred through the armour. Locations reduced to 0 with stun damage will be bruised and unusable requiring normal healing and count towards unconciousness, however stun damage cannot reduce a location to below 0 hit points.

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Sleep

Sleep calls render a target unconcious until they are disturbed by damage or other attepts to wake them, Physical attacks that deliver a sleep effect must inflict at least 1 point of lethal damage.

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Command

The command call forces the target to obey the word or words the caster follws the command call with to the best of thier ability, in the event an action is completed quickly they may then resume normal actions as appropriate otherwise the effect will last for standard (15 minute) spell duration.

Command die, sleep, and similar will usually have some effect however it is likely not to be entirely what the caster had in mind

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Mute

Mute will silence a target for the standard (15 minute) spell duration

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Fatal

The 'fatal' call is a very rare effect that instantly kills the target. A physical effect using fatal as part of it must inflict at least 1 point of lethal damage to work.

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Drain

This effect removes first power points, then locational hits (from the torso) and transfers them to the caller as power points

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Blind

Blind effects are rare and permanent; however do not cause total blindness. The victim of the blindness effect instead has hazy vision that reduces the damage they inflict and dexterity by 50%. Physical blind effects must cause at least 1 point of lethal damage to affect a target.

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