Effects And States

 

Many weapons and spells have special effects that can put a character into a range of different states. If a weapon you are using lists an effect (such as Stun or Disarm) this means you can choose to use that weapon to attempt to impose that effect instead of doing damage. If your attack is successful, you will put your opponent in the associated state. Addtionally, several skills and spells have effects that can also put the target in their associated states if the target fails a Versus Challenge or fails to Resist.

Effects

Following is a list of the various effects that can be imposed by different weapons, skill or spells, along with the states associated with them.

Bleed

Weapons that apply the Bleed effect are designed specifically to find gaps in armour, and/or to cause even minor nicks to cause bleeding. As with other effects applied by weapons, a successful attack with a weapon that applies the bleed effect does not need overcome Protection or do damage in order to impose the effect. Once struck successfully with such a weapon, the subject must roll a 21C using Stability or enter the bleeding state. Additionally, any time a character suffers more than half of their Stability as damage to their Health from a single hit, they must roll a 21C using Stability or enter the bleeding state.

Disarm

If the disarm effect is successfully applied, the targetted character immediately drops the weapon they have equipped. You cannot disarm someone who does not have a weapon equipped. If the target has more than one weapon equipped, the attacker chooses which weapon is dropped. The weapon is dropped in the targetted character's own hex. On a critical all weapons the target has equipped are dropped, and they are flung 1d4 hexes in random directions. Anyone can pick up a weapon from the ground in their hex by expending a basic action. Using the Equip skill they can do it any time they could normally expend a basic action, but it does not cost them an action to do so if they succeed a 21C.

Entangle

This effect is usually applied by a net, a chain, or by webbing, vines or other materials used by creatures or animated by magic. In order to even attempt to entangle, the entangling weapon or material must be sufficent to wrap around the target. For all playable species, standard nets and weighted chains are sufficient, but attempting to entangle a giant with a weighted chain is futile. When the entangle effect is successfully applied, the target is put in the entangled state. The entangling weapon is out of commission for as long as the target remains entangled by it. If the wielder of the entangling weapon continues to hold it, they can choose to automatically apply Strong damage each turn until the target escapes.

Grapple

This effect is similar to entangling, but it is applied by unarmed attackers. As with entangling, you must be able to wrap your arms or body around your intended target - which is considered to be true between all playable species (yes, gnomes are able to grapple ursans, for example). In the case of biting creatures who are smaller than their targets, they are considered to latch on to their target when grappling. When a grapple is successfully applied, the target is put in the entangled state. Obviously, unlike entangling with a weapon, the grappler must remain in contact with their target in order to keep them entangled, otherwise the target is immediately released from the entangled state. Grappling a target with an Off-Hand attack (or Bite) allows the attacker to automatically apply their Off-Hand (or Bite) strong damage to the grappled target each subsequent turn that it does not escape, and also leaves them free to attack using their other Unarmed attack or an attack using a one-handed Weapon or Small Weapon (or Claw or Off-Hand Claw).

Ignite

This effect, if not resisted, will cause the target to enter the burning state.

Knockout

Any character who receives knockout effect immediately suffers 2 damage to each of their Health, Stamina, Concentration and Composure in addition to any damage caused the effect in the first place. They are also immediately placed in the unconscious state for 1d6+3 turns. After this time, if all of their Derivatives are above zero, they may roll a 21C using Stability every turn to wake up.

Slam

A slam attack is intended to send the target reeling, and to put them in the down state. A slam can only be performed on an opponent up to 1.5 times the attacker’s height and 3 times their weight. A successful slam forces the opponent back 1 hex and puts them in the down state, while also disarming them, as per the disarm effect. On any critical, the knockout effect is also applied, and if the target is carrying any flasks containing splash potions, there is a 50% chance that each of them breaks. If slammed into a hex containing another character, that character must roll a 21C of Adaptability at -3 or also enter the down state.

Stun

A stun is delivered as a blow to the head, so if the attacker cannot reach the head, or the defender does not have one, this effect cannot apply. If a stun is successful, the defender is placed in the stunned state for two turns. On any critical apply the knockout effect instead.

Trip

A trip can generally only be performed on opponents up to twice the attacker’s height or five times their weight - though this is only a guideline. A humanoid can trip a warhorse which is top-heavy and prone to falling, but probably cannot trip a Giant Spider, because it simply has too many legs. Once a defender is tripped, they are put in the down state.

States

Following is a list of the various states that characters can find themselves in either as the result of one of their Dertivatives being reduced to zero, or as a consequence of various effects imposed by weapons, skills or spells.

Afraid

When a character is in the afraid state they are compelled to spend their entire turn fleeing the object of their fear at Sprint Move. If they are able to get far enough away that they can safely use other abilities to enable them to flee more effectively than sprinting (such as casting the Fly spell, for example) they must do so. If the afraid character evades the object of their fear such that is has been undetectable by any of their senses for an entire turn they may choose to perform other actions aside from fleeing, but this does not release them from the afraid state - if the object of their fear reappears, they must resume fleeing.

If an afraid character is unable to flee they must attempt to hide or cower. If threatened when unable to flee or hide, the afraid character automatically enters the enraged state. When an intelligent character puts someone in the afraid state, if they are able to communicate with the subject, they can choose to roll a versus Challenge between their Intensity and the subject's Conviction to put the subject into the dominated state instead.

Bleeding

A character who is in the bleeding state must roll a 21C of Stability at the start of their turn, every turn, or lose an additional point of Health and Stamina. Three consecutive successful 21C of Stability will halt bleeding naturally, and a successful First Aid roll will immediately stop bleeding. Additionally, any action (skill, spell, potion, etc) that restores at least one point of Health will also immediately halt bleeding. Only beings that can bleed can be put in the bleeding state (which includes all playable species, even spriggan), and it is up to the Director to decide if this state can apply to any other given creature. The bleeding state does not stack, so damage from bleeding cannot exceed more than one point of Health and Stamina per turn, except in the case of the Vicious Strike skill.

Burning

When in the burning state, a character will suffer 1d4 damage per turn to each of their Health, Stamina, Concentration and Composure every turn until they either immerse in water, or spend an entire turn (their basic action and their combat action) putting out the fire (while taking damage). Armour Protection does not protect against burning.

Charmed

When the in charmed state, a character becomes docile, calm, friendly, and generally obedient to the person who charmed them. They will act as though they trust, adore, and sincerely desire to please their charmer, and will agree to any course of action that is not unreasonable. They will not agree with actions that are unreasonable, foolish or obviously dangerous, but such proposals will not break the charm. If a charmed character is aggressed by their charmer or the charmer's allies, they will be released from the charmed state.

Confused

A confused character is mentally spent, rendering them unable to think clearly or act intentionally. A confused character must roll a 21 Challenge using Intensity each turn or be unable to act at all. Even those who succeed may not use any skills based on the Mental or Social Attributes, and may not cast any spells at all. They may not perform any Challenges using the Mental or Social Attribute, or using any Stats that comprise those Attributes (Intelligence, Alertness, Will, Confident, Cunning, Conviction).

Any skill, spell or restorative that raises Concentration to a value above zero will bring the subject out of the confused state automatically. A 21C using Mental allows the subject to recover and also take their actions in the turn they are revived. If the Challenge is failed, they will be fully recovered for the following turn.

Depressed

A depressed character is incapacitated with hopelessness, sadness and grief. If it is possible for them to seek quiet isolation in relative safety, they may attempt to move at a Base Move of 1 to find such a place, otherwise they will collapse in place, weeping sorrowfully. While depressed, a character may not perform any Challenge, and may be attacked as though helpless.

Dominated

Characters can be dominated by using the Intimidation skill, or by exploiting the fears of a character in the afraid state. A character in the dominated state is compelled to obey the wishes of whatever 'master' has put them in this state. They will attempt to do whatever their master commands, and in absence of explicit commands will generally attempt to act in accordance with what they understand to be the master's best interests. If at any time, the dominated individual believes they can escape, they immediately enter the afraid state.

Down

While in the down state, a character is considered to be lying flat on the ground or on their hands and knees. Other characters, including opponents, can move freely through the hex of someone in the down state if they so choose. A down character must spend their entire turn (their basic action and their combat action) to get back up on their feet unless they have the Acrobatics skill - in which case they can roll a 21C using that skill to recover instantly for no action. While down, a character may not make any ranged or thrown attacks, and melee attacks and defenses are made at a penalty of -3, though spells can be cast normally and without penalty. Additionally, several combat related perks and special skills cannot be used while in the down state, including Anchor, Bulwark, Ranged Parry, Reposition, Tank, Technical Strike or Whirlwind. Movement while in the down state is at 1/5 Base Move, further prohibiting the use of perks or abilities that require or enable special movement, such as Charge, Retreat, Run Down, Swinging, Vanish or Wall Run.

Enraged

An enraged character is compelled to attack the object or objects of their rage. This automatically includes any identifiable enemies when in conflict or combat, but may also include others depending on how the state was entered. If you have the Berserk perk you may spend a Combat Action and a point of Composure to enter the enraged state and may go berserk at will any time you are in this state. While enraged a character may not retreat or surrender, and must fight to the death until they recover from the state or run out of enemies. Enraged characters are immune to fear, and cannot take damage to their Composure caused by fear, and may not enter the afraid state

Entangled

When entangled or grappled a character may perform no action during their turn unless they first escape the entangled state, except in the special case where the grappler is a smaller creature grappling with a bite, in which case the target is free to move, act and attack normally, while remaining technically entangled.

Attacks against targets who are in the entangled state, and defenses made by entangled characters use the rules for attacking entangled targets.

Escaping a grapple or entanglement, or detaching a biting attacker requires a 21 Challenge using Adaptability or the Escape skill. The Double Jointed perk adds +3 to the roll. If entangled by a weapon (such as a net) that is not still being held by the attacker, the roll is made at an additional +2. If magically entangled, magic resistance applies. A succesful escape requires a Combat Action leaving the escapee free to perform a Basic Action.

Exhausted

An exhausted character is unable to muster energy to perform any but the most basic actions. They can move at a Base Move of 1, and may prepare and drink potions, but cannot perform any other basic or combat actions, and may not perform any Challenges. If attacked, they may not defend, and are treated as helpless. If a character becomes exhausted while in the middle of a long exertion that requires them to roll 21 Challenges (such as climbing a cliff, or trying to swim to shore from a shipwreck) they may continue to expend Stamina into the negative, rolling 21 Challenges at -5, penalized further by the negative value of their Stamina. This will eventually result in catastrophes, and likely lead to death (falling from the cliff or drowning, for example).

For characters who are physically exhausted, any skill, spell or restorativethat raises Stamina to a value above zero will bring the subject out of the exhausted state automatically. A 21C using Physical allows the subject to recover and also take their actions in the turn they are revived. If the Challenge is failed, they will be fully recovered for the following turn.

For characters who are socially exhausted, any skill, spell or restorative that raises Composure to a value above zero will bring the subject out of the exhausted state automatically. A 21C using Social allows the subject to recover and also take their actions in the turn they are revived. If the Challenge is failed, they will be fully recovered for the following turn.

Humiliated

A humiliated character is overcome with shame and embarrassment, and is compelled to seek isolation from anyone who they know or who may know them. Practically, this means they must flee the source of their humiliation just as if they were in the afraid state. A character can only enter the humiliated state in the presence of friends, allies or onlookers - if only enemies are around, someone who enters the Humiliated state will enter the enraged state instead.

Intoxicated

Whenever a character is exposed to a toxin, such as a venom or poison, or even just a portion of alcohol or other recreational intoxicant, they must roll to resist or be put into the Intoxicated state. If the resistance roll is failed, all subsequent Challenges are rolled at a penalty of -1 until the intoxication ends. With each subsequent exposure while the toxin is in effect resistance must be rolled again. If resistance is failed, the Challenge penalty increments (to -2, -3, -4, -5 etc), but even if a resistance roll is succeeded the previous worst intoxication penalty remains in place until the intoxication ends.

Stunned

A character in the stunned state suffers -2 to all Challenges. Unless otherwise specified, being stunned lasts for two turns.

Unconscious

When a character enters the unconscious state, they are immediately disarmed and are also placed in the down state. While unconscious, a character may not perform any action of any kind.

Any skill, spell or restorative that raises Health to a value above zero will bring the subject out of the unconscious state automatically. A 21C using Stability allows the subject to recover and also take their actions in the turn they are revived. If the Challenge is failed, they will be fully recovered for the following turn.