Calls and Effects

 

 

 

Referee Calls.
Time Freeze: When you hear this call, stop all actions, close your eyes and remain still until time in is called.

Time Out:
All in-character actions are suspended by this call. Remain where you are. You can sit or talk amongst yourselves but only out of character. You may not move from your location, heal or take any other in character action.

Time In:
This call will restart in-character actions after a man down, time freeze or time out call. In battle situations, referees will often use a three second countdown to before calling time in.

Drop:
Drop to the ground at once and perform no other actions unless the referee states otherwise. Once you have dropped, the referee will explain why you were asked to do so.

Damage Calls.
These calls are used for special or unusual attacks. A blow may have no more than two calls with it (characters or monsters capable of more effects must choose which to use with each blow). The restrictions applying to combinations of damage types and effects are detailed below.

Damage Types
Listed below are the types of damage that are used within the Lorien role playing system. The table shows which damage types and effects can and cannot be combined (combinations that are ticked can be combined, combinations with crosses cannot). Only in very rare cases can a weapon be used to deliver a damage effect not allowed for its damage type. A damage type may only be combined with one damage effect at a time (for example enchanted through is a valid combination, but enchanted fatal through is not).

* Cause wound and harm are spells from the dark incantation lists as well as damage effects.

Normal Damage.
This damage is caused by normal weapons such as swords, axes, clubs and maces. All weapons, no matter what their size, inflict one hit of normal damage each time they are used successfully. Larger weapons do not cause extra damage but do give the wielder an advantage in reach. This is the standard damage call and therefore no call is normally needed.

Enchanted Damage.
Call: 'enchanted'
Enchanted damage will affect creatures that can only be hurt by magical attacks. Any damage done by this attack can be cured as normal. Enchanted weapons inflict one hit of enchanted damage unless stated otherwise. Some enchanted weapons can deliver a spell effect with each strike. This will be stated as part of the call (for example 'enchanted sleep').

Artefact Damage.
Call: 'artefact'
Artefacts are the most legendary of all known weapons and items that have been enchanted over many generations; they are very rare. If a being can be harmed by an attack, artefact damage will affect them. Artefact weapons inflict one point of damage on any creature hit, as long as that creature is capable of suffering from physical blows. Any damage done by this attack can be cured as normal.

Special Damage.
Affect damage is the only common damage effect that can be classified as special damage. Any plot-related special damage effects will be detailed in the appropriate issue of Rune. Affect damage is discussed in more detail below.

Pattern Damage
Pattern damage works directly against the living pattern of a creature. It is very rare to find normal beings that are immune to this damage type, although immunities to pattern damage effects such as paralysis or fatal are more common.

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Campaign Setting
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Spells and effects
Magic and Rituals
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Calls & effects
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