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Damage Effects.
Affect Damage.
Call: 'affect <target group>'
Some unusual weapons are particularly dangerous to a specific type of
target. Such weapons will inflict damage upon any creature of the named
type that can be harmed by normal or enchanted damage, whether blunt or
sharp. For example, a sword inflicting affect damage on unliving will
affect skeletons even though they are normally immune to sharp damage.
No other damage effects can be combined with affect damage. Against any
beings other than members of the named target group, affect weapons inflict
normal damage. Affect damage will not harm creatures that can only be
hurt by artefact damage, even if they are members of the target group.
Blunt and Sharp Damage.
Call: 'sharp' or 'blunt'
Certain types of creature are immune to blows from either sharp or blunt
weapons. For example, all types of zombie are immune to blunt weapons
even if they are enchanted. Only artefact or affect unliving damage will
hurt a zombie when delivered with a blunt weapon. Unless specially made
to inflict both sharp and blunt damage, a weapon can do either blunt or
sharp damage and not both. The hilts of daggers and swords, or the hafts
of pole-arms cannot be used to inflict blunt damage. It is not necessary
to use these calls when fighting against normal creatures that will be
affected by both sharp and blunt attacks equally.
Cause Wound.
Call: 'cause wound'
This will inflict one hit of normal through damage on the indicated body
location. This wound will only affect beings with a living or unliving
pattern. It will not affect any creature immune to normal weapons. This
wound is treated in all ways as normal damage. This effect cannot be used
to reduce a location to less than zero hits under a ritual of peace.
Cold Damage.
Call: 'cold'
This damage effect always counts as enchanted and will affect any creature
harmed by either cold or enchanted.
Crush Damage.
Call: 'crush'
A single blow of this type will smash whatever it hits. A shield will
be rendered unusable until repaired, armour will be reduced to zero hits
or a location will be reduced to -1. The force of the blow is expended
on the first thing struck, so the first blow on an armoured location will
smash the armour, a second blow on the same location will reduce the now
unprotected location to -1. This call can generally only be used with
two-handed weapons. Armour worn by beings that are immune to crush damage
will still be destroyed by this damage effect.
Decay.
Call: 'decay'
This is a powerful unliving disease. A touched location will suffer one
hit of through damage per minute until it reaches -1, then all adjacent
locations become infected and suffer 1 hit of through per minute. This
effect does not cause bleeding on the limbs. The target will die as soon
as all locations on the body are reduced to -1. The damage can be healed
or cured but will continue until the disease is removed using a channelling
cure all disease, which must be cast on each and every infected location.
If the target is not fully cured of the disease they will enter their
grace period and die ten minutes after their head or torso reaches -1.
This effect is not contagious; it can only be caught from the unliving
that causes it. This attack will go through the ritual of peace if one
is in effect. Should a living being die of decay, they will rise as a
plague zombie several hours later.
Disease.
Call: 'disease'
This is an unliving disease. The touched location will suffer one hit
of through damage per hour until it reaches -1, then all adjacent locations
become infected and suffer one hit of through damage per hour. This effect
does not cause bleeding on the limbs but the target will enter their grace
period and die ten minutes after their head or torso reaches -1. The damage
caused by this effect can be healed or cured but will continue until the
disease is removed using the cure disease incantation or channelling effect.
This effect is not contagious; it can only be caught from the unliving
that causes it. Normal diseases take effect over the course of days and
their effects and cures are indicated by lore codes on a disease card.
There is no special call for normal diseases.
Fatal Damage.
Call: 'fatal'
This blow causes the pattern of a living being to corrupt and unravel.
Fatal damage tears the pattern apart, reducing the struck location is
to -1 (normal armour does not stop this damage).
The normal rules for locations being unusable apply, although a limb reduced
to -1 by fatal damage will not bleed. Regardless of the location hit the
target will enter their grace period immediately and, will die in ten
minutes as their pattern splits apart unless treated by a healer. Until
a healer has removed the pattern corruption caused by fatal damage, using
the cure fatal wounds channelling effect, the location affected cannot
be healed. The incantation sanctuary can be used to sustain a person suffering
from fatal damage. A person suffering from fatal damage on a limb will
remain conscious and is able to function until the end of their grace
period, at which point they will die.
Flame Damage.
Call: 'flame'
This damage effect always counts as enchanted and will affect any creature
harmed by either flame or enchanted. You must call 'flame' to indicate
this damage (the word 'fire' is only used as a safety call).
Harm
Call: 'harm'
Once the spell is cast you have up to ten seconds in which to touch the
target with the open palm of your casting hand. This attack reduces the
body location touched to -1. This wound will affect any creature with
a living or unliving pattern and is treated in all ways as enchanted damage.
Armour does not affect this attack and is not damaged by it. Against creatures
with total body hits a harm will simply remove a third of their total
hits to a maximum of five hits of damage. This is a direct manifestation
of the power of a dark Ancestor and will violate a ritual of peace if
one is in effect
Bane
Call "<Target Group> bane"
If a bane weapon is used to strike a member of the target group, then
that person or creature has the location struck with a bane instantly
reduced to minus 1. This damage will go through the ritual of peace if
one is in effect. there are no immunities to Bane.
If you are part of the target group then the bane blow will
hurt you as long as you are effected by physical damage(cf. artefact).
If the blow strikes armour or a character that is not part of the target
group, then bane will merly do 1 hit of normal damage.
Injuries coused by bane weapons will effect the body but
not the pattern of the person and as such can not be healed by channelling.
only incantors, herbal or physician healing will heal the damage.
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