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Paralysis Damage.
Call: 'paralyse'
Paralysis works directly against a being's living pattern. If struck by
this you are rendered incapable of movement or speech for ten minutes.
If you are paralysed in an area or position that may be dangerous or uncomfortable
out of character, you may move to a nearby safe position or change your
stance. A healer using the remove paralysis channelling effect may remove
the immobilising effects of paralysis, but this power will not heal any
damage caused when the paralysis was inflicted or while the character
was paralysed. Some poisons cause paralysis. These affect their target
in the same way as all poisons and can be removed by the purge poison
or purge all poisons spells and channelling effects.
Petrification Damage.
Call: 'petrify'
Petrification damage immediately renders the target unable to move or
perform any action. The target's flesh becomes cold and hardens over ten
minutes, until they become a statue of stone. The target also suffers
a unique form of pattern corruption, goes into their grace period at once,
and will die after ten minutes when their body becomes stone. The incantation
sanctuary will slow down the petrification effect so that the target doubles
whatever remains of his grace period as soon as the sanctuary is cast.
A sanctuary will not preserve the life of a being under the effects of
petrification after the grace period has ended. The target will, if checked,
radiate a strong magical aura up to the point of death. The statue will
radiate a weak magical aura afterwards. Any worn or carried items are
unaffected by petrification, but they cannot be removed from the petrified
being.
Silver Damage.
Call: 'silver'
Certain monsters and special creatures can only be hurt by silver damage.
Damage inflicted by this attack can be cured as normal.
Strikedown.
Call: 'strikedown'
This is a physical blow that unbalances the target and knocks them to
the ground. The strikedown damage effect functions in exactly the same
way as the strikedown spell, but the damage effect also inflicts one hit
of normal damage. Any strikedown effect delivered by a weapon is a physical,
unbalancing blow and can only be resisted by characters immune to the
damage type delivering the blow or specifically immune to the
strikedown damage effect.
Subdual Damage.
Call: 'subdual'
Any character can choose to subdue a target rather than try to kill it.
If armed with a one handed, blunt, melee weapon you can choose to make
the damage you inflict subdual damage. Subdual damage works in exactly
the same way as normal damage but cannot reduce a body location to less
than zero hits. This type of damage is considered to be shock and bruising
and will be recovered ten minutes after being inflicted. Subdual damage
can be healed as normal. Under a ritual of peace all weapons inflict subdual
damage and no call is required.
When not under a ritual of peace, all damage is considered
to be normal and you must call 'subdual' if you wish to inflict non-lethal
damage. Outside of such a ritual then all damage is considered to be normal
unless someone chooses to do subdual damage as mentioned above.
Through Damage.
Call: 'through'
Through ignores any armour worn and inflicts damage directly to the struck
location. Through will not affect armour in any way. Arrows, bolts and
quarrels fired from bows or crossbows do on e hit of normal through damage.
Blunt weapons cannot be used to inflict through.
Damage Types, Damage Effects and Immunities.
All immunities to damage types or damage effects are subject to the following
rules. If you are unsure, please ask a referee for clarification.
1. A being that is immune to a damage type will be immune
to damage effects listed under that damage type. For example, a being
that is immune to the normal damage type will not be affected by the damage
effects crush, through, sharp, blunt, silver and strikedown. Any poisons
administered on a weapon inflicting through damage will affect any being
not specifically immune to poisons.
2. Beings that are immune to the damage effect, but not
to the damage type, will take physical damage from a blow.
3. The damage effects decay, disease, fatal, freeze, paralysis
and petrification will affect a being struck with them even if the being
is immune to the damage type that delivered the damage or special effect.
Only immunity to the specific effect, for example immunity to paralysis,
will protect a being against any of these calls.
4. Immunities to damage types and effects do not apply to
equipment, such as armour or weapons, carried or worn by the being with
the immunity unless specifically stated in a spell description (for example
aura of defence) or on a special item, powers or character card. The crush
damage effect will therefore still destroy the armour of a being that
is immune to the normal damage type or the crush damage effect.
These rules are demonstrated in the following example.
A group of four characters encounter a gang of unliving and all four are
hit, the first three by ghouls and the fourth by a zombie. The first has
no immunities and, since ghouls strike for one hit of through paralysis
damage, he takes a wound through his armour and is paralysed. The second
character is immune to normal damage. He does not take a wound from the
ghoul's attack, but he is paralysed. The third character is immune to
paralysis, but not to normal damage, so when he is struck, he takes a
wound through his armour but is not paralysed. The fourth character, like
the second, is immune to normal but not to paralysis. He decides to attack
a zombie rather than a ghoul, since he knows a ghoul will be able to paralyse
him. The zombie hits him with a two-handed weapon doing crush and, because
the character is immune to normal, he takes no damage from the blow. However
his armour is destroyed by the crush.
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