Calls and Effects

 

 

 

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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