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Other In Character Calls.
Beguile.
This is a very powerful charm that requires time to take full effect.
Beguile is an innate power of beings such as vampires but it can also
be duplicated by some powerful ritual magic's. In order to beguile a target,
you must engage them in conversation for five minutes. At the end of this
time they are beguiled and will gladly offer their lives to aid you. The
strength of the beguile is such that a target will allow their beguiler
to kill them without offering any resistance. They will also lay down
their lives to defend the creature that has beguiled them. This sacrifice
or protection extends only to the creature who has performed the beguile,
not any allies the creature may have. This effect will not force the target
to perform any other action they are strongly opposed to, even if the
beguiler wishes it. The target of a beguile will happily die to defend
or feed his new master but cannot be forced to kill someone else for that
same master. A Beguile will last until dawn the next morning (6 a.m.).
Charms.
Several spells and special calls are known collectively as charms. At
this time, these are befriend, enthral and beguile. These are powers by
which a person's attitude to another can be changed for a period of time.
Beings that are immune to mind affecting powers or charms can resist all
such effects (including any future additions to the list of charms). Any
spells or powers that are added to the list of charms will be detailed
in the appropriate issue of Rune.
Freeze.
Call: 'freeze'
This special call will freeze the target's body unless they are specifically
immune to cold or cold based effects (not paralysis). The target is immediately
frozen solid for ten minutes and may make no in character movement until
the effect wears off. If you are frozen 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 character under the effect of freeze
is cold to the touch and, if checked, will radiate a slightly magical
aura.
The spell freeze may be cast from a distance but item delivering
the special call must make contact with the target's body or armour to
affect them. A shatter spell or a single blow from a weapon inflicting
flame damage can remove the effects of freeze. Blows struck while this
effect is active inflict their normal damage and the target can be wounded,
but will not bleed. Blows that take the target's head or torso to -1 will
still cause the target to enter their grace period. Limb locations reduced
to -1 will not deteriorate whilst the character is frozen; bleeding resumes
as soon as the freeze ends. Since the target has become frozen in magical
ice, any poisons affecting them are suspended at the instant the spell
is cast and will resume their duration as soon as the freeze ends.
All healing power or incantor cures will work on a being
under the effects of freeze, but potions, salves and other such items
cannot be administered. All other rules for death and dying apply as normal.
Any form of normal fire or heat will not affect the freeze, but could
cause harm to the target.
Mass Fear.
If your rank is equal to or less than the number shouted and you are within
ten feet of the being casting this effect, you must panic and flee from
the caster for ten seconds.
Psionic.
Call: 'psionic <name of spell or ability>'
Psionic spells and abilities have the same effect as normal spells and
abilities from the spell or occupational skill lists, but psionic effects
can not be blocked by countermagic. Targets of psionic effects do not
automatically know that they are under the effect of a spell or ability.
Psionic spells and abilities do not require a full vocal although either
the spell effect must be called to alert the target or a marshal or referee
must be used to inform the target of the psionic attack.
Characters immune to magic are still effected by psionics unless otherwise
stated. Psionics can be used to replicate spells only never incantations
or channelling.
Rally.
Call: 'rally'
If under the effect of fear, you may run towards the character using this
call rather than fleeing the caster of the fear, provided that this is
in the same general direction. Once you reach the character using rally,
you must stop and remain within five feet of them for five seconds. During
this time you may act as normal, but if you move away from the rallying
character within five seconds, the effects of the fear resume. After five
seconds you are no longer affected by the fear.
Retribution.
Call: 'retribution'
Every time the user of this effect takes a wound (not armour damage) from
a melee weapon, the wielder of the weapon receives a similar wound, no
matter what their protections. The user of the effect is not protected
in any way and must take a wound in order to use this effect. The wound
suffered by the wielder of the weapon will affect the same location that
hit on the person using retribution. Only one hit is inflicted and no
damage effects or damage types are reflected. For example, if a character
using retribution is hit by a weapon inflicting crush, the character will
take a crush hit but their attacker will take one hit of damage. The only
creatures that will not be affected by retribution are those immune to
everything but artefact damage.
Terror.
Call: 'terror rank<x>'
If the caster of this effect points at you and your rank is equal to or
less than the number shouted, you are frozen in terror for ten seconds.
You can take no in character actions during this period. After ten seconds,
the terror turns to fear and you will flee the caster for a further ten
seconds.
Some other special calls may be used at Lorien Trust events.
Any calls not listed above will be detailed in the appropriate issue of
Rune or will only be used by monsters accompanied by a referee who will
be able to explain the call.
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