Definition of Terms
The following are definitions of terms used in this Handbook or elsewhere in the system, these definitions contain rules and should be read along with the section in which they are mentioned.
Beings of Bestial intelligence have limited reasoning capability and operate mostly by instinct. They are often subject to powerful instincts that they must follow; such instincts may be described by a loresheet, Marshal or Referee. Due to their low intellect, the ritual of peace does not cover them.
This item is part of the character’s pattern and cannot be removed, fumbled, shattered or otherwise Destroyed unless the character is dead. Upon character death, the item loses all powers. You cannot steal bonded items and if found not on a character then they should be handed into Game Control.
Charms are a sub group of Mind effects and include Befriend, Beguile, Distract and Enthral. The target is not aware of being under the influence of a charm and will not recall it being used upon them until the charm ends. The use of a charm is not considered a hostile action.
You may only perform one action that requires concentration at a time. Attempting to perform another action that requires concentration, being reduced to unconsciousness or undertaking any other action that states it breaks concentration will break concentration.
If the target has a Control level equal to or lower than the rank <X> of Control cast, then they are Controlled by the caster and will do anything commanded of them by the caster, but this will not affect memories. No counter or Immunity can stop a Control unless it says so explicitly. The duration of the effect will vary depending on the Dismiss rank of the creature Controlled. This will not affect memory.
This is defined as 6am.
The character cannot take any action other than walking slowly and talking. They cannot use any ability that requires Concentration, cast any spell, or wield a weapon or shield effectively (including parrying).
If it is a body location then it suffers a Mortal Wound and places the character in their grace period. If it is armour then it is reduced to 0. If it is an item then it cannot be used until repaired.
Any character within the area designated (to a maximum of 10ft around the caster) by the caster that is (or has an item which is) of type <X> must say ‘Ping’ in a loud clear voice. IC, this effect causes this noise, so everyone around the detected character is aware of the effect. If you are unsure whether you would ‘ping’ to a particular Detect effect, check with a Referee, Marshal or Game Control.
Dismisses a single being with a dismiss Level of the specified power level <X> (or lower). A dismissed being is sent back to their home Plane no matter their protections, leaving no body behind and a dismissed item is Destroyed. If a creature has multiple dismiss levels, or items with a dismiss level then the Dismiss will Dismiss all effects of that level or lower. E.g. a Dismiss 30 Unliving with a dismiss 20 special item is struck by a dismiss 35. Both the dismiss levels are lower, and therefore both are dismissed.
For 10 seconds, the target fears the caster. For 10 seconds, the target will attempt to remain at least 10 feet (3m) away from the caster. If closer than this when the effect takes place then they must move away as quickly as it is OOC safe to do so. The character must do everything within their power to flee the caster including using weapons, abilities and/or casting magic. However, they will not attack the caster by any means for the duration of the effect.
Upon entering frenzy, a creature becomes of Bestial Intelligence making them Immune to the Ritual of Peace. While in frenzy, the creature may continue to use unusable and Destroyed locations as if they were undamaged. Any effect that would put them in their grace period (such as a location with a Mortal Wound), or that would kill them (such as all locations with a Mortal Wound), will still do so. During frenzy, a creature is Immune to Sleep and Immobilisation effects and will treat everyone around them as an enemy that must be attacked.
Gaining and losing hits
Upon gaining extra hits via spell or item, locations on 0 or -1 will have their maximum possible hits increased, but will not gain any immediate increase. This may be combined with Body Development and with other effects, items or potions, subject to the Rule of Double. For the duration of this effect, these extra hits may be restored as normal. When this effect expires, your maximum hits per location will be reduced by reducing your current hits if necessary, but to no lower than 0.
Any effect that is preceded by the word Global will affect every location of the target, regardless of the effect. Global cannot be combined with Mass unless explicitly stated by a lammie or loresheet. Global cannot be called without a lammie or loresheet that specifically allows its use.
Whilst under this effect the target cannot move or speak, but can still see and hear, unless they take or have taken damage that renders them unconscious. If there are real OOC (safety) issues, you should move to a nearby safer location, or more comfortable position. Immobilisation effects do not prevent you from having an item removed from your grasp. You cannot stop this, but the character taking the item from you should not touch you directly. They should tell you OOC that they are removing the item, at which point the item must be handed over out-of character.
When a being is Immune to an effect, then that being is never affected by it. This requires no Concentration or knowledge of the effect. The target will be aware of the effect, unless the effect specifically states that the target is unaware of the effect.
All characters are considered intelligent unless a ref, lammie or loresheet states otherwise.
Mortal Wound and Damage
All damage is normally considered lethal damage unless the blow is specified as being Subdual. Under a Ritual of Peace, only Artefact damage is lethal damage unless specified otherwise. A mortal wound is one where the location is reduced to -1, placing the character in their grace period.
An extremely hard metal that is very difficult to work. Mithril is Immune to the effect Shatter. Mithril Shields or Armour are also Immune to the effect Crush inflicted with a normal weapon. Mithril Shields can be repaired by anyone with the Shield Use skill.
Any character that has a possession counts as that possession Target Group as well as their normal Target Group for all effects. If the possession is removed or Dismissed then the character reverts to their normal type, note they are not killed by the Dismiss unless a lammie or loresheet states differently. For example, a human is possessed by a Daemon; they will now also count as a daemon for the purposes of daemon bane until the possession is removed or Dismissed. You can only have one possession at a time.
When a being can resist an effect, then it requires a conscious choice and effort to resist the effect. If the being is unconscious, or is unaware of the effect, they cannot resist it.
AV does not stack. If a character has AV from two different sources (e.g. a Paladin’s armour effect and chainmail) then both sets of Armour will take damage at the same time if struck.
This is a group defined by any entry on the Character card, lammie or loresheet of the Character.
Unintelligent beings have no independent thought processes and may only act in the way that is set out by their creator/commander, or by their own instincts. Having no mind to affect, they are Immune to Mind Effects.