In the event that there is discrepancy between the policies below and the policies within the rulebook, the policies within the rulebook shall always take precedence. Please note that these are excerpts from the Rulebook and do not contain all of the rules, guidelines, or policies that a member of the community must follow. Please read the Rulebook for complete guidance.
Effects reflect changes in the state of a character. They are separated into Spiritual Effects and Physical Effects. All effects have a deliverer, a target, and a delivery method.
Effects have a duration based on the method of delivery. Some effects, such as Restore, Remove, and Revive are instantaneous, producing an effect and requiring no sustained duration. The duration of other effects is either one or ten minutes based on the delivery method.
Voice, Packet, Trap, or Weapon:1 Minute
Touch, Ingestion, or Self-Delivered:10 Minutes
Any of these durations can be cut short by removing the effects. Some effects do not have durations, such as cripple, protection, poison, bleed, and sunder, and will persist until they are removed.
Effects that are delivered with the call “sustained” last as long as the delivery method is continually in use. For example, voices chanting continuously, continuous touch, etc. Sustained effects end when the delivery method is disrupted. They also end if the character delivering the effect takes damage or is rendered Dazed, Unconscious, or Dead. Sustained effects can be resisted through the resistance rules below.
Any character can resist a Spiritual Effect at the cost of 4 SP. The player calls “Resist” in response to the effect. Resisting an effect call that includes damage or another tag only removes the effect. For example, if a character is hit with “4 Sleep,” they can resist the Sleep effect by spending 4 SP but the 4 damage will still be applied unless resisted using a different ability. If a Spiritual Effect call is resisted, the user may not attempt that ability again for five seconds and only after completing any required roleplay component.
If a call includes multiple effects, you can resist more than one of them. The player will call “Resist” once for all effects, and the character will expend any cost required for each effect they resist.
If a character resists the damage portion of a call, this resistance also negates any effects attached to the damage call.
Physical Effects cannot be resisted unless the target character has a specific ability or item that allows them to do so.
Effects delivered through Breach, Ingestion, or Self-Delivery cannot be resisted unless the character has an ability or item that specifically allows them to do so.
Resist reflects a resilience that is often (but not always) limited in some way either in scope or repeatability. A character might interpret “Resist” as meaning that continued attempts at that same effect or damage are likely to net a different result.
These effects reflect changes in the state of the target’s mental, emotional, or psychological state through mundane means. All of these effects end if the target becomes Unconscious.
Command – A supernatural compulsion to make a target act in a certain way.
Call: “Command X” Where “X” is the action the target must take.
X is audible in-character to any characters, including the target.
While under the Command effect, the target is compelled to do what was commanded to the best of their ability. The target is unable to protest or subvert the command in any way. The affected character is aware that they have been forced by an unnatural effect to act in the way described.
NOTE: Unlike Obey, Command is mind control. It is not coercion or manipulation.
Induce – Induce reflects the character’s ability to evoke certain feelings in others via showmanship, empathy, or storytelling chops.
Call: "Induce X" where "X" is the feeling or sensation the target should feel and roleplay.
While under the effect of Induce, the player should roleplay the feeling or sensation indicated. This is not necessarily an over-the-top response, though that is dependent on the character being targeted.
Obey – Obey effects reflect the character’s ability to compel others to do what they want with charisma, wit, or pure menace.
Call: "Obey: X" where "X" is the thing the target should do.
While under the effect of Obey, the target is compelled to do what the Obey command indicates.
Examples: "Obey: Fight Me" would result in the target fighting the character.
NOTE: Obey is not mind control. The target under an Obey effect may be aware that they are not doing whatever they do of their own volition but rather due to coercion or manipulation.
Protection – Fleeting protection from the many dangers of the world.
Call: "Bestow Protection"
While under the effect of Protection a character MUST call "Resist" to the next attack or effect delivered to them. If the character is targeted by a “Breach” effect, Protection ends and they are still affected by the attack or effect. Protection does nothing to help against effects already on a character at the time they are given Protection. Protection lasts until utilized or removed.
Repel – Repel reflects either a spiritual or emotional revulsion that prevents targets from approaching the character.
Call: "Repel"
While under the effect of Repel (usually until the character lowers their hand or symbol) targets may not approach, attack, or use abilities on the character. If the character retreats while maintaining the Repel, they may not be pursued.
Restore Stamina (SP) – Revitalization of spiritual fortitude.
Call: "Restore X Stamina" where "X" is the value to be restored. OR "Restore ALL Stamina"
The number in any Restore Stamina call is the number of Stamina to be added to the target’s current SP, up to their maximum SP.
Sense – Used to determine various things about a character that are not clear to the naked eye.
Call: "Sense X"
“X” will be a specific request for information regarding the target character. The target must respond truthfully, OOG, with the specific information asked for by the Sense ability used.The answer to this effect is considered OOG knowledge to everyone except the character who used it.
Sleep – Total loss of consciousness.
Call: "Sleep"
While under the Sleep effect, the target must roleplay unconsciousness and cannot be woken by normal means for the duration. A Sleep effect ends when the target takes damage.
Stamina – An attack or effect that drains reserves of stamina rather than dealing physical wounds.
Call: "X Stamina" where "X" is a damage number.
When a target is struck by an attack with the Stamina tag, the number in the call is taken from their SP rather than their HP.
Stun – Being knocked senseless.
Call: "Stun"
While Stunned, the target stumbles in place and cannot speak, engage in combat, or use any skills. A Stun effect ends when the target takes damage.
These effects cannot be resisted under normal circumstances.
Bite the Dust – A monumentally deadly attack.
Call: "Bite the Dust"
The target is immediately reduced to 0 Health. They are immediately put into “Dazed” status and begin their count to Unconscious.
Blind – You can’t see a thing.
Call: "Blind"
While Blinded, the target must roleplay being unable to see (but please keep an awareness of your surroundings for safety, and keep your eyes open or slitted in the midst of combat or heavy action.) The character may not use any skills or abilities aside from Touch delivered. A Blind effect ends when the target takes damage.
Bleed – Severe damage exacerbated by intense activity.
Call: "Bleed"
While under the effect of Bleed, the target loses 1 HP every time they attack or use an active ability. If a target benefits from any Restore HP effect while Bleeding, or is Bandaged, the Bleed effect is removed. Bleed lasts until it has been removed.
Cripple – One or more of your limbs has become unusable.
Call: "Cripple X" where "X" is a specific limb(s) OR "Cripple Body"
When under the Cripple effect, the target may not use the crippled limb(s). If one leg is crippled, they may limp about. If both legs are crippled, they may not walk or stand at all. A Crippled Body means that they are not able to use any of their limbs. Cripple persists until removed with an appropriate ability. An ability that does not explicitly grant ‘Cripple Body’ only allows a character to Cripple limbs.
Destroy – It’s gone for good.
Call: “Destroy” or “Destroy X” where “X” is the targeted item.
The targeted Relic is destroyed, unless otherwise specified on the Relic tag. This effect does nothing to non-relic items.
Disarm – You’ve lost your grip.
Call: “Disarm” or “Disarm X” where “X” is the targeted item.
Disarm causes the target to drop an item. The dropped item cannot be reclaimed until it has been on the ground for at least 5 seconds. If an item is specifically named in the call, that’s the item the target must drop to the ground. If no specific item is named, the target must drop one handheld item.
Drain Health/Stamina – Taking health or stamina from a target and restoring it to oneself.
Call: “Drain X Health” / “Drain X Stamina”
The number in any Drain Health/Stamina call is the number to be subtracted from the target’s current HP/SP and added to the user’s current HP/SP, not to exceed their maximum.
Drunk – Being inebriated to the point that you can barely fight.
Call: "Drunk"
While under the Drunk effect, the target cannot use any Sense abilities or attack (though they can certainly roleplay trying).
Exhaust – The body has been extended beyond its means
Call: “Exhaust”
While under the Exhaust effect, the target may not expend Stamina. Exhaust can be removed if the character comes under the Sleep effect or if the player themselves sleeps. Otherwise, Exhaust lasts until it is removed by an appropriate ability or item.
Hardened – Massive physical endurance.
Call: "Bestow Hardened”
While under this effect, the target takes 1 fewer HP damage from all sources. This cannot reduce a damage source to less than 1. This effect does not protect against SP damage.
Infect – Wounds have begun to fester.
Call: “Infect”
While under the Infect effect, the target may not recover HP by any means. Infect can be removed by ingesting Moonshine, Rotgut, or Whiskey or by topically applying Moonshine, Rotgut, or Whiskey to a wound (see Liquor section for further details). Otherwise, Infect lasts until it is removed by an appropriate ability or item.
Mark – The target is vulnerable to incoming attacks.
Call: "Mark"
While under the Mark effect, the target takes double HP damage from all sources.
Poison – The body has been weakened by a toxic substance.
Call: "Poison"
While under the Poison effect, the target loses 1 SP every time they attack or use an active ability. This stacks with any costs for those attacks or abilities. Poison lasts until it is removed with an appropriate ability or item.
Note: Please see the section on Ingestibles for more information on Poison.
Remove Effect – Treatment of various conditions. Some effects can only be removed via this method.
Call: "Remove X" where "X" is a named effect OR "Remove ALL Effects" which removes any effects the target may be under with the exception of Hardened, and Steeled.
The target is cured of the named effect(s).
Remove Cripple – Treatment for crippled limbs.
Call: "Remove Crippled X" where "X" is the limb to be restored to function. “Remove Crippled Body” may be used to remove Cripple Body.
The target is cured of the named Cripple effect.
Remove Sunder – Restoring a broken item’s functionality.
Call: "Remove Sunder"
The targeted item is no longer Sundered and can be used normally. The player should cut off the Sunder block from the tag. If the item is Sundered again, it is considered completely demolished and the item can no longer be utilized or repaired.
Restore Health (HP) – Restoration of a person’s physical health.
Call: "Restore X Health" where "X" is the value to be restored. OR “Restore ALL Health.”
The number in any Restore Health call is the number to be added to the target's current HP, up to their maximum HP.
Revive – Returning a recently killed character to life.
Call: "Beginning Revive" when you first start your count (if applicable), "Revive" when the count has been completed.
Restores a dead character to life at one (1) HP. Can only be used on characters who are Dead but not Permanently Dead.
Please see the full Death and Dying rules for more detail.
Note: A player may opt, as an OOG choice, to resist Revive. In this case the character becomes Permanently Dead and cannot be restored to life.
Root – Being stuck fast to the ground.
Call: "Root"
While under the Root effect, the target may not lift or move their LEFT foot for the duration. They may still pivot around their left foot.
Silence – The character is unable to speak.
Call: "Silence"
While under the effect of Silence, the target cannot speak, nor can they use any abilities with verbal roleplay requirements.
Steeled – Extraordinary toughness in both body and mind.
Call: "Bestow Steeled"
While under the effect of Steeled, all damage taken by the target is reduced to 1, regardless of source or whether it is HP or SP damage.
Note: While Steeled, a target will still suffer any other effect of a damaging attack. A Steeled character that is hit by the call “4 Disarm” will take only 1 damage and still be forced to drop their weapon as described under Disarm above.
Sunder – Dismantling or otherwise disabling a tagged item.
Call – "Sunder X" where "X" is the targeted item.
The targeted item is damaged beyond use. If held, the item must be dropped immediately. The character must fill in the Sunder block on that item’s tag with a permanent marker or pen. Items with no Sunder blocks remaining are considered completely demolished if hit with Sunder again; tear the tag entirely, and the tag cannot be used again. Sunder can be repaired by the use of Remove Sunder. When the item is repaired, the player should cut off the Sunder block from the tag. If the item is Sundered again, it is considered completely demolished and the item can no longer be utilized or repaired.
Note: Relic items cannot be sundered. A character wielding a handheld Relic that is the target of a Sunder effect should respond with “No Effect.”