Terminology, States, and Conditions

Alchemical Call – In the event of calling a negative alchemical effect in combat the call should be “Alchemical” <Delivery effect> <Attribute> <Level> Such as “Alchemical Injury Speed -2″

Anacrusis table- The tables constructed to randomize the effects of Anacrusis when it is triggered, primarily used by magicians. The table lists Mild, Moderate, and Catastrophic degrees.

Arcane <Effect>- Used to indicate the call originates with some arcane source. May only be resisted by Divine or Arcane resists.

Arcane <Element> Strike – A call used by magicians to indicate a torso strike, typically with a spell packet.  If a spell packet is used it must land within arm’s reach of the target.  This attack cannot be parried, but can be dodged and armor may be used.  It may also be resisted by Divine Resists or Arcane Resists that apply.

Arcane Powerstrike- A Powerstrike from an arcane source. Can only be resisted with an Arcane or Divine Powerstrike.

Arcane Resist <Effect>- A Resist originating from an Arcane source, capable of resisting Divine, Arcane, Malefic, and Standard effects.

Armor- A worn item that when struck in combat supplies you with a defensive call a certain number of times before it breaks and needs Repairing.

Battered– An injury that is stabilized becomes a Battered Torso or Limb. You regain partial strength and must use that limb or Torso as though it is in immense discomfort. You may not use combat skills, although you can still hold a sword or shield and use Guarded, Armor and Strike. At the end of the event you become healthy.

Blackout- The defender must lay down for the period of five rests. Defensive or offensive skills may not be used by the defender until they rise. Unlike Stun Body, this Condition renders you unconscious and unable to see/hear anything around you.

Bleed-  A condition that lasts for the length of a combat in which a character cannot rest.  Can be fixed with bandages.

Block- The defender may make this call to denote a physical attack striking their shield and not their person. 

Call- A mechanic that resolves instantly and how a character communicates what is happening.

Combat: A length of time in which you are actively under threat. If you are not actively threatened for a full two minutes, combat ends.

Condition- Unless otherwise specified, a condition is remedied at the end of a rest. Conditions include Blackout and Stun.

Conversation-For social skills a Conversation is a duration measurement that ends when you end the conversation, disengage, and/or leave the immediate area (“I say good day, sir!”).

Crush- This call allows you to make a “Strike shield arm” call after an opponent physically blocks your attack with a shield. Crush goes through both shield and armor on the shield arm.

Damned- While under the Damned state all rites officiated by the affected or where the affected is a target of the rite gain one Vulgarity, and they cannot use Prayer or Confidence.

Despair- A State in which the character is considered to be at level 0 for all skills and in which they cannot gain or use hope. Despair can be shaken by getting a new point of depravity, accepting a related insanity, earning a personal victory, or through specific character skills and abilities. Despair is acquired in a number of ways, including suffering a personal failure or watching a close friend die- even if you are sure they will return. 

Discipline- A defensive call that may be used against Fear, Terror, or one level of an Insanity

Disarm-The defender must drop their weapon if any part of the weapon or the arm is struck. Armor cannot be used to stop a disarm, although it can be used to avoid damage from a strike to the arm. After the weapon makes full contact with the ground they may retrieve it. Shields do not count as weapons and cannot be disarmed, but two handed weapons can be disarmed with a hit to the weapon or to either hand. Disarm can be both parried and dodged.

Diseased – While in the Diseased State the character is under the effects of a disease that obeys specific rules as laid out in the disease card.

Divine <Effect>- Used to indicate the call originates with some divine source. May only be resisted by Divine or Arcane resists.

Divine Powerstrike- A Powerstrike from a divine source. Can only be resisted with an Arcane or Divine Powerstrike.

Divine Resist <Effect>- A Resist originating from a Divine source, capable of resisting Divine, Arcane, Malefic, and Standard effects.

Divine Wrath Table- The table constructed to randomize the effects of Divine Wrath when it is triggered. Primarily used by cultists and those interacting with divine objects or committing blasphemous acts.

Dodge- The defender may call “Dodge” to represent them physically moving out of the way of a successful attack.

Downed – While in the Downed state, you will be considered Dead once you receive three additional Strikes anywhere, or when you finish your Last Rite, whichever occurs first. You may only speak as though you are in pain and crawl slowly, but you cannot attack or defend yourself.

Drain- A call that indicates that a state or condition has been removed, or drained away.

Driving- This allows you to negate an “armor” call.

<Effect> on < Name>- Indicates that an effect that targets one player is instead being taken by a different player.

Escape – A character with this ability may call “escape” and, provided no one else has the same call, the character has successfully fled the scene and evaded pursuers. Escape may be used in certain situations where the character meets the qualifications. For example, if you possess the skill Slippery Customer and can reach an unlocked window with your hand, if you possess contortionist and perform 30 secs of wriggling near an opening your head can fit into, or if you have Speed 2 and are 20 feet away from another character. Provided no one else has the same call and skill, the character has successfully fled the scene and evaded pursuers. If you successfully escape enter the OOC state by placing a closed fist on your forehead and swiftly exiting the area. You must re-enter game out of line of sound and sight from those you escape from.

Essences- Any of the four humors, condensed from a Human or Monster for use in alchemy, magic, ritual, or other purposes.

Expend– This requirement calls for you to sacrifice a skill spend that you could otherwise use. That skill then requires a ‘rest’ before you can use it again.

Fear- A State in which a character cannot use skills against source of fear.

Fire- Represents being set aflame. The target must immediately stop whatever they are doing and mime putting out the fire for ten seconds, or they are dealt a Strike to the torso.

Grab- Using a natural weapons boffer, the defender becomes grappled, only allowing light weapons and unarmed to be exchanged from either the attacker or the defender. Without a special ability neither party may take any steps, although the attacker may pivot both parties. Grab may be both Dodged and Parried against. However, once in Grab, the only way to break it is with Push or the Attacker relenting by defeat or choice. This cannot be used on a shield.  Grab and the offensive use of Push may be either Parried or Dodged as a defense. Brawl boffers cannot be used to block another brawl boffer, as they are meant to represent punching/grabbing. Just like other skills and powers, grab can only be called once per rest.

Healthy– Healthy is the default normal State for most characters, in which you are suffering no ill effects. 

Hope/Hopeful– A State that a character can self resolve to refresh all of their skills without a rest or leaving the conversation. Can only be used on skills that refresh upon a rest or conversation, and not skills that refresh upon a scene, combat, or other unit of measure. 

Improvised/Crude– this item can only be used for a single combat or scene, whatever is shorter. After that it breaks and must be repaired in order to be used again as a tagged item.

Injured– If you take a Strike to an arm or leg, that limb is in the Injured state and cannot be used. If you take a second Strike to an injured limb, you are Downed. 

Instincts- An advantage or disadvantage which Monsters have.

Liminal Space/Period: the time around twilight or dawn, as well the period between the two for ritual activities.

Maims- Maims are a permanent injury, and cannot be Stabilized. Maims are inflicted after a limb or torso is Battered and then hit again. They represent grievous injury, the likes of which will not heal on their own and require specialized healing.

Malefic <Effect>- Used to indicate the call comes from a supernatural source, and may exceed the quantity normally allowed or may operate differently than standard calls. May be resisted by normal means.

Market- The period of time in which game occurs, or how game is referred to in character.  This is the time in which the Nemien caravans typically arrive and the reason for people and characters to gather. 

Masterwork- An item schematic with the masterwork tag, requires a downtime to create along with the requisite skills and materials. 

Miserable– Miserable is a State in which a character cannot have or get hope, which can be resolved with crafted foods. 

Mighty- This call allows you to negate an opponent’s “Parry” call.

Module- A contained scene or in-game event run that is scheduled and run by staff NPCs.

Monster Subclasses- Any of the nine specific types of monsters, containing a wide variety of specific monsters within each of them.

No Effect- No Effect is a call used to indicate to another character that you heard the call they used but have a power which allows you to ignore the effect. If you have a skill or power that allows you to ignore an effect please indicate that verbally by saying “No Effect” so the attacker understands that you registered the attack.

Oration Range: Oration range is five yards, with a yard typically being the average stride for an adult, meaning that oration distance is five average-sized steps. 

    OOC- Out-of-character, indicated by placing a closed fist above the head.  This shows that the character is not really there and cannot be perceived by another.  The OOC symbol should be used to ask questions and clarifications

     Originating Point- The place where a Monster manifests from or makes its home.

    Pain- Treats a hit location as if it was Injured until the end of the scene.  No actual wound is taken.

    Parry- The defender may call “Parry” as a defense to avoid damage or effects from a successful attack.

    Parry <Name>- Indicates that the user is either taking a hit on behalf of the named, or using a defense call on their behalf.

    Poisoned– While in the Poisoned State the character is under the effects of a poison that lasts for a specific amount of time marked on the poison card.

    Possession- The takeover of a player’s actions by another entity.  Possession is resisted with the Resolve attribute as well as other abilities and comes in levels.  A level 1 Possession succeeds when the target is Resolve 0 or lower, a level 2 Possession succeeds when the target is Resolve 1 or lower, a level 3 Possession succeeds at Resolve 2 or lower, and those with Resolve 3 are typically immune to Possession. In order to possess a player, an entity must say Possession <level> after it lands the effect.  Players counter with Resolve <level>. As possession happens in the non-physical sphere, this effect cannot be countered with dodge, armor, or other normal abilities.

    Power Strike- Power Strike is a carrier that indicates that the physical strike you have just received cannot be defended against except with another power strike. The recipient must be physically struck, and the area that is affected is the area that was struck by the weapon. Power Strike must be called loudly, and can only be used once per combat.

    Prayer- A State that is entered into by entering in a dedication. The Prayer State ends at dawn the next day or until the task you prayed for aid in completing arrives. When performing the task that you prayed for aid in completing, you may expend the Prayer State and enter the Hopeful State.

    Professional Tools- Professional tools are the tools of a crafting professional and are needed to create specific schematics. Upon creating a Crafter, new characters are given the option of getting a set of professional tools of their choice to start game with, and are given the necessary schematics as part of their starting equipment.  

    Push- The defender must move five full steps back. If the defender cannot move back any further steps safely, then they must count the remaining steps aloud as seconds before taking further action. Push breaks Grab.  If using Push offensively as part of the Brawl tree, a natural weapons boffer must be used to touch the defender to initiate the Push- although this is not necessary to use Push offensively as part of the Social tree.  To use the call Push defensively to break Grab, the user needs to have at least one hand unarmed but does not require a natural weapons boffer. If using a two handed weapon at the time of a Grab, the user will need to drop their weapon in order to defensively call Push. Grab and the offensive use of Push may be either Parried or Dodged as a defense. 

    Quick- This call allows you to negate an opponent’s “Dodge” call.

    Refresh– You regain the use of an expended skill. (A skill that you have used or requires ‘rest’ to re-use).

    Resist- Used to ignore a call issued to the user. Cannot normally ignore Arcane and Divine calls, unless it is also an Arcane or Divine Resist.

    Rest- You take five uninterrupted deep breaths while stationary and leaning forward, with both hands making contact with your knees while holding your weapons. Refresh all expended skills. If someone attacks during this process the rest is assumed to be interrupted. 

    Safety- Any player or staff member may call “Safety!” at any time to halt game action because of an unsafe condition. Everyone who hears the “Safety” call should repeat the call until action stops and the dangerous situation can be resolved. This sometimes can involve moving unsafe material out of the way, moving away from dangerous terrain, assisting someone with an injury, or even just taking a moment to avoid a panic attack in a chaotic situation. Again, Safety may be called in any situation for any reason if you feel there is a safety concern, or the action should temporarily cease. Once the individual who originally called “Safety” indicates the situation is resolved, the in character action or combat may resume.

    Schematic- Schematics are in-game remnants of the world that was. These leaflets of paper contain the information required to build devices, weapons, and tools of old. Often copied to recycled or old paper, they are rare to come by and often don’t last in this new world. When you receive a schematic in game, it will have fields that tell you how to use them. 

    Scene- Scenes are defined as scenarios involving more than one person in a particular location roleplaying on a particular topic 

    Stabilized- the action that changes an Injured Torso or Limb into a Battered Torso or Limb. Anyone can Stabilize a person who is downed by wrapping bandages five full revolutions over the affected area of the body. This can be done over clothing, but cannot be done over armor without a special skill. You also can’t stabilize yourself, normally.

    State- Your State is exclusive to your health, and different States represent various stages of your well being. All States are constant until explicitly changed, although they do end at the end of the event. States include battered, bleed, despair, diseased, downed, fear, healthy, hope text, meek, miserable, poisoned, prayer, stabilized, temporary insanity, terror, and traumatized.

      Stealth- A condition in which is a character is hidden from sight, indicated by covering ones face with a splayed hand. Generally requires shadows or at least 50% partial cover, although there are abilities that mitigate this.

      Strike– This call communicates that a player has been struck (while the attacker does not necessarily need to physically attack, they do need to be in weapon range). The defender may still make appropriate calls to defend from these attacks. Strikes are assumed to hit the torso,  unless otherwise called, and if the recipient is wearing armor they can be defended with armor. All physical attacks are also strikes.

      Stun- Stun is a carrier call that describes what part of the body or abilities that cannot be used. The second word indicates which part cannot be used.

      • Stun Body- the defender must take a knee and touch both hands to that knee for the period of one rest. Defensive or offensive skills may not be used by the defender until they rise. However, they are still able to see and hear.
      • Stun Combat- The defender is unable to use any combat skills until they have rested.
      • Stun Defense- The defender may not use any defensive skills until they have rested. 
      • Stun Limb– The limb struck cannot be used until you have rested.
      • Stun Offense- The defender may not use any offensive skills until they have rested.
      • Stun Ranged- The defender is unable to use ranged attacks until they have rested.
      • Stun XX- Like above, except the attacker calls a specific body part. 

      Sunder- Sunder causes a piece of armor or a weapon to lose all of its calls. You may still use the weapon with no skills until the end of the fight. A shield that is Sundered is useless and all attacks pass through it. Ideally, it should be discarded to the ground if possible. Please wrap any sundered, broken or items in need of repair in red yarn so that the item’s status is obvious even if you’re not nearby. 

      Taken – Taken is a call used to indicate to another character that you heard the call they used but have a power which allows you to ignore the effect.  If you have a skill or power that allows you to ignore an effect please indicate that verbally by saying “Taken” or “No Effect” so the attacker understands that you registered the attack. 

      Temporary Insanity– A temporary phobia/Obsession/insanity

      Terror- A State in which a character cannot use skills at all in the presence of the source of Terror. As long as the the target feels like they’re in the source of the Terror and that the source is close enough to be a threat, then they are. In the case of Malefic Creatures, Terror affects specific instincts, noted on the sheet. 

      Tracking- Indicates that a player is using Tracking and is accompanied by two claps, when this call is used all within hearing range must respond with two claps of their own. Sometimes the call has a specific <modifier> such as “Tracking: Malefic”.

      Tracking Reveal- As tracking, but forces those responding out of Stealth (unless the Stealth is Arcane or Divine).

      Trauma Table- The tables constructed to randomize the effects of Trauma when it is triggered, primarily used by Seers.

      Traumatized– A State in which characters cannot use their non-combat skills, including all mental and trade skills. 

      Trip- The defender falls to the ground letting all four limbs touch the ground before being able to rise. 

      Unweave <name of power>- Eliminates an active Paladin power.

      Weaken- Weaken has areas of effect, all cause you to temporarily lose levels in a specific attribute that area. This lasts until you sleep or until it is removed. The call should be accompanied by the amount that the attribute is dropping, which is typically 2. For example:

      • Weaken Intellect 2
      • Weaken Faith 2
      • Weaken Fortitude 2
      • Weaken Resolve 2
      • Weaken Speed 2
      • Weaken Strength 2

      While Weaken and alchemy can both affect attributes, Weaken cannot be “fixed” or removed early with an alchemical potion. The affected Attribute can only be temporarily increased with an alchemical potion, and when the effects wear off, you will revert back to your Weakened state until the Weaken is truly cured. When combined with withdrawal effects this could cause death.

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