Effects and Conditions

All of the things that can happen to a character in Geas are broken down into a few specific categories.  These are Conditions which are ongoing states which change your character’s options (such as being unable to use a limb, being stunned, or even dead).  There are also Effects which are all of the things that can be done to you.  Most of these simply cause a condition, but some are special (like healing, or diagnosing).  Effects are often applied to a character by a Delivery (such as by packet or by weapon).  Effects also usually have an Accent which is the flavor of the effect.  You could be stunned “by Radiance” or other times you are stunned “by Poison”  The Accent describes the mechanism, cause or type of effect occurring, and might help you understand how to counter or cure it. Finally, a call may have a Qualifier which limits it to affecting only certain individuals or groups.  Calls are made:  “[Effect] to [Qualifier] by [Accent], [Duration].”  Most calls will only have a few of these elements.

Conditions: In Geas, there are a number of Conditions that a character can be under.  These are caused by Powers of other players or NPCs (or traps).  All Conditions last until cured or until the end of an Event by default.  Each Condition is also listed with a Condition Group such as Mental, Holding, etc.  These Groups may be referenced by individual Powers (Holding Condition Immunity).  When referenced elsewhere in the rules, Conditions are italicized.

Geas Conditions are as follows:

Berserk [Mental] -  In this condition, the target is in a mindless fury, and will attack the nearest creature.  She does not recognize anyone as ally, friend, or enemy, but simply attacks.  The Berserked individual may not use any Powers (even from items), but should fight to the best of her skill. A character with no weapon, with no visible targets, or without proficiency in weapons, will scream in impotent rage and collapse, unconscious (Sleep Effect for a Quick count of 100).  The Berserk target  must continue to attack the nearest creature until that creature is no longer the nearest, or until it falls to the ground, whichever comes first.  If the attacked creature falls, the berserker will not Deathblow, but will instead find and attack the next target.  By default this will last until the character is slept or drops to 0 Life Points.

Bound [Holding] - A creature with this condition must put its arms to its sides and keep them there.  This will stop a creature from doing weapon damage, but does not stop it from defending itself.

Charmed [Mental] - The charmed target must immediately cease all hostility towards the source of the charmed Condition and must defend that source to the best of her ability, including the use of spells, skills, and abilities. The charmed target will believe that the source of the charm is a good and trusted platonic friend and always has been: no amount of logic or evidence will sway them to the contrary, nor convince them that they have been charmed. If the source attacks the target, the charmed condition is immediately cured.

Note: This will not cause any physical or romantic roleplay that is not consented to by both or all involved characters.

Disabled [Physical] - When this condition is placed, the source should indicate a limb (left/right arm or left/right leg).  That limb cannot be used.  A disabled arm cannot hold items or be moved about.  The fingers cannot be used for any purpose.  A disabled leg cannot support weight and must be dragged for movement.  If no limb is indicated by the source, the recipient may choose which limb is affected.  Each limb can have this condition independently.

Dominated [Mental] - The dominated target must immediately cease all hostility towards the source of the dominated condition and will then do as he is told by that source, as long as the commands are not suicidal in nature (fighting others against whom there is even a slight chance of success will not be considered suicidal).  

Note: This will not cause any physical or romantic roleplay that is not consented to by both or all involved characters.

Drained [Corruption] - The drained character cannot use Powers nor do damage but can still use skills, block, parry and call defenses that have already been put up.  Note that spells are a kind of Power, and using abilities granted by Powers are also stopped by Drain.  This does not affect already charged Packets, already created Armor, or the triggering of already granted abilities such as Protects.

Immunity [Status] - Immunity is a condition which may be granted to equipment, limbs (or even parts of limbs), or entire creatures. There is no limit to the number of immunities a character can have on them at one time. An immunity can be against Accents, Effects, Conditions, or Deliveries. A target with immunity does not take effects or damage from its particular immunity. For example, if a player’s arm has drain immunity, and a packet delivering a drain effect hits her in the arm, the player does not take the drained condition. Or, if a creature is wearing armor with ice immunity and is hit with a longsword for 2 ice, they would call “No Effect”, and take no damage.  The “No Effect” response is required when immunity prevents something from occurring.   Immunity works against Effects with the Final Modifier.

Imprisoned [Holding] - A creature that is imprisoned is paralyzed and has immunity to all damage and all Powers except those that would end the imprisoned condition or have the “to Imprisoned” Qualifier.  Since imprisoned is a visible effect, a creature coming out of this condition must loudly call out “Prison down” or similar so that others know the effect is finished.  When struck my an attack that is ignored because of the conferred immunity, the character must respond with “No Effect, Imprisoned”.

Insubstantial [Physical]- A creature that is insubstantial cannot normally affect others physically or magically.  She is marginally see-through, and gains an encompassing immunity that will prevent being affected by any attack, damage, or Power that does not specifically target insubstantial.  The target can be seen and heard, and everything the character is wearing or holding, (except other creatures) when affected, also becomes insubstantial.  Any items dropped or removed, immediately lose the condition unless otherwise declared..  The insubstantial character cannot interact with physical objects unless the Power or Skill says otherwise.  The character can use skills unless otherwise noted, and can use Powers on herself if they specifically target insubstantial creatures or the insubstantial condition.  Insubstantial creatures may not attack others while insubstantial unless they use a Power that specifically targets non-insubstantial (often called as “corporeal” or “physical”).  Insubstantial creatures cannot be purposefully blocked in a physical way and may not purposefully block others or block attacks for others. Insubstantial creatures can often Cure Insubstantial on themselves.  Portrayers of Insubstantial creatures should do their best to not get in the way of physical creatures or their attacks.  Likewise, portrayers of physical creatures should step out of the way if they are blocking the path of an Insubstantial creature.

        The player has a duty to inform others of this Condition if they are inspecting, closely interacting with, or planning to attack the character.  This should be done at a useful volume by saying “Insubstantial”. In combat this may require the insubstantial creature to declare "Insubstantial" loudly.   Effects and attacks used on the creature should be responded to with “No Effect, Insubstantial” if they are ineffective.  Overall, the idea is that this is a subtle, but noticeable effect.

Paralyzed [Holding] - A paralyzed creature cannot move and cannot speak or make any voluntary vocal or oral noise.  She is absolutely aware of things around her even if she cannot act. Paralyzed individuals will remain stock still even if dying or slept.

Repelled [Holding] - A creature that is repelled must move back outside melee range, and cannot attack the source of the repel.  Once out of range the target cannot voluntarily come within melee range of the source, but need not retreat or move if the source of the Repelled Condition moves towards her.  If a repelled character sees the source make an attack of any kind, the Condition ends immediately for that character.

Resistance [Status] - A creature that has Resistance takes only one point of damage from whatever source the character has Resistance to.  This includes non-damaging powers.  Thus, a creature with Resistance to Mind effects would take one point of damage from each such Effect rather than whatever the normal Effect should be.  This damage is affected normally by armor and the player should call out “Resist” when this Condition reduces damage or mitigates an Effect.

Rooted [Holding] - A creature that is rooted may not move its right foot (or the player’s right foot in the case of non-footed creatures) except to pivot.  When the effect begins, the target should immediately and safely come to a full stop and plant the foot.

Silenced [Physical] - A silenced creature cannot speak or make any voluntary vocal or oral noise. Note that this does not stop the player from making OOG calls, including Voice- and Verbal- Delivery Powers.

Slept [Physical] - A creature that is slept cannot move or speak and must fall to the ground.  She is unaware of anything happening around her and should roleplay being asleep, taking no voluntary actions.

Slowed [Holding] - The target of this condition may not run.  One foot must always be on the ground if the character is going somewhere.

Strengthened  [Physical] - The target of the
strengthened condition can move heavy in-game objects such as boulders, large doors, etc. and has the physical strength equivalent to three strong individuals.  Characters who are strengthened treat Great Weapons as if they had two hands on the weapon even when wielding it in one hand.  Characters who are strengthened and have the Two Weapon skill can wield two long weapons at the same time.  If a character is strengthened and becomes weakened, the two Conditions cancel out.  For inherently strengthened characters, they will have normal strength for the duration of the Weakness Effect.

Tainted [Corruption] - A creature with this condition cannot gain Life Points.  In addition, if the creature has this Condition at the end of a Short Rest, the target immediately dies.  

Taunted [Mental] - The creature cannot use Spikes or Powers on any targets other than themselves and the one who gave them the taunted condition.  The taunted condition will end if the target uses a number of  un-Countered attacks or Powers on the creature who gave them the Condition (the attack/Power does not need to have any specific effect, it just has to hit the target and not be specifically Countered, or miss). Hits against equipment, ineffective spells (using healing on a fully healed opponent, or using “to Undead” Powers on a living creature), and hits that are mitigated by immunity or resistance are all viable ways of clearing Taunt.  The number will be communicated when the Effect is called.  Taunt 2, for example, means that it will be cleared by two attacks.  By default, this effect will also end once the target has completed a Short Rest.  If a character is taunted and is successfully hit with another taunt, the second will override the first.

Vulnerable [Status] - A target that is vulnerable to a particular kind of damage or an Effect will take special, detrimental effects.  These may be defined specially by Staff for monsters, but by default, damage and Effects to which a target is vulnerable are considered Final.

Weakened [Physical] - The
weakened target can’t do more than one point of damage.  There may be additional in-game effects such as being unable to move in-game heavy objects. A second weakened effect on top of an existing one has no further effect.   If you are weakened and become strengthened, the two Conditions cancel out.  For inherently weakened characters, they will have normal strength for the duration of the Strengthen Effect.

Inherent: If a Condition is inherent, it cannot be cured without exceptional means.  A slug-creature, for example might be inherently slowed, meaning that that it cannot be sped up with a Cure Slow.  Normally, only monsters and creatures will have inherent Conditions, but there may be some characters that gain inherent Conditions, too.  If a Cure is used on an inherent Condition, the target should call “No Effect, Inherent”.

Deliveries: In Geas, Effects can be delivered in a number of different ways.  Individual Powers will describe which deliveries are available.  They are as follows:

Packet - The Effect is sent by charging a packet with the appropriate incantation.  The Packet is then thrown as the Effect is described.   By default, if the Packet delivers an Effect, it is successfully delivered if the Packet hits the individual or their equipment.  Note that a Packet delivering damage acts just like a weapon, unless it is delivering an Effect such as Piercing or Wounding.  Any Power with a Packet Delivery can be used as a Touch Power on a willing or helpless target.  Doing so does not require the user to have a Packet.  Packet-delivery refers to both spell-balls and spell-packets.

Touch - These Powers require the user to reach out a hand to within 6” of some part of the target, although actual touch is absolutely not required and must be avoided unless Physical Roleplay Consent has already been negotiated.  For a Touch Power to work on an Individual that Individual must either be helpless (bound, dying, slept, etc.) or willing.

Weapon - An Effect, added damage, or Accent is given by a weapon hit on the target.  When it hits, the Effect is then described.  By default, if an Effect is Called on a Weapon attack, the Effect takes place if the weapon hits the individual or their equipment.

Verbal - The Effect is given by clearly identifying the target and then making the Call.  This need not necessarily be the player’s or character’s name.  Verbal damage is not blocked by swords or other equipment.  Although characters can see who is being affected by a Verbal Effect, the Verbal is a Call and is thus out of game.

Voice  - The effect is given by voice targeting everyone who can clearly hear the description regardless of other barriers.  This is often a simulation of an area of effect, rather than a specifically aural one, so reacting to a By My Voice by plugging one’s ears or taking other measures to prevent hearing are disallowed.  If a player hears that a By My Voice Effect was used, but cannot hear clearly what was Called, but can easily find out, the Effect should be taken.  If the player honestly didn’t hear the Call, even if standing next to the source, and can’t easily find out what was Called, she is not affected.  The description should begin with “By My Voice”.  As a default, the person using the Voice Effect is not one of the targets.  Although characters can see who is being affected by a Voice-Delivered Effect, the Delivery is a Call and is thus out of game.  Some Voice attacks may have an accompanying Accent that makes it obvious that there is an in-game component to the sound, such as “By My Voice Death by Scream”.

Room: The effect is given by voice targeting everyone in a given space, normally a room.  The description should begin with “Within This Room”.

RP/”Roleplay”:  Some powers are used only by role-playing an action or a situation.  This might include teaching someone something, or having to tell a story.

Effects: In GEAS, there are a variety of effects.  Any other effect that is to be used must be published to the player base before the game.  They are as follows

Berserk - Causes the berserk condition.

Bind - Causes the bound condition.

Charm - Causes the charmed condition.

Counter - Cancels out a Power or attack.  Counters are almost always called with the name of the Counter, rather than with this Effect.  For example, Parry Blow would be called as “Parry” rather than “Counter Melee”.  In general, most unrecognized Calls will be Counters.  Characters have about 2 seconds or so to Call a Counter after the Effect or attack being Counters, and they cannot have initiated other attacks or Powers in the meantime.  So a Fighter can finish Calling his swing before Calling a Parry, but if she starts another swing, the opportunity to Parry has passed.

Cure [Condition or Accent] - The Cure method is used to remove a Condition or group of Conditions from a target.  Nightingale removes a charmed Condition from Triss by using “Cure Charm”. Most often, this cures the Condition itself, but Cure may be used to cure any Condition with a specific Accent.  “Cure Darkness” would remove any Conditions that were caused by Darkness.  In general, Cure is used for beneficial applications. Cure can be used to strip a creature of a non-inherent Type.

Death - Causes the target to die.

Diagnose [Condition, Accent, or Game State] - The Effect can be used to ask a yes/no out-of-game question about the target’s state of health.  The user can determine if the target is under a named Condition, or any Condition from a given accent.


Disable [Limb] - Causes the disabled condition to one limb.  If no limb is specified, this is whichever limb is struck by the attack, and if no limb is specified and the attack does not strike a limb, the target of the attack can choose which limb is disabled.

Discern/Divine [Information] - Discern and Divine are the same Effect, although the first is non-magical and the second magical.  The target of the Discern/Divine must answer the question given in the use of the effect.  “Discern: In which Classes do you have levels?” would determine a character’s character classes.  “Divine: What spells do you have active?” would require the target to describe what spells she currently had on her.  The information requested can be anything, but is out of game and must be responded to truthfully (unless some other power prevents it).  Even though the question and answers themselves are out of game, the target knows what was checked and by what method.

Dispel [X] - Dispel is a more powerful form of Cure. It can be used to remove Conditions, anything that came from a specific Accent (“Dispel Darkness” would remove any Conditions that were caused by Darkness), anything Granted by another Power, Types, and even less solid things like “circles” or “animation”.  The call for the particular Dispel Power will make clear what needs to be communicated to the target.  In general, Dispel is used to remove conditions without consent.  Dispel will not work on anything inherent.

Dominate - Causes the dominated condition.

Drain - Causes the drained condition.

Expose [descriptor] - When Expose is called, if a character fits the description given by the Expose, that character must respond to the call with a verbal call that reveals her location.  The volume of the response must be at the same general volume as the original Expose call.  Regardless of the volume level, the exposed targets must make some attempt to make sure that the caller discovers their location.  The return call is out-of-game and will not be stopped by silencing effects, paralysis, etc.  It will, however, represent some sort of effect that is noticeable by others, such as a glow, or a ringing sound, etc.  Nearby players do not have to pretend not to have noticed the return calls.

Grant - Using the grant Effect applies one of the following..  

        Protection [from X] - This gives the character one “Protect” against an Effect of the type given.  A Protect is a Counter that will stop that Effect completely, and can be used by the character who has it to negate the Effect by saying “Protect!” in a loud, clear voice.  The character can choose when the Protect is used, but if the character begins an attack, uses a Power, or lets more than about 2 seconds pass, the opportunity to use the Protect also passes.  The kinds of things that can be specified are myriad and are defined by whatever Power grants the Protection.  They can be effects such as “Grant Protection from Slow” or from accents “Grant Protection from Fire” or many other things such as damage, wounds, weapons, or weirder things (like “Grant Protection from Damage by Fire over 4 points”).  Note that Protection is used at the desire of the player and is neither automatic nor required.  No character can have more than five Protects at any one time.

Nightingale wants to give Tymera Protection from Darkness.  She uses “Grant Protection from Darkness” to allow Tymera to call “Protect” instead of taking a Darkness-Accent effect.

        Shielding [Number] - This gives the target additional Armor Points.  These Armor Points, by default last only until the end of the next Short Rest and cannot be Mended.  By default, a character can never have more that 5 points of Shielding, although that can be changed by Powers and other game mechanics.

        [X] Armor - Gives the target a number of Armor Points.  These Armor Points can be mended.  This will not add to existing armor, but will only replace it.  See the Combat Chapter for more information on stacking different armors.

        Plus [X] Armor - Adds a number of Armor Points to the target’s current Armor Point maximum.  It will also add to the current points of the armor, acting in some ways like a Mend.  This cannot be used on a target that has no armor.  Any additional armor granted in this way will be of the same type (physical, natural, or summoned) as the rest of the armor.  No character can ever have more than a +5 bonus to any armor.

        [X] Spikes - Gives the target a number of additional Spikes.  No character can have more than 5 Spikes more than those given by her class at any one time.

        Plus [X] Spike damage - Adds to the damage that the target’s Spikes do.  Even adding damage to one Spike falls into this category.  No character can have more than a +5 bonus to her Spike damage.  So a character with a +4 Spike damage normally (from her class) could not go higher than +9.

        Plus [X] damage - Adds to the constant damage that the target does.  This is very rare.

        [Accent] - Gives the target a default Accent for all Effects and Damage the target does.  Note: Accents granted in this way will replace the normal Accent of the Power.

        [Condition] or [Type] - The Grant method can be used to give conditions or Types directly. It cannot be used to Grant any Condition which can be given by an Effect (such as slowed, strengthened, etc.)  Grant Melee Immunity, Grant Undead are all examples of this.  

Plus [X] Life Points - Adds to the maximum Life Points (and current Life Points) of the target.  These points can be healed as normal.  No character may have more than +5 Life Points at any one time.

Life - If dead, the recipient of a Grant Life be alive with 1 Life Point.

Heal [Number] - Restores the number of Life Points stated.  This will not take Life Points above its maximum value.  It will also Mend Natural Armors.  “Heal Full” will mean that the character is placed at full maximum Life Points.

Imbue - Imbue is used to give the ability to use an Effect or Power on another individual.  Where Grant gives the condition itself, Imbue gives the ability to apply it.  When Imbue is used on others, the Call should end with an explanation of how to use and call the Effect or Power being imbued.  By default, Imbued Powers expire at the completion of a Long Rest.  Tymera gives Morcallen the power to mend armor by invoking “Imbue Mend, you can now Mend 4 by Radiance once.”  which would allow Morcallen to then use “Mend 4 by Radiance” once. The mage Tristan gives Nasarack the ability to cast spells that do 1 Fire by saying, “Imbue Wounding 1 Fire by spell-packet until Short Rest”   When Nasarack uses this, he should call, "Wounding 1 Fire”.

Imprison - Causes the imprisoned condition.

Mend [Number] - Restores the number of Armor Points stated.  This cannot take Armor above its maximum value. Mend does not make armor that has been shattered usable again.  For that and for fixing a broken projectile weapon, “Rebuild” is needed.  Alternatively, Mend will also restore Shield Points to a shield, but only when the Power specifically says that it will work on shields.  Mend will not take a shield above its maximum Shield Points, nor will Mend help a shield which has been dropped to zero Shield-Points (because that Shatters the shield)

Obey [Command] - This is an out of game call that requires the target to follow the given command, which may be in-game.  It is basically a single command dominate of enormous power.  The character will follow the command until it is complete or until the end of the Event, whichever comes first.  The Obey effect can only be used to give a one clause command (“Obey: Guard me and give me all your gold” is beyond the scope of Obey) and cannot be used to compel additional obedience (“Obey!  Follow Knox’s orders.”).  In addition, Obey will not change a character’s feelings or thoughts, it can only compel action (“Obey! Believe I am your best friend!” would not work but “Obey, act like I am your best friend!” would, although further obedience would not be required).  Obey commands will supercede Dominate and Charm Effects.

Note: This will not cause any physical or romantic roleplay that is not consented to by both or all involved characters.

Paralyze - Causes the paralyzed condition.

Piercing [X] - Piercing causes a number of points of damage [X] that bypass any Armor Points and directly harm Life Points.

Refresh [Power, spell-slot, or description of Power] - By use of this Effect, a spell or ability that has been expended can be recharged as if it had not been used.  The individual spell or ability will give the limitations of what kind of spell or ability can be recharged (encounter, game, etc.).  A character who is the target of a Refresh which describes multiple Powers may choose which is recharged.

Rebuild[Item] - Returns a shattered or broken item to usefulness.  If the item is a shield, Rebuild will bring it to one Shield Point.  A suit of armor will be returned to usefulness with 1 Armor Point. A bow or crossbow will be returned to full functionality.

Repel - Causes the repelled condition.

Root - Causes the rooted condition.

Shatter [Item] - Shatters a named item that the target has as equipment on them. If no item is specified, this is whichever item is struck by the attack (armor, if it hits the body). If the item is unattended, it targets the item it is shattering.  The specified item is rendered un-usable.  Armor (including natural armor) is reduced to zero Armor Points and made un-Mendable until it has been Rebuilt.  Shields are reduced to zero Shield Points and will be un-Mendable until Rebuilt.  Weapons are broken and cannot be used to do damage or block, until Rebuilt.  Other items, such as locks, will break.  As a note, items that are magical in nature often are either Immune to Shatter or have natural protections against it. Shatter on a corpse will cause it to immediately dissipate.

Shield-Breaking - The target must be a shield and that shield loses 1 shield-point. 

Silence - Causes the silenced condition.

Slow - Causes the slowed condition.

Sleep - Causes the slept condition.

Stabilize - Causes a creature who has dropped to 0 Life Points to stop their death-count.  A stabilized creature may choose to Heal 1 Life Point after completing her next Short Rest (which she can do while stabilized).

Strength - Causes the
strengthened condition.

Sleep - Causes the slept condition.

Taint - Causes the Tainted condition.

Taunt [X] - Causes the Taunted condition.  Called with a number.

Weakness - Causes the
weakened condition.

Wounding [x] - This Effect applies damage of some kind to another individual.  Accents will often be added to this.  Note that Wounding will affect the target even if the delivery is blocked by a weapon or shield, but the damage will be treated normally by Armor Points.  Knox uses the Heart Harm spell to do “Wounding 5 by Darkness” on Triss.  He deflects the spell-ball with his sword.  Triss has 3 AP left so it exhausts Triss’ remaining Armor Points and does 2 LP to Triss.

Qualifiers:  Sometimes attacks will only affect targets of a particular type or trait. When this is true, a "to" is added to the call. An attack that stated "By my voice, Wounding 10 to Undead by Radiant" would be an example of an attack with a qualifier, and the attack would only affect creatures with the Undead type. A target who loses the qualities that are targeted by such an attack can immediately end the effect.  Thus a character who was struck with “Slow to Undead” who stops being undead, would no longer be slowed.  The “on willing” Qualifier means the target must be willing.  If a target is dying, slept, or non-sentient, it is assumed to be willing

Accents: In Geas, any Accent that is not another game term (Death, Taunt, Paralyze, etc. cannot be used as Accents for clarity’s sake) is allowable, but the following accents are the most common and game-staff should try to keep effects within these accents whenever possible. Accents are called as part of the description and use the word “by” to identify them.  Morcallen lights up his holy blade and attacks the vampire, calling “3 radiance”.  Knox hurls a sickening spell at Triss, calling out “Taint by Poison”.    Whenever damage and an Accent are paired, it can be called as “[damage] [accent]” without the normal “by”.  There is also no need to Call the Accent on Powers a character uses on herself, as long as she is aware of the Accent.  

Some sample Accents are:

Agony/Pain - This is wracking pain.  These terms are generally interchangeable.

Acid - Caustic damage that burns chemically.

Chaos - The powers of madness and profane, alien beings.

Darkness - The unholy power of evil powers, Darkness usually brings harm.

Disease - Plague, rot, and decay can all be delivered by disease.

Fear/Terror - This is psychological and forbiddable, some of the worst effects are delivered this way.

Fire/Flame - Searing heat and crackling blasts.  Fire is almost always destructive.  These words are interchangable.  Something with resistance to Flame would take 1 point from Fire.

Force - Physical power generated magically.  Force can be invisible to the eye, but its presence is usually felt as a thrumming in the air.

Ice/Cold - This can either be just the freezing power of cold, or actual shards of deadly ice.  These words are interchangable.  Something with resistance to Cold would take 1 point from Ice.

Lightning/Thunder - Blue-white bolts of electricity.

Poison - Venoms and brewed poisons fit into this category.

Psychic - Psionic power.  Often associated with a purple glow, these are psionics that can affect the world or the mind.

Radiance - This is holy power.  It is associated with golden light and the powers of beneficent entities.

Skill - This is a power that is performed by mundane talent or training.  By default, powers called without an accent can be assumed to be “by skill”.

Stone/Earth - The power of the earth: rocks and stones.  These words are interchangable.

Will - Pure, unstoppable willpower.  These effects usually affect the mind.

Modifiers: There are a few additional parts of the description of an effect that can come into play.  These are:

Environment - This modifier is used to show that the effect has no specific source.  It is used to make it clear that the person calling the Effect is not also the source of the Effect.  “Environment, By my Voice, Weakness by Mind”.  By default, the duration given with an “Environment” Effect only matters once the character has left the environment. While still in the environment, any Conditions applied are considered inherent.  Triss, trudging through a toxic swamp, is hit with “Environment, By My Voice Drain until Short Rest”.  If he stays in the swamp, the drained Condition cannot be Cured, and will not stop being drained even if he completes a Short Rest. Even after he escapes the swamp, he will remain drained until he completes a Short Rest.  A character with Resistance will only take damage whenever the Effect is Called.

Final - A Call that is ended with the word “Final” cannot be Countered, and cannot be mitigated with Resistance.  The only defense that it does not work against is immunity.

Types:  There are some templates that can act like Conditions, but are actually just basic properties of different kinds of things and creatures (and, so, cannot be Cured).  Things may have more than one Type at a time.  A few examples of the more common ones, some of which are often referenced by Powers, are listed here.  For a more extensive list, find the Creatures and Opponents Chapter later in this manual.  Creatures can have multiple Types.

Construct - These are generally sentient statues, creatures made of stitched-together flesh, or other automata.  Constructs have Sleep, Poison, Mind, Fear, and Death Immunity.  They are inherently Strengthened.  If a Construct drops to 0 Life Points, it crumbles to dust and the animating spark inside it takes Spirit form.

Living - These creatures generally breathe, need to eat and sleep, and are affected normally by most Effects.  Living creatures become Dying if they drop to 0 Life Points, and then have a Slow Count of 180 until they become Dead.  After being Dead for 180 seconds, they will become Spirits and must return to the Spirit Well.  Unless specified, all creatures are assumed to be Living.

Spirit - A creature that has the spirit Type is Inherently insubstantial. In addition, she cannot communicate to others who do not have the spirit Type, nor voluntarily make eye contact with them (unless allowed or required to by a Power or other ability).  The creature can only be targeted by powers that specifically target creatures with this Type.  (These powers will have the “To Spirit” Qualifier in their call.)  Campaigns often have very specific requirements as to what creatures with this Type are required to do.  By default, a creature with the Spirit Type does not have Life Points and cannot take damage, become dying, or die.  

Undead - Although a wide variety of different creatures have the Undead Type, they have some things in common.  The undead cannot be healed unless the power specifically heals undead.  In addition, they have Sleep, Poison, Mind, Fear, and Death immunity.  If an Undead creature drops to 0 Life Points it dies and loses its Undead type.  By default, 180 seconds after it dies, the soul of the creature becomes a Spirit and will head to the Spirit Well.  Unless stated otherwise, a creature who gains this Type is also dominated by the creature who caused the condition. A Grant Life Effect will remove the Undead Type and cause the creature to die.

Durations: Effects are always applied for a certain amount of time.  These can be as follows:
Quick Counts: A Quick Count is given with a number, almost always 100.  To complete a Quick Count, the player must, out loud or preferably under her breath, count to the number in question.  She may count as quickly as she can; this is
not seconds.  The expectation is that every number will be counted (i.e. no “1,2,3,4,5,6,7,8,9,10,1,2,3,4,5,6,7,8,9,20”) normally.  When this task is completed, the duration expires.  This is an out of game count.

Slow Counts: Much like a Quick Count, a Slow Count is done out loud or under one’s breath, and the expectation is that every number will be counted.  The difference is that Slow Count is expected to approximate the passing of seconds.  When this task is completed, the duration expires.  This is an out of game count.

Short Rest: Effects that have a duration of Short Rest will last until the player completes a Short Rest.  This is generally five minutes of low activity.

Long Rest: Effects that have a duration of Long Rest will last until the player completes a Long Rest.

Until Cured/Permanent: These Effects last until the end of the Event unless they are removed somehow in-game.  By default, if no duration is communicated, the Effect duration is Until Cured.

Multiple Durations: If a character is being affected by multiple durations of either a Quick or Slow Count, each one must be completed individually.  For example, if a character is affected by an “Imprison by Ice, Quick 100” and a “Paralyze by Poison, Quick 100” the player will have to do both Quick Counts separately, and may choose which one completes which Effect.

Interrupted Durations:  Often, a player will not get to complete a duration count in one go.  In this case, the player is allowed to pick up the count where it was left off.  Perhaps she is rooted for a Quick 100 and, 43 into her Quick Count, she decides she needs to toss a Magebolt.  She can cast the Magebolt, then resume her Quick Count at 44.

No Effect:  Whenever a character or her equipment is hit by a spell, ability, skill, or attack that normally should affect her or her equipment, but does not for any reason, she must call out “No Effect”.  Thus a character need not call it out if a normal weapon or arrow hits a shield, but would have to call it out if a spell hit a shield that had been enchanted against that spell.  If there is some other protection or defense that the character uses instead, that has its own call (like “Protect” or “Parry”) then “No Effect” need not be called.  This lets those using the Power know that the target heard and understood that he had been hit, but that nothing happened.  Players need not call out what protected them (unless required to by the source of the protection), but the “No Effect” Call is mandatory. Even if the spell, ability or skill was intended to be beneficial the recipient must call “No Effect” (such as Healing someone who is currently Immune to Healing).  This applies to a character’s armor, shield and other equipment, too.

Stacking Effects: Stacking rules are an unfortunate requirement of many LARP systems.  Here are the rules to help explain what will stack and what will not:

Whenever an Effect is applied multiple times, the duration becomes the longer one..  No one ever has the same Effect multiple times with different durations.  Characters may be under multiple different Effects at the same time (and need to perform different Counts for each one), but if an imprisoned character is hit with Imprison, the longer duration between what is left on the old one or the new duration started from the beginning will take precedence..

No Power with a Target of Self can be applied more than once.

A character can’t have more than:

        3 points of Shielding

        +3 Spikes (above the Spikes given by her class)

        +3 bonus to her Spike damage (above the Spike damage given by her class)

        +3 Life Points (above her normal Life Point total)

        +3 bonus to her Armor (above what is adjudicated for her armor prop)

        3 Protects of any kind.

Rule of One:  To limit confusion, no weapon attack can have more than one Effect.  No Effect can have more than one Accent.  Packets and other deliveries can have multiple Effects, but each of those Effects will still only have one Accent each.  If an ability allows adding an Accent, then if the Effect doesn’t already have an Accent, that Accent can be added.  If an ability allows changing an Accent, then the Accent can be substituted or it can be added if there is none originally.  Thus, if Triss is carrying his Relic Blade, which can do add Flame damage, change and Accent to Wood, or do a Weakening Strike by Radiance once per Short Rest, he would have to choose which he would use on any one swing.  He could not swing 8 Flame and Wood, nor could he do 8 Flame with Weakening Strike by Radiance.  He could do Weaken by Wood.