Arc 2 - Effects List
 Share
The version of the browser you are using is no longer supported. Please upgrade to a supported browser.Dismiss

View only
 
 
ABCD
1
EffectDescription 4/8/2015
2
Accelerate HealingAccelerate Healing allows a character's Wounds to heal faster than would otherwise be possible. Once used the character is immediately Stabilized and all of the character's Wounds heal in one hour.
If combined with Rapid Healing or Surgery, the remaining healing time is halved. If all three are combined, the healing time is quartered. A character that is unconscious due to his Wounds who is affected by Acclerate Healting awakens immediately, though they still suffer the full effects of the Wounds until the requisite amount of time has passed.
3
Adrenal BoostThis effect provides two benefits. First it Negates System Shock. Second, it provides a Combat Reset. A person may only be affected by one Adrenal Boost effect per day. A second attempt has no effect.
4
AimBy lining up the shot or using some aspect of the weapons’s design, a person can generate some other effect by Aiming. Aim is a 3 count, requires the weapon be pointed at the target.

This 3 count is silent, and requires no verbal to indicate it is being done. If the weapon is pointed elsewhere, Aim must be restarted. Aim can be maintained as long as the gun is pointed at the target. Using a Trick Shot allows a person to instantly establish Aim on a target, allowing them to call an Aim effect without the three count. This CANNOT be done multiple times for multiple different Aim effects simultaneously. Aim can only be performed with the dominant hand - Ambidexterity allows you to Aim with a weapon in either hand.

Aim can only be maintained with one weapon at a time. Aim is a Concentration effect and subject to the Concentration rules for interruption. Aim effects CANNOT be combined for one shot, even if a character has access to multiple different Aim effects. Aim effects CAN be combined with other Combat Maneuvers, for example Aiming with a Revolver for a Penetrating Strike and calling an Armor Pierce Maneuver.
5
AnnihilateIf you are hit with Annihilate, you and all your gear immediately go out of play and find a marshal.
6
ArmorA player wearing armor is protected from a certain amount of damage during a combat, depending upon the type of armor worn. Generally light armor offers protection against one or two points of damage, medium armor three or four, and heavy armor five.

If you take a blow on an armored portion of your body and the damage inflicted by the blow is equal to or less than your current armor rating you do not take any damage. Each time your armor is struck (no matter how much damage was inflicted) you armor’s rating is reduced by one (1). If the blow is Dodged or Parried it is not considered to have hit your armor and so does not reduce its rating. Once your armor has been reduced to zero (0) it is considered breached. For more information on Armor, please see General Rules for Play in the Rulebook.
7
Armor PierceThis attack bypasses an Armored Fist and any Armor protectives the target has, including Threshold. It does not interact with the armor at all.
8
ArrowAn Arrow will inflict two points of damage to the location struck as if by weapon strike. Skins and Toughness will be reduced by 2 points if effected. Armor will be reduced by 1 point as if by weapon strike. Based upon the delivery method (Natural or Psionic) a Ward, Shield, or appropriate Resist will stop the Arrow effect. Arrow effects are also stopped by an Armored Fist.
9
AvoidAvoid is similar to Dodge, but my be called for a certain duration, instead of a limited number of uses. The tagline when defending against an attack is 'Avoid'
10
AwakenAn Awaken effect awakens a character from any mind-affecting drug, Psionic, Mutation, or other effect, as well as from the effects of Blindside and Feign Death. Mental effects that can be cured include: Charm, Confuse, Decree, Dominate, Erase Memories, Fear, Impose, Mesmerize, Suggestion, and any effect with the Mind or Mental modifier, except Death.
11
Battle FocusThis type of ability takes 10 seconds to activate, and is always per combat. It lasts until the person begins resting, and they can choose not to rest to stay in focus. All abilities with Battle Focus will indicate what other effects they produce.
12
BerserkUpon receiving this effect, the character gains 2 additional points of Toughness as well as a Strength +1 effect for the entire duration of the power. Additionally, the character gains immunity to Mental Effects for the duration of this power. While under the effects of Berserk, the character cannot use any ranged attacks of any kind, and must move to engage the nearest threat in melee combat. This continues until all threats are disposed of or the Berserk effect wears off. A Berserk state lasts for 15 minutes, or until the character is rendered unconscious, whichever comes first. A Berserk character can still activate other powers that have an instant activation time, but can cast no Psionics.
13
BacklashBacklash is similar to Triggered. When struck by a melee attack that deals damage, the attacker takes damage as well. The defender calls "<source> Backlash <number>" where <source> is the kind of Backalsh (typically Energy or Fire) and <number> is double the damage of the attack. The attacker then takes that amount of damage to whatever location they struck. If the attacker calls a Mortal Strike, Death Strike, or Killing Blow, the defender calls 'Backlash Lance' instead of a number. This Lance strikes the attacker's Torso in the case of a Death Strike or a Killing Blow. Backlashes trigger on the first melee attack that deals damage. An attack that is prevented by a Shield, Dodge, Parry, Resist, or Threshold does not trigger a Backlash. An attacker struck by a Backlash cannot Dodge the attack, but can use an appropriate Resist.
14
Bands/BindThe Bind effect causes the victim's arms to become bound to their sides.The target may not use psionic, mutation, or cybernetic effect (except for point and self only effects) fight, or use his hands or arms in any way for the duration of the effect, and must immediately drop whatever they are holding in their hands.
The target of this effect may be freed by another character with 10 uninterrupted seconds of role-playing.
15
Bio ReplicationThis effect can completely reform a character’s body, assuming that he has at least a portion of it taken from the corpse (not some hair from a brush used that morning) - this may be anything from a completely mangled corpse, to a fingernail, to a pile of ash. A character brought back in this manner is completely reformed and all poisons or other physical afflictions are purged from their body. This effect takes a minimum of 15 minutes to perform, though it may take longer as the dead player may not return to life without drawing from the Deck of Possibilities. As with Restore Life effect, a Guide must be present at the use of Bio Replication. A spirit cannot refuse being brought back to life by Bio-Replication. In some cases, a Bio Replication effect may prevent or lessen a Bio Pattern Fracture, but this is at the marshal's discretion.

This effect may also restore or reattach any missing limbs or organs, even if the target has not died.
16
BlastA Blast will inflict a wound to all locations (all 4 limbs plus the torso), bypassing all Armor, Skins, and Toughness, leaving them intact. Based upon the delivery method (Natural or Psionic) a Ward, Shield or appropriate Resist stops a Blast. A Blast that strikes an Armored Fist takes full effect, but does not affect the Armored Fist.
17
BlindsideThis maneuver allows a character to render another character or humanoid unconscious with a quick strike. (In reality this blow would be delivered to the head but since headshots are illegal, the blow is instead delivered to the shoulder).
When attempting to Blindside someone the character must tap the target on the shoulder with the pommel of their melee weapon and say “Blindside” to the victim. The blow must be delivered from behind and the character must be holding the weapon at a point within a foot of where it impacts on the target’s shoulder. A character delivering a Blindside must be standing squarely behind the target - a Blindside may not be delivered while standing beside someone. The target of the Blindside can be aware that someone is behind them and still be affected by the Blindside. Surprise is not necessary for a Blindside to be effective, but the blow must be delivered from behind. Additionally, the blow may not be preceded by any other form of attack (such as a weapon strike) or the Blindside fails automatically. If the initial Blindside is stopped by a Shield effect a second Blindside can be attempted but only after three seconds have passed. Blindside cannot be Parried or Dodged. A character successfully Blindsided remains unconscious for one minute before awakening. Shaking a Blindsided character will not awaken him, though an Awaken effect or an Stimulant drug will. Nearly any weapon can be used for Blindside, though blunt weapons are most common. You may not use missile weapons of any kind for blindside. Players may only used the Blindside skill with tagged weapons. A character wearing an approved helmet (must qualify as 3 points of armor) is immune to the effects of Blindside. A Shield effect grants protection from Blindside as well. Weapons or equipment worn on the back do not grant protection from this attack. A Blindside should never be delivered with much strength - a slight tap is all that is required.
18
BreachA Breach effect will break open a barred or locked door. This effect works instantly opening any secured Mag Locks and causing a breaking effect to any Door Bars.
19
BreakItems that suffer a Breaking effect are not able to be used. An item that is Broken can be restored to their original state using a Repair Effect.
20
Carrier AttacksCarrier Attacks are when a weapon is used to deliver an effect. This may be stopped by a Dodge (or Missile Dodge if a ranged weapon), and only delivers the effect.
21
CharmCharm will cause the target to consider the character to be the target's "best friend and closest confidant." The target will in no way attempt to harm the character and will in fact attempt to protect the character from harm. If the character makes any aggressive motion towards the target the effect is instantly broken. This effect requires 10 seconds of uninterrupted non-combat interaction with the target to be used.
Charm can not compel the subject to tell the truth, though the target does view the character in the best possible light and would most likely tell anything that would not mean certain death. Charm lasts for 15 minutes.
22
CircleCircle effects create a transparent cylinder of the approriate type up to ten feet in diameter. Point effects may pass through a Circle.
Before a Circle effect can be used, an appropriate phys-rep must be laid in place to represent it. This phys-rep must be a length of rope or cloth laid out where the Circle will be. Either the rope should be appropriately colored or a packet indicating the type of the Circle should be attached to the rope so that it is readily apparent what type of Circle has been raised.
23
CloakCloak renders the character unnoticeable. Represent this as normal, by steepling the hands over the head. Weapons may be held in a steepled position. This effect lasts 10 seconds, until the character takes 10 steps, until the character lowers their arms, or is discovered by other means, whichever comes first. This effect can be activated in succession without dropping the Cloak. A character entering into a Cloak must use a three count of Concentration to do so (Cloaking 1, Cloaking 2, <source> Cloak), but may exit it without such a count. Characters may be seen by someone using a Perception effect.
24
ConcealConceal renders the character unnoticeable. As long as the character remains perfectly still, silent, and pressed up against a solid surface at least thier own width and height (such as a large tree or a wall, but not a thin bush or tent pole), the character remains invisible. Represent this as normal, by steepling the hands over the head. Weapons may be held in a steepled position. This effect last 1 hour, until the character lowers their arms, moves, or is discovered by other means, whichever comes first. This effect can be activated in succession without dropping the Conceal. Characters may be seen by someone using a Perception effect.
25
ConcentrationConcentration is used to maintain another effect, such as Crush, Mesmerize or Electrocute. The specific requirements, such as pointing or standing still, will be noted in the effect or ability that requires it. Concentration is automatically interrupted if the character suffers a Wound or is knocked unconscious. If the character is struck, Concentration is not broken as long as the effect is taken on skins, armor, a Shield, or a Ward. Resisting an effect does break Concentration. Note that any combat actions are not possible while Concentrating, so the character may not make use of an Armored Fist or use skills such as Dodge, or even block weapons. In addition, the character may not run or undergo any strenuous activity.
26
ConfuseA character subject to this effect cannot attack, use Psionics or activate any items or abilities. If the character is attacked, they may defend themselves (including Defensive Maneuvers) or flee, but cannot attack or pursue a person.
27
CorruptionA Corruption effect renders the victim nearly immobile, reducing the character to crawling, speaking in a low whisper, or fending off a Killing Blow. The character cannot activate cybernetic/mutation/racial abilities, although they can still use dermal patch drugs. (Any abilities already active in effect, however.) The character dies at the end of one hour.
28
CounterCounter allows the character to stop any effect of the specified type. Upon being struck the player may call out “Counter <Effect>” to indicate that he or she Countered the effect. A Counter can also be used to block an effect taken by another player so long as the Countering player is within 5 feet of the target. A Counter cannot be used to block any effect other than of the type specified, nor melee and ranged weapon attacks. The most common Counter skill is "Counter Psionics" which is used to stop Psionic effects (Ka'Tul, Ba'Tul, Mag'Tul, or Seket'Tul).
29
Covert MovementFor the duration of this ability, the character gains 3 Cloak effects, in addition to any others they may have. These Cloaks may be chained with other Cloak effects. These three Cloak effects may be reset with 10 seconds of Concentration (tagline is 'Reset Cloak'). Additionally, the character can become Invisible while Cloaked. This Invisibility has a duration of whatever is left of the Covert Movement's time, requires no activation phrase, and can only be performed at the end of their Cloak duration/distance. Covert Movement ends when they end this Invisibility. Other uses of Invisibility are allowed during Covert Movement and do not affect the duration of Covert Movement.
30
Critical (Crit) StrikesThese attacks allow a character to inflict more damage with a single strike than just the base damage of the weapon. When the attack is used the player must call out the attack as she is swinging the weapon: once the Critical Strike is called, it is expended, no matter the outcome.
Once a player has purchased the limit of three Critical Strike +1 attacks, they may then begin to buy the next level, Critical Strike +3 attacks. A character must have purchased all three of the lower level Critical Strikes before they can advance to the next level. Having all three of any given level is known as “having a complete set”. A character may always call a lower level of Critical Strike if desired.
Critical Strikes must be purchased for a particular weapon skill and be declared either in the left or right hand. Critical Strikes can be bought for additional weapons, though it is probably more cost effective to simply purchase Master Critical Strikes. In order to qualify as having a complete set of Critical Strikes, the character must have three of the same type of Critical Strikes in a specified hand and in a specified weapon skill (or the character must possess Master Critical Strikes). When using this maneuver the character should call "Crit Strike appropriate damage #"
31
CrushThis effect causes the character to begin suffocating to death while held in a powerful grip. The character must immediately stop moving, and may only remain standing and roleplay not being able to breathe (or speak). This lasts for one minute. Once that minute has elapsed, the character falls unconscious and begins dying. After 5 minutes elapse, the character is dead. This effect must be maintained by the user on the target via Concentration. The method of Concentration is usually to stand in one place and point at the target with an slightly opened fist, though other methods are possible. Once Concentration ceases, this effect lasts an additional 10 seconds before ending.
32
Cure DiseaseCure Disease will immediately cure any and all diseases currently active on a character. Some rare diseases are not affected by the Cure Disease effect, however, it is immediately obvious whether or not the curative was able to remove the disease.
33
DartA Dart will inflict one point of damage to the location struck. Armor, Skins, & Toughness will be reduced by 1 point if effected. Based upon the delivery method (Natural or Psionic) a Ward, Shield, or appropriate Resist will stop the Dart effect. A Dart that strikes an Armored Fist, Threshold Field, or Threshold Armor is completely negated.
34
DeathDeath instantly kills the target of the effect. All effects on the character end when they die, unless otherwise noted.
35
DecreeA Decree allows the character to issue a one-word command to the target of the attack. This command cannot cause the subject to harm himself in any way, though he may place himself in harm's way. The command may not duplicate the effects of any other effect (Sleep, Suffocate, etc). The subject of this attack is obligated only to follow the simple one word command immediately following the casting of the attack. If the subject does not understand the command, this becomes a Confuse effect instead.
This effect lasts for ten seconds. Characters with the "Weak Will" Disadvantage are affected by this attack for 20 seconds. Characters with the "Strong Will" advantage are affected by this attack for 5 seconds.
36
Deep FreezeA character struck Deep Freeze is instantly frozen in ice and suffers a Death effect. The body will thaw after 5 minutes and fall to the ground. Any attack to the Deep Frozen target for the 5 minutes after the attack will cause all items on the target to suffer a Destruction effect and the body will break into many pieces. If the body is intact the character may be returned to life with a Restore Life effect. If the body is destroyed, only a Bio-Replication effect can return the victim to life.
37
DestructionThis effect renders an item unsuable. An item that is destroyed cannot be repaired or restored in any fashion. Destroyed items cannot be salvaged.
38
DevourSome creatures may Devour other creatures to heal themselves or reset abilities. Devour does not affect PCs unless briefed otherwise. If struck by a Devour (and can be affected), immediately go out of play and find a Marshal.
39
DisarmThe Disarm effect allows the character to disarm an opponent. When the player swings they should call “Disarm Strike” and if the character's weapon strikes the target's weapon the target must drop their weapon. The target Disarmed must toss the weapon at least five feet away from themself. Missile weapons need only strike a legal target area to deliver the attack. Missile weapon users would call “Disarm Strike” as they fire. Disarm effects may be Parried.
40
DiseaseDisease causes the character to become infected with a debilitating disease. A character affected by a disease cannot cannot run, cannot cast, activate abilities, or use combat maneuvers, but can fight, walk, and defend themself. After one hour, Disease becomes a Corruption effect. The effects of disease can only be reversed by a Cure Disease effect.
41
DisruptA Disrupt effect causes something to cease functioning for 15 minutes. It could target a player (for example, a Disrupt Cybernetics would stop a person from using their cybernetics for 15 minutes), or an obect (Disrupt Force Screen would stop a Force Screen from working for 15 minutes). A Disrupt Energy effect would affect any Complex Item.
42
DissipateSome creatures do not leave a corpse or corporeal remains upon death, instead they Dissipate from existence. In some cases they may leave items behind.
43
DodgeDodge allows the character to avoid the effects of any single attack: weapon blow (except Blindside), missile weapon, or psionic attack (though not psionics or mutant powers that are delivered by pointing or voice effect). Upon being struck the player must call out “Dodge” to indicate that she avoided the attack. Dodge can be used at any time, even to avoid an attack that comes from the rear or by surprise.
The Dodge skill can be used to take an incoming attack for another character. As long as the intended target is within touching range of the character with the Dodge skill the character can call “Dodge - Block” and take the attack instead. An attack blocked in this manner is assumed to strike the character’s torso. If any armor is worn on the torso it can be applied to reducing any damage taken by the attack. The Blocking character cannot then Parry or Dodge the attack though all protections still apply.
44
DominateDominate causes the character to have his will completely subjugated to that of the person using the effect. The affected character will perform ANY task given to them, up to and including the taking of his own life. All instructed tasks should be performed to the best ability of the affected character, using whatever means and resources needed to succeed. The affected character does not possess any will of his own and will not act without direction. He is capable of carrying out extremely complicated orders, however, as his intelligence is not reduced by the effect, only his will is reduced. The subject does not have any desire to give away his own thralled state. This effect lasts for one (1) hour, and is usually a Mental effect.
45
Drain EnergyA Drain Energy effect drains the power source of a single energy powered item rendering it completely useless until maintained. If the item runs off of a Power Pack or Power Generator they are drained of energy and must be replaced. Items that are powered by a Kinetic Charger suffer a Disrupt Energy effect. Psychokinetics may also Neutralize this effect.
46
DropDrop causes the target character to drop everything in one hand (as indicated by the verbal). Bio Energy packets do not count as items and cannot be dropped. If the target is holding an item (two handed weapon) with both hands, it must be dropped. For the purposes of this effect, any objects held in one hand must be dropped. The object dropped may be picked up immediately once it is dropped.
47
ElectrocuteThis effect inflicts both a Pain effect and an Entangle effect simultaneously. This effect must be maintained by the user on the target via Concentration. The method of Concentration is usually to stand in one place and point at the target with an slightly opened fist, though other methods are possible. Once Concentration ceases, this effect lasts an additional 10 seconds before ending.
48
EngulfEngulf causes one visible tagged item on or carried by the target (named by the attacker) to become extremely hot, cold, sharp, electrified, or otherwise unbearable. The targeted item in question is not permanently harmed in any way by this effect, though items in contact with it may be. This effect ends if the item is successfully dropped or otherwise removed from the target's person and remains unattended for 10 seconds.
If the target of the Engulf does not drop the item or shed their armor within 10 seconds, they suffer two Wounds to any areas touched by the object. The character will continue to suffer two Wounds for each additional ten seconds that pass for a full minute. Armor, Skins, and Toughness stop these wounds.
49
EntangleEntangle causes the target to be immobilized from the neck down. The target may not walk, use point or packet delivered psionics, fight or take any action other than speaking until released or 15 minutes has passed. Psions may use self only effects and Cyborgs, Mutatants and Tribes may use abilities that do not require physical motion. The target of this effect may be freed by another character with 10 uninterrupted seconds of role-playing.
50
EntombThe target of this effect is completely encased in a transparent layer of stone, ice, or other appropriate shell.The target may not walk, use point or packet delivered psionics, fight or take any other action until released or 1 hour has passed. Psions, Cyborgs, Mutants and Tribes may use abilities that do not require physical motion, speech, and target only themselves. The target is otherwise Immune to all damage and effects.
51
Environmental AdaptationEnvironmental Adaptation allows a character to breathe and otherwise survive in an adverse environment for the space of an hour. This allows the character to explore regions that do not have a breathable environment including under water. Environmental Adaptation will protect against some Negative effects of all environments, but not of Extreme Environments. For more information on Envrionmental effects, see Environmental Effects and Protections
52
Erase MemoriesErase Memories can remove 15 minutes of memory for every Erase Memory effect used. Only the target's most recent memories are affected. The character cannot choose to erase 15 minutes of memories from two days ago. The maximum amount of time that can be erased is determined only by how many Erase memory effects are used. The character can provide a phrase using up to ten words that replaces the target's memories. The character may implant an additional phrase of up to ten words that can be added for every additional increase in affected memory. If no phrase is given, the target will not notice the blank spot in their memory unless they are specifically asked about that period of time. An unconscious character can be affected by Erase Memories. The target affected by Erase Memories will do their best to rationalize the alterations to their memory. The effects of Erase Memories become permanent and cannot be removed (even with an Awaken effect) once an amount of time has passed equal to how much of the target's memories were affected (half this time for Weak Willed characters). For example, if a character had 30 minutes of memories erased, then the effect becomes permanent after 30 minutes have passed. The target will never remember being under the influence of this effect.
53
FearThis effect causes the target to be overcome with an unreasoning fear centered on the person causing the effect. A character affected by this spell must immediately move ten (10) or more feet away from person they fear, and can take no actions against them nor approach closer than ten (10) feet. The character will actively attempt to stay away from the person and should roleplay the emotions associated with this effect. The character using the Fear effect should never attempt to "herd" the target with this effect. This effect lasts for fifteen (15) minutes
54
FeintThis effect allows a person to recover an unsuccessful Critical Strike. If a Critical Strike is not successfully delivered, the player may call "Feint" and the Critical Strike that missed does not count against the limit of 3 Critical Strikes Per Combat. A Critical Strike is unsuccessful if the attack misses, is Dodged, blocked by a weapon or Armored Fist, or Parried. If it strikes and is stopped by Armor, Skin, Threshold, or any other protective, it is considered successfully delivered.
55
FlingFling causes the target to fling any hand-held object (chosen by the character) at least ten feet. Objects flung by the victim cannot be flung at the character and cannot be thrown with any accuracy. Flung items may be retrieved at any time. If the weapon is somehow physically tied or strapped to the subject of the attack (like an Armored Fist), the subject suffers a Limb Wound to the appropriate arm. This Wound bypasses all Armor, Toughness and Skin protections.
Care should be taken when throwing a weapon that the weapon does not strike another player. Despite the name of the attack, the weapon should be carefully tossed (underhand) at least ten feet away. Players carrying fragile objects (glass vials, nerf weapons, lanterns, etc.) can call a Hold to carefully place the item ten feet away.
56
FlyingA character under the effect of Flying is moving above the ground. As long as Fly is maintained, the character may not be targeted with melee attacks of any kind from non-Flying characters. While under the effects of Fly the character should call out “Flying” every few seconds to allow other players know they are under the effects of this ability.
57
Hamstring StrikeThis Strike allows a character to cause an opponent to suffer a Slow effect for 15 minutes. The player must land a successful swing on an opponent’s leg and call "Hamstring Strike". The victim of this attack may not move faster than a slow walk. The Slow effect is not stopped by Armor, Skins or Toughness (though a Physical Shield effect will still stop this attack). This attack may be blocked with a weapon or an Armored Fist. Ranged Hamstring Strikes call “Hamstring Strike Leg” and are considered to strike the target’s leg of choice, similar to how a ranged Disarm Strike is considered to strike the weapon. If they have armor on their leg, the target may choose to take the damage portion of the attack on their armor.
58
HasteA character under the effect of Haste can run incredibly quickly. The character may not attack anyone or activate abilities while under the effects of Haste. As long as Haste is maintained, the character can flee from a combat (or any other situation) without fear of pursuit. While under the effects of Haste the character should call out “Haste” every few seconds to allow other players know they are under the effects of this ability. Players who witness a player under the effect of Haste cannot even attempt to pursue or intercept him in any way (unless they also under a Haste effect), though they can take up a defensive posture. A character under this effect can only be attacked physically if he willingly comes within striking distance. A character affected by Haste cannot be struck by packet delivered attacks or missile weapons (these always miss their target) though Voice Effects and attacks with the True Strike modifier work normally.
59
Heal Grievous WoundsHeal Grievous Wounds heals up to three wounds, including a torso wound. If the person had more than three wounds, the remaining wounds are affected as an Accelerate Healing effect has been used (and will be fully healed in one hour). The person healed immediately gains consciousness if they were unconscious from wounds.
60
Heal Minor WoundsHeal Minor Wounds will fully heal one limb wound and adds an Accelerate Healing effect to any additional wounds including a torso wound. Limbs healed are restored to full usefulness after 1 minute's time. The person healed immediately gains consciousness if they were unconscious from wounds.
61
Heal Mortal WoundsHeal Mortal Wounds heals all Wounds for every area of the character's body (both legs, both arms, and the torso). The person healed immediately gains consciousness if they were unconscious from Wounds.
62
ImmunityImmunity grants a character complete immunity to a particular effect or delivery. For instance, Psionic Immunity will render a character Immune to all psionic effects, harmful as well as helpful.
63
ImprisonThe target of Imprison is completely encased in field of transparent ice, fire, force, stone, or other appropriate substance. The target cannot move any part of their body or even speak, nor can they be harmed until the Imprison is released. Characters Imprisoned are in no danger of suffocating. A character in a Imprisoned cannot be affected by any outside attack or effect, except a Killing Blow from the character that cast the Imprison. A successful Killing Blow from that character will end this effect. A character who is in a Imprison is surrounded by a frictionless field of Force and cannot be moved. Psions may use psionics upon themselves even while Imprisoned, however this is limited to only touch based psionic effects. Also, all mutants, cyborgs and tribes may bring up any powers that don't require physical motion. This effect lasts 1 hour.
64
ImposeThis effect causes the target character to be overcome with the mental state indicated. This effect is a role-playing effect only. This effect is considered a Mental effect and the target character knows they are affected. This effect has a duration of 10 seconds. In some cases, this effect will last longer than 10 seconds, and that duration will be declared after the Mental State.

Examples:Karl the Gunslinger is struck with an "Impose Terror" effect by a particularly fiesty Web Way Creature. For 10 seconds, Karl role-plays being terrified of the creature.

Miranda the Psion is investigating some alien ruins when she is struck with an "Impose Curiosity, 15 minutes" effect. For the next 15 minutes, Miranda role plays being unnaturally curious about the weird glowing crystals she finds.
65
InvisibilityInvisibility causes the character to become invisible to the naked eye. The character remains invisible until they make a violent or fast moving action of any type, speak, or make a loud noise. This includes: running, swinging a weapon, using psionics of any type, deliberately coming into physical contact with another being, talking, or making any other loud noise such as snapping a large twig.
A character under the effect of Invisibility must Concentrate and hold both hands over their head with the hands steepled, palms together, though they may hold weapons in their palms. All players must ignore a character who is using an Invisibility effect and should continue role-playing as if the character were not there. This effect last 1 hour, until the character lowers their arms, breaks the effect as outlined above, or is discovered by other means, whichever comes first.
66
IntensifyThis effect allows for other effects with a progression to be used as a higher level effect by the target a single time. Each description of Intensify will include what effects may be Intensified along with what they improve to. This generally only applies to direct damage and direct healing effects. If the stated effect is not used within 1 minute of the Intensify’s casting, the Intensify effect fades.
67
KnockbackKnock Back causes the target to move ten feet directly away from the user. The victim must immediately place one knee on the ground once they reach the limit or strike an intervening object, but may begin standing up again after 1 second if they choose. The victim may not attack, use psionics or combat maneuvers, or activate any other abilities during the period of movement, nor can they be affected by attacks during this movement. This effect may be used to knock targets into in-game hazards.
68
KnockdownKnockdown causes the target to drop to the ground. The victim must immediately lay down on the ground and remain there for 10 seconds. The victim may not attack, use psionics or combat maneuvers, or activate any other abilities. However, the victim may defend themselves. Alternately, the player may kneel and place both hands on the ground for the 10 second duration.
69
LanceA Lance causes a wound to the location struck, bypassing all Armor, Skins and Toughness, leaving those protective still intact. Based upon the delivery method (Natural or Psionic) a Ward, Shield, or Resist will protect against a Lance effect. A Lance that strikes an armored fist bypasses the fist to strike the arm beneath.
70
LeapLeaping characters are moving with incredible agility, jumping up and over objects, off walls, or just leaping high up into the air. While leaping, the character must cross weapons or arms over their head, and call 'Leap' at least once every two seconds. A character that is Leaping is immune to all attacks except Voice Effect and attacks with the True Strike modifier. They do not have to move in a straight line. It can be used indoors. They can move through and around things - players should allow them to pass and not attempt to bar their movement.
The character may not attack anyone or activate abilities while under the effects of a Leap effect. A character under this effect is immune to all attacks until they “land”.
In some situations, a Marshal may allow a character to use a Leap effect for other effects, such as leaping over a wall or chasm, but that is solely at the discretion of the Marshal
71
Life DrainLife Drain effect requires a 3 count on an unconscious or otherwise helpless victim. This effect be interrupted just like a killing blow. At the end of the count the target suffers a System Shock effect.
72
MassAn effect with the Mass descriptor affects multiple targets. If not individually specified by the caster, it affects every applicable target on the person. Example: A Mass Shatter affects every tagged item on the target, except consumables.
73
Match Bio-PatternThis effect allows the user to match the Bio-Pattern of the target, such that the user is now a valid target for “self-only” effects. Please see the ability description that grants this effect for further details and restrictions.
74
Mind/MentalEffects called with the Mental modifier are based on the mind. Any Mental effect can be stopped by a protective against such effects, such as Resist Mental or Stoic Mind, and are cured by an Awaken or effects such as Negate Mental. Mind/Mental Death effects are not curable by Awaken or other Mental curatives, and must be dealt with as any other Death. Mental effects include: Charm, Confuse, Decree, Dominate, Erase Memories, Fear, Impose, Mesmerize, Suggestion, and any other effect with the Mind or Mental modifier.
75
MesmerizeUnder the effects of Mesmerize the victim can take no action at all and must remain completely motionless - entranced by the mental power of the character. The character must Concentrate and keep one hand pointed at the victim in order to maintain the Mesmerize effect and the character causing the effect must remain within 10 steps of the victim. The power remains in effect until the character drops the effect, either willingly or unwillingly, or 15 minutes has passed.
The victim of a Mesmerize effect is only vaguely aware of what is going on around him. Mesmerized characters that are attacked by any means are immediately freed from the effect. The attack must be a damage effect of some sort - hitting someone with the flat of a blade will not release a character from the effects of Mesmerize. An Awaken effect or Stimulant will immediately break the Mesmerize. Characters with the "Weak Will" Disadvantage are affected by the Mesmerize effect for up to 30 minutes. Characters with the "Strong Will" advantage are affected by the Mesmerize effect for 7 minutes.
76
Missile DodgeMissile Dodge allows the character to avoid the effects of any single non-Psionic missile attack: arrows, bolts, bullets, thrown weapons and any grenades. Upon being struck the player must call “Dodge” to indicate that she avoided the attack.
The Missile Dodge skill can be used to save another character from taking an attack. As long as the intended target is within touching range of the character with the Missile Dodge skill the character can call “Dodge -Avoid” and the attack misses both targets.
77
Mortal StrikeA successful strike to a legal hit location will automatically cause a wound. This attack bypasses all armor, Skins and Toughness though leaving them intact. This attack may be blocked with a weapon or an Armored Fist and is stopped by a Shield effect.
78
MysticEffects with the Mystic modifier ignore all non-Quantum and non-Mystic protectives. As an example. a Mystic Fire Arrow will affect you even if you have a Resist Fire up. Counterpsi does not work on Mystic effects. If the effect is packet delivered, it can still be Dodged.
79
NauseaNausea causes the target to drop to the ground feeling lightheaded and nauseous. The victim must immediately lay down on the ground and remain there for 10 seconds. Alternately, the player may kneel and place both hands on the ground for the 10 second duration. The victim may not attack, use psionics or combat maneuvers, or activate any other abilities, nor may they defend themselves in any way except to ward off a Killing Blow.
80
Negate [Effect or Type of Effect]Negate may be used defensively to counter an effect as it is being cast at the user. The character must loudly announce "Negate [Effect]", or if negating a type of effect, “Negate [Type of Effect]” followed by the name of the effect that was cast. This must be said within two seconds of the completion of the verbal of the effect being negated. Only packet delivered or point effects can be negated. The character with Negate can also stop effects being used against another target that is within five feet of the character. Alternatively, this power may be used offensively to remove any active effects on another character. Examples of Negate: Negate Psi (stops or removes Psionic effects), Negate Poison (stops or removes Poison effects), and Negate Pain (stops or removes Pain effects).
81
PainPain causes the target to drop to the ground. The victim must immediately lay down on the ground and remain there for 10 seconds. Alternately, the player may kneel and place both hands on the ground for the 10 second duration. The victim may not attack, use psionics or combat maneuvers, or activate any other abilities. However, the victim may defend themselves.
82
ParalyzeThis drug causes the recipient to become completely paralyzed. A paralyzed character will relax all their muscles and slump over. The character is totally aware of what occurs around him, but he cannot take any action requiring movement. Psions can cast upon themselves even while Paralyzed. This is limited to only touch based psionics, of course. Also, all mutants/aliens/cyborgs can bring up any powers that don't require physical motion. The paralysis effect lasts 15 minutes.
83
ParryParry allows the character to parry any one melee attack or Combat Maneuver from a melee weapon. The player must have a melee weapon in his hand to be able to Parry. Upon being struck the player may call out “Parry” to indicate that he Parried the attack. A Parry can also be used to block an attack or Combat Maneuver taken by another player so long as the Parrying player can touch the target with his weapon. A Parry must be used with the weapon for which the character has purchased his Critical Strikes. A Parry cannot be used to block the effects of psionics or any other ranged attack. A Parry stop a Disarm, a Weapon Break, or any other melee delivered Strike effect.
84
Penetrating Shot/StrikeThis attack ignores Toughness, but not Armor or Skins. It deals one point of damage unless a number is specified.
85
PerceptionPerception allows the character to see characters and creatures that are using an Invisibility effect, Conceal effect, Cloak effect or any other ability that would normally render them unable to be seen by the naked eye. A character with perception must acknowledge an unseen creature by first pointing with two fingers at his or her eyes, and then pointing with the same two fingers at the target. This is a noticable effect in game. From that point on, the character with Perception may interact normally with the unseen target, though as a courtesy it is suggested that when attacking they call "Perception" to indicate to the target why they are now being perceived.
86
PhaseA character or creature that is Phased has left the normal plane of existence. The character should place one hand (or weapon) over their head as if they were Out of Play. Phased characters may not be seen with Perception. If called as a defense, the character Phased out of existence before the attack hit them.
87
PinA Pin effect causes the target's right foot to become rooted in place for 15 minutes. The target may still move their upper body, but his foot is stuck in place. The character may still cast Psionic effects and even fight, as long as they do not move their right foot. The target of this effect may be freed by another character with 10 uninterrupted seconds of role-playing.
88
PoisonEffects called with the Poison modifier are delivered via toxins. Any Poison effect can be stopped by a protective against such effects, such as Resist Poison, and are cured by a Purify Blood or effects such as Negate Poison. Poison Death effects are not curable by Purify Blood or other Poison curatives, and must be dealt with as any other Death.
89
Psi StrikePsi Strikes deliver a psionic effect if the strike hits the target or their equipment. Tagline is Psi-Strike (effect). Psi-strikes are stopped completely by Dodge, Ward, Counter Psi, appropriate Resist or any other protective that would otherwise stop the effect delivered. If the effect is not stopped by one of those, it interacts with defenses as normal - for example, a Psi Strike Fire dart or Fire Arrow would be stopped by an Armored Fist. If a psi-strike hits a hand held object, the effect is considered to be hitting the limb.
90
Psychic SurgeryThis psionic effect restores a victim to their normal state eliminating any disease or poison. It may also cure short-term mutations or radiation effects, allows the psion to reach into a subject's body to repair their bio pattern or add/remove foreign objects, or perform other Surgical activities, such as reattaching a severed limb. This portion of the effect requires a marshal to oversee.
91
Purify BloodThis effect destroys all foreign substances in a character's blood, including any drugs or poisons currently active, ending their effects.
92
QuantumEffects with the Quantum modifier ignore all non-Quantum protectives. As an example. a Quantum Fire Arrow will affect you even if you have a Resist Fire up. Counterpsi does not work on Quantum effects. If the effect is packet delivered, it can still be Dodged. Unusual Quantum effects may require a marshal.
93
RepairRepair allows a character to repair any item that has suffered a Breaking effect. It will not restore items that have suffered a Destruction effect (such items are melted beyond all hope of repair) nor will it recharge the energy source of an item that is out of power.
94
Repair MindRepair Mind allows the character to enter into and repair the psyche of another character. Repair Mind takes 15 minutes to complete and will replace lost or Erased Memories and may have a variety of role-playing effects including removing a mental illness, or soothing nightmares or phobias, along with other potential uses. Aside from restoring Erased Memories, the other uses of Repair Mind require a marshal to be present.
95
RepelRepel creates a field of kinetic energy that repels the target of the attack, keeping them at least ten feet away from the character. The target is not otherwise affected, but cannot get closer than ten feet as long as the effect is maintained. The target can still use psionics against the character, though they may not attack the character using melee or missile weapons (including grenades). The character must Concentrate and point at the target in order to maintain the Repel effect. A character may only maintain one Repel at a time.
96
Reset (Target Ability)This effect resets one use a target's specified ability. For example, a Reset Dodge would reset one of a target's Dodge ability, if it they had one and it had been expended.
97
Reset, CombatThis ability resets all of the target's Per Combat abilities, including Combat Maneuvers and Bioenergy from a psionic shard, as if they had rested for 10 minutes.
98
Reset, FullThis ability resets all of the target's Per Day abilities, including Bioenergy, Racials, Cybernetics, and Mutations. Protectives the target has up are unaffected. In addition, it provides a Combat Reset effect to the target.
99
ResistResists offer a stackable resistance to specific effects. Resists completely stop one effect or one of a type of effect one time. Resists can be used by the character at will. Characters may have multiple Resist effects active at a time. Examples include: Resist Poison and Resist Fire.
100
RestA Rest effect escalates the target’s adrenaline levels allowing them to reset all of their Combat Maneuvers or other "per combat" abilities as if they had rested for 10 minutes. This effect may only be used once per game day per target. Should the effect be used on a target twice within a game day, the recipient's body will simply not have the adrenaline to manifest the effect. The Rest effect is still expended.
Loading...
Main menu