Terms, Skills, &
Effects List back
1 handed – any weapon under 48 inches. see “One Handed”
2 handed – any weapon over 48 inches. see “Two Handed”
Accuracy (9) – acts as an Attack for bows only
(separate skill)
Acid – type that deals normal damage to all creatures
with a body (corporeal). Includes damage and shatters
Absorb – see “Healed”
Ale (1) – intoxicating effect, roleplaying in nature. Poorest quality. Higher qualities such as
wine or mead exist. 10 minutes
All Bludgeon (6) – skill: Small bludgeon, Bludgeon,
& 2-hand bludgeon skills
All Pole (7) – skill:
Small pole, Pole, & 2-hand Pole skills
All One Hand (5) – skill:
Small, Bludgeon, Sword, & Pole skills
All Sword
(7) – skill: Small sword, Sword, & 2-hand Sword skills
All Two Hand (7) – skill:
2 hand bludgeon/sword/pole skills
All Weapon (10) – skill: allows use of any/all weapons, including ranged (not shield/dual/harden fist)
Air (2/5) – tagline and elemental
school of magic that is weak to Earth and strong against Water.
Antidote (10) – removes any Toxin effects.
Antidote to <effect> (x) –
toxin/potion that removes one specific effect. Same cost as effect to make
Antitoxin (6) – see “Toxin Shell”
Apothecary (1) – skill: Herbal potion making. All
basic Potions must be ingested. Contact Toxins (research) affect on touch,
their cost is +2 pts, except Harm/Heal(1). Blade Toxins
affect on body damage (research), their cost is +1 pts expect Harm(¾). Potion cost is listed below. Ones that are
stackable are marked with an *. Potion reps must be at least ¼ oz. each
(Heal/Harm being ¼ oz. / 10 pts.). Requires purchase of
materials (1g per 3 pts). Requires Herb Lore. Each
train/xp gives 1 point. Only affects the living. No
potion lasts more than one whole week Potions are as follows: <Name (points:potion)(pts:contact)
- effect>
Harm
(½)* - body HP damage
Heal
(½)* - cures body HP
Ale
(1)* - makes an intoxicating beverage (of low quality)
Poison
(2)* - loss of 1 body HP per 10 minutes until cured
Charm
(4) – general friendship for 10 minutes
Fear
(4) - will not attack anyone unless attacked for 10 min
Confusion
(6) - no conscious choices for 10 minutes
Toxin
Shell (6) - stops next toxin attack
Strength
(8) - +3 Attack for 10 minutes
Endurance
(8) - +3 Defense for 10 minutes
Buff
(8) - +10 body until lost
Forget
(10) - forgets past 10 minutes
Antidote
(10) - removes any toxin
Hallucinoid (10) - no skills. 10 minutes
Paralyze
(14) - immobilized for 10 minutes
Sleep
(16) - fall asleep for 10 minutes
Death
(18) - kills instantly
Arcane (1.5x) – add-on tagline to
any type that pierces protectives. “arcane <type>
<effect>”
Arm/Disarm Trap (4) – skill: gives the ability to
attempt to arm and disarm traps (must disarm the trigger out of game to be
successful). Needed to create traps.
Attune (10) – skill: opens a school so that any
spells from it may be cast with mana. See also “Mana”
Assassinate (¾x) – critical done from behind to the
torso. Wound(3), Mortal(14), Crippling(9), Death(15),
Knockdown(3), Might(12), Waylay(14), Assassinate(5), and Sneak attack(3) can be
purchased as Assassinates. You must be in full view of the back to do an assassinate. “assassinate,
<effect>”
Assassinate Fury (5) – acts as a Fury strike
Assassinate, see also “Fury Strike,” “Assassinate”
Assassinate Pool (10 +1/1) – acts as a Critical
Pool specifically for assassinates. Separate from other pools and mana. See
also “Mana” and “Pool”
Awaken (18) – awakens an unconscious target
(includes all forms of Sleep (even targets that are asleep Out-of-Game), will
heal from 0 HP to 1 HP (restoring consciousness))
Banish (16) – sends a creature from another plane
back to its home plane. Formal banishes it permanently. Usually Element School
Berserk – causes user to go into rage, gaining 10
Body, 10 Attack, 10 Defense, 3 Strength, and 4 Ripping Strength (allows a
character to rip free from bindings up to 4xp in a 3-count) for as long as
needed, but causing them to drop into weakness for the same amount of time
afterwards, then ½ stats for that time over again. If used in an attack, causes
target to go into an unspecific rage (will attack nearest moving thing) for 10
minutes. See p.12
Berserksgang – see “Berserk”
Bind (8) – traps both of target’s arms and hands to
their sides. Hands may not be used. Cutting off arms will remove this spell. 10
minutes
Bind, School – Magic that traps or frees.
Bind Rune (16) – skill: use of multiple runes for a
more powerful or permanent effect. Once per day unless Godhi
class (unlimited for Godhar). See p.20
Blade, <effect> (6) – adds <effect>
tagline to weapon until used for one battle. Not dimmable unless weapon has
dimming properties for all effects
Blade, Dim (6) – see “Dim Blade”
Blade Toxin – special type of toxin
that affects through contact with the blood (when body damage is dealt). May be used to coat weapons. Used on first hit
that connects with anything.
Bless (4) – adds 1 physical
damage for 1 battle. Not stackable
Block – physically deflected or, rarely, a spell protective was used
Bludgeon (3) – skill: 1 hand blunt weapons, up to 48 in. (maces, quarterstaves, clubs, hammers). Short deal 2, long deal 3. any non-edged weapon (deals normal damage based on length)
Blunt – another term for bludgeoning weapons, as an
ability this causes all weapons to deal one less damage until sharpened
Body (3) – skill: gain 1 max body HP. Also HP
intrinsic to one’s self, 2 per level for Fighters, 1 per level for all other
Classes
Boffer – padded LARPing weapon (or shield) physrep (usually PVC)
Bow (6) – skill: bow/arrow shooting ability. All bows are counted as 2 handed weapons regardless of length. This skill does not encompass crossbow, as crossbows are atypical weapons dealt with In-Game. Bow damage is based on individual bows. Piercing tagline, Attack is not applied, Accuracy adds to damage
Bow Fury (6) – see “Fury, Bow”
Breach – armor term implying the armor has taken
damage enough to drop to 0 hit points, if repaired it will be one less maximum
than before. Nonbreached armor repairs to its full
value
Bronze – weapon material, weak combat metal (-1 dmg)
Buff (8) – adds 10 body until lost. wears off in 1 week
if unused
Buffs – spells affecting a creature that enhance
abilities, sometimes Blade spells are included in this group. Last until used /
1 battle
Burn Attack (6) – subtracts 1 Attack. Stackable. 10 minutes. See also “Curse”
Burn Defense (6) – subtracts 1 Defense. Stackable. 10 minutes. See also “Curse” or “Burn Attack”
Burn Max Body (2) - subtracts 1 Max Body HP.
Stackable. 10 minutes. See also “Curse” or “Burn Attack”
Caster – Class that uses magic. See p.15
Character – a creature, usually an intelligent one,
sometimes used to refer to a Player Character
Chaos (2/5) – tagline and realm school of magic
dueling Order. Magic can Harm or Heal the Undead but
only Harm the Living
Charging – illegal combat, crowding opponent by
coming too close
Charm (6) – friendship. Mind effect. May be
broken as per real friendship
Cheating – breaking the rules, usually in reference
to metagaming, gain stealing, or blatant stat forging, etc. This is not
tolerated
Circle of Power (16) – see “Power Circle”
Class – style or occupation of person/creature, see
p.15
Claw – natural attached weapon. Base
damage as per bludgeoning weapons. Undisarmable. Some can cut
Cold Iron – weapon material, ruined magical combat
metal (1 day, cannot be altered, double damage to Fae)
Component – a piece used for some
larger skill, usually formal magic, occasionally cooking or higher rituals etc.
Confuse (8) – causes extreme indecision. Target may
not make conscious choices, may only defend self. Mind
effect. 10 min.
Contact Toxin – special type of toxin that affects
anything it touches. May be thrown.
Control <element> Elemental (4) – same effect
as Control Undead, on specified Elemental Creature only
Control Undead (4) – a Lesser
(mindless) Undead comes under your command as if you had created it. Lasts
until destroyed or recontrolled. 1 controlled per
time buying this spell/skill
Cooking (12) – allows you to take Essences and use
them to concoct foods and brews with effects based on the type of essence,
combination, and other added ingredients, along with a bonus for presentation. Cooking Expertise (additional ranks) available at 15 xp each. Note, only one Essence may be taken per
creature, thus either Essence Harvest or Cooking.
Copper – weapon material, precious metal, weak (-1 dmg)
Costume – an in-period appropriate set of garb
worth armor points, also refers to fake armor which
gives 4 pts on the torso and 1 on each limb. A good costume is highly
encouraged
Counted Action – an action that takes time to do
such as a Killing Blow or Ripping Down a Door, in the format “<action> 1,
<action> 2…” etc. Should be done counting down if any other than a
3-count (Marshal’s discretion)
Counter (3) – after being hit in melee, retaliates
with current melee damage instantly (no swing required). “Counter, #
<tagline>”
Counter, time spell (2) – the next melee attack
will be countered as per the skill. Not stackable. See also “Safe”
Craft (1) – skill: earn one gold coin per game day
per rank with specified craft (service or product), such as Tracking, Basket
Weaving, Tailoring, Fortune Telling, etc.
Create <item> (6) – magically makes a usually
wooden or stone (typically base damage as per bludgeoning weapons) item
identical to a normal version for 10 minutes or 1 battle
Create Undead (10) – raises a Dead corpse as a Lesser (mindless) Undead under the caster’s control. Undead status. Until destroyed. 1 raisable per time buying this spell/skill. Casting
on an already created undead not under your control will bring it under your
control as per Control Undead. Casting on an undead under your control or
Greater will fully heal it. A PC created as undead and not in play may choose
to die to continue playing that character. See also p.9
Crippling Strike (12) – critical,
physical weakness. See also
“weakness”
Critical – Increase and decrease in damage done in
physical combat based on the Critical modification system. Do not affect
non-organic creatures. See p.9. Also a Fighter Skill that allows a certain type
of strike, see skills
Critical Pool (10 +1/1) – acts similar to mana but
for critical fighter skills. The pool is separate from other pools or mana. See
also “Mana,” “Pool”
Crystal – weapon material, all modifications must
be done at creation (not alterable, permanent, usually RI and innately magical)
Cure <status> – removes negative status
indicated. Costs same as status it removes
Cure <stati> –
removes a set of similar negative stati (such as Mind
Effects, Chaos effects, etc.). costs 2 more than the
highest status it removes
Cure Disease (8) – Both spell and remove the effects Disease and , not
any Type attack
Cure (4)
– Both spell and toxin/potion remove the effect , not any other Toxin Type
attack
Cure Mind Control (14) – removes all Mind Control
effects. See also “Cure <stati>”
Curse (4) – subtracts 1 physical
damage for 10 minutes. Not stackable
Damage – a number of an attack which affects your
HP. A character’s weapon damage is calculated by adding their Attack to their
Weapon base and any pluses and buffs active
Darkness (2) – creates shadows on an area equal to
the caster’s arm span. Counts as “Dark” or “Night” for Undead
& Light Intolerant. Dispels a Lightglow.
10 minutes
Days – see “Reset”
Death (20) – brings one living target to Dead
status
Deaths – place on character sheet to note how many
times the character has Resurrected, and how many XP
were lost from dying that can be recovered with spirit restore
Death Strike (20) –
critical, physical death
Defense (9) – skill: gain
1 Defense, subtract from physical damage
Demifae – one of the 3 major PC races, half or more fae
blooded
Desecrate (10) – target gains immunity to the
effects of Order Magic. Dispelled by Sanctuary. 10
minutes
Destroy Undead (8) – brings an Undead to Dead
status.
Dim Blade (6) – allows any tagline on a weapon to
be used or left off for 1 battle. Does not create any additional tagline
Disarm (4) – causes target to drop a hand-held item
for 10 seconds. If the item is physically linked (chain, string, etc.) the item
may stay attached to the cord, but must drop from the hand. This does not
affect Magically Linked items. If a specific item is not specified, it is the
target’s choice. Invalid item calls use the spell, but have no effect. Physical
disarms cause the hand to go numb, so that the item can
be picked up in the other hand, but nothing may be put in that hand for 10
seconds. The use of a Disarm skill will also cancel a Critical Disarm attack
against you. Magical disarms cause the weapon to leave
the person, so that it may not be picked up, but the hand may still be used
Disarm Trap (4) – skill: see “Arm/Disarm Trap”
Disease (8) – causes a version of the effect which is
highly contagious and will affect anyone who touches or stays in close quarters
with the target until cured
Dispel (14) – removes all magical effects, good or
bad. Does not affect HP, Weapons, Items, or s (except Magic ),
unless there is some magical effect active on them. This spell will destroy an
Elemental or other purely magical being
Dissipate (10) – when cast on a Dead corpse, turns
it to dust, not allowing a Life spell
Divination (16) – skill: allows character to make
an actual rune casting to predict the future. Appropriate plot action may be
taken based on the combined interpretation of Plot and the Caster. This effect
will not occur immediately.
Dodge (20) – attack was negated with an acute use of dexterity. Attacks could affect anything directly behind user. Target must be able to move. Once per day use
Dodge, time spell (8) – next attack is dodged as
per the skill. See also “Dodge” and “Counter, time spell”
Dominate (18) – caster has almost absolute control
over target as if an improved version of Charm was in effect. Any commands will
be followed. 10 minutes
Doom (18) – victim dies in exactly one minute. Doom
may be cured as if target is already dead.
Double – attack dealt twice normal damage on target
Drain (4/5) – Damage done is taken as Healing for
the attacker. On weapons 1 Healing is taken by default. Healing is Magical in
nature, not Order or Chaos. If a number is specified after the Drain, only that
amount of healing is being taken. Also School of Magic
Drain Attack (12) – subtracts 1 Attack and gives it
to caster. Stackable. 10 minutes. See also “Curse” or
“Burn Attack”
Drain Defense (12) – subtracts 1 Defense and gives it to caster. Stackable. 10 minutes. See also “Curse” or “Burn Defense”
Drain Max Body (4) – subtracts 1 Max Body HP and
gives it to caster. Stackable. 10 minutes. See also
“Curse” or “Burn Max Body”
Dual (6*) – skill: Allows you to use a weapon in each hand. Cost is equal to how many length units are used (i.e. long sword (3 units) and dagger (1 unit) dual would be 4 xp. This would not let you use 2 short swords.) Dual All, which allows any one hand weapons you can use in either hand, is 6 xp
Duration – how long a spell lasts.
Protectives, Blades, and Buffs last until used / 1
battle, offensive spells last 10 minutes, /disease spells last until cured
E.Skill (1) – see “Enemy Skill”
Earshot <spell> (10x) – spell is delivered to
all who hear the verbal out-of-game, typically excluding the caster. “Earshot
<verbal>”
Earth (2/5) – tagline and
elemental school of magic that is weak to Flame and strong against Air.
Edge – bladed weapon that can cut and deals 1
damage over base
Effect – see p.10
Element – Fire, Earth, Air, or Water
Elemental – Any Magic/Summoned nonliving creature,
especially made of an Elemental Magic
Elemental, Control – see “Control Elemental”
Endurance (8) – adds 3 Defense. Spell 1 battle, 10 min.
Enemy Skill (1) – ability to mimic monster skills
from Plot’s list (must see the ability used and have Marshal/Plot confirm by
giving you appropriate papers). Points spent go into a pool similar to mana,
but for use on any Enemy Skills you have learned. Verbal is “<creature>
<ability (type, effect)>” See also “Pool”
Enflame (4) – sets target on fire, causing 1 Flame
damage each second until extinguished (requires Water, Ice, or rolling on the
ground (3-count plus time to fall down, may not be armed while rolling).
Extinguishing may be physical or magical, but must be at
least 5 damage).
Ensnare (4) – traps targeted foot (if not
specified, target’s choice) to the ground. May still pivot on
it. May be cast multiple times. May cut off limb to remove. 10 minutes
Essence – part of the spirit that stays in the body when it dies, which can be removed by any knowledgeable character and utilized by the skills Cooking and Essence Harvest. Turns into liquid when harvested. Whoever has the monster card is considered to have the essence unless it is copied to your character sheet by a Marshal
Essence Harvest (6) – skill: drain 1 Life or Mana per rank from a kill via consumption of essence. Multiple levels of Essence Harvest can allow you to restore an entire spell if the drain is substantial enough. A creature may only have its Essence removed once. See also “Hunting,” “Cooking,” “Essence”
Experience (points) – see p.12
Expertise (5) – skill: allows increased critical
and Fury Strike damage (small), Critical Called Shots (increased damage, must
hit called limb, crippling after consecutive hits), and paired criticals
Explode (20) – causes caster to be Obliterated, deals current body HP damage and Shatter in 6’
radius circle. Verbal is “Explode, # Magic Shatter, 6’ radius”. Some versions
are Flame based
Extra – call made to signify target took extra
damage from attack, typically 1.5 times
Fae – a special type of semi-magical creature tied
to the land
Faerie Fire (6) – Fae attack that illuminates the
target and makes it unable to dodge for 10 minutes
Fear (6) – spell causes fear of caster and caster’s
party. Target will not attack. causes general paranoia and target will not attack anything.
Mind effect. 10 min.
Field Marshal – Plot Marshal who gathers XP info
and monitors safety and rules during play. See also “Marshal”
Fighter – Class oriented towards strength. See p.15
First Aid (2) – skill: stabilize a dying creature
(-HP within 1 minute) for double the time spent, and ability to determine exact
status of most things.
Flame (2/5) – tagline and elemental and force
school of magic weak to Water and strong against Earth, dueling Ice.
Flight – call that indicates creature is in the air
and thus immune to melee combat, represented by crossing weapons over chest
Food – an item that can be eaten with some time
(outside combat) to restore HP, and can be Hunted from many NPCs.
See also “Hunting”
Force – Flame or Ice
Forget – mind effect that causes the target to lose
the last 10 minutes of their memory. Can only be cured if an antidote or cure
mind effect is given within 10 minutes
Formal (magic) (10) – highest
form of Magic (not resistable or blockable). 1 rank can be purchased for every 100 xp (50 xp for Summoners)
spent on Magic. Extra ranks may be purchased at 20 xp
each (subject to Plot approval)
Formal Magic Component – see “Component”
Free (16) – releases entire body from all
entrapping effects, not limited to magic
Free Limb (4) – releases one limb from entrapping
effects, not limited to magic. See also “Free”
Free Voice (6) – releases target from Silence
effects
Fury Strike (6) – user’s Attack is tripled (or as
noted) (+ weapon damage) for one swing. May be used unannounced
Fury, Bow (6) – triples damage done by a bow for
one shot. May be bought like a normal fury, but is a separate skill.
Game, In – see “In Game”
Game, Out of – see “Out-Of-Game”
Gemstone – item and weapon material, all
modification must be done at creation (+1, permanent, cannot be altered,
magical properties, usually RI and innately magical)
Genji – weapon material, legendary combat metal (+2, RI,
sometimes innately magical)
Godhi – caster class oriented towards the Runes. See
p.15 and 20
Gods – the deities worshipped by a character. Does
not have to be Norse or even filled out at all
Gold – weapon material, affects more creatures than
silver or iron (and other combat metals)
Grappling – grabbing and holding a creature (this
may only be done in accordance with Physical Contact rules!), does not affect
incorporeal creatures. A Strength call must be made, the higher strength gets
their way
Greater – an elemental or undead with intelligence.
These are immune to most control but take mind affects
Hallucinate (12) – no in-game skills may be used
correctly. Mind Effect. 10 minutes
Harden Fists (2) – skill: allows you to block hand
hits without taking damage. Adds no damage (base 0). Physreps up to 12 in. see p.6 for details
Harm – or spell causing damage
Harmed (by <effect>) – call that indicates
the creature has taken damage (or extra damage) from the attack
Haste (10) – target moves quickly (increases ½ or ¾
speed (slow) to full, or allows a full speed target to use 35 degree swings for
weapons). “haste” must be announced before beginning a
3 count, at which point the 3rd count may be made, essentially
making it a 2 count. 10 minutes
Heal – s or spell curing body damage
Healed – also “Absorb.” Intended damage was taken
as Healing. Physical cannot cause healing
Healing – body point restoring magic found in Order, as well as s and other sources. See also “First Aid” for the skill
Helper (points) – rewards given to NPCs, Marshals, & benefactors. See p.4
HelpersàXP(can buy) – place on the character card to note how
many Helpers can be converted to XP (can only convert one for every XP earned
otherwise)
Herb – a type of food that has to be specially
prepared and taken to be effective (mixed into an elixir or smoked usually)
Herb Lore (3) – skill: allows you to identify all
common and many rare potions and herbs on examination (about a 3-count), even
when mixed into food etc. and to mix potions. Required for
Apothecary.
Hit Points – Life. see p.8
Hold – a call for the game to stop, as outlines
under Game and Safety Rules. Also see the Time Spell “Time Stop”
HP – see “Hit Points” and p.8
Human – the most common of the 3 PC races
Hunting (4) – skill: Salvage 1 HP (per train) of food from any kills (limited by creatures’ size). Some tools required (edged weapon). A creature may only be Hunted once. Must report to plot or marshal to acquire tags. See also “Essence Harvest”
Ice (2/5) – tagline & force school of magic dueling Flame.
Identify (10) – reveals all effects and possibly
other things about an item or creature. Some must refer to Plot for information
IG – see “In Game”
Immune – target is not affected by this effect, see
also “No Effect”
Imprison (28) – acts as an incurable Paralysis.
Lasts until target receives a Remove Imprison spell
Indestructible – item cannot be destroyed by normal
means. Also called “RI.” If physically RI, shattered
by Arcane, Spirit, or Formal. If magically RI, shattered by Spirit or Formal
Incorporeal – having no physical body. Elementals
and ghastly undead may become incorporeal by purchasing the skills Immune to
Normal, Reduce Silver ½, Reduce Gold ½, and any Magic Tagline (including
elemental). Incorporeal creatures are immune to Acids and any physical based
attacks without enchantment (such as webbing, grappling, explosions, pitfalls,
etc.), and may phase through non-magical objects in a 10-count action
Innate – type that precedes <verbal>
indicating the effect is natural and may be used in coordination with other
effects (such as an Innate Reflect being used after a Reflect Magic was used)
Inspiration (6) – target may come to understand
something that they did not before. At Plot’s discretion.
Must refer to Plot
Invisibility – constant effect of Vanish. See also
“Vanish”
Invis (12) – see “Vanish”
In Game – play is going on and listed thing is in
it. See also “Out-Of-Game”
Iron – weapon material, standard combat metal
Iron Skin (6) – critical defense, reduces one
physical strike’s damage
Item – any tagged possession, details on tag
Jimmy Rule – You have asked a ridiculous question.
Go away.
Jotunn – a giant or troll
Killing Blow – a 3 count action that represents
physically killing the target through specified means (part touched, thus limb killing
blows do not bring to Dead, but sever the limb a the point done), such as
cutting off the head, stabbing through the heart, or breaking the neck. This
requires the creature be completely helpless to succeed. On some creatures the
count may be more than 3, in which case a Marshal should be consulted, but 10
is usually a good guess
Killing Effect – anything that brings a creature to
Dead status, such as a Killing Blow or Death Spell
Knockback (4) – critical, causes the target to retreat
(safely) 10 feet back before approaching again
Knockdown (4) – critical, causes the target to fall
to the ground (safely) after which they may stand again. They may still defend
themselves on the ground as per normal
Lay on – call to resume play from a Hold, see also “Hold”
Lesser – an undead or elemental that has no
intelligence (some move slower). Lessers can be
controlled but are immune to mind effects
Lesser One – one of the 3 PC races, half animal
creatures
Level X <spell> – delivers specified spell
that only affects a target with level divisible by the number (X). Cost is spell divided by X rounding up.
Life (20) – brings a fresh Dead corpse to life and
1 HP
Life Burn (2/5) – causes generic magic damage to a
target
Life Drain (4/5) – see “Drain”
Lightglow (2) – creates light in an area equal to the
caster’s arm span. Counts as “Day” or “Light” for Undead
& Light Intolerant, but not “Natural Sunlight.” Dispels a Darkness. Until next sunrise
Living – status of existence & basic type of
creature. See p.8-9
Lock Pick (5) – skill: gives the ability to attempt
to pick a lock (must open the lock out of game to be sucessful).
Tools required (lock pick)
Magic Armour (2/1) – Grants extra points of armour
that are not repped or reusable, that are lost before
magical body and real armour. May be stacked. Does not
carry over days (all points lost when skills reset/day changes)
Magic Item – an Item enchanted with Formal or Rune or other lasting magics, must be identified for the properties to be revealed. All magic items must have physreps with them (sometimes provided by Plot, Magic Rings always provided by Plot)
Magic, school (2/5) – School of
magic that cannot be accessed with Mana that includes non elemental attacks and
spells. See p.27
Magic, type – type based on creating non-real
powers to deal damage or effects. Ignores Defense. See
p.20
Mana (1) – see “Mana Pool”
Mana Burn (1/1) – causes target to lose mana. Only
affects mana, not spells
Mana Drain (2/1) – causes target to lose mana, and
the caster to gain that amount of mana, if the spell affected the target. Only
affects mana, not spells
Mana Pool (1) – skill: 1 xp
worth of generic magic energy is placed into a Pool with every xp spent on Mana, this Pool may be
used with any Schools that are Opened/Attuned to (for 10 xp
each) as any spell desired. See also p.20
Marshal – a staff member, usually with a specific
job (Formal, Field, Plot, etc.), you must listen to what these people tell you
Massive (45) – tagline that
pierces weapons and shields.
“Crushing”
Massive Strike (6) – critical, swing massive
tagline for one swing
Mastery (10) – skill: increases damage done by
criticals, Fury Strikes, and Called Shots with a weapon specific to the user,
such as one used lifelong, over 1 year playing, or one Spirit Linked/Soul
Tapped to user for ½ a year.
Materials – required to produce
items with a Trade skill. 1 gold per 3 pts. Trade specific.
Membership – allows the buyer to attend all
Berserkr events during the membership period for free. Email berserkr@larp.com to purchase a membership
Metagaming – the use of knowledge gained OOG that
your character could not have, including names, stats, and secrets (knowing of
a certain monster like Umber Hulks is acceptable, knowing the stats on an Umber
Hulk, or that MT is sending them out are not). This is not tolerated. Everyone
should try to keep this knowledge to themselves, but just because it can’t
always be done is no excuse for metagaming
Might Strike (15) – critical, causes target to lose
half their HP
Mind – school of Magic
Mind Control – any spells that
manipulate the mind, including Charm, Fear, Confuse, and Hallucinate. Not all Mind School effects are Mind Control
(Sleep is not)
Mind Control, Cure (14) – see “Cure Mind Control”
Minimize – call to indicate the target has taken only one point of damage, often on a non-solid or swarm monster
Mithril – weapon material, legendary silver (+1, usually RI and innately magical)
Missile (2) – skill: thrown weapons (knives, hatchets, rocks, javelins). Damage same as melee equivalent (by length). Thrown weapons themselves may be used in melee for the same damage as long as they are safe, but this skill only allows throwing
Mod Card – phys rep for a module’s starting point,
report to Plot with card to go on the module.
Module – one short adventure from start to finish,
usually at a location outside of town. Also called a Mod.
Monster – an NPC, usually a non-intelligent
creature
Monster Card – a stat card with XP/Gain data on it
Monster Town – the OOG area in which Plot stats
Monsters and NPCs, the place to go when you want to
NPC or need to speak with Plot
Mortal Strike (18) – critical,
physical doom. Can be delayed
by first aid but not cured, except by Life
MT – see “Monster Town”
Mystic – see “Magic, School”
Natural Magic – a non-runic school of magic
Night, spell (2) – see “Darkness”
Nightmare – a different Berserkr LARP campaign, see
the website
No Effect – intended damage or effect had no effect on the target, usually indicating an immunity or
Defense
Normal (6) – basic weapon
tagline. Uncalled damage is
Normal. Includes Claws, Wood, Stone, Bronze, Iron, and Steel,
and occasionally other taglines.
Non-Player Character – a character or monster
controlled by Plot, sent to interact with Player Characters and other NPCs
NPC – see “Non-Player Character”
Obliterate (30) – acts as a Death spell and a
Dissipate spell, turning a living creature to dust and not allowing a Life
spell.
Off Hand (10) – skill: use
of off hand, including Shield and Dual All
OOG – see “Out-Of-Game”
Open <school> (10) – see “Attune”
Order (2/5) – tagline and realm school of magic
dueling Chaos. Magic can Harm or Heal the Living but only Harm the Undead
Out-Of-Game – the game has stopped or target is not
present; clarification often made by Marshal
Packet – safe throwable
small things to deliver some attacks with
Paralyze (16) – target may not move or be moved at
all. This includes being stuck to the ground (except with the version). 10 minutes
Parry (9) – critical, blocks one non-critical
physical attack (damage only, not effects)
PC – Player Character
Pelting – see “Scavenger”
Penis Monger – mongers target penis. Also Special
Plot Dance
Petrify (26) – see “Imprison,” usually Earth
elemental.
Phase (20) – caster phases invisibly into spirit
form and may travel at will, phasing back in at will, up to a mile away. Phases
out in a 3-count, which may be interrupted by damage (on most creatures, the
ability Phase cannot be interrupted), but will not waste the spell. May be hit as per normal attacks while phasing out but not while
phasing in (until count is finished). Caster may take anything touching
with them (items only)
Physical – type based on weapons and other actual
objects being used to hit. Cannot heal
Physical Blast (2/5) – A packet delivered physical
attack that represents spines, etc. also called PhysBlast.
“# physical”
Physical Contact – rules governing safety see p.3
and 5
PhysRI – see “Indestructible”
PhysRU – see “Unshatterable”
Phys Rep – physical representation, often a weapon
or other prop, substituted for something difficult or unsafe to have present
Pickpocket (8) – the ability to steal an item
unnoticed, if a spell the caster can name an item, any pickpocket can name a
container, otherwise the first item the target can get
to the tag for
Pick Lock (5) – skill: see “Lock Pick”
Piercing (45) – tagline that pierces Defense but
not armour or protectives. If used against a shield,
1 point of damage is done to its holder in addition to any shield defense being
pierced. Notably used as the Bow tagline
Plant – a type of creature often with a strange set
of immunities
Platinum – weapon material, legendary gold (+1,
usually RI and innately magical)
Play, In – see “In Game”
Play, Out of – see “Out-of-Game”
PC – see “Player Character”
Player Character – a character controlled by a
customer/player of Berserkr, statted within the
confines of being a PC
Playtest – an ability or system being used at the moment to
test it for future addition, change, or removal form Berserkr’s
systems
Plot – supreme organization running Berserkr LARP.
See also “Marshal”
(4) – as an
effect, causes
the loss of 1 body HP every 10 minutes until cured. This will not wear off.
Healing will temporarily cure HP damage, but will not cure the
. Stackable
Poison Shell (6) – see “Toxin Shell”
Pole (4) – skill: 1 hand polearms,
up to 48 in, with a head up to 24 in. (axe, spear). The stick of a pole counts
as bludgeoning damage, while the blade counts as sword damage. Hybrid
bludgeon-sword weapon
Polymorph (10) – allows character to change shape
but look similar until they desire to change back. 1 form per rank
Pool (1/1) – xp spent on
having a pool of skill points free for use with the skill they are paired with.
See “Mana,” “Critical Pool,” “Enemy Skill,” and “Assassinate Pool”
Potion – a Toxin/Apothecary effect in a bottle to
be ingested for the effect (can be mixed into food or drink)
Power Circle (16) – creates a protective
impenetrable (except by Spirit) circle that allows Formal Ritual casting, 6
feet wide. Until dropped
Protect – School of Magic
Protectives – any spells that stay on the spirit to protect
the character. Last until used
Pure Mind (14) – see “Cure Mind Control”
Race – the appearance and skill guidelines of a creature, see p.16
Radius <spell> (5x) – spell is delivered up
to three feet from the packet/caster, affecting everyone within the sphere
(including caster if applicable). “<verbal>, 3’ Radius” (6x for 6’
radius)
Rage (9) – skill: gain 1 Rage Point (+1 AT, +1 DF,
+1 Body, +2 Ripping Strength in Berserksgang,
additional +1 STR every 3 Rage). See also “Berserk,” “Berserksgang”
Rage Claws (5) – skills: gain base 0 Short claws
(up to 36”) while in Berserksgang. Must have at least
one Rage before buying
Realm – Chaos or Order
Reboot – see “Lay On”
Reduce – call made to denote the target has taken a
fraction of the damage, usually half (otherwise announced)
Reflect <type> (12) – reverses the attacker
and target for spell’s results. Another Reflect may be used to reflect the
Reflected attack, as may a Shell or Safe (as
appropriate).
Reflect <effect> (4) – reverses the attacker
and target for a spell of <effect>’s results. Another Reflect may be used
to reflect the Reflected attack, as may a Shell or
Safe (as appropriate).
Reflect <school> (8) – reverses the attacker
and target for a spell from <school>’s results. Another Reflect may be
used to reflect the Reflected attack, as may a Shell
or Safe (as appropriate).
Regen (18) – If Living, target
regenerates at a rate of their max body every minute, unless dealt a Killing
Effect, for 10 minutes
Regenerate (20 + 1/ HP/min) – target is cured for
Body listed every minute, and will regain consciousness in one minute if
knocked out, unless Killed. At two ranks target is also restored from Death as
per unconsciousness, unless Killed with specific
weakness
Remedy (20) – Cures all ailments, does not restore
HP or grant life
Remove <effect> - removes a specific effect,
often the only available cure. Overrides “incurable” in
effect’s description. Cost is same as the effect being removed
Render Indestructible – see “Indestructible”
Render Unshatterable – see “Unshatterable”
Rep – see “Phys Rep”
Repair Armour (3) – skill: restore nonbreached lost armour points. 1 per 20 seconds 1 handed/running, 1 per 10 seconds while immobile. May require tools for majour work (repair kit). See also “Armour”
Repel (10) – target is forced 10’ away from caster
if possible. If not possible to push, this will not cause damage. It can be
used to push an opponent into obstacles if they do not move to the side. Not an
entrapping effect. 10 minutes
Reset – the time at multiple day events when all
per day skills become renewed, typically at Dawn or whatever increments divides
the event evenly.
Resist <type> (15) – negates one <type>
attack. See also “Stone Mind” and “Steel Skin”
Resist <school> (10) – negates one <school> attack
Resist <effect> (5) – negates one <effect> attack
Restore Limb (10) – restores target limb (target’s
choice if unspecified) to full usefulness
Resurrection – bringing a spirit back to Midgard
and creating a body for it, this destroys all spirit effects and causes the target
to lose 1/3 of their total XP. This does not reset skills. You form back with 1
body point
Reuse – attack was stored away for later reuse
Ricochet – attack was deflected at a different
target (packet delivered)
Ripping Strength (5/1) – allows character to rip
from bindings of any type in a 3 count, 5xp per point (xp)
of binding spells that can be ripped from
Ritual Circle (6) – creates a penetrable circle
that allows Formal Ritual casting, 6 feet wide. Until dropped
or dispelled.
RI – see “Indestructible”
RP – Role Playing, see intro
RU – see “Unshatterable”
Runes – see p.20
Runic – skill: see p.20
Safe (6) – blocks next Physical
attack that would be harmful.
If a Reflect is used and is counter Reflected, it is
still considered the same hit and may be Safed as
well
Sanctuary (10) – target gains immunity to the
effects of Chaos Magic. Dispelled by Desecrate. 10 minutes
Scavenger (4) – skill: Salvage valuable parts, such as pelts, venom, horns, etc. from any kills (limited by creature). Some tools required (edged weapon). A creature may only be Scavenged once. Must report to plot with monster card to acquire gold equivalent or components. See also “Hunting”
Seid (15) – skill: allows the user to travel in spirit
form, harmlessly disconnected from their body. During this time they may seek
to do as they please (must have Marshal/Plot present). 10 minutes per rank,
with body damage being dealt after time runs out. Soothsaying (able to speak
from body while in such trance) also available at higher ranks. This skill does
not contribute to conventional Summoning Formal Magic, though it has its own
higher powers.
Sever Limb (12) – physically slices the limb hit
off. Curable by a Restore Limb. Must be done with an
edged weapon
Shapeshift (10) – allows a character to completely change
form for 10 minutes. 1 form per rank
Sharpen – adds 1 base damage
for 1 battle onto any one weapon that is not physically rendered
indestructible. May not stack. 1 pt per 2 ft. (sm=1, sh/lg=2, 2hand=3).
Materials cost 1 gold per 3 pts.
Shatter (10) – breaks an item that isn’t Rendered Unshatterable or Indestructible either Physically
or Magically. This affects only one item, not items touching or inside of
target item. Arcane/Spirit tagline on this spell pierces physical
strengthening. The item is broken into useless pieces. With the skill, the
targeted item must be struck with a weapon. The use of a Shatter skill will
also cancel a Critical Shatter attack against an item you are holding
Shell (6) – blocks next Magic
attack that would be harmful.
If a Reflect is used and is counter Reflected, it is
still considered the same hit and may be Shelled as well
Shell, <effect> (2) –
blocks next <effect> attack that would be harmful. May be used after a Safe/Shell/etc. if appropriate
(a Sleep Shell can be used after a Shell used on 10 Magic Flame, but not after
a Shell used on Magic Sleep). If a Reflect is used and is counter Reflected, it is still considered the same hit and may be
Shelled as well
Shell, <school> (4) –
blocks next <school> attack that would be harmful. May be used after a Safe/Shell/etc. if appropriate
(a Earth Shell can be used after a Shell used on 10
Magic Flame, but not after a Shell used on 10 Magic Earth). If a Reflect is
used and is counter Reflected, it is still considered
the same hit and may be Shelled as well
Shield (6) – skill: padded rim blocking weapon up to 36 in. largest dimension, no taller then ~1/2 your height. Shields block physical (and sometimes magical, though cannot be indestructible with this option) damage. See p.6 and 29
Shield Bashing – illegal use of shield by pushing
or otherwise imposing on other players. See p.5 and 6
Shockwave – monster ability to generate an aura or
spikes that damage attackers, “Shockwave, # <type>”
Short – any weapon between 24 and 36 inches. See
p.7
Shroom – a type of food that has strange effects, see
tag, back of tag, or a marshal for effects
Sight <spell> (2x) - spell is delivered
straight from caster without a spell packet. Point or name target and use
verbal “Sight <verbal>.” Must be able to see target In-game and cast
Silence (6) – Cannot speak or cast. Entrapping effect. 10 minutes
Silver – weapon material, affects more creatures
than iron
Skald (1) – skill: The art of Singing or playing an
instrument. Each train/xp gives 1 point. Song must be
announced when started and whenever prompted (so that newcomers know the
effects). The verbal is “Song of <effect>”. The player must sing/play an
appropriate song for the duration of the effect (may not contain large gaps,
excessive wrong notes, or sound inappropriate for the effect, at Marshals’
discretion). All songs are delivered as Arcane Earshot to only the
allies/enemies the Skald has noted with the Marshal
(or is clearly with/against). All spells last only duration of song unless noted.
Some creatures can generate identical effects via concentration or meditation.
Effects are as follows: <Name (points/minute) - effect>: (pts. round up)
Lightglow Area (½)
Stabilize (½) – same as First Aid Skill
Trap Spirit (2/3) – keeps spirit in a corpse,
allowing Life spells
Bless (2/3)
Curse (2/3)
Turn Undead (2/3)
+/- 1 AT/DF (1) – choose + or – and AT or DF
+/- 3 Max Body HP (1) – choose + or –
Repel (1)
Charm (1)
Fear (1)
Dim Blade (1)
Magic Blade (1)
Silence (1)
Free Voice (1) – cures Silence effects
Ensnare (1)
Unensnare (1)
Endure (2) – +3 DF
Strong (2) – +3 AT
Buff Up (2) – +9 Max Body HP unstackable
Antidote (2)
Haste (2)
Slow (2)
+/- 1 STR (2)
Sanctuary (2)
Desecrate (2)
Wall of Force (2) – unlimited size, still requires
outline
Create Undead (2)
Accelerate Formal (2) – cuts Formal time in half
Delay Formal (2) – doubles Formal time, or delays
the ritual by its total time, after which it runs normally
Identify (2) – no knowledge retained
Inspiration (2) – no knowledge retained
Regen (3)
Free (3)
Banish (3)
Dispel (3) – allies only
Awaken (3)
Remedy (4)
Life (4)
Berserk (4)
Un-Disarm-able (4) – immune to Disarm effects
Telepathy (4) – whole group may communicate
telepathically
Amnesia (4) – permanently forget
the time of the song, and cannot remember the Song itself
Wizard’s Lock (4) – only Skald
may enter or exit structure
Ward (7) – all affected may enter or exit structure
Resurrection Point (7) – gives the ability to
perform a resurrection on any willing spirit to all affected (no magical area/point
required). Spirits resurrecting when Song stops will flaw horribly and
painfully, probably dying.
Un-Shatter-able (10) – immune to Shatter
effects
Un-Sever-able (12) – immune to Sever effects
½ Physical (15) – reduce physical damage by half
½ Mana Consumption (15) – all Mana used is used at
half the cost, however, full Mana cost will be taken
after the Song. If it reaches below zero, it goes to zero and the caster passes
out for 1 minute.
Susceptible to Physical (15) – lowers resistance to
physical by one step (Immune -> ½ -> normal -> 2x)
Susceptible to Magic (15) – lowers resistance to
magic by one step (Healed -> Immune -> ½ -> normal -> 2x)
½ Magic (20) – reduces the effect of all magic by
half
Songs (½x) – adds one time again to another Song’s
effects for each additional Skald. Requires
harmonization.
Skill – any ability learned by spending XP, see
p.13
Sleep (18) – target falls into a deep, physically unawakenable sleep. Mind effect.
10 minutes
Slip (2) – creates a magically slippery puddle. Nothing
may stand or attach in this area. 3’ circle. 10 minutes
Slip Bindings (60) – dexterity or non-solidity
allows a creature to slip form bindings on a 3 count, see also “Ripping
Strength”
Slow (10) – target moves slowly (½ to ¾ speed). Not
a mind effect. Entrapping effect. “Slow” must be
announced before beginning a 3 count, essentially making it a 4 count. 10 min.
Small (1 or 2) – skill: small weapons, up to 24
in., with a head up to 12 in. (daggers, hatchets). Bludgeons deal 1, blades
deal 2. see p.7
Smith (1) – skill: you may forge weapons with raw
materials (1g per 3 pts). It is 1 pt (1 xp) per size
rank for weapons. Tempering is the total pt value of the weapon (removes RI and
plating). Resist shatters are 2 pts each. PhysRI is 2
pt per foot. Silver Plating is 1 pt and ½ gold per foot,
while Gold Plating is 1 pt and 2 gold per foot in addition to material
cost. Shields are 50 hp per pt. Shield defense is 1+1(+1 each time). Shield
phys reduction is 3 pts. Shield physRU is 3 pts, phys
RI 6 pts. Bows are 1+1(+1 each damage) for short, and 2+1(+1 each damage) for
long. Armour is 1 pt per 2 hp, 1 pt to render physically unshatterable
(physRU), and 2 pts to render physically
indestructible (phys RI). A forge may be required
Sneak Attack (3) – assassinate critical, deals 10 extra damage on one strike, see also “Assassinate”
Song – type referring to Skald spells and their deliverance
Spell – any Magic casting, usually non-mana. See p.20
Spell Duration – see “Duration”
Spell Packet – see “Packet”
Spell Restore (1x) – Restores specified spell to target. Another variety restores any one spell up to specified xp, but costs 2xp extra). Does not work on mana.
Spirit (2x) – type that pierces all defenses, acting as Massive Arcane Body. Cannot be Stoneminded, etc. as it is Spirit in type. The “unblockable” type.
Spirit Animal – The animal most associated with a
character, can determine race if changed into a Lesser One or Lycanthrope, as
well as possibly affect Berserksgang
Spirit of the Game – see p.4
Spore – usually fungal radius or arcane attack
Stasis (20) – Time spells that freezes the target
and the space immediately around him in time nothing can affect the target
because it is in another point in time. 10 minutes, may be dropped at will by
caster
Steel – weapon material, high quality combat metal
(+1 dmg, 1 shatter resist)
Steel Skin (16) – critical defense, resists one
physical strike
Stone – weapon material, heavy (cannot be altered,
-1 dmg)
Stone Guts (12) – toxin attack was negated by
user’s resistance
Stone Mind (14) – magic attack was negated by
user’s resistance
Stone Skin (6) – user’s Defense is tripled (or as
noted) for one hit
Stop (14) – Entraps the whole body from the neck
down. 10 minutes See also “Paralyze”
Strength (8) – adds 3 Attack. Spell 1 battle, 10 min.
Strength, # – character’s overall
strength. May be used to
physically overpower or use weaker characters. May be granted by spells
Strength (18) – skill:
gain 1 strength.
Summon (8) – creation of pure magic. 1 rank (level) can be purchased for every 20 xp spent on Magic (15 xp for Summoners). Extra ranks may be bought at 16 xp each (subject to Plot approval). See also “Elemental”
Summoner – caster class oriented towards natural and unnatural magics. See p.15
Summoner Magic – skills: see p.20
Surprise – a tagline that indicates catching
someone off guard. The target may only use ½ of their Defense against this hit
and may not dodge it. Multiple surprise hits cannot be done. This effect relies
on good roleplaying and honest people
Sword (4) – skill: 1 handed edged weapons, up to 48
in. (swords, daggers, rapiers). Short deal 3, long deal 4
SXP – experience points of a summoned creature
Tag – valid symbol (card) for an in game item
approved (signed) by a Marshal or Plot. Should be attached to a Phys Rep. Stealable (some Reps are not)
Tagline – type and effect of physical damage such
as “flame” or “sleep,” taglines work if they deal body damage. You must call a
tagline for it to affect the target
Telepathy (20) – user can communicate with present
or absent targets without the use of vocal cords. Heard in target’s mind
Teleport (12) – user is teleported to location of
packet thrown. May move during Hold to accomplish this
Temper – adds 1 permanent damage
to a weapon’s base. Removes any physical forms of
indestructibility and plating. Costs weapon’s total value (including
previous tempering, excluding physRI/RU and plating)
Time – School of Magic
Time Freeze (10/sec) – acts as a Hold being called
for everything except the caster and his belongings (anything touching him, not
people). During this time the caster may do anything that they normally could.
Time Hold (10/sec) – see “Time Freeze”
Toxin – Toxin type covers any herbal, spittle, or natural attacks intended to harm the living. There are Potions, Blade s, and Contacts. See also “Apothecary”
Toxin Shell (6) – spell or potion
that blocks next Toxin type attack.
See also “Safe,” “Reflect Toxin”
Trade – type of skill creating items, half cost for
Tradesman class
Tradesman – class that pays half for trade skills but is weak.
Trample (15) – Claw/weapon damage calls add Massive
Knockdown for as long as the user is jogging/running in one direction (slight
shifts allowed)
Transform – a latent Formal Magic effect on a spirit that enchants the character with the essence of another creature. When listed on a stat card, the motivation and activation can be found right after the name, the n the stats and description. Other things that trigger transforms will be called by a Plot Marshal. When the transform is active, you disregard all descriptions and stats of your race and take on the new stats of the transform (keeping skills and items). Standard Elemental Transforms can be done for 16 Formal Points
Trap – type for set traps, usually a 3’ radius see also “Trapping”
Trap Spirit (4) – similar to first aid, but keeps a Dead character form having to go to resurrect, see “First Aid” for details
Trapping (1) – skill: for each point (1 per xp) you may create a weapon trap that does 2 damage as normal weapon damage (can be plated as if a weapon) in a 3’ radius. For 6 points you may create a trap to release a specific potion as a contact in a 3' radius. Net traps may be built to deliver a Physical Ensnare (6 pts), Physical Bind (12 pts), or Physical Stop (21 pts) in a 3’ radius (1.5x spell). All traps may be rebuilt at half former point cost (rounding up) after used, and traps must have a potion of corresponding type each time used. Some tools required (trapping tools). Requires Arm/Disarm Trap. Cost is 1 gold per 3 pts.
True Magic (1.5x) – hidden ancient school of magic
that affects all things by manipulating the essence of magic and the universe
(thus True Magic Death would bring an undead, chaos elemental, or death
elemental to Dead Status, etc.). Verbal is “True Magic <spell>”
Turn Undead (4) – a Lesser
(mindless) Undead will leave Line of Sight of the caster for 1 hour. Dispels
all control over the undead for 1 hour (unless another control/create is cast
on it)
Turtling – illegal shield usage blocking whole body. See p.5
Two Hand Bludgeon (5) – skill: 2 hand blunt weapons, from 48 in. to 72 in. (truncheon, staff). Deal 4
Two Hand Pole (6) – skill:
2 handed polearms, from 48 in. to 72 in., with a head
up to 36 in. (spear, halberd, scythe, glaive). Stick deals 4, blade deals 5
Two Hand Sword (6) – skill: large
edged weapons, from 48 in. to 72 in. (great swords). Deal 5
Type – see p.10
Ultralight – a weapon phsyrep built
with nonstandard core material to reduce weight. These can only be used to rep
weapons that have an Ultralight tag
Unbind (8) – releases the target’s arms (two) from
all entrapment, not limited to magic. See also “Free”
Unconscious – at 0 body
HP, knocked out, will awaken with 1 HP in 5 minutes, see p.8
Undead – status of existence
& type of creature. See p.9
Unensnare (4) – releases target foot (target’s
choice if unspecified) from all entrapment, not limited to magic. See also
“Free”
Unnatural (magic) – term used for the Natural Magics Drain, Protect, Time, Mind, and Bind
Unsafe – weapon or fighting style that is illegal due to safety and injury concerns. A Hold must be called immediately in unsafe situations, often a Marshal will see to this (but not always)
Unshatterable – item cannot be broken by sudden means (shatter, strength, etc) but will wear out. Also called RU. See also “Indestructible” for more details. If a stat on a monster, this monster’s possessions may not be shattered while on them
Vanish (12) – renders target invisible for 1 minute. May still use any skills. Can be heard, smelled, etc, as well as assumed if attacking. Requires orange headband rather than white
Verbal – see p.10
Voice Charm – specified race feels a compulsion to
do as the user says, as per charm
Voice Control – specified race does as the user
commands unquestioningly, as per dominate
Wall of Force (8) – creates a magical transparent object with dimensions determined by the caster (must be in whole feet), up to 12 cubic feet. This object cannot be moved or shattered, but can be dispelled. The wall’s dimensions must be outlined somehow before or during its casting. It may not be used to throw creatures against for Magic Tagline damage. Hitting it or being hit against it causes nothing. Arcane/Spirit attacks and weapons can pass through this wall, as may incorporeal creatures, but a corporeal creature wielding an Arcane weapon may only shove it through up to the handle. 10 minutes
Water (2/5) – tagline and
elemental school of magic weak to Air and strong against Flame.
Waylay (14) – assassinate critical, physical sleep,
see also “Assassinate” and “Sleep”
Weakness (12) – causes a state of stupor and
non-movement that lasts for the time spent in rage (Spell 10 min.). Target will
not have skills to use, or memory of time spent Weakened. See p.12
Weapon – tag or rep for a physical weapon. Reps
must have a Berserkr Safety Approval attached. See also “Boffer,”
“Tag,” “Phys Rep”
Weapon Mastery (10) – skill: see “Mastery”
Web (4) – 1 limb (the one hit by packet, called by
caster, or selected by opponent, in that order) is trapped as per Entrapping effect. Physical can be cut free (with edged
weapon). 10 minutes
Wild Magic – a type of magic that focuses on
drawing out random energy to affect random targets with random effects
Wither Limb (10) – causes
targeted limb (targets choice if not specified) to wither and become useless
for holding or putting pressure on.
10 minutes
Wood – weapon type, weak (-1 dmg,
1 battle, cannot be altered)
Wound (4) – critical, physical .
Cured by a Cure , 10 pts of healing, or 1 minute of
first aid
XP – see “Experience Points”