Effects

Effects define what abilities do. The level of an ability is determined first by its effect, then adjusted by any modifiers. Combat abilities are further adjusted by their triggers.

Name Level Effect Type Description
Blink 10 7 Combat, Enhancement

You go out of play, move up to 10 steps, then return to play.

Blink 20 10 Combat, Enhancement

You go out of play, move up to 20 steps, then return to play.

Calm 3 Combat, Enhancement

You become immune to Frenzy and Taunt effects, but vulnerable to Sleep and Soothe effects. You may not willingly end your Calm, but others can end it with a Rage or Rouse effect.

Charge 3 Combat, Enhancement

You become immune to attacks from the front while jogging or running toward an opponent. The effect ends when you reach your opponent or stop. You may not Charge if your mobility is hindered in any way, such as when you are Confined (PinSlowSnareStop), unconscious (Subdued, SlainSleep), Dragging another character, or have a Maimed leg.

Earth Meld 9 Combat, Enhancement

You physically merge with bare soil, such as dirt, sand, or mud. You must be in contact with earth when the ability is used, and may choose to use it for either concealment or transport. If you Meld for concealment, the effect is identical to Sneak but ends if you move out of reach of earth. If you meld for transport, the effect is identical to Blink 10 but the end point must place you in contact with earth.

Greater Earth Meld 12 Combat, Enhancement

You physically merge with bare soil, such as dirt, sand, or mud. You must be in contact with earth when the ability is used, and may choose to use it for either concealment or transport. If you Meld for concealment, the effect is identical to Vanish but ends if you move out of reach of earth. If you meld for transport, the effect is identical to Blink 20 but the end point must place you in contact with earth.

Greater Wood Meld 12 Combat, Enhancement

You physically merge with any type of wood, such as standing trees or wooden structures. You must be in contact with wood when the ability is used, and may choose to use it for either concealment or transport. If you Meld for concealment, the effect is identical to Vanish but ends if you move out of reach of wood. If you meld for transport, the effect is identical to Blink 20 but the end point must place you in contact with wood.

Haste 5 Combat, Enhancement

You either regain your Initiative or perform another ability instantly. When used in this way, you say "Haste" in place of a single nine-syllable or three-count Trigger, such as those required for DustMedicine, PoisonSign, Spell, Spoken, or Supply abilities. The hastened ability becomes uninterruptible, but you must still be able to perform it normally (a Muted character cannot speak an incantation or phrase even if it's hastened, a character without a free free hand cannot draw a sign or use supplies). Haste can also be used to counter or end a Slow effect.

Imbue Blight 6 Combat, Enhancement

You may call Blight whenever you inflict damage. You may only ever call a single damage type per attack, regardless of how many you possess. The effect ends after you rest.

Imbue Fire 6 Combat, Enhancement

You may call Fire whenever you inflict damage. You may only ever call a single damage type per attack, regardless of how many you possess. The effect ends after you rest.

Imbue Ice 6 Combat, Enhancement

You may call Ice whenever you inflict damage. You may only ever call a single damage type per attack, regardless of how many you possess. The effect ends after you rest.

Imbue Mind 6 Combat, Enhancement

You may call Mind whenever you inflict damage. You may only ever call a single damage type per attack, regardless of how many you possess. The effect ends after you rest.

Imbue Prime 6 Combat, Enhancement

You may call Prime whenever you inflict damage. You may only ever call a single damage type per attack, regardless of how many you possess. The effect ends after you rest.

Imbue Shock 6 Combat, Enhancement

You may call Shock whenever you inflict damage. You may only ever call a single damage type per attack, regardless of how many you possess. The effect ends after you rest.

Imbue Spell 6 Combat, Enhancement

You may call Spell whenever you inflict damage. You may only ever call a single damage type per attack, regardless of how many you possess. The effect ends after you rest.

Imbue Stone 6 Combat, Enhancement

You may call Stone whenever you inflict damage. You may only ever call a single damage type per attack, regardless of how many you possess. The effect ends after you rest.

Imbue Tox 6 Combat, Enhancement

You may call Tox whenever you inflict damage. You may only ever call a single damage type per attack, regardless of how many you possess. The effect ends after you rest.

Rage 3 Combat, Enhancement

You become immune to Fear and Soothe effects, and may use abilities with the Rage trigger, but you become vulnerable to Frenzy or Taunt effects. You may not willingly end your Rage, but others can end it with a Calm or Rouse effect.

Retreat 3 Combat, Enhancement
Unphase 6 Combat, Enhancement

If you are Phased, it ends. You may use a Phase ability to counter and remain Phased. However, one Unphase may not be used to counter another. This is an exception to the rule that abilities with the same effect can be used to counter each other.