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 6 Combat, Enhancement

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

Blink 20 9 Combat, Enhancement

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

Calm 2 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 1 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 6 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.

Haste 4 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 Element 6 Combat, Enhancement

You may call the damage type stated by the user (either Fire, Ice, Prime, Shock, or 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.

Imbue Fire 2 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 2 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 Prime 2 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 2 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 Tox 2 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.

Phase 7 Combat, Enhancement

You become immune to all attacks except Unphase. You must cross both arms over your chest to indicate the effect and declare "Immune" whenever you would otherwise be hit by an attack. The effect ends if you perform any action other than moving or speaking.

Any Phase ability can be called as Unphase instead, in which case it becomes an attack that ends another character's Phase.

Rage 2 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.

Sense Crit 1 Combat, Enhancement

You discern the damage type to which the affected character is vulnerable. If the character has a "Critted by" passive, they must state the damage type they treat as critical damage. If they do not have such a passive, they must state, "None." This does not count as an attack and cannot be countered.

Sense Effect 1 Combat, Enhancement

You discern whether or not a character is currently affected by the effect stated as part of the action’s tagline (e.g., Sense Decay, Sense Rage). The affected character must state yes or no. This does not count as an attack and cannot be countered.

Sense Health 1 Combat, Enhancement

You discern the affected character's remaining health. The affected character must state their current total hits. This does not count as an attack and cannot be countered.

Sense Level 1 Combat, Enhancement

You discern the relative challenge a character poses. The affected character must state their level. This does not count as an attack and cannot be countered.

Sense Trait 3 Combat, Enhancement

You discern the game attribute stated as part of the action’s tagline (Crit, Effect, Health, or Level). The affected character must provide the appropriate response. This does not count as an attack and cannot be countered.

Unphase 5 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.