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 |
---|---|---|---|
Cloth 9 | 9 | Downtime, Gathering | You yield 0.21 gold worth of production each day while making cloth in downtime. |
Cloth Workshop 1 | 1 | Downtime, Workshop | Residents of the sanctum with the ability yield an additional 0.01 gold worth of production each day while making cloth in downtime. |
Cloth Workshop 2 | 2 | Downtime, Workshop | Residents of the sanctum with the ability yield an additional 0.02 gold worth of production each day while making cloth in downtime. |
Cloth Workshop 3 | 3 | Downtime, Workshop | Residents of the sanctum with the ability yield an additional 0.03 gold worth of production each day while making cloth in downtime. |
Cloth Workshop 4 | 4 | Downtime, Workshop | Residents of the sanctum with the ability yield an additional 0.04 gold worth of production each day while making cloth in downtime. |
Cloth Workshop 5 | 5 | Downtime, Workshop | Residents of the sanctum with the ability yield an additional 0.05 gold worth of production each day while making cloth in downtime. |
Cloth Workshop 6 | 6 | Downtime, Workshop | Residents of the sanctum with the ability yield an additional 0.06 gold worth of production each day while making cloth in downtime. |
Commune Corpse | 3 | Narrative | You are able to speak to dead bodies and severed body parts. They are typically able to convey their physical experiences and sensations, but lack nuanced information like motivations and emotions. |
Commune Dream | 3 | Narrative | You are able to speak to sleeping or unconscious creatures. |
Commune Earth | 3 | Narrative | You are able to speak to stone or metal objects. |
Commune Nature | 3 | Narrative | You are able to speak to animals and plants. |
Commune Spirit | 3 | Narrative | You are able to speak to spirits of nature and the dead. |
Conjure | 1 | Narrative | You conjure a small item with no monetary value or special properties, such as rope, food, clothes, water, or basic equipment. An appropriate prop must be provided for any item intended to be used in combat. Items without props automatically disappear at the end of the adventure. Creating anything too large to hold in one hand or multiple items in succession typically causes the conjuration to fail. |
Consult | 6 | Narrative | You contact an immortal or similarly powerful being and receive guidance about a specific question. Unless the matter is of immediate and direct interest to the entity in question, the response will be a simple, one-word answer (e.g., yes, no, maybe, unclear, a name). For longer conversations, especially those involving immortals, a Revelation is the appropriate action. |
Crit after Charge | 6 | Passive, Critical Damage | You may call Crit ("Critical") damage with a melee attack you execute at the end of a Charge. Critical damage cannot be Absorbed, Resisted, or Withstood and bypasses most defenses. If you are subdued by Critical damage, you are immediately slain. If you gain this effect through a weapon property, it only applies to attacks with that weapon. |
Crit from Concealment | 6 | Passive, Critical Damage | You may call Crit ("Critical") damage whenever you inflict damage with a melee attack, packet, or thrown weapon to a target from Concealment. Critical damage cannot be Absorbed, Resisted, or Withstood and bypasses most defenses. If you are subdued by Critical damage, you are immediately slain. If you gain this effect through a weapon property, it only applies to attacks with that weapon. |
Crit vs. Afflicted | 8 | Passive, Critical Damage | You may call Crit ("Critical") damage whenever you inflict damage on a single target affected by an Affliction (Dazzle, Decay, Fatigue, Mute, or Weakness). Critical damage cannot be Absorbed, Resisted, or Withstood and bypasses most defenses. If you are subdued by Critical damage, you are immediately slain. If you gain this effect through a weapon property, it only applies to attacks with that weapon. |
Crit vs. Compelled | 6 | Passive, Critical Damage | You may call Crit ("Critical") damage whenever you inflict damage on a single target affected by a Compulsion (Fear, Frenzy, Sleep, Soothe, Stun, and Taunt). Critical damage cannot be Absorbed, Resisted, or Withstood and bypasses most defenses. If you are subdued by Critical damage, you are immediately slain. If you gain this effect through a weapon property, it only applies to attacks with that weapon. |
Crit vs. Confined | 6 | Passive, Critical Damage | You may call Crit ("Critical") damage whenever you inflict damage on a single target affected by a Confinement (Pin, Slow, Snare, or Stop). Critical damage cannot be Absorbed, Resisted, or Withstood and bypasses most defenses. If you are subdued by Critical damage, you are immediately slain. If you gain this effect through a weapon property, it only applies to attacks with that weapon. |
Crit vs. Maimed | 6 | Passive, Critical Damage | You may call Crit ("Critical") damage whenever you inflict damage on a target with a Maimed limb. Critical damage cannot be Absorbed, Resisted, or Withstood and bypasses most defenses. If you are subdued by Critical damage, you are immediately slain. If you gain this effect through a weapon property, it only applies to attacks with that weapon. |