Difference between revisions of "Key Words"

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Explanations of effects, abilities, damage and combat calls.  
 
Explanations of effects, abilities, damage and combat calls.  
  
*<div id="Arcane">Arcane</div>:Arcane magic is pure magic from the land itself. No one truly knows how or why magic works, but some can draw from this power.
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*<div id="Arcane">Arcane :Arcane magic is pure magic from the land itself. No one truly knows how or why magic works, but some can draw from this power.</div>
 
*Blunt: Blunt is a specific type of Damage, defined by the bludgeoning quality of a weapon. Certain creatures have weaknesses to specific types of Damage.
 
*Blunt: Blunt is a specific type of Damage, defined by the bludgeoning quality of a weapon. Certain creatures have weaknesses to specific types of Damage.
 
*Charm: Charm is a Psychic effect that creates a link between the caster and target. Targets under the Charm effect must listen carefully to the casters instructions, but the spell is broken if the caster asks the target to do anything that *goes against their personal moral code, perform any action that would cause them harm, or the caster harms them.  
 
*Charm: Charm is a Psychic effect that creates a link between the caster and target. Targets under the Charm effect must listen carefully to the casters instructions, but the spell is broken if the caster asks the target to do anything that *goes against their personal moral code, perform any action that would cause them harm, or the caster harms them.  

Revision as of 13:01, 26 September 2018

Explanations of effects, abilities, damage and combat calls.

  • Arcane :Arcane magic is pure magic from the land itself. No one truly knows how or why magic works, but some can draw from this power.
  • Blunt: Blunt is a specific type of Damage, defined by the bludgeoning quality of a weapon. Certain creatures have weaknesses to specific types of Damage.
  • Charm: Charm is a Psychic effect that creates a link between the caster and target. Targets under the Charm effect must listen carefully to the casters instructions, but the spell is broken if the caster asks the target to do anything that *goes against their personal moral code, perform any action that would cause them harm, or the caster harms them.
  • Choke: The Choke effect is Psychic and prevents the target from being able to breath. The effect doesn’t inflict any real damage, but the target must Fumble anything they are carrying and cannot perform any other action whilst under the *Choke effect.
  • Cold: Cold is a specific type of Damage, defined by freezing qualities. Certain creatures have weaknesses to specific types of Damage.
  • Combat: Combat in Twilight Realms is defined by tension between opposing sides, drawn weapons or, finally, an exchange of blows.
  • Component: Any materials required for performing a skill or spell are referred to as Components.
  • Confuse: Confuse is a Psychic effect that causes a target to forget their current task and revert to a very basic intelligence, like a primate.
  • Cripple: An item that is Crippled is broken and unusable. It can be repaired, potentially using the Mend effect.
  • Crush: This effect Cripples armour on a specific body location or Cripples the limb if it’s unprotected.
  • Curse: A Curse is an indefinite ailment that effects a target. When you are Cursed you will be given a Curse Effect Card – You should seek a ref immediately. See the Curse Effects section for further details.
  • Cut Throat: This skill must be purchased and can only be used in non-combat situations. The Cut Throat call is only available to characters with the Cut Throat Skill. This skill allows you to approach a player from behind, clearly state Cut Throat and then slice a weapon across their torso or back. The target’s torso is immediately reduced to 0 Body Points.
  • Damage: Something that would reduce your Body Points.
  • Daylight: The Daylight effect is a simulation of day time sunlight. This Key Word will affect certain creatures.
  • Death Count: The Death Count is a grace period between falling unconscious from wounds and actual death from those injuries. See the Death Count section for further details.
  • Destroy: When something is Destroyed it is irreparable.
  • Detect: This Key Word allows you to sense or find for another specific Key Word.
  • Disarm: To disable or deactivate an item or effect.
  • Discern: This Key Word allows you to work out or acquire information.
  • Disease: A Disease is an indefinite ailment that effects a target. When you are Diseased you will be given a Disease Effect Card – You should seek a ref immediately. See the Disease Effects section for further details.
  • Dispel: Similar to Remove, this Key Word is used for eliminating other effects from a target. Dispel ordinarily refers to the removal of spells and Spirits.
  • Divine: Divine magic is granted by the gods. Certain objects can be imbued with Divine magic, certain weapons can be blessed to create a Divine Damage call. Certain creatures have weaknesses to specific types of Damage.
  • Drain: This is the ability to reduce Body Points from a target and absorb them to replenish Body Points.
  • Enchanted: Enchanted refers to an object that has been imbued with Arcane magic, certain weapons can be enchanted to create an Enchanted Damage call. Certain creatures have weaknesses to specific types of Damage.
  • Encounter: An Encounter is a period of Combat defined by the situation returning to Non-Combat.
  • Extinguish: This effect puts out all light sources that are not natural sunlight.
  • Fear: This effect causes a target to be so afraid of the subject of this Key Word that they cannot stay in its presence. The target flees in Fear until the subject is no longer in sight or can no longer be heard.
  • Fire: Fire is a specific type of Damage, defined by flaming qualities. Certain creatures have weaknesses to specific types of Damage.
  • Fumble: The target of the Fumble effect must drop everything that they have in their hands immediately. Unless otherwise stated you can pick anything dropped up immediately after its reached the floor.
  • Halt: The target is faced with an invisible barrier which prevents them from moving forward; the barrier may be a wall formed at a particular point or directly surrounding the target.
  • Heal: This ability restores a certain number of Body Points to a target.
  • Identify: This Key Word allows you to discern the nature of a specified thing, learning simple knowledge about the subject.
  • Immune: Immune is a prefix to another Key Word, indicating something that the target or object is unaffected by. If you are Immune to a certain effect called in a spell or during combat you should call No Effect.
  • Invisible: You cannot be seen, but your form remains the same as normal.
  • Man Down: This is a safety call – everyone must stop immediately where they are and take no further action. This should be called if someone is hurt or needs to be removed from the game.
  • Mass: This Key Word indicates that the effects of another Key Word apply to all potential targets within earshot of the caster.
  • Melee: The exchange of blows in a combat situation.
  • Mend: The repair of something Crippled or broken.
  • Mirror: A Mirror effect protects the target against Spell Effects and deflects the Spell Effects back at the original caster.
  • Non-Combat: Non-combat is a situation where players are resting, eating, chatting or travelling. These terms are primarily in place for safety – so use your common sense!
  • Paralyse: Paralyse preventsyou from moving. You must remain frozen in the position you were at the time the effect trigged and cannot perform any other action.
  • Psychic: This Key Word refers to effects that influence your mind or mental state.
  • Poison: Poison is a harmful product created either naturally or through Alchemy. The level of Poison is Ranked based on its potency and effects.
  • Raise: This ability allows you to raise a target from the dead, either as an Undead or back to their natural form depending on the power used.
  • Remove: Similar to Dispel, this Key Word is used for eliminating other effects from a target. Remove ordinarily refers to the removal of Disease and physical effects.
  • Sever: A Sever effect separates a Spirit from a physical body.
  • Sharp: Sharp is a specific type of Damage, applicable to bladed weapons. Certain creatures have weaknesses to specific types of Damage.
  • Silver: Silver refers to an object that has been crafted to have a Silver finish, certain weapons have a Silver call. Certain creatures have weaknesses to specific types of Damage.
  • Sleep: This effect causes the target to fall unconscious immediately. They cannot take any action whilst the Sleep effect is present and cannot be woken except with a Wake effect. Unless otherwise stated, Sleep lasts 5 Minutes.
  • Spirit: The Key Word Spirit refers to the non-physical part of a person, capable of surviving physical separation and sometimes death.
  • Stabilised: This means you are Unconscious but on 0 Body Points and not in your Death Count.
  • Strikedown: This Key Word causes the target to drop completely to the ground. Unless otherwise stated, the target can get back up again immediately.
  • Subdue: This can only be used in non-combat situations. The Subdue call is only available to characters with the Weapon Use – Small skill at Rank 2. This skill allows you to pretend to knock a character out. This is demonstrated by pretending to tap the target on the head with the hilt of a weapon. No contact should be made. The target experiences a Sleep effect for 5 minutes.
  • Through: Through ignores the protection provided by armour, dealing Damage immediately to Body Points as if the target has no Armour Points.
  • Time Freeze: This is a referee call – everyone must stop immediately where they are and take no further action. Common practice includes closing your eyes. A ref may then direct you to take additional actions.
  • Time In: This is a referee call – the game begins and you can begin in-character behaviour.
  • Time Out: This is a referee call – the game ends.
  • Unconscious: When Unconscious you cannot perform any other action and must wait for aid.
  • Undead: This is a creature type. Undead are most often once-living creatures, which have been animated by Arcane or Divine force. Sometimes they are creatures that have been infected with a Curse or Disease which has changed their natural state.
  • Wake: This allows you to dispel or remove a Sleep effect from an unconscious target who has at least 1 Body Point.