LCO EFFECTS

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Valentino

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The following Local-Chapter Only effects will be used within the Minnesota Alliance chapter.

Disarming Traps:
  • Our Marshals do not allow players without Create Trap to give specific advice, IG or OOG, on how to disarm traps while a character with this skill is working on a trap. (i.e., "Remove all your valuables before working on a trap," is fine -- "Cut that piece of fishing wire," is not acceptable.)
Restraints:

For safety reasons, a player who wants to restrain a PC or NPC’s hands or legs should not do so in real life, even if both parties are willing. Instead, they should attach a cloth, rope, or other phys-rep to their limb(s) without binding their limbs to each other or to anything else. These restraints may have an item tag, but do not need to. After a three-count of Focus (as defined in the new 2.0 rules) the target PC or NPC is considered “Restrained”. A single phys-rep is sufficient to bind all of their limbs. A player can restrain another’s limbs only if they are incapacitated or willing, AND those limbs could be moved. (ex. Paralysis and Sleep - Yes, Prison and Confine - No)

A player restrained in this way cannot use in-game skills (including fighting, blocking, and casting spells), manipulate items with their hands, or move from that spot, but they can be moved by others. Players may still roleplay, wriggle, and speak; they are not frozen in place. A restrained player is freed under these conditions:
  • The “Release” effect
  • A player with free hands releases the restrained player on a 3-count
  • A restrained player with Create Trap and two working arms visibly roleplays trying to free their limbs for 60 seconds without being stopped or taking damage
  • The restraints are successfully shattered or destroyed by some game effect, such as a spell or an explosive trap. A restrained player cannot have their restraints “disarmed”
  • Resurrection. Note that Death, Life, Wither, Stun Limb, and Restore do NOT remove restraints.
  • Restraints may be coupled with a lock, requiring that the character freeing them to have the key, or picks the lock.
  • NPCs may be capable of still using certain powers that do not require their limbs to utilize, such as Monster Strength or Gaseous Form.
Gaseous Form:

“Gaseous Form” is a monster ability in Alliance that renders a creature incorporeal and immune to most effects in the game. (ARB p.71)

Since we believe the spirit of this rule is that creatures in gaseous form are obvious, we will instruct NPCs with this ability to place the arms in a “flex” position (the army “gas” symbol without repeated motion) to indicate this. The intent is to improve clarity in situations where many monsters have the ability “Gaseous Form”. This is intended as a courtesy, not a requirement; should a player drop this sign temporarily, the creature they portray does not instantly solidify. This policy does not change the rules surrounding this ability in any way.

Aegis:

We want to encourage new players to have a special place in big combats where they are surrounded by higher level PCs. To this end, we are standardizing a mechanic that has been used in the past and giving it a verbal call so that players realize that it is being used.

If you strike a creature possessing this ability and are of a level higher than the weekend’s Aegis level, the NPC will declare “Aegis.” Per the 2.0 description of defenses, this is considered a Dumb No Effect, as the ability will automatically activate against all attacks, and negate weapon attacks, spell effects, etc. This ability will not negate killing blows.

If you are below the Aegis level for the weekend, simply alert the NPC that you are below the Aegis level, and they will accept all future blows from you. If you burned a per-day effect and received an incorrect Aegis call, you should consider that ability to not have been expended.

Because we intend to make regular use of this ability, we will announce the Aegis level at the beginning of each weekend. Aegis levels will adjust based upon the level of the PCs in attendance.

Possession:
Certain monsters will have the capability to physically enter another creature and take control of it. This will be most common with incorporeal creatures, or creatures capable of changing their form (such as creatures that can go Gaseous). This effect is considered a Greater Command with the following exceptions and subject to the following rules:
  • A character may resist Possession with the Racial Resist Command.
  • A character may expel the Possessing creature with the Racial Break Command ability.
  • In order to Possess a living creature, the target must be helpless (as per the Killing Blow rules) and the Possession may be interrupted in the same ways (page 95 of the 1.3 ARB).
  • The target of the Possession should behave as though under the effects of an Enslavement until the Possessing creature is expelled, at which point the effect ends.
  • While Possessing a victim the creature cannot be targeted directly, and should indicate that they are Out-of-Game, as they cannot be seen and cannot directly interact with the world. They may continue to give instructions to their victim, and the victim must obey these commands.
  • Undead Possessing creatures can be expelled from their victim with a Destroy Undead spell.
  • All Possessing creatures (including undead) can also be expelled with a Banish spell.

Arcane Armor:

Ownership will deny magic items with this effect, LCO or Restricted, unless its player-owner wears armor with a total value of at least six points (6+). Without armor, this can be met by meeting the requirements for master crafted (4 point value) and in-genre (2 point value).

Weapon Radius:

For ease of on-the-fly radius based effects, Minnesota will be using the call "Weapon Radius" to simplify understanding of how far an effect reaches. This means that when a creature calls an effect such as "Weapon Radius Spell Shackle" anyone who is within the reach of the creature's weapon when their arm is fully extended, would take a Shackle effect. This will replace any kind of feet-based calls (e.g. "5 Foot Radius Spell Shackle"), so that instead of trying to figure out whether or not you were within 5 feet of a creature, you can look at their weapon to determine whether or not they could have struck you.

Blighted:

Undead within the lands of Evodia often times care on them a Blight that is passed along to those who interact closely with their bodies. Blighted is not passed along from combat, but any close interaction with the remains of an undead (like looting) passes along the Blight. After a PC closely interacts with an NPC undead, the NPC will declare "Blighted" to alert the PC to the fact that they now have the Blight. The effects of the Blight, and how it can be removed, are as follows (Note: A lower level stage may always be removed by a higher cure, such as utilizing a Purify to remove a Stage One Blight, but a lower level cure cannot remove a higher stage Blight):
  • Stage One (Removable with Remove Disease): The Blighted individual feels a general sense of malaise, feeling ill at all times. After 3 hours, the Blight advances to Stage Two.
  • Stage Two (Removable with Purify): The Blighted individual starts feeling really bad and is under a permanent Slow effect. Utilizing a Release or Endow allows you to run for 10 minutes. After 3 more hours (6 hours since being Blighted) the Blight advances to Stage Three.
  • Stage Three (Removable with a Doom): The Blighted individual feels truly terrible and takes a Disease effect once every minute as though touch cast and accepted. After three more hours (9 hours since being Blighted) the Blight advances to Stage Four.
  • Stage Four (Removable through resurrection): The Blighted individual feels horrible. If every they are reduced to -1 body, they take a Doom effect as though touch cast and accepted. If you complete an event with this level of Blight you should consult the Plot Team.
 
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