Maelstrom LCO calls

krieger

Scholar
San Francisco Staff
LCO Effects, and some clarifications.


The Portal:
The portal is located at the back two doors of the Lodge, and at a phys-repped location at the back of Camp Minto. A lit pathway will be clearly marked to indicate the route to take to reach both locations. Please go to the spot, and begin your “I step through portal 1, I step through the portal 2, I step through the portal 3” count.
You MAY interrupt your count if you are conscious. If you are not conscious and are carried through, you have no say in the matter. Objects, and people MUST be carried through as they have no will of their own. People who are bottled may pass through, regardless if they are in possession of their bottles or not. Golems can as well. A person who is in a golem must have their body carried through. Please walk/run (at your own discretion) the time it takes you oog to reach the spot is the time your character to reach said destination.

Dragon Magic:
You may/may not hear “I call upon, something something, to do X Formal spell. This is treated as “Dragon Magic” though your character is free to react appropriately to whatever incant is heard. Dragon Magic is defended against as normal. AKA resist, dodge, spell shield, or better yet, just try not to get hit.

Shadow Meld/Shadow Walk:
You may encounter an entity(entities) saying I shadow walk/shadow meld 1,2,3 etc. Shadow meld the entity melds into, and for all sensory purposes vanishes before your eyes. You may attempt to react to that accordingly, and results may/may not vary depending on actions taken, and the creatures encountered.
Shadow Walk functions much the same way, but these shadows move, and do not appear to care about things like consensual reality. Once again you are free to attempt to interact as above.

Time Stop/Greater Time stop
You may hear “Time Stop, or Greater Time Stop” if you do, and you do not have a specific resistance you take the effect. Please freeze. During this time smart defenses, or anything that requires activation CANNOT be used. Dumb defenses, such as Magic Armor/Spell Shield do function. Time stop lasts for 10 seconds, Greater Time stop lasts for 30 seconds. Once the effect is called a countdown will begin, once that countdown reaches zero, you resolve any effects that happened to you, then you may act again if still able. ALL TIMERS STOP during Time stop. If you are first aiding someone your counter stops, if you are bleeding out, you stop etc.
Example: “Time stop”! 10, 9, 8, and you are struck 3 times for x damage. Once zero is called Then you would call “Magic Amor, got it, got it, etc. And if you survived then you are free to act, if the damage reduced you to -1, then you would drop to the ground, and begin your bleed out.


Weapon Effects:
Dream:
Dream counts as magic for the purposes of resistances. This is an RP effect, If you take damage to body, past/through armor, and if so desired you may see a Storyteller for potential dreams upon waking, or seek us out before you crash for the night.

Nightmare:
Nightmare counts as magic for the purposes of resistances. This is an RP effect, If you take damage to body, past/through armor, and if so desired you may see a Storyteller for potential dreams upon waking, or seek us out before you crash for the night.

Time:
Time carrier counts as Normal for the purposes of resistances. This is an RP effect There is nothing out of the ordinary that happens to you should you take damage to body, though this carrier may have other effects on various creatures, etc.

Jade:
Certain weapons seem to resonate with the power of Fortannis itself, and though they come in many forms this is the easiest carrier for us to recognize. These weapons have profound effect against the foes from without. Your weapon should have this written on the tag. If it does not then you cannot call this carrier. If you think this is an oversight please talk to a storyteller in most cases there may be other actions that have to be taken to enable this effect. Find out in game.


Other effects may crop up, and will be announced just prior to the encounter, or as Storytellers deem necessary.

Clarifications:

Marshalls:
If you are not a marshall please do not confront, yell at, or make a call to another player, or cast member. Aka if you are getting hit too hard, or there are other safety issues, please find a marshall, and let us know, and we will address the issue. Also, do not wait overlong, come and find us, and let us know.
Please do not argue with a marshall. Ever. Calls will be made on the field, and if there is an error made, come talk to us calmly after, we will fix it. Arguing with a Marshall is disruptive, and disrespectful, and may see you benched, or granted page status for a time.
 
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