Effect

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Roleplay combat in Five Oaths consists of characters generating Effects. These Effects are either an instantaneous Effect (such as knocking a target to the ground) or cause something to happen for a duration.

Causing an Effect

Effects can be generated in four ways:

  • by weapon blow;
  • by feat;
  • by spell; or
  • as directed by a Referee.

Weapon Blows

Weapon blows, by default, cause the Single Damage Effect when they strike a location. Players are not required to call ‘Single’ when striking for the Single Damage Effect.

All characters may choose to generate Zero Damage, representing an IC pulled blow. If two characters agree to only generate the Zero Damage Effect then they are not required to call it for their bout; they should call Single once to indicate that they are no longer pulling their blow.

Feats, magic items or other Effects may mean a character causes another Effect with their weapon blows. In order to do this, the player should call out that Effect as they successfully strike another character, spending the necessary Vigour as they do so. It is only possible to add one non-Damage Effect to a weapon blow. For example, you can strike as normal causing the Damage Effect, or you can call Strikedown which will inflict the Damage Effect and the Strikedown Effect, but you may not call Strikedown Through. There are two Effects that do not combine with Damage, they are Bane and Sunder. A weapon blow is always deemed to be for the Single Damage Effect in addition to any called Effect unless the character calls the Zero Damage Effect in addition to another Effect.

Weapon blows can be parried. A weapon blow is considered to be parried if it connects with a weapon or shield that is being wielded by a character. Sheathed weapons and shields are not considered to give any defensive bonus, and so blows that connect with sheathed weapons and shields deliver the Effect to the target. For the most part if a blow is parried, it has no further Effect. However there are some Effects that target objects and not people (such as Fumble and Shatter) which will affect the weapon or shield if struck.

Spellcasting

A Spellcasting character is a character that has acquired one or more Spellcraft Feats. Each Spellcraft Feat provides a character with the knowledge of how to cast a Spell. Other Feats alter the manner in which Spells may be cast.

Spells are used to create an Effect at range; on a target up to 10m away (with the exception of the Global Stop Bleed Effect which is touch range and the Ward Effect which is self only). The caster may choose to make themselves the target.

By default, casting requires at least one free hand, or a focus item to be held in that hand.

To cast a spell, you must use the following vocals. The parts in bold are mandatory and must be said word for word, the parts within brackets are flexible and up to the player to decide, once they follow the outlined theme. “I call upon the power of (chosen source) to (brief description of desired outcome) and cast (Spell Effect+ any relevant modifiers like mass,location/global, time duration, and target group).”

Some suitable examples include “I call upon the power of the Shaper to send you on to earn your glory and cast Global Heal 1” and “I call upon the power of the land itself to turn friend into foe and cast Rampage 10s”.

Some spells are “instant” and do not require these casting vocals. These instant spells include “Global Stop Bleed” and “Mindslash”, and instead should just be cast with “Instant cast (Spell Effect)”

Casting a Spell can be disrupted if the caster loses consciousness during the cast.

Spells are categorised into three types. These types are: Enchantment (En), Evocation (Ev), and Transmutation (Tr).

Ritual Casting

The mechanism for casting ritual Spells differs significantly from that of other Spells. Ritual magic does not use Vigour. Instead, a ritual can only be performed at a ritual circle. Generally there will be two ritual circles available at an event - one as part of the player camp and one outside of it. Ritual circles are clearly marked and the physrep for the circle should not be disturbed or moved by players.

While you do not need the Feat to participate in a ritual being lead by someone else, you do need to know the ritual as a Feat in order to lead it. By default a ritual must last between 1 and 5 minutes unless otherwise noted. Including the leader there may be up to 10 participants in a ritual. You may not begin casting a ritual in a circle that already has a ritual underway in it.

Each ritual has a target difficulty, and the success or failure of the ritual is determined by generating points to meet or exceed this difficulty.

  • The number of characters who remain within the ritual circle for the entire duration of the ritual and any bonuses they have from Feats. Each ritual participant, including the leader, contributes 1 point to the ritual’s success by default.
  • If the ritual leader is not Weeping, they incur a 1 point penalty for each Weeping who participates in their ritual circle. If the ritual leader is Weeping and all ritual participants are Weeping, they gain a 1 point bonus for each Weeping who participates in their ritual circle.
  • Ritual Effigy items that are sacrificed during the ritual. Each Effigy sacrificed gives points according to the lammie for that item. Any Ritual Effigy items that are sacrificed for the ritual must be valid for the current event.

All rituals have additional conditions that must be met for the ritual to succeed such as roleplay guidelines, and each ritual has a set duration in which the participants must conduct the ritual. If these conditions are not met, the ritual fails regardless of the points generated by the participants.

By default, the result of a ritual will take place immediately. Some rituals may have a delay before the result occurs; this is discussed in the description of the ritual. If the ritual would cause a permanent Effect on another character, like a Punishment ritual, the ritual should be witnessed by an Event Team member.

The target of a ritual with the Punishment keyword does not count as a participant, nor may they contribute to the score. Punishment rituals may have only one target, who must be present in the circle.

Effect List

Bane

Call: (Category) Bane

This Effect is instantaneous. A fearsome blow specifically designed to strike at the vulnerabilities of an enemy. When striking an unarmoured location of the Category stated (Beast, Gwyllt, Mortal, or Undead) the location is destroyed, going to -1 Body hits.

If a Bane Effect strikes an armoured location 1 point of Damage is dealt to that location. Similarly, if the Bane strikes an unarmoured location and the target is not of the stated Category, they take the Single Damage Effect instead. This Effect cannot be combined with the Damage Effect.

Charm

Call: Charm (Duration)

For the duration of the Effect, the target of this Effect becomes well disposed to the source and treats them as a close friend, will not strike them, and will defend them from anyone attempting to harm them. This Effect ends if the source deals damage to the charmed target.

Cure

Call: Cure (Effect)

This Effect is instantaneous. The target of a Cure Effect has the specified Effect removed if they are under it, but will not be protected from any future iterations of that Effect.

Damage

Call: Zero/Single (Location)

This Effect is instantaneous. 0/1 is removed from the target’s hits on the called location, starting with Armour, then Body. Players are not required to call Single Damage for basic weapon blows.

Daze

Call: Daze (Duration)

The target is confused for the duration of the Effect. They cannot voluntarily walk or run, cannot strike anyone, and cannot concentrate. They can still talk, and can still defend themselves from strikes.

Detect

Call: Detect (Target group)

This Effect is instantaneous, when a character who is within 10 metres of the source of the effect is a member of the target group or has an item of the target group they must say “Ping” in a loud clear voice. In character, this Effect causes this noise, so everyone around the Detected character is aware of the Effect.

This Effect will work against targets under the Effect of Ward, and will not remove a charge of the Ward.

Diagnose

Call: Diagnose

This Effect is instantaneous and has a range of 5cm from an unresisting target.

They should OOC tell the source how many Body hits they have left on each location as well as the character’s maximum Body hits on each location, current and maximum Vigour, as well as if they are under the Effects of Disease, Venom, or if they are bleeding. In addition, a Referee may tell the source about special Effects that the target is suffering from. This Effect will work against targets under the Effect of Ward, and will not remove a charge of the Ward.

Disease

Call: Disease

This Effect is instantaneous. The target of Disease suffers a detriment to the Healing Effect. Any Healing that would cause the target’s Body hits to rise above 0 causes them to rise to 0 only. This includes the Healing Effect granted by the Recovery mechanic. This Effect remains in place until a Cure Effect is called on the target, or until Time Out is called.

Execute

Call: Executing

A character may concentrate on an unresisting, bleeding target within melee strike range and repeat the OOC call “Executing” at an audible level for 30 seconds. They may then strike with a call of “Execute” and instantly kill that target at the end of the 30 seconds. Attempting to generate an Execute Effect on an invalid target will get a “No Effect” response at the end of the process.

All characters can generate this Effect if they have a melee weapon drawn.

Fear

Call: Fear (Duration)

The target becomes filled with dread towards the source of this Effect for the duration of the Effect. For the duration they will do their best to get as far away as possible from the source of their Fear, including striking any allies who try to prevent their escape.

Fumble

Call: Fumble (Location)

This Effect is instantaneous. The target is forced to drop any items held in the target location. Items may not be caught until they have fallen on the ground. If you have an OOC reason for not wishing to drop the affected item you may choose to let the item hang limp for 10 seconds. During this time it may not be used in any way and blows that strike it are treated as having struck the location holding it.

Halt

Call: Halt (Duration)

The target is frozen to the spot for the duration of the Effect, and may not move, speak, or take any actions. They are still aware of their surroundings.

Healing

Call: Healing 1 (Location)/Full Healing (Location)

This Effect is instantaneous. The target recovers a number of Body hits equal to the amount stated by the generator of this Effect. This number may be 1, or it may be “Full”, which restores all Body hits to the location.

Identify

Call: Identify

This Effect is instantaneous. You gain knowledge of the properties of a lammied item without attuning to that item.

Lure

Call: Lure (Duration)

For the duration, the target of this Effect becomes fixated on the source of the Effect and can do nothing but move towards it at normal walking speed, altering their path if the source moves locations, and remaining motionless when they reach the source. Being struck by the Damage Effect will not break the Lure Effect. Please note: Grappling/restraining people is not permitted.

Mindslash

Call: Mindslash

This Effect is instantaneous. The Effect breaks the concentration of the target.

Mute

Call: Mute (Duration)

The target is silenced. For the duration of the Spell the character cannot perform any vocal action including casting Spells. They may still generate weapon blow Effects, or other actions which require concentration.

Notice Bleeding

Call: Notice Bleeding

Any character may look at another character within 1 metre for 10s of concentration and determine if they have any locations which are bleeding. The player does this by pointing at the character and calling "Notice Bleeding". A character with locations on -1 Body hits will respond by stating the locations that are bleeding. A characer that is not bleeding will respond by saying “Not bleeding”. Notice Bleeding will work on a character under the Ward Effect, but does not remove a charge from Ward.

Protection

Call: Protection (Effect) (Duration)

The target is protected from the specified Effect for the duration, and should call “No Effect” to any instances of it while protected. This does not remove any instances of any Effect they are already under when they get take the Protection Effect.

Push

Call: Push

This Effect is instantaneous. A force pushes the character. The target is pushed directly away from the source for 10m. During this time they may defend themselves. Once the target has moved 10m from the location of the source at the time of casting, they may come back (note this Effect does not have a duration). If a player is OOC unable to move as directed by the Push Effect due to something blocking you (such as a wall or OOC unsafe terrain) they must stop at the blocking terrain for 10 seconds.

Rampage

Call: Rampage (Duration)

The target is filled with uncontrollable rage. For the duration they will strike the closest being to them, including their allies, to the best of their ability and continue either until their target has escaped beyond reasonable pursuit or their target is downed. If they cause a creature to fall unconscious, they will either move to strike the next closest creature, or if there is no other creature close by they will use the Execute call on the downed creature.

Rend

Call: Rend

This Effect is instantaneous. The location struck with this Effect begins to bleed and the character gains Immunity Healing. The character can use the location as normal (depending on the number of Body hits) but the location is also bleeding. Your character is in their deathcount as if the location was at -1 Body hits. The response to a Diagnose call is the number of Body hits remaining and bleeding. A Stop Bleed that affects the location will end the Rend Effect.

Repair

Call: Repair (Armour location)/Repair (Item)

This Effect is instantaneous. When this Effect targets a character’s armour, the target character’s Armour hits on the target location are restored by 1. This cannot increase the target’s Armour hits above the total allowed by their Feats and any bonuses given by magic armour. When this Effect targets a weapon, shield, or other item which has been affected by Shatter, it will become usable again.

The Repair Effect can be delivered manually by all characters on weapons, shields and other items, however armour can only be repaired by a character with the correct Feat. The Repair Effect is done within touch range and requires 1 minute of roleplayed action of handling and fixing the armour, weapon or shield. Generating the Repair Effect is an action which requires concentration and standing stationary.

Shatter

Call: Shatter

This Effect is instantaneous. Weapons, shields and items are cracked and broken, making them useless. If a weapon or shield is shattered it becomes unusable until repaired. The special properties of items cannot be used if the item is shattered.

Sleep

Call: Sleep (Duration)

The target falls to the ground, asleep, for the duration of the Effect. If the target takes the Damage Effect after the start of the Sleep Effect, the Effect ends immediately. While asleep a character is unconscious, unable to take any other actions, and is unaware of what is IC happening around them (players should still stay aware of what is OOC happening around them for safety reasons).

Stop Bleed

Call: Stop Bleed (Location)

This Effect is instantaneous. This Effect has a range of 5cm from the target unless otherwise specified. The target’s Body hits on the target location are restored to 0 Body hits if on -1 Body hits.

Strikedown

Call: Strikedown

This Effect is instantaneous. The target is made to fall to the ground. Their torso must fall on the ground before they can get back up. If it is OOC unsafe to do so, they may kneel down and not take any offensive action (including Spellcasting) for 5s instead.

Sunder

Call: Sunder

This Effect is instantaneous. If this Effect targets a location that location’s Armour hits are reduced to 0. If the location’s Armour hits were already at 0, then the location is taken to -1 Body hits. This Effect cannot be combined with a Damage Effect.

Through

Call: Through

This Effect is instantaneous. This Effect allows a combined Damage Effect to ignore the target’s Armour hits and directly affect their Body hits, leaving Armour hits unhurt.

Venom

Call: Venom

This Effect is instantaneous. The target of a Venom Effect has their deathcount length reduced by 120 seconds. If a character is in their deathcount when struck by Venom, the reduction does not happen until they leave their current deathcount. This reduction stays in place until Time Out or until the application of a Cure Effect, whichever comes first.

Ward

Call: Ward (Number)

This Effect is instantaneous and may only be cast on the source. A barrier of invisible magical energy surrounds the character casting the Spell. This energy, or Ward, protects the character from any ranged Effect not delivered by weapon blow that would normally affect them (Except Drop, Diagnose and Notice Bleed).

The number in the Ward call is the number of times the character will be protected by the Ward, this is the “charges” that the Ward Spell has. A character should respond “warded” if their Ward protects them from an Effect in this way, and one charge in their Ward is removed. The number of charges on the Ward is determined by the Spell that grants it.

A Ward Effect expires when all charges are removed, or if the character willingly drops their Ward. A warded character cannot regain Vigour.

Interaction of effects

For the purposes of Effect interaction, Effects are broken into physical effects and mental effects. If one Effect would interfere with carrying out another Effect, physical takes precedence over mental, and the first listed Effect gets resolved first. If the original Effect would still be in duration when the interfering Effect is resolved you then resolve the original Effect until the duration is over. E.g. If your character is hit with Rampage 30s, and 15 seconds into the duration of that they suffer the Lure Effect. Lure has priority as it is higher on the list for mental Effects than Rampage. Your character follows the Lure Effect’s directions for the next 10 seconds, before reverting to the Rampage Effect for the final 5 seconds of its duration.

Physical Effects priority

  • Fumble
  • Push
  • Strikedown
  • Halt

Suggested mnemonic = Fuzzy Peaches Seem Healthier

Mental Effects Priority

  • Lure
  • Fear
  • Rampage
  • Sleep
  • Daze
  • Charm

Suggested mnemonic = Little French Rodents Shouldn't Digest Cake

Event Team Effects

The following are OOC calls that characters may never prevent or be immune to in any way. These calls may only be made by a Referee.

Time in

This indicates that play has begun for the day, and the game area is to be considered In Character (IC). This call is also used to end a Time Freeze and resume play.

When Time In is called at the beginning of the gameplay for that day, all characters who were still alive at Time Out the night before come into play with full Body hits, Armour hits, and Vigour.

Time Freeze

This indicates that play is to be paused in the area until further notice from a Referee, who will resume play with the Time In call.

Time Out

This indicates that play has ended for the day. The game area is to now be considered Out of Character (OOC).

Drop

Your character immediately enters an unconscious state. Your Body and Armour hits cannot be discerned and a Diagnose Effect targeting your character should receive the response “Indeterminate”. The Referee who called you to Drop will brief you on your character’s new status as soon as possible.

Safety Calls

Five Oaths includes a number of calls which are intended to keep participants safe. While these are not 'Effects', all characters should be familiar with these as they may be used in the midst of combat and have responses that should be observed. These include “Man Down”, “Fire!” “Non Combatant” and “Lay off”. Participants are expected to familiarise themselves with the appropriate responses to these calls prior to attending their first event.

A brief explanation of these is below:

  • Man Down - To be used when a player is, or may be, OOC injured. This should be used to alert a Referee to the injury and to allow them to call a Time Freeze (if appropriate).
  • Fire! - To be used when a fire has occured in an area which has not been designated by the event team as a fire pit / campfire. This could also be used if a fire in a designated area has gone out of control. In the event of this call, OOC safety should be the priority. In-character situations that might reference 'fire' are encouraged to use other words instead (such as flames, or - in the case of an archer line - loose).
  • Non Combatant - If a Non-Combatant is about to be struck, or has been struck, they should call "Non-Combatant", move to an OOC safe location away from any group combat (if necessary) and drop to 0 Body hits on their torso. The Non-Combatant’s character may be attacked further at this time in a safe and no-contact manner. These situations must be monitored carefully by a Referee to ensure OOC safety and fairness. Casting Spells into an active fight is considered a combative action for the purposes of OOC safety, and so should not be done by players who are Non-Combatants.
  • Lay Off - If an IC situtation is getting too intense, loud, or otherwise out of a character's OOC comfort zone, they can use the 'lay off' call to indicate to the other player to dial it back. This can also be indicated non-verbally by making an 'L' shape with your hand.

If you need any clarification with regard to these rules, please ask a member of the Event Team or a referee. Deliberately disregarding these or deliberately striking someone who is wearing a Peacesworn tabard (as they are automatically considered to be non-combatant) will be treated as serious misconduct by the Event Team. A Peacesworn tabard is an all-white garment that should be readily visible.