Game Effects & Modifiers
Duration of Effects
Altera uses a set of duration which are listed in the effect specific list. There are occasions where a modifier is applied to a tagline and this is to indicate that it is *different* from the standard duration of the effect.
Common duration modifiers are:
- Instant: The effect happens and resolves instantly.
- Combat: The effect lasts until the target exits active combat/rests to recover abilities.
- Day: The effect lasts until the next sunrise.
- Phase: The effect lasts the duration of the event.
- Permanent: The effect cannot be removed or cancelled.
|Damage Effects||Effect Description|
|Shard||Packet delivered damage with a source. This is called as “[source] Shard [damage number]”. This can be taken on armor, shields and Vigor.|
|Missle||Packet delivered automatic Wound to location hit. This bypasses armor, shields, and Vigor.|
|Barrage||Packet delivered Wound to every location.|
|Brute Crit +X||Weapon attack called as “Brute Crit X” where total damage dealt. Can be Parried, Dodged, or absorbed by armor, Shells, and Vigor.|
|Maiming Strike||Weapon attack that causes an automatic Limb Wound if a limb is hit. Bypasses armor, Shells, and Vigor. Can be Parried or Dodged.|
|Mortal Strike||Weapon attack that causes an automatic Torso Wound regardless of where the attack hit. Bypasses armor, Shells, and Vigor. Can be Parried or Dodged.|
|Killing Strike||Weapon attack that causes automatic Death. This bypasses armor, Shells, and Vigor. Can be Parried or Dodged.|
|Death||If struck by packet or weapon the target instantly dies with no Bleed Out count. However the target can still be Revived in all normal ways.|
|Obliteration||If struck by packet or weapon the target is complete Destroyed along with all tagged items on their person. They should go out-of-play and find a Marshal. Advanced forms of Resurrection will be necessary.|
|Lesser||Players may only use up to three Lesser Defenses per combat in any combination that they have purchased. Players may Parry for others or Side Step into an attack of someone within 5 feet. Spell Flux can only be used for yourself.|
|Parry||Ability that allows the character to ignore the effect of a single melee attack.|
|Side Step||Ability that allows the character to ignore the effect of a single physical ranged attack.|
|Spell Flux||Ability that allows the character to reduce the effect from a spell to only 1 point of damage rather than suffer the spell effect..|
|Greater||Players may only use up to three Greater Defenses per combat in any combination that they have purchased, Players may Counter Spell for others or Dodge into an attack to save someone within arms reach.|
|Dodge||Ability that allows the character to ignore the effect of a single effect from weapons or packets.|
|Counter Spell||Ability that allows the character to ignore the effect of a single magic based attack.|
|Master||These defenses come through mastery of certain traits or powers and do not count against lesser or greater defenses.|
|Reduce||Ability that allows the character to reduce the effect from a physical attack to a single point of damage. This can be used to reduce Crit Strikes, Maiming Strikes, Mortal Strikes, and Killing Strikes.|
|Withstand||This ability is found on higher level monsters, this represents that your effect took full effect However the monster is strong enough to take the kind of damage that would normal kill a normal target. Once you have heard a single Withstand from a target you may assume all future attacks are being taken and the Withstand is still active unless a martial notes otherwise.|
|Absorb Spell||Ability that allows the character to absorb the effect of a spell and channel it to their own use. An absorbed spell may be thrown within 10 seconds as “Magic – [spell name]”.|
|Healing Effects||Effect Description|
|Stabilize||The Bleed Out count of the target stops. If the stabilize effect is stopped before it is completed then the Bleed Out count resumes from where it previously was. After being successfully stabilized for one minute the target becomes Walking Wounded and is able to move at a slow walk. If no additional healing is given the target will be fully healed in 24 hours.|
|Heal Wound *X*||Automatically stabilizes target and heals the character for as many wounds as possible. If any wounds remain they are considered stable.|
|Empathic Healing||Character may transfer a wound from another person to themselves. The target character is instantly healed of that wound. The healer may elect where that wound is received as long as it is not already a wounded location.|
|Resuscitate||Allows a character who has not been dead for more than 2 minutes to be brought back to life. This requires 2 minutes of concentration and effort by the healing character. After being Resuscitated target character is considered Walking Wounded for 15 minutes even though all wounds are considered to be healed.|
|Heal Self||Character may heal themselves of a number of wounds equal to the tagline called. This healing takes 60 seconds to take effect. Example: “Heal Self – 2”.|
|Cleanse||Target is healed of all Diseases & Poisons.|
|Renewal||Target is instantly healed of all Disease, Poison, any Drain effects and all Wounds.|
|Awaken||Touch only. Removes all mental effects from target character.|
|Invigorate||Removes Drain effects.|
|Mental Effects||Effect Description|
|Order||Target is given a single word command that must be obeyed to the best of their ability. Target must be able to clearly understand the command in-play and out-of-play (animals cannot be ordered). Orders cannot result in direct harm to the target or duplicate another effect. 10 second duration.
Orders that cannot be clearly heard or understood take a Stupefy effect instead.
|Stupefy||Target’s mind is impaired. They are able to defend but cannot attack. 10 second duration.|
|Torment||Target experience debilitating pain for 3 seconds during which time no action can be taken, line of sight is broken, and Concentration cannot be maintained. They must make some sort of sound or cry revealing their location.|
|Sleep||Target falls to the ground and is unconcious. They are unaware of what is happening around them and can take no action. 10 minute duration or 30 seconds of role played shaking awake by another character.|
|Trance||Target is dazed by illusory lights or sounds that only they can see. They hypnotic effect renders them incapable of taking any direct action including movement for the duration of the effect. 1 minute duration or until the first attack is made. The start of a Killing Blow (“Killing Blow 1″) end the effect.|
|Charm||Target of the appropriate creature category is moved one step more friendly in how NPC relations are handled. Combative characters become neutral, neutral characters, become friendly. Characters who are at the far extremes of this spectrum either hating or being a confidant are outside of what this spell can affect. This has a 10 minute duration.
Attempts to use this in combat will reduce it to a Stupefy effect. Once someone has decided to attack you they are beyond the realm of what a Charm effect can change.
|Betrayal||Target is compelled to turn sides in the middle of combat. The target will attack their own allies (allies do not have to be friends, only fighting on the same side) for 10 seconds or until unconscious, whichever comes first.|
|Dominate||Allows target to be given a 10 word or less instruction which must be followed. This action cannot be to do the impossible or to take an action that would obviously lead to the targets own self harm. While under the duration the target must roleplay the justification for the action to the best of their ability. This effect ends when the order has been completed or have 10 minute, whichever is first.|
|Protection Effects||Effect Description|
|Vigor||Damage mitigation that can absorb a number of points of damage equal to the amount of Vigor. Vigor can be healed but does not automatically reset on its own.|
|Shell||Provides for damage absorption up to a certain value. The point value of the Shell is the amount of damage that can be absorbed. The Shell is reduced in value by one point for every point of damage taken. This lasts until sunset or until all points from the shell are exhausted. Players may not have more than one Shell active at a time.|
|Armor||Armor is physical protection that provides limited damage mitigation. See armor rules for more details.|
|Screen||Provides a protection for the target from the first effect of a specific secondary effect regardless of primary source. A Screen vs Fire for instance would protect against magical fire, natural fire, or any other source of fire effects. This is a dumb protective and will trigger without the character being conscious the first time that the correct type of effect is used. Characters may have multiple screens active at once as long as each screen protects against a different effect.|
|Wyrding||Provides a protection for the target from the first effect of the named magic source. A Wyrding vs Magic for example would provide protection from the first magic effect the target would otherwise receive. A Wyrding vs Natural would instead protect against the first natural effect received. This is a dumb protective and will trigger without the character being conscious the first time that the correct type of effect is used. Characters may only have one Wyrding active at any given time.|
|Resist||Provides a protection for the target from an effect of the named source. The target may choose whether or not to use a resist in any give instance. A Resist vs Fire for example would provide protection from the a single fire effect the target would otherwise receive, at the target’s choice. Must be conscious to use a Resist. Characters may stack Resists as many resists as they choose. This is a smart protective and the character may choose whether or not it triggers on a specific effect. They must however be conscious to use this ability.|
|Source Modifiers||Effect Description|
|Wild||An eldritch effect draws from the fabric of all magic directly. Ignores all protectives unless they specifically state “vs Wild”.|
|True||Attack or ability cannot be Dodged or Parried. This can be Absorbed, Resisted, protected against, or otherwise taken on protective as available.|
|Secondary Source||Some effects may have an additional source modifier such as Fire, Acid, Natural, Ice, etc. When a secondary source modifier is added to a tag line it can still be protected against anything that would stop the primary effect (magic, poison, natural, etc). This means it may be stopped by additional protective but these modifiers may also change how the damage is taken by any given target.|
|Duration||Duration modifiers are only used if an effect has a duration that is different from what is in the core rules.|
|Instant||Effect takes place and resolves instantly.|
|Combat||Effect lasts until the target exits combat or otherwise rests to recover combat attributes.|
|Day||Effect lasts until the next sunrise.|
|Phase||Effect lasts duration of the Event.|
|Status Effects, Beneficial||Effect Description|
|Strength||Strength allows for acts of incredible physical ability.
Strength +1: 1 extra point of damage to be called on single melee attack, to hold a door closed against any number of opponents for one minute, run at full speed while carrying an unconscious or dead body, or carry a stable body at a fast walk for one minute without causing their wounds to be reopened.
Strength +3: 3 extra points of damage to be called on a single melee attack, hold a door closed against any number of opponents for three minutes, run at full speed with up to two unconscious bodies, or carry up to two stable bodies at a fast walk for one minute without causing their wounds to be reopened.
Strength +5: 5 extra points of damage to be called on a single melee attack, hold a door closed against any number of opponents for five minutes, carry up to two stabilized bodies at a full run without reopening their wounds, or break a single lock or door bar with one minute of concentrated effort.
Only a the use of a higher strength effect may force a door open when in a contested struggle to open or close a door, only person may be taken into consideration.
|Haste||Allows a character to run so fast that they cannot be actively targeted by weapons or spells. This effect lasts for 1 minute but multiple uses of Haste may be used without interruption. While using a Haste effect the character should at all costs coming too close to attackers. If a character using Haste actively comes within range of a melee attack then the attacker may take one swing as the Hasted character moves by. Characters using Haste may not attack while under a Haste effect.|
|Blink||Target may move so quickly that they seem to blink out of existence. They may move for 5 seconds or 5 steps, whichever comes first. This is shown by the invisibility gesture of steepled hands or weapons above head.|
|Flying||Character is able to move through the air above the the field. While flying they cannot be targeted. Duration is 10 steps or 10 seconds, whichever comes first. Status effect displayed by crossed arms or weapons above head while repeating “Flying”. Can be seen and followed by other players. Players may use multiple flights chained together.|
|Lesser Conceal||Limited by the type of surroundings (woods, shadow, structures) required by the ability, Character cannot move or draw attention to themselves. Concealed characters should be treated as if they are out-of-play unless a specific ability allows otherwise all Concealed characters must keep their hands stippled over their heads with no weapons in hands (although they may have claws).|
|Greater Conceal||Limited by the type of surroundings (woods, shadow, structures) required by the ability, Character can move 10 steps as long as they end in a valid conceal location. Concealed Characters should be treated as if they are out of play unless a specific ability allows otherwise all Concealed characters must keep their hands stippled over their heads with no weapons in hands (although they may have claws).|
|Invisibility||Character can move at will. Invisible characters should be treated as if they are out-of-play unless a specific ability allows otherwise all Invisibility characters must keep their hands stippled over their heads with no weapons in hands (although they may have claws).|
|Status Effects, Harmful||Effect Descriptions|
|Disease||Must walk slowly. Cannot reset any combat maneuvers, but the target may still use any that have not been expended. This impacts re settable per battle magic abilities as well. Becomes Blood Poison in 1 hour.|
|Contagion||All effects as Disease. If healing is administered before the disease is cured then the healer is considered to be infected.
Infected healers infect anyone they treat until cured. Unique Contagions which may have unique symptoms or require more esoteric treatment options are possible. This applies to magical healing, Empathic Healing, first aid, and stitch work. Examination skills such as life sense or triage do not trigger the transfer of Disease.
|Blood Poison||Can only crawl and speak in a whisper. No game abilities. Dead in 10 minutes.|
|Drain “X”||Characters under a Drain effect lose all access to skills or abilities associated with called tagline. Drain effects end after 30 minutes of rest.
|Silence||Target cannot speak or use any effects that require an in-game verbal requirement. 10-minute duration.|
|Knockdown||Target has their legs knocked out from under them. They must drop to their knees. 10-second duration. They are able to still fight while kneeling.|
|Repel||Target is pushed back 10 steps.|
|Hobble||If struck by packet or weapon the target instantly loses the use of one of their legs, this leg may be dragged but at a pace of no more than 1 step per second. this expressly does not cause a wound and last for 1 minute.|
|Snare [Foot, Arm, or Body]||
|Miscellaneous Effects||Effect Descriptions|
|Wall||Walls are natural or magical barriers that prevent others from crossing them. Walls may have additional secondary effects depending on the exact source. All Walls must be phys-repped with a length of rope stretched out over the length of the Wall. As well as the caster must remain within arms reach of the Wall at all times.|
|Circle||Circles are natural or magical barriers that prevent others from crossing them. Circles may have additional secondary effects depending on the exact source. All Circles must be phys-repped with a length of rope stretched out over the length of the circle. Casters must remain within 5 foot of their Circle at all times.|
|Item Impacting Effects|
|Break||Item becomes unusable. It can be repaired by a Smith.|
|Destroy||Item is irrevocably destroyed and cannot not be used. It cannot be repaired. 25% of the MUs can be Salvaged. No exotic or unique materials may ever be Salvaged.|
|Repair||Removes a Broken effect from a single item.|
|Sense Life||Allows a character to study the life aura of a person. Must be within 5 feet of target to use. After announcing “Sense Life” the character may out of play ask each of the following questions one at a time. They must wait for an answer before asking the next question.
Additional questions may be developed through IBGA research.
|Sense Magic||Allows a player to study an object and then begin asking specific questions to a Marshal regarding the person or object. The character may out-of-play ask each of the following questions one at a time. They must wait for an answer before asking the next question.
Additional questions may be developed through IBGA research.
|Sense Truth||Point Only. Allows the character to ask out-of-play “Is that True?” immediately after a statement by another character is made. The target must out-of-play answer “Yes” or “No”. This ability only reflects the targets personal belief of whether or not they are telling the truth. It is always possible that the target sincerely believes what they are saying and just happens to be wrong.|
|Sap||Character may knock out another by striking them with the pommel or flat of a melee weapon on the back. This attack must be delivered on one of the two shoulder blades. Duration of effect is 5 minutes.|
|Sure foot||Allows a character to not suffer the consequences of “falling” in module situations if they land poorly. All that is required for “jumpy stones” is to have at least part of a single foot on a valid landing location.|
|Reset “x”||Allows the listed ability to be Reset as if the player had gone through a complete rest period.|
|Slip Snare||Allows a character to remove a single Snare effect with one minute of struggle/concentration. Multiple Snare effects must be resolved separately.|
|Shift Wound||Change the location of a single wound. Wounds cannot be moved to a location that is already wounded.|
|Identify Magic Item||Character may determine the nature of a magic item, it’s specific effects, power source of those effects, and what if any activation costs there are.|
|Calm Animal||Character may extend both hands showing them to be empty towards a target of the listed type. The target will, generally speaking, attack the character last if not become calm and friendly towards the character. This requires concentration by the character. Any attack on the target from any source ends the empathy effect.|