Magic Rules
All rules regarding magic and how to use it can be found by clicking on the following link:
[LINK]
Combat Rules
All rules regarding combat and how to use it can be found by clicking on the following link:
[LINK]
blank1
Blank
blank2
Blank
Keywords
This includes some things that there might be confusion about if used within spells or other areas.
Mundane Attacks
|
This is any attack that is non magical. Be it range or melee.
|
|
Magical Attacks
|
This is any attacks made by magic. Be it a magical summoned weapon or a spell unless its stated to be a mundane attack within the spell.
|
|
Missing Limb
If you missing a limb or more this is the area for you to look. Missing some limbs has a temp debuff whereas others have a permanent debuff. You can make prosthetics to fix some of the said debuffs through this will come with other debuffs from the prosthetics . You are able to regrow said limbs though how is for you to discover.
Missing One Eye
|
For the first OOC week you will have a -2 on rolls based for spotting things. After this your rolls will go back to normal.
|
|
Missing Both Eyes
|
If you are missing both eyes this will result in you having the 'Blindness' Effect at all times.
|
|
Missing One Arm
|
Missing one arm will result in you having a -1 to your defense rolls ontop of being unable to use 2 handed weapons and range weapons. You are able to make a prosthetic arm.
|
|
Missing Both Arms
|
Missing both arms will give you a -3 defense as you are unable to use your arms, only attack you can make is with your feet and head. You are able to make a prosthetic arm(s).
|
|
Missing One Hand
|
You are unable to use any 2 handed weapons this being melee and range. You also unable to hold anything in said hand. You are able to make a prosthetic hand.
|
|
Missing Both Hands
|
Missing both hands will make you unable to use any held item and weapon. You are hover able to hold a shield if someone straps it to your arm. You are able to make prosthetic hand(s).
|
|
Missing One Leg
|
If you are missing one leg you will have a -3 to agility on top of a -1 block movement in CRP. You are able to make a prosthetic leg.
|
|
Missing Both Legs
|
If you're missing both legs you will default to failing all Agility-based rolls such as dodging an attack. You are also only able to move 1 block per movement phase Nothing more nothing less. You are able to make a prosthetic leg(s).
|
|
Missing One Foot
|
If you are missing one foot you will have a -1 to agility on top of a -1 block movement in CRP. You are able to make a prosthetic Foot.
|
|
Missing Both Feet
|
If you're missing both feet you will have a -5 to agility-based rolls that's moving and dodging. You are able to make a prosthetic Foot(Feet).
|
|
Status Effects
Blindness / Blinded
|
While blinded the enemy can't use any long ranged attacks and their melee attack is reduced by -5 and their defence by -3.
|
|
Shocked
|
While shocked the enemy can't attack the caster.
|
|
Burning / Burn Damage
|
The target will get 1 extra burning damage per round while burnt, the burning lasts for 3 rounds of combat, and does not stack.
The burning effect can be stopped with water of any kind.
The burning effect cannot stack / refresh.
|
|
Bleeding
|
The target takes 1 additional damage if a condition is met. This additional damage can stack if the condition is met multiple times.
|
|
Frozen
|
The target is unable to move, act, or react for the duration until they take any amount of damage from any source, or are thawed out via warmth or fire.
Freezing effects cannot refresh the frozen status.
|
|
Stunned
|
The target's turn is skipped.
|
|
Paralyzed
|
The target cannot move or attack, but can still perform other actions and make use of saving rolls.
|
|
Poison
|
Poisons work in different ways, usually damaging or weakening the user sometimes even paralyzing them (see paralyzed) each poison mentions its effects.
|
|