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What is Ascension?
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Storm World: Ascension



Dictionary

Ability: An ability is used generically for anything which you may activate or use during the game. It includes skills, items, boats, armaments, spells and powers. Your set of abilities are what allow you to fight and adventure in the game.

Activate: Abilities require activation in order to take advantage of them. Activating an ability simply means that your realm character intends to use that ability. For armaments, it means that the RC wears the item. For all other abilities, it means the RC will use the ability if the situation arises where the ability is useful.

Cowardice (Effect): Any creature that suffers from cowardice will be treated as it set to passive. This means that player vs. player combat is avoided and no locations will be entered until the effect is removed. This effect can be canceled by invoking the psionic power Psionic Surgery.

Debilitated (Effect): When a creature is debilitated, it cannot heal any damage. This applies to normal healing as well as mystical healing. Realm characters who are brought down to 0 health and are debilitated will heal up to a health of 1, but further healing is disabled. This effect can be canceled by casting the sorcerer spell Remove Curse.

Disoriented (Effect): A creature that is disoriented cannot attack targets with usual skill. For combat purposes, the disoriented creature calculates its Intellectual Strength at 1/2 normal value for to-hit calculations only. If a successful attack is made, then all damage and effects are applied normally. Disorientation effects both melee and missle combat. This effect can be canceled by invoking the psionic power Psionic Surgery.

Fast Action: A fast action is one which has a shortened recovery(see below). Typically this means that the recovery is halved.

Health: This is a measure of how much damage your realm character can take before falling. Health is equivalent to hit points in other gaming systems. When your health reaches 0 or below then you are incapacitated. Hirelings have a chance of dying when brought to 0 health or below, but realm characters can not die.

Ignorance (Effect): When affected by ignorance, one random knowledge group will be inaccessible. Activated abilities are supressed and unavailable. The knowledge group is random, but always is one which your already have some skill. This effect can be canceled by casting the sorcerer spell Remove Curse.

Insanity (Effect): When a creature becomes insane, all levels of knowledge are reduced by one. This means that if you normally could activate 3 levels of abilities in a particular knowledge group, you now can only activate 2 levels. This effect can be canceled by invoking the psionic power Psionic Surgery.

Lycanthropy (Effect): When a creature succumbs to lycanthropy, then their actions become erratic one week in five (during the last phase of the moon). This means that on turns 4, 9, 14 and 19 your realm character will be out of your control. Movement on the map will be random, no lairs or locations will be entered, no player vs. player combat will occur, no abilities will be utilized and no score will be awarded. This effect can be canceled by casting the sorcerer spell Remove Curse.

Paralyzed (Effect): Any creature which has been paralyzed is unable to attack, cast spells, invoke powers or use items. The creature is still able to defend itself, so no defensive penalties are assessed, but no actions can be triggered. Movement is still permissable, allowing the realm characters to move every day as normal. This effect can be canceled by casting the sorcerer spell Curing.

Recovery: Recovery refers to the time between your last action and your next action during combat. Combat speed is referring to how fast your recovery is between actions. The higher your Intellectual Strength, the shorter your recovery time.

Slowed (Effect): A creature that is slowed will see the recovery time during combat double. This means it will take twice netween actions. This effect can be canceled by invoking the pionic power Psionic Surgery.

Strength Check: A strength check refers to a random calculation based on one of the three attribute scores: Intellectual, Physical and Mystical strength. Depending upon the circumstances, you may need to make a strength check to resist an attack, to perform an action or to apply some ability. The higher your attrubute, the higher the percentage of making the strength check successul.

Tainted (Effect): A creature that has become tainted has its Mystical Strength effectively halved. All calculations based on Mystical Strength are made with this penalty. This effects spell casting, psionic powers and strength checks. It does NOT affect the abilities which can be activated. This effect can be canceled by casting the sorcerer spell Curing.

Turn: A turn is one game turn - or 8 days. Every time a turn is processed, 8 days pass in the game world.

Vulnerability (Effect): When a creature is subjected to vulnerability, all physical damage taken is doubled. Any damage that is subject to armor deflection (which excludes Mage Blast, Mind Fire and other mystical atacks) is affected. This effect can be canceled by casting the sorcerer spell Curing.

Weakened (Effect): A weakened creature causes less damage in combat. The attack calculation is unaffected, but any successful melee attack causes damage as if the weakened creature's Physical Strength was 1/2 of normal. This does not affect missile combat. This effect can be canceled by casting the sorcerer spell Curing.

Wounded (Effect): A creature that is wounded must make a Physical Strength check every day or suffer damage. Normal and mystical healing will work, but until the effect is canceled, health loss may continue. This effect can be canceled by casting the sorcerer spell Curing.




Storm World Online Manual