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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.
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