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Other Special Effects

Surprised 

An elohim that is Surprised is unable to fully defend against Strikes made by the Surprising elohim. Any 11's are treated as 12's vs. a Surprised elohim. Also, Surprised elohim cannot benefit from any kind of active defenses or reactions such as Defensive Stance, Parry, or Counter Strike. These penalties only apply to interactions with those Surprising the elohim and do not benefit those who are not Surprising the elohim. Surprise can be figured independently for each character involved or the Host can determine for the sake of expediency for Surprise to be figured for entire groups. Surprise lasts until just before the character’s next Activation.

Exposed 

An elohim that is Exposed is unable to defend against Strikes even partially. Guard is reduced to 0, all Stops are considered Misses, 1's have no effect, and 11's are treated as 12's.

Faltering 

When an elohim Falters, they are unable to effectively use some of their Action Points. These Action Points are wasted. Faltering is applied as soon as it is generated and affects Action Points until the Faltering is complete. If the Faltering character is Standing Ready, the Falter affects the Readied Action Points and the Faltering character must change Readied Action Points of their choosing into Falter until the Faltering is complete or there are no more Readied Action Points to change.

Falter from Strikes is applied as long as there are Hits after adjustments are made, even if they are canceled by Stops. The precise number of Action Points wasted are usually stated by the effect causing the elohim to Falter.

Most Falter is notated like this: F:# (the number sign representing the number of Action Points that the elohim is Faltering). There is an alternate form of Falter that affects an entire Cycle. This is notated as F:1 Cycle. Recovery, Fell the Faltering, Release Bondage and any other effects that would normally work on a Faltering character still work. Release Bondage and Loose Evil do remove F:1 Cycle. Multiple instances of Falter:1 Cycle do not compound and instead simply extend the 1 Cycle Duration until 1 Cycle after the most recent Falter:1 Cycle was inflicted.

Falter:# cannot exceed F:7. If a character would accumulate F:# higher than F:7, each excess Falter:1 is instead translated into 3 WearR & 3 WearP.

{Ex.: An elohim performs a Disarm Strike using a Club on a Jackal who currently has F:6. The elohim gets three Hits, two “12”s and has two levels of Passion Effect. All of these factors would add a total of Falter:7 to the Jackal, for a grand total of F:13. The Jackal is increased to the maximum F:7 and the remaining 6 Falter is tripled and applied as 18 WearR and 18 WearP.}

A character that is F:1 Cycle, Bound, Grappled, Asleep, Defeated, or otherwise incapacitated cannot accumulate F:#. Any F:# currently applied or that would be applied is immediately translated to WearR & WearP.

Knocked Back 

There are some Maneuvers and Songs that cause an elohim to be Knocked Back. When this happens, the elohim is moved directly away from the source a number of inches equal to the Knock Back value.

Being Knocked Back can cause an elohim to Falter, or if colliding with another elohim, causes both elohim to potentially Falter. To determine if the Knocked Back elohim Falters, the Knocked Back elohim makes a Control Check with a Difficulty equal to 1 for every 3” the elohim was Knocked Back. The F:# is equal to how many Passes the character was short of succeeding the Check but no more than amount of Knock Back. If the Knocked Back elohim would collide with another elohim, that elohim can first attempt a Swiftness Check to avoid the collision. If that Fails, the elohim makes a Control Check and suffers F:# equal to how many Passes that elohim was short of succeeding the Control Check. Also, if collision happens, the Knocked Back elohim’s backward movement stops and both elohim may take WearE. This is figured using the following formula:

3 + (Greater Endurance/10) - (Lower Endurance/10) = Force per Hit
Number of inches remaining to travel = number of Hits

There is a minimum Force of 3 which will be the default Force applied to the elohim with the higher Endurance. Also, only entire inches count toward the number of inches remaining to travel. There are few objects that would be considered “solid” to an elohim. In the case of a Barrier, compare to the Resolve strength of the Barrier in place of Endurance. There really shouldn’t be any other spiritually solid walls or objects in the Earth realm. If one is encountered, the Host can determine an appropriate amount of WearE.

Knock Back is applied as long as there are Hits after Adjustments are made, even if they are canceled by Stops.

Bound 

Being Bound restricts an elohim’s ability to Move. An elohim that is Bound has their Guard reduced to 0. They cannot Move, perform Strikes, or perform other actions. They can speak, use Spiritual Effects, Sing, and Rest. While Bound, the elohim is also Exposed.

Grappled/Entangled 

Being Grappled or Entangled is a similar condition to being Bound. An elohim that is Grappled or Entangled has their Guard reduced to half. They cannot Move, perform Strikes, or perform other Actions other than attempting to break free. They also cannot be in Defensive Stance. They can talk, Rest, use Spiritual Effects, and Sing while Grappled.

The Grappled or Entangled character may attempt to break free by spending 3 Action Points and adding 3 Exertion for each attempt. To break free, the Grappled character must pass a Might Check. If Grappled, this Check is vs. the Might of the Grappler. If Entangled, this Check is vs. whatever is Entangling them. In the case of the Spiritual Effect Bind, this will be vs. the Resolve Allotment of Bind.

The Grappler may not Strike another Target while Grappling and cannot be in Defensive Stance. They can Strike the Grappled elohim as a 2 Action Point Strike (gaining 2 Exertion) making a Might vs. Might Check rather than a Strike Roll. The Grappler may release the Grapple at will and could perform a regular Strike or Maneuver against the Grappled elohim, taking advantage of the halved Guard. If doing this, the Grapple is released after resolving that Strike unless another 12 effect is achieved.

If the Grappler has at least 40 greater Might than the Grappled elohim, the Grappler can Strike other Targets and has penalties applied as if the Grappled elohim is willing to be carried as per the rules for Carrying Another (still factoring in Might compared to Endurance). The Grappler could potentially Grapple a 2nd Target, however, the Grappler's Might is then split evenly between both Grappled elohim.

With at least 80 greater Might, the Grappler may choose to Strike another Target using the Grappled elohim like a weapon. This will cause WearE to both the Grappled elohim and the Struck Target. When Striking using a non-Defeated Grappled elohim, deal additional WearE to both elohim using the formula for collision found in Knockback. Hits for collision are equal to the number of Hits for the Strike ignoring Stops for the Grappled elohim but only uncanceled Hits for the non-Grappled elohim. When Striking using a Defeated elohim, increase the Force of the Strike by 3.

Poisoned 

Poison adds Exertion to the Poisoned elohim and is notated as Poison:#. At the beginning of each of their Activations a Poisoned elohim will gain Exertion equal to the Poison:# and then that number is halved (rounded down). Once Poison:# is equal to zero, the elohim is no longer considered Poisoned. Poison:# compounds and any new Poison adds to the current number.