Damage in Menhirs fate
In Menhir’s fate each strike done with a melee weapon does one point of damage. Each attack must have a damage type and may have up to one damage effect. An attack can never have more than one damage type or effect
Examples
You can have a weapon that allows you to call Fire Crush or Water Rend
You cannot have a sword that does both Fire and Water damage on the same hit nor can you have a sword that does both Crush and Rend
Damage Types
- Normal – All weapons in the game do this damage unless specified otherwise. Please note: you do not need to use a vocal for this damage type.
- Earth – This Damage type may affect certain creatures more than others. Please note: unless specified otherwise this will still only do one point of damage.
- Air – This Damage type may affect certain creatures more than others. Please note: unless specified otherwise this will still only do one point of damage.
- Water – This Damage type may affect certain creatures more than others. Please note: unless specified otherwise this will still only do one point of damage.
- Fire – This Damage type may affect certain creatures more than others. Please note: unless specified otherwise this will still only do one point of damage.
- Spirit – This Damage type may affect certain creatures more than others. Please note: unless specified otherwise this will still only do one point of damage.
Damage Effects
Crush
If the character is in heavy armour, they take damage equal to hit points and enter critical state. If they aren’t in heavy armour it does 1 point of damage. This call must hit target unless delivered by a ranged spell
Stun
The character is unable to defend themselves (Shields must fall to the side of the body), attack or cast spells for 10 seconds. This call must hit target unless delivered by a ranged spell
Petrify
The character is totally unable to move for 10 seconds. The character can still speak but cannot cast spells. This call must hit target unless delivered by a ranged spell
Ensnare
The character is unable to move their legs for 10 seconds. This call may hit the Shield or the target unless delivered by a ranged spell
Rend
The character takes damage equal to their hit points and begins their death count and enters a critical state unless they are wearing heavy armour in which it does 1 point of damage. Note: All Arrows and Bolts in Menhirs Fate do Rend damage. This call must hit target unless delivered by a ranged spell
Taunt
Anger rages through the target, They will charge and attack the caster if possible. If not the closest hostile target available. *You must contain to fight and roleplay safely while under the effects of Taunt* This call must hit target unless delivered by a ranged spell
Disarm
If you hit the character they must drop (safely) whatever is in their primary hand. You may immediately pick your weapon up again or choose to react in another way. This call must hit target unless delivered by a ranged spell
Stagger
If this hits a character they are thrown away from the user of the attack 3 large steps even if you parry it. *a character may choose to roleplay more effect if they wish* This call may hit the Shield or the target unless delivered by a ranged spell
Smite
If this hits the target (not the shield) then they lose all hits points and enter a critical state. *This will only work on a Corrupted spirit* This call must hit target unless delivered by a ranged spell
Obliterate
If your character is hit by this, they immediately die with no death count and with no critical state or terminal state, This is a very rare call. This call must hit the target unless delivered by a ranged effect. This call may be gained through very powerful weavings against named foes and may on a rare occasion happen elsewhere in game for exceptional circumstances but it is a very rare call. The path to achieving it will not be a simple one.
Infernal
If this hits the target (not the shield) then they lose all hits points and enters a critical state, and get a Corrupted wound card *This will only work on a Healthy spirit* This call must hit the target unless delivered by a ranged spell. This is an NPC call only.
Poison
Upon drinking or being hit you have 30 minutes to find an antidote. If after this time you have not received an antidote, you will enter your terminal state skipping the critical state. Normal healing will not remove the poison effect, although it can heal any other injuries you may have sustained while being attacked. Apothecaries may spend extra resources to lower the time duration of the poison call. The standard time is 30 minutes and thus the call for it will be **POISON 30**. Any other variation on this call will represent the time duration you have to take an antidote, e.g. Poison 10 means you have ten minutes, Poison 1 means you have one minute, etc. This call must hit target unless delivered by a ranged effect
Shatter
At the beginning of the spell the caster allocates an item (Weapon, Foci, Relic, Shield, Ranged Weapon) in range. The item is destroyed until it is mended.
Other Game Effects
Antidote
Cures all poison on the character as well as the Fixation effect.
Fixation
The roleplay effect may be addictive, making the character feel a strong urge to experience it again from the same origin. *A player may choose to ignore this effect if they feel uncomfortable with this roleplay*
Drain
The character loses all of the attributes that are stated after drain [Vigor/Focus/Faith etc]. The character is unable to regain that attribute for 5 mins. *The call of drain focus will remove all of someones focus which they cannot regain for 5 minutes*
Rebound
If a person responds to an effect with this call, the effect instead is redirected to the caster/user.
Overload
Any weaver struck by this call will immediately take damage equal to their hit points (including any hit points gained though armour or effects) and enter a critical state. Please note that each weaver also will also roleplay this differently depending on the sphere they are aligned to. These effects are listed on the relevant rites page
Distract
You do not notice the origin of this effect for 10 seconds, unless they attack you or enter within an arm’s reach.
Amplify
Your emotions amplify significantly, whatever you are feeling is felt with a lot more intensity. *This is up to players to choose how they wish to roleplay*
Curse
The target of this cannot be the target of any beneficial Rite or Cantrip for 5 mins.
Regeneration
A player may stand back up and loudly call ‘Regeneration’ to restore 1 hit point and thus leave their critical state. This is not subtle and should be done within a couple of seconds of the final blow.
I’ve seen Worse
This allows a character to spend one vigour to use the call “I’ve seen worse” with 10 seconds roleplay to restore one other character from critical state to one hit point. This can only be done onto someone else and cannot be done to yourself
Execute
Any character may spend 5 seconds roleplaying a huge swing or specific attack in a safe and controlled manner on a character that is in a Critical or Terminal state, and shout the call ‘Execute’. This will immediately kill the target. Please avoid head hits, vulnerable parts and throat slitting as part of execute for safety reasons
Identify
The character learns if an item or object is Wryd, they will also learn what Wryd the item is attuned to. This will also allow the character to determine if the item/object is corrupted.
Heal Wounds
For every 10 seconds the character has contact to the target and maintains constant vocal’s they heal 1 point of damage to the target. This does not work on a character in active combat. The emphasis is on the target to count the amount of healing received.
Mend
The spell fixes an item that has been destroyed.
[XXX] Blast
The caster selects a target and does one point of damage of the element specified to the target. For example Fire Blast
Shielding
For the next 30 seconds you are immune to normal damage, but are unable to strike any target or cause any damage to another character. If you do, the spell immediately ends. *During the spell to demonstrate the spell the caster must have their free hand open in front of them*.
Counter Spell
This spell stops a spell or Cantrip effect immediately. You CANNOT Counter this spell.
Refuge
The target’s critical state count pauses for as long as the ceremony chant continues. If the target is under the effects of any other effect (poison/curse ect) the effect is paused but will return at the end of the Ceremony. If this effect is on you from anywhere different to a ceremony you will be informed of the duration.
Full Heal
Restores all hits to the target.
Mass
The effect hits all targets within 5 metres.