MRPG Effects
Though I loathe each and every one of these effects from the bottom of my very soul, they are necessary in order to provide a well-balanced and rounded gameplay experience. Each effect is temporary and can be overcome with the use of a MRPG Flourish. The other goodnews is each and every effect has a potential immunity available!
Effects:
- Blindness
- Knockdown
- Disarm
- Injured
- Immobile
- Inept
- Blithesome
Blindness
You are blind and unable to see. Characters cannot make ranged attacks or cast ranged spells, they may still attempt to make mellee attacks but take a 75% penalty to base-AV. They can cast AOE-spells that emanate from the mage(not froma target). On the player's screen blindness will manifest as a dark shroud over the character's head. The duration of blindness depends on the cause, all sorts of items can trigger a blindness effect as well as numerous spells.
Knockdown
You are knocked down and cannot attack, move, or cast spells. Knockdown can be caused by spells or activated abilities characters can learn through facets. Knockdown lasts for 5-7 seconds.
Disarm
Your weapon has been knocked from your hand, until it is retrieved you will attack bare-handed. Mages who have their spellbook knocked out of their hand cannot cast spells except from memory.
Disarm is an ability players can learn as an active facet. The Disarm chain is buffed Strength Modifier + 1d20. If the result is 20 or higher, the disarm attempt succeeds and lasts for 1d12 seconds.
Certain weapons such as Khopeshes, Halbreds, Picks, Sakabotos, and Kamas have the "Hooked" property and give a +5 to Disarm.
Effect Abilities
Characters can learn active facets that cause effects on targets. These are non-magical abilities and can be taken by anyone.
Disarm
Certain weapons, particularly the Khopesh and Sakaboto add a bonus to the Disarm ability. Disarm can effect enemy shields as well, lowering their AC and removing their ability to block.