List of Keywords

"And I heard as it were the noise of thunder one of four marshals saying, `There is no hope, only rules.`"
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In Oblivion, there are many Keywords which are used to quickly and easily inform someone of an effect or how to appropriately respond in a situation.

List of Keywords and Effects

  • Aggravated: This is a generic term for when a numerical value cannot be healed or restored unless otherwise specified by something that specifically states it will work on aggravated damage. Aggravated status on the numerical value goes away at the end of the event, allowing it to be restored through normal means or auto recovered if appropriate by next event.
  • Bind: This effect is when a character is considered “bound” by a Power or Item. Bind Effects mean that at least one of the character’s limbs is immovable or unusable or that the character cannot move or walk in any capacity. There are multiple types of Powers which may cause this type of a mechanical effect, so only those that are specifically described as a Bind Effect will count as such.
  • Bio: This effect is an effect that is caused by a biochemical or alchemical source, which only affects an organic target. Bio effects can only be negated or nullified by abilities or items that specify they work against Bio effects.
  • Break: This effect will completely make a limb inert on a target. The target typically cannot use that limb until it is healed by an effect which specifically heals Break Effects.
  • Bonus: This effect is an effect that grants a character +250 Units per rank at check-in. A character may benefit from up to two different sources of Bonus regardless of rank.
  • Bullet: This effect functions very similarly to how the Bullet damage constituent works, but for powers. As such, a Bullet Effect is essentially an effect that can only be delivered by a Firearm or a weapon that qualifies as a Firearm and can only be defended against by an item that specifies it stops bullets (E.G. a firearm that inherently allows the wielder to cause knockbacks as a bullet effect will ignore all protection and all called avoidance or stopping defenses unless the protection specifically states it will work against bullet effects.)
  • Craft: This effect category indicates that the ability results in the in-game physical creation or repair of something.
  • Command: This effect is similar to the Morale effect, but has to do with battlefield command. One character uses a Command ability and role plays ordering a separate target character to perform an action in order to grant a temporary bonus to them. As long as the target character obeys (or attempts to Obey to the best of their ability) the Command order, they will benefit from the specific Command bonus granted by the original character issuing the Command.
  • Co-Op: This effect is specifically a type of effect that certain abilities have which indicate that they can be learned by a specific class, but may not offer a direct boon to the original learner of the ability, but instead allow the learner of the ability to teach that ability to others not of that class and allow those characters to utilize the ability in a mechanical way that the original learner may not. Sometimes Co-Op abilities will benefit both the original learner and the secondary learners. Look to the wording of specific Co-Op Powers for how that specific Co-Op Effect works.
  • Defense: This effect will stop any Power which affects a character directly, such as those that cause Break Effects. Certain caveats may apply in each given Power that employs a Defense Effect. Some may only work on Physical Powers and Physical Damage while others work only on Supernatural Powers. Some may only work on Powers delivered to the front of the character, others will work regardless of where the character is struck. Look to the wording of specific Powers for how that specific Defense Effect works.
    • Negation: These effects are a sub-type of Defense effect which immediately prevent (specifically) Mind, Fear, Pain, or Extraordinary effects from affecting the user or target of the Negation effect.
    • Nullify: These effects are are a sub-type of Defense effect that are used after a character has been successfully affected by something in order to remove that type of effect afterwards with the Nullify effect.
  • Disarm: This effect will force a target to drop a weapon or item that they are holding in their hand for 5 seconds before being able to pick it back up. Disarm effects can only be defended against by Retain Effects.
  • Ener: This effect functions very similarly to how the Ener damage constituent works, but for powers. As such, an Ener Effect is essentially an effect that can only be delivered by an Enerweapon or a weapon that qualifies as an Enerweapon and can only be defended against by an Enerweapon or weapon that qualifies as an Enerweapon (E.G. a master rank enerweapon that inherently allows the wielder to cause sever limbs as an ener effect will ignore all protection and all called defenses unless the protection specifically states it will work against ener effects and/or the called defenses are being called while the character is wielding an enerweapon or a weapon that qualifies as an enerweapon for these purposes.)
  • D&T: This effect category indicates that the effect only applies to Death and Taxes Actions.
  • Enhancement: This effect results in some kind of mechanical benefit to inanimate objects, such as increased damage or immunity to certain effects.
  • Fear: This effect will force a target to role-play as though they are fearful of the source of the Fear Effect. Furthermore, they may not make any Offensive action against the source of the Fear Effect for the duration, unless the target expends one use of his or her Cerebral power cool-down.
  • Heal: This effect category indicates that the effect results in some kind of healing of character injuries.
  • Hidden Presence: This effect category bestows the "Hidden Presence" in-game state to the target.
  • Improved: These effects have no standard or universal effect. They are simply enhancements of normal effects and are called with the "Improved" prefix in order to allow marshals and others around them to understand that some form of an enhanced version of a standard effect was used (E.G. Improved Traverse! in which you do not have to start from a dead stop of 5 seconds or Improved Sunder in which you can use Sunder in combat).
  • Incapacitate: This effect will render a target completely unconscious.
  • Interchange: These effects vary from specific ability to specific ability. The only universal rule to these effects are that Interchanged Attribute Scores cannot be chained (E.G. If you are currently using your Influence to count as your Wisdom via a specific ability, you cannot then use the Modified Wisdom to count as Stamina if you had a separate ability that also allowed your Wisdom to count as Stamina instead. In this specific example, only your true, actual Effective Wisdom would be used to determine your Stamina.) Effective Attribute Bonuses apply to Attribute scores before Attributes are Interchanged. If a player has multiple abilities that allow Attribute scores to Interchange, that Player will use the highest interchangeable score possible.
  • Inviolable: Inviolable is a special mechanic that can only be granted by Plot. It is reserved for "mini-boss" and "boss" style NPCs and rewarded to players only when deemed by the plot team that to do so would be extremely character-appropriate and would not entirely unbalance general game play. Essentially, while Inviolable is active, the character's hit point pool is unaffected by damage and instead must receive X amount of damage within Y amount of time for Z total times before they drop. While active, any Slay, Sever, Cripple, Paralysis, or Incapacitate effect has an "Alternate Effect" instead and simply counts as having fulfilled the X damage for that Y time interval, ultimately counting towards the Z total times. X, Y, and Z variables are dependent upon the rank of Inviolable.
  • Lie / Truth: Lie effects are specific effects which have to do with deception and/or trying to convince characters that something is or is not a falsity. Truth effects are specific effects which are sometimes used to compel targets to speak truthfully or sometimes used to reactively determine whether or not someone is attempting to deceive them. Sometimes Lie Effects can be used defensively in order to negate an offensive truth effect and sometimes Lie Effects can be used offensively in order to proactively deceive a target, which a defensive truth effect can be used to stop. Keep in mind that abilities used as a defense against an offensive ability, unless otherwise specified, will negate or nullify the offensive ability so long as it is equal to or lower rank than the defense. The specific mechanics for any given lie and/or truth effect should be listed in the specific ability.
  • Movement: These effects will force a target to move. The direction and distance the target moves may vary, but is usually backwards.
    • Trip: These effects are a special type of Movement Effect that will additionally force a target to take a knee for a duration after the character moves.
  • Offense: This effect category indicates that the effect is utilized detrimentally against another character by the source, usually, but not always, performed in a combative scenario.
  • Overpower: This is called only after an appropriate defense or protection is called to stop the damage or ability and requires the expenditure of a physical power per use. That defense is considered nullified for that one use and separate defense must be used. This addon is usually ranked and can only be combined with equal or lower rank abilities.
  • Pain: This is an effect that characters can sometimes enter when specified by an ability, circumstance, or situation. While under a Pain Effect, the character's recovery interval is increased by +1, the character may only move at a heel-to-toe pace and may only swing his or her weapons once per 5 seconds. The duration varies depending upon the source of the Pain Effect, but, if unspecified, it will be ongoing. While in Pain, characters must role play being in pain and fatigued.
  • Paralysis: This effect renders a target completely unable to move, but stays conscious for the duration. Durations vary by specific ability.
  • Passive: This effect category indicates that the effect does not require any activation, and is considered always "on" for the purposes of applying the effect.
  • Perfect Strike: This is called before any numerical number or ability name is used and requires the expenditure of a physical power per use. The attack delivered does not need to actually strike the target, but counts as if it did so long as the attacker can prove distance/range on the attack potentially striking. Defenses and protections may be called as normal.
  • Psychological Effects: These effects are sometimes also referred to as “Mind Effects”. Anything that affects a target’s mind or psyche is considered a Psychological Effect. Additionally, there are role-playing aspects to Psychological Effects which may not be listed directly in the skill descriptions, but are implied by the name and nature of the effect.
    • Charm / Dominate: These effects are a sub-type of Mind Effects that will, minimally, prevent a target from taking aggressive action against the caster or source of the Charm or Dominate. Charms imply that a character should role-play as though the caster or source of the effect is a very close friend of theirs. Dominates imply that a character should role-play as a loyal slave in complete and utter servitude to the caster or source. However, dominated characters can never directly commit suicide and, unless otherwise specified, a character may only have one target under a domination effect at a time.
    • Morale: These effects are a sub-type of Mind Effects that affect a character's general morale either positively or negatively, and usually apply temporary mechanical changes to stats or skill availability to the target.
  • Retain: This effect will stop a Disarm Effect, even if that Disarm Effect is enhanced by Surprise or AoE-delivered. Retain Effects cannot be negated or nullified.
  • Recurring: This is called after any numerical number or ability name is used. The damage or effect is repeated every minute until it is removed by an effect that specifies it can remove the Recurring addon in part or in whole. The amount of damage caused by Recurring per minute is specified within any given ability or item (and is usually 4 per rank). Characters with Recurring damage go immediately into Death Count rather than Down Count when they reach 0 Hit Points. Characters who are dropped to 0 Hit Points and initially affected by Recurring in the same strike will instead be in Down Count for 1 minute before receiving an automatic Coup De Grace unless the Recurring is removed first (if a character is simply healed and then would be brought back down to 0, the normal Recurring rules apply).
  • Sabotage: This effect category indicates that something subtle has been done by a character to inhibit others (E.G. using Subterfuge to set Traps or using Sleight of Hand to steal something or Conceal to hide something, etc.)
    • Traps: Traps are a special type of effect and are a subset of Sabotage. From a plot stand point, traps are essentially the unique or clever use of items in order to deliver a desired effect via some sort of trigger mechanism. Mechanically, any character with an appropriate ability that allows them to set traps may use that ability at whatever rank to utilize an item of equal or higher rank (so long as the character meets all use check prerequisites for that item) and turn it into a trap. When an item is turned into a trap in this way, the item card must be handed over to an appropriate marshal and the player must physrep the trap in such a way that it is in a static location and can be tripped by a character in some fashion (E.G. break-away trip wire, snap pops, concealed pressure plate, etc.) The trap's effect can either mimic a one-time-use of the item's mechanics being used to set it with or instead the character can choose, if they can role play justify it making sense with the item used, to replace the normal item mechanics for the trap to have the trap instead cause 4 points of damage per rank or utilize any equal or lower rank physical power the character knows. However, some specific items may count as traps only and must be set with an appropriate ability and whill only produce the effect that the item was designed to do. Look to specific item rules for those specific types of trap items.
  • Sanctuary: Sanctuary effects are effects that make characters, for all intents and purposes, completely invulnerable unless otherwise specified. This is considered an in-game state that must be physrepped by a purple headband and/or purple glow. Sanctuaries can be destroyed by any rank of Ener Smash. When a character first obtains the ability to use Sanctuary, they must choose for their Sanctuary to either be self-only and allow the character to move heel-to-toe while active or to be a static location once activated, but up to one additional willing target may be brought into the Sanctuary so long as the character keeps one hand on that target. Abilities that grant Sanctuary effects can be activated for 1 Extraordinary Power Use to allow a character, for 1 hour, to spend 1 Physical/Cerebral Power Use (based on plot appropriateness, chosen when Sanctuary is earned) in order to make the Sanctuary active for 5 minutes, sustained, lockout 5 minutes. Additionally, when initially earned, while Sanctuary is active, characters gain the ability to call "Reinforce Sanctuary" at basic rank for 1 Physical/Cerebral Power Use (based on what is used to activate Sanctuary) in order to negate an equal rank or lower Ener Smash that would otherwise have affected their Sanctuary.
    • Imprisonment: These effects are a special type of Sanctuary in which the target is entirely contained within some sort of protective shell and he or she cannot perform any actions at all within nor can any other person interact with the imprisoned target. Unlike Sanctuary, Imprisonment effects are ranked as normal and the target does not need to be willing. The target of the imprisonment is essentially unable to move, talk, is immune to and from all effects, positive or detrimental, etc. until the imprisonment is ended. Imprisonment Effects also pause all metabolizing timers of all types currently affecting the character, including death and down count. Unless otherwise specified, Imprisonments last 5 minutes and have a lockout of 5 minutes.
  • Scaling (Rank): For Classes which count as "Scaling" (E.G. Trademarks), for their own class rank, the rank of the Scaling class is equivalent to the highest rank of non-Scaling class the character already possess (E.G. a character with only Basic Classes would have a Scaling Class considered to be a Basic Rank class, while a character with at least one Expert Class would have a Scaling Class considered to be Expert Rank, etc.). Scaling Classes grant abilities at a rank of "Scaling" as opposed to the standard "Basic/Expert/Master" format, and the highest rank Ability available for purchase on the list is equal to the current rank of Scaling Class the character has. Any Attribute or Ability prerequisites listed on the ability would begin at Basic Rank by default and should be incremented by +1 per rank beyond Basic in order to accurately determine the appropriate Attribute/Ability prerequisite at any given rank. For rules regarding Scaling Effects granted by items or other Abilities (not Abilities purchased from a Scaling Class), see Scaling (Effect).
  • Scaling (Effect): These effects are effects which grant the character a specified ability at Basic Rank if he or she did not already have the ability. If the character did already have the ability, then the ability increases by +1 Rank to a maximum rank dictated by either the item rank granting the scaling effect and/or specified within the specific ability description itself. For rules regarding Abilities purchasable from Scaling Classes, see Scaling (Rank).
  • Sever: These effects have a built-in standard Pain Effect in addition to the effects listed herein. A Sever Effect will completely remove a limb from a target. The target must role play as though they do not have the limb. The target also has a Bleeding Wound. Only effects which regenerate limbs or reattach limbs can be used to bring use of the limbs back.
  • Shatter: This effect will completely destroy an item. Items shattered cannot be repaired (except for Heirlooms).
  • Silence: This effect caused the target to be rendered incapable of making nose and / or speech, such as being physically gagged.
  • Slay: This effect instantly drops the target into the start of their Death Count.
  • Stun: This effect temporarily stops a target in place for 5 seconds. The target cannot make any actions or speak while stunned. The character loses their Threshold for the duration. 8 points of damage or a detrimental mechanical effect from an Offensive Power will break a Stun Effect.
  • Sunder: This effect will completely destroy an item. Only repairing an item affected by a Sunder Effect can restore functionality of the item. Unless otherwise specified, Sunder cannot be used in combat.
  • Surge / Lockout: These are special “sub-effects” that indicates a cool-down of a particular ability. Surge will have a specified timer on any individual ability indicating how long a player has to wait before he or she can use that same ability on the same target. Lockout is a similar effect to Surge, except it is how often an ability is used at all, not how often it can be used per target. Both Surge and Lockout apply to all ranks of an ability when considering how long to wait before any rank of that ability can be used again.
  • Surprise: This effect can only be defended against by defenses that specifically state they work on Surprise Effects.
  • Tactical: This effect category indicates that the effect is something which results in some kind of "field advantage" for the source and / or the target(s) of the effect, usually, but not always, in combative scenarios.
  • Traverse: This effect is any movement of a specific number of steps in which a character is immune to damage and effects unless otherwise specified in an ability. While Traversing, characters are required to move at a pace as quickly as possible without being unsafe. Traverse Effects may only be initiated from a complete dead stop of at least 5 seconds unless otherwise specified.