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Effects, Costs & Delivery

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Overview

Effects represent mechanical interactions in the game. This section is an exhaustive reference **of all Effects in Valhalla, it is therefore advised to skim this section on the first read-through and come back later.

Effect Calls

This game indicates what attacks, spells, or other abilities are occurring by speaking specific words, referred to as Effect Calls. Whenever a word in this rulebook is put between quotation marks, it is indicating an Effect Call which must be spoken aloud when the effect is used. Valhalla best practice is to make calls in a bold, clear voice to ensure that other players can understand the Effect you are trying to deliver.

Effect Deliveries

The Delivery refers to the method used to target another character with an effect.

Self

You may only deliver Self ranged effects on your own person.

Melee

You may deliver Melee ranged effects to any target which you tag with a melee weapon boffer.

Packet

An effect delivered by throwing a packet prop and hitting a target creature or object with it. You must speak the effect call before throwing the packet. Packet props are represented by small cloth bundles filled with bird seed and tied with a string or rubber band. Some packets may instead be sewn shut.

“Aim”

Point at a target within 20 feet and/or say their name, call “Aim!”, then deliver the Effect. If the user doesn’t specify a location (e.g., “Aim, Subdue!”), then the default target is the Torso. Any Aim effect may be delivered via Packet or Melee, any Packet effect may be delivered via Melee.

“Kaboom”

This delivery represents a large area effect which targets many creatures at once, such as an explosion. When you hear ‘Kaboom!’ pause what you are doing (much as you would do for a Caution call) and listen so that every target listed can resolve the effect that follows. Effects delivered this way act as if they had hit the Torso unless otherwise specified. Kaboom! calls should be big and loud to ensure that other players can respond appropriately.

Common Kaboom ranges are as follows:

  • Kaboom! All Enemies!
  • Kaboom! All Allies!
  • Kaboom! Everyone!
  • Kaboom! All in 20 feet!

Example: A Solar magitek user yells ‘Kaboom! All enemies Solar 4!’ Everyone should pause what they are doing for a moment while the effect resolves, and each target in the vicinity must take 4 Solar damage.

“Share”

Call “Share” followed by the effect being Shared, and touch a creature with your melee weapon (or your hand, with permission from the target). You and that creature each gain the benefits of the Shared effect as long as you maintain physical contact with them. If the Shared effect requires a stance, you must maintain that stance.

Effect Elements

All effects have an element, typically called before the rest of the Effect. Effects that allow vikings to use “Elemental ” use the element of the individual using the ability.

Element Description
Mundane All non-Elemental effects. Indicated by effects that don’t use an Element in the Effect call.
Solar A Court Element. Indicates an aspect of heat or light producing the effect.
Shadow A Court Element. Indicates an aspect of cold or darkness producing the effect.
Spark A Court Element. Indicates an aspect of wind, sound, or electricity producing the effect.
Iron A Court Element. Indicates an aspect of order, or the raw power of matter producing the effect.
Thorn A Court Element. Indicates an aspect of plants or Nature producing the effect.
Rust A Court Element. Indicates an aspect of decay or death producing the effect.
Blood A special element affecting living creatures with a body and metabolism. Standard for poisons, potions, and diseases without another clear element.
Void The element of anti-magitek and cosmic entropy.
Arcane The element of pure, refined magitek. Difficult to resist.
Perfect The element call used when an effect cannot be defended against, representing divine forces, destiny, or undeniable skill and effort.

Effect Costs

Will

The most common cost for producing an Effect is Will. Most abilities cost Will, and Will is relatively easy to replenish.

Attribute

Certain unique or powerful abilities require you to spend an Attribute (Vitality, Arcana, Leadership, Evasion). Attributes are typically only restored by Feasting.

Focus

To use any ability with a cost of Focus, you must spend at least 10 seconds (some abilities specify different lengths of time) using no other Effects and suffering no Effects or damage. Unless an effect description says otherwise, you may walk slowly and speak normally while Focusing. You may not Focus while in any Stance.

Skill

You may use an Ability with the ‘Skill’ Keyword at no cost, then you must wait at least 10 seconds before you may use any Skill unless you spend 2 Will to immediately end the timer.

Per Recover

Some abilities may only be used once per Recover. Once used, such effects cannot be used again until you receive a Recover effect.

Incant

If an ability requires you to Incant, speak an incantation in theme for your Court for at least 3 seconds (some abilities specify a longer incantation); this spoken incantation is considered in-character speech. You may walk and attempt to block or dodge during incantation, but it is interrupted if you use any abilities or suffer any effects. After incantation, you immediately pay any costs associated with the ability. You then have up to 30 seconds to deliver the indicated effect. The ability must be the next effect delivered after you complete the incantation. You may only have one ability readied from incantation at one time.

Craft

To use a Craft ability, you must Focus for at least 5 minutes while roleplaying the craft described by the Ability, then spend the appropriate resources and crafting materials to complete the crafting. If interrupted, your crafting timer is reset, but your crafting materials are not consumed. See: Crafting (Artisan)

Perform

To use a Perform ability, you must Focus for at least 30 seconds, humming, singing, dancing, reciting poetry, or playing an instrument during this time. Once you’ve Performed, you immediately pay any other costs associated with the ability. You may then deliver a single perform effect at any time within the next 5 minutes. You may spend a Leadership to complete a Performance immediately.

Overcharge

This Cost is found only on items (Carded or Tagged). Overcharge allows the user to produce powerful Effects. After producing an Overcharge Effect, the item itself is Annihilated. For Overcharge Effects that specify a duration, the item is destroyed once the duration ends.

Defenses

Defenses are a special form of Effect that you may use in order to protect yourself against hostile Effects.

“Whoosh!”

When you use a Whoosh defense, you may treat an effect like its delivery never hit you. When you do so, call ‘Whoosh!’ and spend any associated costs. (Note that all Whoosh defenses either have a cost or cooldown, so you are weakening your enemy each time you hear them use this call!)

“Crunch!”

An ablative defense which must be manually prepared or replenished. “Crunch” indicates a defense which may only be used against certain effects. In general, Crunch! can only be used against Effects that deal damage or cause an Injury.

“Ting!”

A defense with limited uses or a cost. Typically, “Ting” indicates a defense which has a specific limitation in addition to a cost, such as only working against the Melee delivery type.

“Clang!”

This defense grants a passive immunity against a designated effect call. You may use it indefinitely at no cost.

“Slurp!”

This defense indicates that the Element used in an effect was harmlessly or beneficially absorbed. Typically it may be used at no cost, but certain limited uses of this effect.

“Arcana!”

Arcana is one of the few Defenses which functions against effects which use the Arcane Element. It typically costs an Arcana to use.

Support Effects

Support effects covers all healing, enhancing spells, or other typically beneficial effects. You may always choose to call ‘Refuse’ when you are the target of a Support effect, causing yourself to not receive the effect, but causing the source of the effect to keep the cost they would have spent.

“Heal ”

Regain X HP.

“Fix”

Remove a Demolish effect.

“Remedy”

Remove all non-damaging Injury Effects from the target.

“Grant ”

TODO: Description TBD. Does exactly what you’d expect, though (lets the target use the called attribute or effect within the indicated length of time).

“Recover”

Regain all Will and Attunement, gain 5 HP.

“Protect”

You are put into the “Protected” stance for up to 30 seconds. This effect ends early if you move or use another effect.

“Flight”

You are put into the “Airborne” stance for as long as you maintain it.

“Revive”

The Target’s condition goes from Dead to Alive. (This effect does not work if you are Annihilated and have no remains). Returning to life this way costs the Target 1 Attunement. If the Target does not have 1 Attunement, there is no effect and the cost is refunded. See: Living & Dying

Attack Effects

“Strike”

Sometimes referred to as an “Elemental Strike”. An attack, either Melee or Ranged. If delivered via a weapon, it deals 2x that weapon’s base damage.

“Smash”

A Smash Effect that contacts a melee weapon or shield deals its damage and/or any Effects as if it was unblocked. Other defenses such as Whoosh! and Crunch! may still apply.

“Annihilate”

A Target subjected to an Annihilate Effect is immediately placed in the Dead condition and their corpse is destroyed, leaving no remains. As there is no corpse, they are no longer a valid target for Abilities or Effects.

Injury Effects

Injuries are unique effects which render the location struck unusable until you receive a ‘Remedy’ effect. If one of your arms suffers an injury effect, you cannot use it to deliver effects or to block. If one of your legs suffers an injury, it cannot support weight, and you may not move faster than a slow limp. Injuries have no effect if applied to the torso. If used with an Aim delivery method, a location must be specified.

“Subdue”

This causes an injury-like effect, except it only lasts for 30 seconds unless otherwise indicated. If you suffer multiple Subdue effects, each Subdued location uses the longest timer. If used with Aim delivery, a limb must be specified otherwise the call has no effect.

“Severance”

This effect is identical to a Subdue, except it can only be removed by a Remedy effect. If used with Aim delivery, a limb must be specified otherwise the call has no effect.

See also: Living & Dying

Command Effects

Commands are mentally influencing effects that can force you to behave in a certain way. You may only be under one Command at a time; new Commands replace older ones. Rather than using an Element, Commands typically begin with “I Command you…”. Most Commands are “Aim” Delivery. Commands last for 30 seconds.

“I Command you to fight me”

You must attack the source of this effect to the exclusion of all other enemies. You may not use your support abilities to target any allies. If anyone else attacks you or uses a beneficial effect on the source of this Command during its duration, you may choose to attack those creatures as well.

“I Command you to be calm”

Temper your emotions and don’t attack the user of this effect. This effect ends if you suffer an attack.

“I Command you to retreat”

You may not attack anyone for 30 seconds, and you must do all you can to remain at least 20 feet away from the source of this effect for the duration.

Status Effects

Status effects reflect all manner of abilities which forcibly affect a character and limit their actions in some way. If an effect has 1 syllable in the call, it typically occurs instantly then ends once the indicated action is complete. Effects with 2 syllables in the call last for 30 seconds, or sooner if dispelled, e.g., via Remedy. Effects with 3 syllables in the call last until a special circumstance occurs or you receive a Recover effect.

“Push” / “Pull”

You are immediately moved 10 feet (about 4 steps) directly away or towards from the source of this effect, respectively. This may cause you to enter hazards. (Please look in the direction you are moving to avoid real life injury.)

“Anchor”

Choose one of your feet. It remains planted in place, unable to be lifted or moved beyond a pivot for 30 seconds. You may choose to speak and act normally during this effect, but you may not voluntarily use any Effects on yourself which would cause you to move positions or enter the airborne stance. Effects used by other characters which cause you to move or become airborne will work normally, causing you to resume the duration of the Anchor effect at the new location.

Go out of game and immediately move to the indicated location up to 30 feet away, then return to game. Common Blink location designations are: “Blink to me”, “Blink away”, or “Blink there” while you point at a place.

“Banish”

Go out of game for at least 30 seconds, and walk to one edge of the battlefield during this time (or about 50 feet if no clear boundary is present and you are able; otherwise move as far as you safely can). Once this timer is completed, call “Appear” and return to game.

“Disarm”

The user of this effect may specify an item in the call. If an item is named in the call (shield, sword, bombs, etc…) then that item in particular may not be used for at least 30 seconds instead. If no item is specific by the call, you are unable to use your main hand to deliver effects for at least 30 seconds. Creatures with natural weapons may be able to treat a Disarm as a Subdue to a limb instead.

“Demolish”

This Effect targets a weapon or other tagged item. The affected item cannot be used until it receives a ‘Fix’ effect. Pets are not affected by Demolish.

“Fragile”

You are unable to use any defensive Effects. (Crunch, Clang, Whoosh etc…) for 30 seconds.

“Hover”

You are forced into the Airborne Stance for 30 seconds. You may walk at a slow pace during this time.

“Muzzle”

You are unable to speak or intentionally make loud noise in character for 30 seconds. This prevents you from using abilities which require your character to speak, such as Commands, spell incantations, or Troubadour performances. You may continue to use effects with a call, so long as it is purely mechanical and not in character speech.

“Prison”

You are forced into the Protected Stance for the specified duration, or 30 seconds if no duration is specified. While in this Stance, you are immune to all effects except for Dispel, which immediately ends this stance, or effects which use the Arcane or Perfect element, which affect you and also end this stance. Unless another Effect says otherwise, you may not move, speak, Focus, or use any other Effects while in this Stance.

“Reveal”

You must immediately end the Concealed Stance if you are in it, and you may not enter the Concealed Stance for at least 30 seconds.

You have gained a special Curse. Curses cannot be removed by Remedy or Recover.

“Radiant”

While within 10ft of this effect, every 30 seconds your maximum HP is reduced by 1 to a minimum of 1. Recover effects restore 1 maximum HP lost in this way. Radiant effects can be identified by the following symbols in the environment:

image.png

Stances

Stances are obvious Effects that you indicate using your arms or body. You may only be in one Stance at a time. If an effect forces you into a Stance, any previous Stance immediately ends.

Out of Game

If you are not in character for any reason, you should indicate it by putting a hand (or weapon) on top of your head.

Bound

Place your hands in front of yourself with your wrists touching to indicate this stance. While you are in this stance, you may not Focus, willingly move, or use Abilities or produce Effects except those that specify otherwise. You are still affected by Effects that target you, including forced movement effects like Push and Pull.

Protected

Cross your arms or weapons in front of your chest to indicate this stance. While you are in this stance, you are immune to all other effects except for Dispel, which immediately ends this Stance. Unless another Effect says otherwise, you may not move, speak, Focus, or use any other Effects while in this Stance.

Airborne

Point one weapon or finger into the air to indicate this stance. While you are in this stance, you cannot be the target of any Melee delivered effects except ones delivered by other airborne creatures (if one hits you, call ‘airborne’ and ignore the effect). Likewise, your melee effects may only affect other airborne creatures. All other delivery types work against you normally. Additionally, you may ignore certain hazards while you walk in this stance, such as walls, elevated terrain, and liquid. Your melee effects may only affect other airborne creatures.

Concealed

Hold a forearm horizontally in front of your face to indicate this stance. While you are in this stance, other creatures cannot accurately perceive you or Attack you unless they have Abilities that permit them to do so. If you are hit by a Melee, Ranged, or Aim delivered effect that is anything other than Reveal, respond with “Immune, concealed”. Area effects still affect you normally. If a creature can see you, it may only Target you with “Reveal” effects, which end this Stance if not resisted. You may willingly end your own Concealed stance at any time. Generally speaking, you may not produce effects of any kind while in the Concealed stance (including counts), and must make a good-faith attempt to behave sneakily. Speaking, picking up items, etc. all end the Concealed stance.

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