Difference between revisions of "V9: Effect"

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<li>'''Secondary Effects''' are follow-up effects that are applied sometime after an initial effect, usually once some sort of condition or requirement is met.
 
<li>'''Secondary Effects''' are follow-up effects that are applied sometime after an initial effect, usually once some sort of condition or requirement is met.
*A player cannot willingly choose to be immune to, resist, or refuse secondary effects once the primary effects have been applied to them. Other effects that would prevent a player from being affected by something, such as [[V9: Planar Binding| Planar Binding]] or being [[V9: Frozen| Frozen]], can still prevent secondary effects.
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*A player cannot willingly choose to be immune to, resist, or refuse secondary effects once the primary effects have been applied to them. Other effects that would prevent a player from being affected by something, such as [[V9: Tracking| Tracking]] or being [[V9: Frozen| Frozen]], can still prevent secondary effects.
 
*Since secondary effects are still effects, they will also include a primary effect category listed in brackets, such as "Secondary Effect (Immediate)".</li></ol><br><br>
 
*Since secondary effects are still effects, they will also include a primary effect category listed in brackets, such as "Secondary Effect (Immediate)".</li></ol><br><br>
  
 
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{{V9 Abilities and Effects (General Rules)}}
 
{{V9 Abilities and Effects (General Rules)}}

Revision as of 23:03, 12 January 2024

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This page is part of the Official Amtgard V9 Alpha-Playtest Rulebook.
  • The Amtwiki is the official home and primary source for Amtgard V9 Rules as of February 25, 2023.
  • These rules are currently in Open Alpha Playtest. See the Playtest Disclaimer for more details.
  • To learn more about Amtgard V9 Development, please visit Amtgard.com.
  • To view the current Amtgard V8 ruleset, please see the Amtgard V8 Rulebook.




Effect

Effects are caused by strikes, abilities, and other gameplay mechanics.

  • A player can be affected by multiple effects simultaneously.
  • A source can impart more than one effect at a time.
  • When a source imparts multiple effects at the same time, they are all applied simultaneously.


Effect Categories
All effects are divided into categories based on similar properties.

  1. Immediate Effects are completely resolved in the moment they occur with no additional actions or timers required.
    • Examples include: damage, armor breaking, healing wounds, repairing equipment, etc.
    • Immediate effects are always independent from one another, even though they are typically listed under a single header. They must be resisted or protected against individually.

  2. Status Effects last until an amount of time has elapsed, the player dies, or some other requirement is met.
    • There is no visual indicator for these effects, however affected players must declare a brief summary of the effect or the name of the source if asked.
    • If a status effect expires due to a timed duration ending, the player it affected must declare, "No longer [Effect or State that Ended]". This must be audible out to 20 feet.
    • All the text under a status effect header is part of the same status effect. If one part of the status effect is removed, resisted, or otherwise ignored, the entire status effect is removed or ignored. A status effect cannot be broken into pieces of itself.

  3. Chant Effects last as long as the caster remains chanting. See ‘Chants’ for more info.
    • All the text under a chant effect header is part of the same chant effect. If one part of the chant effect is removed, resisted, or otherwise ignored, the entire chant effect is removed or ignored. A chant effect cannot be broken into pieces of itself.

  4. Enchantment Effects last until it is willingly discarded or the player dies. See ‘ Enchantments’ for more info.
    • All the text under an enchantment effect header is part of the same enchantment effect. If one part of the enchantment effect is removed, resisted, or otherwise ignored, the entire enchantment effect is removed or ignored. An enchantment effect cannot be broken into pieces of itself.

  5. Trait Effects are active for the entire game and cannot be removed, disabled, or discarded. See ‘ Traits’ for more info.

  6. Secondary Effects are follow-up effects that are applied sometime after an initial effect, usually once some sort of condition or requirement is met.
    • A player cannot willingly choose to be immune to, resist, or refuse secondary effects once the primary effects have been applied to them. Other effects that would prevent a player from being affected by something, such as Tracking or being Frozen, can still prevent secondary effects.
    • Since secondary effects are still effects, they will also include a primary effect category listed in brackets, such as "Secondary Effect (Immediate)".





General Rules
Ability · Casting · Chants · Effect · Enchantments · Enhanced Strikes · Frequency · Incantations · Line of Sight · Material Components · Meta-Magic · Name · Offensive / Non-Offensive · Other Details · Power Strikes · Prerequisites · Range · Reminder · Resting · Specialty Arrows · Spellballs · Traits · Type · Verbals
Abilities and Effects
General Rules · Keywords · Master List of Abilities
Amtgard V9 Rulebook
Playtest Disclaimer · Introduction · Getting Started · Garb · Honor System · Safety · Core Combat Rules · Equipment · Classes · Abilities and Effects · Magic Items · Combat Activities · Rules Authorities
Appendix: Equipment Inspection Guide · Master List of Abilities · Glossary