Echoes LARP

AttacksInvocationsPersistent ConditionsSkill Calls

Attack taglines can be called with either melee or ranged strikes and must be called before the attack is made. Attack taglines are always out of play, technically, but if you hear them called you can assume that you hear the sounds of battle, and can thus react to them.

Advanced attack taglines are rare enough that they are not thumbnailed here. Please refer to the Combat section for them.

“Power Strike X”

Does X damage.

Defense = Parry, Block (take 1 damage to shield arm), Deflect, Dodge

“Poison/Disease/Blindness/Stillness Strike X”

Does X damage. If you take a wound, you suffer the stated Persistent Condition at a level equal to the damage you took. May be defended against as a Power Strike.

“Fire/Ice/Lightning Strike 2”

Does 2 damage of the stated element. May be defended against as a Power Strike, or if the defender has a special resistance or defense against that element.

“Bane-Strike X”

Does X damage that only effects those creatures that are Accursed. May be defended against as a Power Strike.

“Mortal Blow”

Destroys all Resilience and causes a torso wound.

Defense = Parry, Deflect, Dodge

“Shield Bash”

This attack is not delivered by a weapon. Shield Bash can only be used if you hit someone’s shield and they activate this power in response. You are disarmed of the attacking weapon. Heavy weapon users are not disarmed, but still take damage. No player should actually strike at another with their shield!

Defense = Recover, Dodge

“Shield Pierce”

If this attack hits your shield, you take 1 damage on the arm holding it.

Defense = Parry, Stonewall, Dodge

“Stunning Blow”

If struck by this attack, which does 1 damage, you are Stunned as a Mental effect for 1 minute. Stunned characters may not move from where they stand, (they may turn around and such) attack anyone with weapons, speak, or cast spells for the duration. Both mundane defenses and defensive combat maneuvers are unaffected by stunning, however. If this effect is resisted, both the damage and the Stun are negated. Stunning Blows ignore Threshold.

Defense = Parry, Deflect, Dodge

“Subdue”

An attack from behind delivered to an unaware target as a pommel tap (with a close weapon that has 1” of open-cell foam on its pommel) to the upper back or shoulder; causes the target to go unconscious for 5 minutes. Perceptive characters and characters with helmets are immune to Subdual. Thrown Subdues need only strike a target on the torso, from behind, but otherwise are restricted just as normal Subdues.

Defense = Dodge

“Sweep Attack”

If struck by this attack, which does 1 point of damage, you are inflicted with Knockdown: you are knocked off your feet (sit or take a knee) for 1 minute, and cannot move from where you are. A Feat of Strength can be used to resist the damage and Knockdown. Sweep Attacks ignore Threshold.

Defense = Parry, Deflect, Dodge

“Weapon Break”

If your weapon is hit by this “attack,” it is Broken. Heavy weapons are immune to this effect.

Defense = Withstand, Dodge

Invocations are innate magical effects produced by supernatural creatures or enchanted items. All battle invocations are delivered by gray packets and called in the following way: “Invoke (name of effect) (level of effect)!”

The following are some examples of common invoke taglines:

Call: “Invoke Ice Lance 5!”

You take 5 ice damage to whichever location is hit. The word “Lance” is generally used to describe a damaging effect.

Call: “Invoke Bind!” 

Some invoke effects do not have levels, such as a bind, shackle, slow, etc. Invokes may be resisted like any magical spell:

You suffer a Bind effect.

Call: “Invoke Poison 4!” 

Invoke effects can also deliver Persistent Conditions (Poison/Disease/Blindness/Silence): Unlike the spells described above, they do no damage. You just take the condition at a level equal to the number called. 

Note: If the word “Lance” is attached to the condition,  the invocation does damage but must cause a wound for the condition to take effect.

Poison

If you take this effect, you become Prone and cannot stand without aid; you must lie down, sit, or kneel. The only way you can move from your position on your own is by crawling on your hands and knees. You may attack and defend from this position, as normal. After 1 hour of being Poisoned, you die. May be resisted by a Feat of Toughness.

Roleplaying requirement : you must act as if you are in terrible pain.

Disease

If you take this effect, you become Prone and cannot stand without aid; you must lie down, sit, or kneel. The only way you can move from your position is by crawling on your hands and knees. You may attack and defend from this position, as normal. After 1 hour of being Diseased, you die. May be resisted by a Feat of Toughness.

Roleplaying requirement : you must act as if you are terribly nauseated and/or suffering from a hacking cough.

Blindness

While Blinded, you cannot run, nor may you attack anyone with weapons or packet- based spells. You may defend yourself mundanely or with defensive abilities, as normal. Blindness lasts 1 hour and can be resisted by a Feat of Will.

Roleplaying requirement : you must act as if your vision is almost entirely gone.

Stillness

While Stilled, you cannot run, nor may you attack anyone with weapons or packet- based spells. You may defend yourself mundanely or with defensive abilities, as normal. Stillness lasts 1 hour and can be resisted by a Feat of Will.

Roleplaying requirement : you must act distant and nearly emotionless, speaking only in soft whispers.

Quick Venom

Quick Venom can only be resisted by a Greater Feat of Toughness, and after 5 minutes of suffering its effects, you die. Otherwise it acts exactly like poison in its debilitating effects and it prevents Coax Life. Poison resistance/reduction/immunity does not apply.

Plague

Plague can only be resisted by a Greater Feat of Toughness, and after 5 minutes of suffering its effects, you die. Otherwise it acts exactly like Disease in its debilitating effects, and it also prevents Coax Life. Disease resistance/reduction/immunity does not apply.

Paralysis

Paralysis can only be resisted by a Greater Feat of Will. If Paralyzed, you are completely incapacitated and cannot move in any way. The condition is permanent until cured, but during its duration you may slip instantly into death, at will. If you die while Paralyzed, your soul immediately passes onward. Blindness resistance/reduction/immunity does not apply.

Caging

Caging can only be resisted by a Greater Feat of Will. If Caged, you are completely incapacitated and cut off from the outside world. The condition is permanent until cured, but during its duration you may slip instantly into death, at will. If you die while Caged, your soul immediately passes onward. Stillness resistance/reduction/immunity does not apply.

These effects have numerical levels associated with them, which affects how easily they are cured. That is, someone inflicted with Poison 10 must have that number reduced to zero before they are cured of it.

“Etiquette!”

Ignore the last statement the character who just called this made. This can also be used as a question (Etiquette?), and a marshal or qualified player should explain (softly) to the character (out of play) what the proper or expected action would be for the current social situation.

“Healing: Examination”

The character using this skill may ask out of play questions about your condition. You must answer them to the best of your ability.

“Beginning Basic/Intermediate/Advanced Aid”

The character using this ability begins to heal you, and the count for being Critical stops. You are Stable when they complete this effect, and will heal entirely in 1 hour, 30 minutes, or 15 minutes, respectively.

“Beginning Treatment X”

A character using this ability cures you of all persistent effects (such as Disease and Poison) which are of a power X or less. Any higher than X are unaffected.

“Beginning Coax Life”

This is an attempt to revive you from the brink of death. Coax Life works if your body is in good condition, your soul has not passed on, and you were not Diseased, Poisoned, Plagued, or inflicted with Quick Venom. Other effects may prevent such. If you come back, you become Stable and will fully heal in an hour. No healing enhancement will accelerate this process.

“Inspired Performance!”

Hearing this tagline allows you to restore an expended feat if you paid attention to, and gave approval for, the actual performance that preceded it.

“Reveal”

Although technically not an activated skill or power, this tagline may be called when you are present while another character attempts to Conceal themselves. If you hear the tagline for concealment (Concealing 1, Concealing 2, Concealing 3) and actually see the person, you can stop the process by calling “Reveal.”