Deeds
After an Event, a Player may declare one Fateful Deed or a Pyrrhic Deed that their Character performed during the Event. The Deed may be used to waive the Component costs (but not the XP costs) for Self-Teaching a Skill.
Fateful Deeds are the basic type and may be used to waive the costs for learning Basic Skills.
Pyrrhic Deeds may be used to waive the self-training costs for Complex Skills.
Deeds may not be used to waive the costs of Erudite Skills.
Declaring a Deed is NOT an Interim Action.
How to declare a Deed
When declaring a Deed, post a basic description of an action you have undertaken during the previous Event. This post must include the type of Deed you are declaring (Battle Deed, Persuasive Deed, etc).
Obviously, this means that some Deeds can be flavored one way or another. If you claim to have smote a powerful monster with a mighty spell, you can claim this deed to be a Battle Deed or a Magical Deed. Similarly, if you used your medical skills to revive an ally before they perished in battle, you can claim this to be a Ingenious Deed or a Battle Deed.
Between Events, a Deed can be expended via the “Train yourself in Skills” action to replace a Basic Component when self-Teaching a Basic Skill. This Skill must be of a Class that matches the Deed in question (Battle = Warrior, Persuasive = Counselor, etc) Also, this means that Fateful Deeds can only be used to completely waive the Component cost of gaining a Basic skill.
Deeds will also be listed on that Character’s Wall, which can be viewed on the Website.
Take note: Deeds are public knowledge. This means that Deeds should not be declared on one’s own clandestine dealings or actions.
Fateful Deed
After an Event, you may declare one Fateful Deed on the appropriate Discord channel. This Deed must be declared a maximum of two weeks after the Event that it was performed at. This Deed must have actually occurred in-game and at the Event. Deeds must also be specific when they can, indicating certain actions and certain individuals in its description. The declaration of a Deed must also have the Skill that the Player intends to Train in.
Deeds are one of the following types, each tied to a Class. Some actions may appear to belong to more than one type of Deed, but they may only be declared as a single type:
Battle Deeds (Warrior)
Fighting, killing, defending, enduring, pursuing, and shooting.
Example 1: In a pitched battle against Umbral Geists, Ser Athalarian lent his shield and his body to his allies as a bulwark against enemy attacks. Behind the knight, his Tinker friends disarmed the bombs and prevented destruction from befalling the town.
Example 2: Siff the Severed harried her quarry across the battlefield. Though she was one sword among many, hers brought the killing strike to Magnus the Fell and ended his murderous spree.
Example 3: The Mantis Wolves tore through her comrades, but Fallen Winter did not share the same fate. She managed to deflect the worst of the beasts’ attacks, surviving the fight long enough for reinforcements to arrive.
Cunning Deeds (Ranger)
Fleeing, surviving, pursuing, seeking, scavenging, and disarming.
Example 1: Teacher Trickster worked feverishly and expertly to disarm the bombs on the battlefield, earning a lion’s share of scrap as his reward.
Example 2: Elizu Vulturehead saw the Umbral Geist give chase but gave it no avenue for attack. Their legs and their cunning easily left the befuddled pursuer behind.
Example 3: The ambush was sprung at the perfect time - Captain Crimson had hidden his boys well and now, their prey found themselves utterly surprised.
Ingenious Deeds (Builder)
Building, repairing, healing, augmenting, and assisting.
Example 1: Shaper Konrad was bolstered by an auspicious Market Hour but the talent was all his: the newly created Chainblade possessed mechanical finesse and sorcerous frost.
Example 2: The plague swept through the town but it could not survive the ministrations of Marya Green -- with herb and lore, she purged the “Chittering Malfeasance” disease from ten of her patients.
Example 3: Avarak’s fingers worked swiftly on the field, patching the armor of each comrade as they came to him. Each repair was only a stopgap, but every blunted strike was a blessing and every small blessing brought them closer to victory.
Magical Deeds (Arcanist)
Spellcasting, augmenting, destroying, transmuting, hiding, detecting, and mending.
Example 1: Ilyana Maryanu wove Infusion magic across her waiting allies, chanting a mantra and wrapping a ritual rope around each of them. At the Ritual’s end, each of her comrades now bristled with protective magics.
Example 2: Again and again, Grim Galtha smote the giant Serpent with righteous fire. Eventually, scale, flesh, and vitality yielded to Galtha’s sorcerous fury.
Example 3: The Favored Son hovered his hands over Kragach and Pollus. Through spell and skill, flesh and bone were Transmuted into a state of repair.
Persuasive Deeds (Counselor)
Inspiring, soothing, assisting, teaching, researching, deceiving, and deducing.
Example 1: Aine Bittercloak taught Belit and the rest in the ways of medicine and mending. She was able to reach past their own doubts to bequeath upon them the indispensable skills of healing.
Example 2: Kasuga the Slow belied his name in speaking to the cultists. With word and wit, he got them to lower their weapons and listen to reason. The cultists left soon thereafter, disillusioned with the faith that made them prey on farmers.
Example 3: Rayne played her ocarina and her comrades listened. Her words drew forth their sorrows and their pains, filling them with Resolve and girding them for the dangers to come.
Disproven Deeds
Deeds that have been disproven or deemed a lie by Game Staff are struck from the record. In fact, having your Deed disproven prevents a Player (not just a Player Character) from benefiting from any future Deeds.
Pyrrhic Deeds
This allows a Player to improve their Deed at some cost to themselves. A Pyrrhic Deed waives the Component Cost for Training in a Complex Skill. However, these Deeds describe a setback, an injury, or a similar negative effect that befalls the Deed’s actor while they perform the Deed.
This also grants a Greater Disease or Curse that hinders a character until it is cured (usually requires one or more Rare components to Cure). Game Staff is the ultimate arbiter of what Affliction befalls the performer of a Pyrrhic Deed.
While you are suffering from an Affliction from a Pyrrhic Deed, you may not benefit from another Pyrrhic Deed.
Example 1: “Grey the Tulken defended their friends from a Mantis Wolf ambush, but fell to their claws while doing so. He managed to survive but his festering, poisoned wounds made it a difficult task”
Example 2: “Gruul assisted in quieting the spirits of the Boneyard, but they left a piece of themselves behind while doing so. This lack haunts Gruul, indicating a lingering malice that has infested their essence”
Example 3: “Acolyte Arius explored the woods outside town and fell to a bout of radiation. His allies revived him but could not easily remove the strange energies that suffused and burned his flesh”
Designer’s Note: Although it appears that the costs of Self-Training a Complex Skill and the Pyrrhic Deed are comparable in cost, the latter might be of use to those that have access to a healer that can remove Greater Afflictions without expending Components. Naturally, the cost in Attunement slots might make these Afflictions of less worth to some kinds of Characters.
Example Diseases:
Bone Shivers
Greater Disease
Your flesh and bones quiver against your will, making you stumble in your gait.
Effect 1: Hobble Affliction - You cannot use Dodge, Escape, or Pursuit effects. You cannot walk faster than a slow or stumble walk.
Effect 2: Persistent - Even when cured, this persists until the end of the current Period (or 3 hours, whichever is longer) before finally going away.
Lingering Languor
Greater Disease
A common battlefield affliction, this disease often strikes at those in the thick of battle or danger. Limbs become sluggish as one’s vitality seems sapped -- it even appears to resist curative efforts. Once you get it, it lurks around the corner yet again.
Effect 1: Enervating - Maximum HP cannot exceed 5 HP, Maximum Focus cannot exceed 3 Focus.
Effect 2: Persistent - Even when cured, this persists until the end of the current Period (or 3 hours, whichever is longer) before finally going away.
Effect 3: Crystallization -- Unlike other Greater Afflictions, curing this always awards a Minor or Basic Component to those that cure it.
Spasming Entrails
Greater Disease
Usually called “the Spasms”, this affliction can come from eating infected food but also from the muck of the battlefield or injuries from badly cleaned weaponry.
Effect 1: Tummy ache - You cannot benefit from any Elixir or food effects. Your lack of food prevents your Maximum HP from exceeding 5 HP.
Effect 2: Persistent - Even when cured, this persists until the end of the current Period (or 3 hours, whichever is longer) before finally going away.
Effect 3: Crystallization -- Unlike other Greater Afflictions, curing this always awards a Minor or Basic Component to those that cure it.
Toxified Veins
Greater Disease
Poison surges through your blood vessels, wracking your flesh and mind with agony.
Effect 1: Pain Affliction - You cannot use any Skills or Defenses (except Aegis)
Effect 2: Terminal (2 ATN) -- Occupies +1 ATN every event. Causes 1 Grave-Scar every Event when you have no ATN available.
Effect 3: Crystallization -- Unlike other Greater Afflictions, curing this always awards a Minor or Basic Component to those that cure it.
Example Curses:
Agonizing Infusion
Greater Curse
Sometimes borne by working with malfunctioning Magna-tech items or from exposure to raw magic forces, agonizing energy suffuses your flesh preventing any healing.
Effect 1: Invasive - This Affliction occupies 2 ATN
Effect 2: Rot Affliction - You must invoke “No effect” and negate any Healing you receive. You receive Revive or Resolve effects normally.
Effect 3: Crystallization -- Unlike other Greater Afflictions, curing this always awards a Minor or Basic Component to those that cure it.
Chittering Malfeasance
Greater Curse
Drawn to those too exhausted or too drained to raise up their wills, the spectral parasites that cause this affliction are content to keep their prey alive.
Effect 1: Invasive - This Affliction occupies 2 ATN
Effect 2: Scrambling - Any action that requires a Concentration Count, requires 5 more Counts than normal.
Effect 3: Crystallization -- Unlike other Greater Afflictions, curing this always awards a Minor or Basic Component to those that cure it.
Destined Death
Greater Curse
Something ineffable has marked you for death. Your doom approaches with startling speed - you know it to be true, in your spirit and in your mind.
Effect 1: Feeble Affliction -- all attacks that hit you or your worn/wielded items are considered to be “Piercing”
Effect 2: Terminal (2 ATN) -- Occupies +1 ATN every event. Causes 1 Grave-Scar every Event when you have no ATN available. You permanently die if you have this Affliction and have more than 5 Grave Scars.