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calls [2018/01/03 14:33] gm_seb |
calls [2018/06/20 21:56] gm_seb |
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- | ======Calls====== | + | ======Standard Calls====== |
=====How Calls Work===== | =====How Calls Work===== | ||
* A call is a word or phrase you say out loud to indicate something has happened. | * A call is a word or phrase you say out loud to indicate something has happened. | ||
- | * The effects and categories of calls are described below. | + | * There are two types of calls - damage calls and effect calls. |
- | * Sometimes people will call a number after an effect call. This overrides the standard duration of that call. | + | * Damage calls reduce a target's hit points. |
- | * For example, a BREAK is normally 10s. BREAK 5 is a BREAK call, but it only lasts 5 seconds. | + | * Effect calls make the target behave in a certain way. |
+ | |||
+ | =====Taking Calls===== | ||
+ | |||
+ | * Weapons and shields block damage calls but not effect calls. | ||
+ | * A hand holding a weapon counts as that weapon for the purposes of taking calls. | ||
+ | * The head is not a valid target for attacks and, as such, all calls which target the head can be ignored. | ||
=====Damage Calls===== | =====Damage Calls===== | ||
* Whenever you hit somebody successfully with a weapon, this does one point of damage. | * Whenever you hit somebody successfully with a weapon, this does one point of damage. | ||
- | * You do not need to call anything, but may call SINGLE if you think they have not noticed or may miss the blow. | + | * You do not need to call anything. You may call SINGLE if you think the target has not noticed, or may miss the blow. |
- | * Other damage calls, like ZERO, DOUBLE, TRIPLE, QUAD, QUINT or DEC, exist. | + | * The other damage calls are ZERO, DOUBLE, TRIPLE, QUAD, QUINT and DEC. |
* These do 0,2,3,4,5 and 10 points of damage respectively. | * These do 0,2,3,4,5 and 10 points of damage respectively. | ||
+ | * If an effect call says that you 'cannot attack', then, if you do hit someone, you must call ZERO to let them know that they should not take damage from your attack. | ||
- | =====Taking Calls===== | + | =====Ranged vs Melee===== |
- | * Weapons, bucklers and shields block damage, but not effect calls. | + | * Calls are delivered in two ways - ranged or melee. |
- | * A hand holding a weapon counts as that weapon for purposes of taking calls. | + | * 'Melee' means that you need to hit the target with a weapon before you may make that call against them. |
- | * The head is not a valid target for attacks and, as such, all calls which target the head can be ignored. | + | * 'Ranged' means you can point to a target and make that call against them. |
+ | * When making ranged calls, where possible, you should always specify who you are targeting, e.g. "Seb, STUN!"; "Marian, QUINT!"; "Red Robes, STAGGER!" | ||
+ | |||
+ | =====Duration===== | ||
+ | |||
+ | * By default, all effect calls last 10s. | ||
+ | * Sometimes there will be a number after an effect call. This overrides the standard duration of that call. | ||
+ | * For example, a WOUND normally lasts 10s. WOUND 5 is a WOUND call, but it lasts 5 seconds. | ||
+ | ====Being Hit By The Same Effect Call==== | ||
- | ====I Can't Remember What The Effect Call Does! (T_T)==== | + | * If you are hit with the same effect call, you take the duration of the most recent call. |
+ | * E.g. I'm hit with STUN. 5 seconds later, I'm hit with STUN again. I now have 10s of STUN left. | ||
+ | ====I Can't Remember What That Call Does!==== | ||
* That's cool. This happens. //Especially// when you're new to the game and have a hojillion things to remember. | * That's cool. This happens. //Especially// when you're new to the game and have a hojillion things to remember. | ||
* If you ever can't remember what a call does, and you're not in a position to ask (i.e. during combat): | * If you ever can't remember what a call does, and you're not in a position to ask (i.e. during combat): | ||
- | * You can take that call as a BREAK, instead. | + | * You can take that call as a STUN, instead. |
* This is not an ability which PCs inherently possess (or something that they can choose to do freely). | * This is not an ability which PCs inherently possess (or something that they can choose to do freely). | ||
* This should only be used when you cannot remember a call. | * This should only be used when you cannot remember a call. | ||
+ | {{ :standardcall.jpg?nolink |a player taking the STAGGER call raises a hand, either in pain, or to throw a deadly ichorwerk, or both}} | ||
- | ====Wound==== | + | ======Effect Calls====== |
+ | |||
+ | =====Offensive Calls===== | ||
+ | |||
+ | ====Stun==== | ||
Duration: 10s | Duration: 10s | ||
- | * Your limb has been disabled by a vicious blow. | + | * You cannot make calls or attack. |
+ | * You may only take one step every 1s ('shield pace'). | ||
+ | ====Fear==== | ||
+ | Duration: 10s | ||
+ | |||
+ | * You can't attack the person who made this call unless they attack you first. | ||
+ | * You should make way for them if they try and move past you. | ||
+ | |||
+ | ====Wound==== | ||
+ | Duration: 10s | ||
+ | |||
* If you are wounded in the arm, it goes limp, and you cannot use it to defend yourself or make calls. | * If you are wounded in the arm, it goes limp, and you cannot use it to defend yourself or make calls. | ||
- | * If you are wounded in a single leg, it becomes useless, and you cannot move it, but you can pivot. | + | * If you are wounded in the leg, you cannot move it, but you can pivot on it. |
* If you are wounded in both legs, you cannot move. | * If you are wounded in both legs, you cannot move. | ||
* If you are struck on the torso with a WOUND call, apply the effects to the limb nearest the struck area. | * If you are struck on the torso with a WOUND call, apply the effects to the limb nearest the struck area. | ||
* When called at range, the target chooses which limb to take the call on, unless the ranged call further specifies the type of limb affected (e.g. WOUND LEG). | * When called at range, the target chooses which limb to take the call on, unless the ranged call further specifies the type of limb affected (e.g. WOUND LEG). | ||
+ | |||
+ | |||
====Repel==== | ====Repel==== | ||
Duration: 10s | Duration: 10s | ||
- | * You have back by a powerful force. | ||
* You must move directly away from the person who delivered this call. | * You must move directly away from the person who delivered this call. | ||
* Turn around and move in a straight line as best you can. | * Turn around and move in a straight line as best you can. | ||
- | * You may call DODGE to any melee attack that hits you during the duration of the call. | + | * You cannot make calls or attack. |
- | * You cannot make calls by melee or call damage while under this effect. | + | * You may call DODGE to any blow. |
- | * If you do hit someone by melee, you must call ZERO. | + | |
- | * Do not move backwards, and move at a safe speed. | + | |
* REPEL expires early if you would hit a large obstacle or another person. | * REPEL expires early if you would hit a large obstacle or another person. | ||
* If this occurs, take a STAGGER. | * If this occurs, take a STAGGER. | ||
- | |||
====Stagger==== | ====Stagger==== | ||
Duration: 1s | Duration: 1s | ||
- | * You are struck by a powerful blow. | + | * Place the palm of one hand on the floor, count the duration, and stand back up again. |
- | * Place the palm of one hand on the floor. | + | * You may defend yourself with one hand, move, and make calls as normal during this time. |
- | * Count to one, then stand back up again. | + | * If you are hit with a REPEL, the STAGGER call ends. |
- | * You may defend yourself with one hand, move, and make calls as normal during this time. | + | |
- | * Roleplay being winded or caught off-guard. | + | |
+ | ====Curse==== | ||
+ | Duration: Instant | ||
+ | |||
+ | * You have been afflicted with a curse of the body or the soul. | ||
+ | * You will need to check with the GM at the end of the encounter to discover the effects of the curse. | ||
+ | * Roleplay effects will be provided at this time. | ||
+ | * You cannot RESIST this call. | ||
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Duration: Instant | Duration: Instant | ||
- | * This is called against the target's back after sneaking up on them. | ||
* What the call does depends on if the target was taken by surprise. | * What the call does depends on if the target was taken by surprise. | ||
- | * You did not see the attack coming: | + | * Target did not see the attack coming: |
- | * Take a QUINT (5 points of damage). | + | * Target takes a QUAD (4 points of damage). |
- | * You cannot DODGE or RESIST the call. | + | * The target cannot DODGE or RESIST the call. |
+ | |||
+ | * Target did see the attack coming: | ||
+ | * Target gains a RESIST to this attack, which they must call immediately. | ||
+ | |||
+ | |||
+ | =====Utility Calls===== | ||
+ | |||
+ | ====Roleplay (X)===== | ||
+ | Duration: 10s | ||
+ | |||
+ | * This call is followed by a single word, e.g. PAIN, BURNING, FRUSTRATION, ANGER, LOSS. | ||
+ | * A strong stimulus is inviting you to fall under the corresponding roleplay effect. | ||
+ | * As with all roleplay effects, you have full control over how your character reacts to any effect, and how deeply you're affected by it. | ||
+ | * Though the standard duration is only 10s, you may continue to be affected afterwards. | ||
- | * You did see the attack coming: | ||
- | * Call RESIST. | ||
====Heal X==== | ====Heal X==== | ||
Duration: Instant | Duration: Instant | ||
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* If you receive any healing (i.e. a HEAL call) this call expires immediately with no further effect. | * If you receive any healing (i.e. a HEAL call) this call expires immediately with no further effect. | ||
* Otherwise, at the end of the duration, you drop to 0 hits. | * Otherwise, at the end of the duration, you drop to 0 hits. | ||
- | |||
- | |||
- | |||
- | ====Fear==== | ||
- | Duration: 10s | ||
- | |||
- | * You are overwhelmed by fear. | ||
- | * You can't attack the object of your fear unless they attack you first. | ||
- | * You should make way for them if they try and move past you. | ||
- | |||
- | |||
- | ====Break==== | ||
- | Duration: 10s | ||
- | |||
- | * Your ability to interact with the world has been impaired. | ||
- | * You cannot make effect calls by melee. | ||
- | * You cannot call damage by melee. If you do hit someone by melee, you must call ZERO. | ||
- | * If you have a shield: take any damage by melee which hits the shield as though it hit your shield arm instead. | ||
- | |||
- | |||
- | ====Curse==== | ||
- | Duration: Instant | ||
- | |||
- | * You have been afflicted with a curse of the body or the soul. | ||
- | * You will need to check with the GM at the end of the encounter to discover the effects of the curse. | ||
- | * Roleplay effects will be provided at this time. | ||
====Resist==== | ====Resist==== | ||
Duration: Instant | Duration: Instant | ||
- | * Called as a reaction to an effect call. | + | * Called as a reaction to an effect call, delivered at range or by melee. |
* The effect part of the call has been avoided. | * The effect part of the call has been avoided. | ||
- | * The resist calls that are granted by skills are typically either a MENTAL or PHYSICAL RESIST. | + | * If you have a RESIST, you can use it to RESIST any effect call unless otherwise noted. |
- | * These may only be used to resist effect calls of their respective type. | + | |
====Dodge==== | ====Dodge==== | ||
Duration: Instant | Duration: Instant | ||
- | * Called as a reaction to a call delivered by melee. | + | * Called as a reaction to a melee blow. |
* The effect and damage parts of the call have both been avoided. | * The effect and damage parts of the call have both been avoided. | ||
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Duration: Instant | Duration: Instant | ||
- | * Called as a reaction to any effect call. | + | * Called as a reaction to any effect call, delivered at range or by melee. |
* The effect part has been avoided. | * The effect part has been avoided. | ||
* Immune indicates that a target cannot ever be affected in this way. | * Immune indicates that a target cannot ever be affected in this way. | ||
- | ====Disappearing and Appearing==== | + | ====Disappearing==== |
Duration: Varies | Duration: Varies | ||
* You have disappeared. Place two fingers in the air to indicate this. | * You have disappeared. Place two fingers in the air to indicate this. | ||
- | * You may not make calls or attack while under DISAPPEARING. | + | * You may not make calls, talk, or attack while DISAPPEARING. |
* If are struck by a MASS call while under DISAPPEARING, this causes the DISAPPEARING call to instantly expire. | * If are struck by a MASS call while under DISAPPEARING, this causes the DISAPPEARING call to instantly expire. | ||
- | * When the DISAPPEARING duration expires, drop your fingers to indicate that you visible. You may call APPEARING at this time, but this is not mandatory unless specified. | + | * When the DISAPPEARING duration expires, drop your fingers to indicate that you visible. |
- | * You should wait a few seconds after before making any other calls. | + | * You should wait two seconds after DISAPPEARING expires before making any other calls or attacking. |
* You may voluntarily end a DISAPPEARING call early. | * You may voluntarily end a DISAPPEARING call early. | ||
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Duration: 10s | Duration: 10s | ||
- | * You may call DODGE to any blow that hits you by melee. | + | * You may call DODGE to any blow. |
- | * You may not make calls or call damage during this time. | + | * You cannot make calls or attack. |
* You must remain in motion, or else this effect expires. | * You must remain in motion, or else this effect expires. | ||
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* If a call is not listed here, it is a [[[[:nonstandardcalls|nonstandard call.]] | * If a call is not listed here, it is a [[[[:nonstandardcalls|nonstandard call.]] | ||
* Players with nonstandard calls must brief them at the start of the adventure. | * Players with nonstandard calls must brief them at the start of the adventure. | ||
+ | * GMS will not include nonstandard calls in a Level 1 adventure. | ||
+ | |||
+ | {{ :standardcall2.jpg?nolink |a row of monsters and players clashing}} | ||
+ |