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calls [2017/11/22 23:24]
gm_seb
calls [2019/05/07 08:24] (current)
gm_seb
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   * 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 number after an effect ​callThis overrides ​the standard duration ​of that call+  * Damage calls reduce ​target'​s hit points. ​  
-  * For example, a BREAK is normally 10s. BREAK 5 is a BREAK callbut it only lasts 5 seconds +  * Effect calls make the target behave in a certain way. 
 + 
 +=====Taking Calls===== 
 + 
 +  * Weapons 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 valid target for attacks andas 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 noticedor 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 calls, 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 valid target ​for attacks ​and, as suchall 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 callswhere possibleyou should always specify who you are targeting, e.g. "Seb, STUN!";​ "​Marian,​ QUINT!";​ "Red Robes, STAGGER!"​
  
-=====Physical Effect Calls=====+=====Duration=====
  
-====Wound====+  * 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==== 
 + 
 +  * 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. 
 +  * 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 STUN, instead. 
 +  * 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.  
 + 
 +{{ :​standardcall.jpg?​nolink |a player taking the STAGGER call raises a hand, either in pain, or to throw a deadly ichorwerk, or both}} 
 + 
 +======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 onethen 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 QUINT (points of damage).  +       ​* ​Target takes QUAD (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. 
- 
- 
-=====Mental Effect Calls===== 
- 
-====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. ​ 
- 
-=====Other Calls===== 
- 
-====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 ​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. ​
  
 =====Call Modifiers===== =====Call Modifiers=====
  
-====Mass====+====Mass ​X====
  
   * This call modifies an existing call, e.g. MASS STAGGER.   * This call modifies an existing call, e.g. MASS STAGGER.
   * Everybody within a 5m radius of the person who made the call takes the effect.   * Everybody within a 5m radius of the person who made the call takes the effect.
   * The person making the call is unaffected.   * The person making the call is unaffected.
 +
 =====Nonstandard Calls===== =====Nonstandard Calls=====
  
   * 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}}
 +
calls.1511393094.txt.gz · Last modified: 2017/11/22 23:24 by gm_seb