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calls

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Standard Calls

How Calls Work

  • A call is a word or phrase you say out loud to indicate something has happened.
  • The types of calls and what they do are described below.
  • Sometimes there will be a number after an effect call. This overrides the standard duration of that call.
  • For example, a BREAK normally last 10s. BREAK 5 is a BREAK call, but it only lasts 5 seconds.

Damage Calls

  • Whenever you hit somebody successfully with a weapon, this does one point of damage.
  • You do not need to call anything. You may call SINGLE if you think they have not noticed or may miss the blow.
  • Other damage calls, like ZERO, DOUBLE, TRIPLE, QUAD, QUINT or DEC, exist.
  • These do 0,2,3,4,5 and 10 points of damage respectively.
  • If an effect call says that you 'cannot call damage', 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

  • Weapons, bucklers and shields block damage, but not effect calls.
  • A hand holding a weapon counts as that weapon for 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.

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 BREAK, 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.

Offensive Calls

Break

Duration: 10s

  • You cannot make calls or call damage.
  • Shields no longer block damage.

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 leg, it becomes useless, and you cannot move it, but you can pivot on it.
  • 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.
  • 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

Duration: 10s

  • You must move directly away from the person who delivered this call.
  • Turn around and move in a straight line as best you can.
  • You cannot make calls or call damage.
  • You may call DODGE to any blow.
  • REPEL expires early if you would hit a large obstacle or another person.
    • If this occurs, take a STAGGER.

Stagger

Duration: 1s

  • Place the palm of one hand on the floor, count the duration, and stand back up again.
  • You may defend yourself with one hand, move, and make calls as normal during this time.

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.

Backstab

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.
  • You did not see the attack coming:
    • Take a QUINT (5 points of damage).
    • You cannot DODGE or RESIST the call.
  • You did see the attack coming:
    • Call RESIST.

Utility Calls

Heal X

Duration: Instant

  • Regain X body hits.
  • You cannot gain body hits above your maximum in this way.

Fight On!

Duration: 30s

  • Only affects you if you are on 0 hits.
  • Regain 6 hits.
  • You cannot gain body hits above your maximum in this way.
  • 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.

Resist

Duration: Instant

  • Called as a reaction to an effect call, delivered at range or by melee.
  • The effect part of the call has been avoided.
  • You can call RESIST to any effect call unless explicitly stated otherwise.

Dodge

Duration: Instant

  • Called as a reaction to a melee blow.
  • The effect and damage parts of the call have both been avoided.

Immune

Duration: Instant

  • Called as a reaction to any effect call, delivered at range or by melee.
  • The effect part has been avoided.
  • Immune indicates that a target cannot ever be affected in this way.

Disappearing and Appearing

Duration: Varies

  • You have disappeared. Place two fingers in the air to indicate this.
  • You may not make calls or attack while under DISAPPEARING.
  • 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.
  • You should wait a few seconds after before making any other calls.
  • You may voluntarily end a DISAPPEARING call early.

Agility

Duration: 10s

  • You may call DODGE to any blow.
  • You may not make calls or call damage.
  • You must remain in motion, or else this effect expires.

Call Modifiers

Mass X

  • 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.
  • The person making the call is unaffected.

Nonstandard Calls

  • If a call is not listed here, it is a nonstandard call.
  • Players with nonstandard calls must brief them at the start of the adventure.
  • GMS will not include nonstandard calls in a Level 1 adventure.
calls.1515090901.txt.gz · Last modified: 2018/01/04 18:35 by gm_seb