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nonstandardcalls

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Nonstandard Calls

  • The following calls are nonstandard.
  • The rules for these calls should be briefed at the start of any adventure they appear in.
  • GMs should not use these on level 1 larps, and they should be used very sparingly at levels 2-3.

Offensive Calls

Stasis

Duration: 10s

  • You are frozen in place.
  • You take no damage and are unaffected by other effect calls
  • You must call VOID in response to all calls and damage.
  • Roleplay freezing in place.

Blast X

Duration: Instant

  • An explosion has erupted at the point where you have been struck.
  • When hit by a BLAST X, you should immediately call MASS X.
  • This MASS call affects you as well.
  • This MASS call cannot be ARCed.
  • BLAST calls cannot be modified with prefix modifiers.
  • You cannot RESIST this call.

Cull The Weak

Duration: Instant

  • Anyone within 5m of the caller on 4 hits or less drops to 0 hits. Otherwise, they call RESIST.
  • This call does not affect the caller.

Social Calls

The (Muse) Is Watching

Duration: Instant

  • For the rest of the encounter, the named Muse will be observing what takes place and judging everybody's actions accordingly.
  • This call cannot be RESISTed.

Perfect Insult

Duration: Instant

  • The target gains the roleplaying effect that they have just heard the caller say whatever the target would find to be most insulting.

Pickpocket

Duration: Instant

  • What the call does depends on if the target was taken by surprise.
  • If you noticed the pickpocketer making their attempt:
    • Call RESIST. You may act as though you caught them in the act.
  • If you did not notice the pickpocketer making their attempt:
    • They may ask you to give them a random item you have on their person. You should comply.
    • They may name an item. If you have this item, you must give it to them.

Utility Calls

Group On Me

Duration: Instant

  • If your ally makes this call:
  • If you move directly towards the caller, you are under the effect of AGILITY until you are within 1m of them.
  • You may choose to be affected by this call even if you are unconscious or bleeding out.

Snap Out Of It

Duration: Instant

  • This call ends any ongoing effect calls on the target.

Move Freely

Duration: Instant

  • If you are under any ongoing effect call(s):
  • You can now move your legs as normal.
  • You continue to be under any other element of the effect(s).

Sickness

Duration: Encounter

  • For the rest of the encounter, the target must call IMMUNE to HEAL and FIGHT ON!
  • The target does not have to call IMMUNE to HEAL 0.

Abjuration

Duration: Encounter

  • This call is given in the form “ABJURATION (Action target cannot take)”.
  • The caller may call DEC on you if you break the ABJURATION.
  • If this ABJURATION is something that only you judge, you should call DEC upon themselves when appropriate.
  • NB: This act must declare both a specific action and a specific target. i.e. “Stay away from that book of poetry” counts, “Stay away from all books” would not.
  • You may call RESIST to an invalid ABJURATION.
  • Otherwise, you cannot RESIST this call.

Domain of Shadows

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:
    • The caller will call a TIME FREEZE.
    • The caller and you vanish from the encounter for the next 30 seconds.
    • You are both taken into a private space where you may talk or fight uninterrupted and unseen by the outside world.
    • You cannot DODGE or RESIST this call.
  • You did see the attack coming:
    • Call RESIST.
  • If you ever do not wish to take a Link call, call RESIST.
  • Participants may choose to break Links between encounters. Otherwise, they do not fade.
  • If you are more than 5m apart either member of the link may concentrate for 3s to call DISAPPEARING. They must then move directly until they are next to the other member and call APPEARING.
  • This may be done whilst bleeding out.
  • This call is maintained by the Connection Weaver who made it.
  • As long as both participants remain within 1m of each other:
  • The Connection Weaver who made the Nearlink may call HEAL 2 on each participant every 10s.
  • This call is maintained by the Connection Weaver who made it.
  • Any time they take a HEAL call, they must make that HEAL call against the other participant in the link.
  • Whenever either participant drops to 0 hits, they must call HEAL 10 against the other participant.
  • This ends the DEATHLINK.

Call Modifiers

Arc

  • This call modifies an existing call, e.g. ARC STAGGER.
  • This call is made by holding out one's arms to form a 90 degree cone.
  • Everyone within the cone within 5m of the person making the call takes the effect.
  • Unless otherwise specified, the person making the call is unaffected.

Party

  • This call affects everybody in the player's adventuring party who can hear the call.
nonstandardcalls.1515091913.txt.gz · Last modified: 2018/01/04 18:51 by gm_seb