Calls (Advanced Reference): Difference between revisions

From Death unto Darkness
Jump to: navigation, search
No edit summary
No edit summary
 
(51 intermediate revisions by 2 users not shown)
Line 1: Line 1:
DAMAGING CALLS
=== PC vs NPC Call Effects ===
These calls cause damage as per the combat rules.


BLAM
The version of the calls document presented beneath is the full document, the Player Reference version of this omits the example NPC effects given in this document. This is because NPCs respond to calls '''differently''' to PCs in some circumstances - this is both because this is a cinematic system where different enemies present different scales of threat not represented by heaps of additional hits but how they react to different calls.  
If you have Endurance, spend a point of Endurance to resist this. If you are Staggered, become Wounded.
REND
If you have Endurance, spend a point of Endurance to resist this. If you are Staggered, become Grievously Wounded.
SUNDER
Become Grievously Wounded. This ignores Endurance and cannot be resisted unless an item or ability says otherwise.
BURN
Affects all targets in a 90 degree cone 5m in front of the user. If you have Endurance, spend a point of Endurance to resist this and back away from the source, roleplaying patting out fire. Burn ignores cover, and if hit with this call while in cover, you must leave it. If your character cannot back away this ignores Endurance and you become Grievously Wounded, although if the character could escape but you can’t for OC safety, you may spend Endurance as normal. If you are Staggered, become Grievously Wounded.  


If Grievously Wounded you do not need to fall to the ground as normal but may instead roleplay as if on fire for ten seconds, up to and including running around.
DAKKA
Affects all targets in a 90 degree cone in front of the user within range of hearing. If you have Endurance, spend a point of Endurance to resist this if you are in the open. Dakka has no effect if you are lying prone or in cover. If you are Staggered become Wounded.
SHOCK
If you have Endurance, spend a point of Endurance to resist this. If this call causes you to become Staggered or leaves you Wounded, then roleplay as stunned for 5 seconds, being totally unable to defend yourself or move (except where you need to for OC safety).
I AM A KNIFE IN THE DARK
Collapse quietly and become Grievously Wounded; minor NPCs will usually die instantly. The assassin may add quietly if they were using the call nonlethally; in this instance you should roleplay 60s of unconsciousness rather than beginning to bleed.


It also reflects something we feel is often missed in complex system designs which is the fact that player characters need to be far more aware of resources and so on and, within DuD, represent cinematic heroes of the piece in some fashion. To that end players are a lot tougher than the ‘average’ character in the universe.




CALLS WITH STATUS EFFECTS
We are presenting these here so players can make better judgements about their trait choices with the rough awareness of the impact of different weapons.
These calls do not cause damage but instead force a specific reaction or impose a mechanical or roleplaying effect on the target.


DRAG
You have been grasped by a powerful force. Move directly towards the source of the call for three seconds:
If anyone attempts to grab you, Call Drag on them.
If you are already in melee with the source of the call, you may not disengage with that melee for the three second duration.


REPEL
NPCs come in three ‘scales’ it is the intent that you will be visually able to tell the difference between each style of foe visually by how impressive their costume is;
You have been hit by a powerful force. Move directly away from the source of the call for three seconds:
Should you hit a wall or obstacle, roleplay the painful jarring impact.
If your passage would cause you to hit another player, call Repel to them as they are hit by your flying body.


HAYWIRE
Technological equipment shorts out and ceases functioning. Weapons are non-functional for 10 seconds; Bionic Traits and Power Armour become nonfunctional for 30s and cause their uses seizures and agony or to briefly become trapped within their armour; and other tech items are disabled until repaired by someone with the Lay Mechanicus Trait.
NULL
Psykers and psychic equipment are severed from the warp for ten seconds. Psykers may not use any powers during this period. Psychic entities may be differently affected.
TOXIC
Indicates that the attack was made with a poisoned weapon. If you were Staggered or Wounded or Grievously Wounded from this attack, you have been poisoned and should make a Ref aware after a fight if they do not find you first.
DREAD
Anyone who can see the source of this call is filled with fear. They can choose to cower and not act, or flee in fear from the creature, or stand and fight. If a character chooses to stand and fight then they increase the time taken between calls to 10s and the terror makes it impossible to focus on any complex tasks (anything that requires extended roleplay).


In addition characters that stand and fight become Touched by Madness. Characters that can use willpower to resist this call still become Touched by Madness.
'''Mooks''' are the unwashed hordes, they’re designed to only really present a danger to players in hordes and for the most part are there to be joyfully slaughtered or protected like the lambs of the God-Emperor they are (and thusly slaughtered by bad people).  


AUGMENT CALLS
These calls are never used on their own but change the effect of other calls to indicate how they interact with characters and environments.


MASS/FRAG OUT! MASS
'''Threats''' are serious opponents, they can give a couple of players a decent fight. They are statted to make players feel threatened, they’re especially useful for low-crew events to give the crew some ability to challenge the player party. They are as resilient, if not more than players.  
Modifies any call to affect all individuals within 5m of the named target. In an enclosed space, eg a small room, Mass calls affect everyone within the space.
If accompanied by Frag Out!, this indicates a grenade has been thrown; the grenade physrep becomes the source of the blast and all characters within 5m of the physrep take the call. If you cannot see the physrep, treat it as if the named target or originator of the call is the source, whichever seems more appropriate.
A character may throw themselves over the physrep and call Deflect that Grenade! They will immediately be rendered Grievously Wounded.
WARP
Demonstrates a power drawn from the Warp – Indicates how other abilities interact with it.




'''Nemesis’''' are the things that ''can'' very easily take out multiple characters - the Astartes, Chaos Spawn and other horrors out there in the dark. Each one is a unique threat with its unique way of dealing with calls.


ROLEPLAYING CUES
These calls have no immediate damaging effects but do have a direct influence on a characters roleplay as they cue appropriate reactions to their use.


In the beneath call section the example of a '''Cultist''' (a Mook) and an '''Ork''' (a Threat) are used to highlight how each of these types behave differently to PCs '''Lesser Demon''' (a Threat) is used as an example where the Ork does not serve as a good one).. No '''Nemesis '''example is given as each is too unique to make a generic example of them.


 
----
 
WIP
DEFLECT
Indicates a call has been defended against by some kind of protection possessed by the character.
NO EFFECT
Indicates that a call did not have its usual effect on the character, perhaps because the foe is immune to the call.
SCAN [life/heat/material/etc]
If you think this would detect you, respond with PING
QUAKE
The ground shifts and buckles beneath you, forcing you to stagger around your surroundings unable to do anything but that, until someone calls Quake ENDS.
YOU SHALL KNOW NO FEAR!
If you are allied to the person making the call and are not Grievously Wounded, immediately recover to Normal with fully restored Endurance and Willpower; you may also ignore the effects of Dread for that scene
GET IT TOGETHER
If you are not Wounded or Grievously Wounded, regain 2 Endurance.
ON YOUR FEET
If you are Wounded, immediately return to Normal and regain 1 Endurance. This has no effect on Grievously Wounded characters.
WOULD YOU KINDLY?
You are not aware this has been used on you unless you resist it. If affected, you must obey the command following this cue either to completion of the task issued or for 30s (whichever is shorter). If you have Willpower, spend 1 Willpower to resist this.
COMMAND OVERRIDE
Your mechanical components are being hacked. If affected you must obey the command as if being forced to by your interfaced bionics either to completion of the task issued or for 30s (whichever is shorter). If you have Willpower, spend 1 Willpower to resist this.
I TEST THEE!
Causes you to increase your Corruption/Faith and Fire level one step; in addition this interrupts any task you were performing that requires concentration to complete (a ritual or rite for example) and prevents you performing such tasks for 30s. If you have Willpower, spend 1 Willpower to resist this entirely.
 
=== NPC CUES ===
These cues have no real effect on player characters unless they are specifically briefed to take them, and are presented here purely for awareness of their effects for crew and players with access to them.
 
==== I NAME THEE [TRUE NAME] AND BANISH YOU FROM THIS PLACE ====
Used to banish warp beings from the materium. Effect and efficiency varies depending on entity and if you get their true name correct and how complete it is. Has no effect on PCs unless you are told otherwise.
 
==== AVAUNT! CREATURE OF THE WARP! ====
Causes a warp or possessed/corrupted being to recoil from a holy symbol held before the caller. Lesser creatures may be unbound and destroyed if cornered, powerful creatures may flinch and back away.
 
==== THIS IS MY FINAL STAND! ====
The caller has 30s to complete a task. During a final stand they may soak all damage as if they had spent Endurance or Willpower to resist it (and must therefore continue to roleplay as if doing so). All NPCs present should try to direct their attention towards the caller and allow other PCs to escape.
 
==== I CALL UPON THE LIGHT OF [ENTITY]! ====
Invokes the power of a being of order causing the caller to glow like a beacon of light. This makes pure souls feel invigorated while near. Creatures of the Warp, Corrupted Individuals and individuals under the effect of certain Blight cards will react differently.

Latest revision as of 18:49, 12 October 2021

PC vs NPC Call Effects

The version of the calls document presented beneath is the full document, the Player Reference version of this omits the example NPC effects given in this document. This is because NPCs respond to calls differently to PCs in some circumstances - this is both because this is a cinematic system where different enemies present different scales of threat not represented by heaps of additional hits but how they react to different calls.


It also reflects something we feel is often missed in complex system designs which is the fact that player characters need to be far more aware of resources and so on and, within DuD, represent cinematic heroes of the piece in some fashion. To that end players are a lot tougher than the ‘average’ character in the universe.


We are presenting these here so players can make better judgements about their trait choices with the rough awareness of the impact of different weapons.


NPCs come in three ‘scales’ it is the intent that you will be visually able to tell the difference between each style of foe visually by how impressive their costume is;


Mooks are the unwashed hordes, they’re designed to only really present a danger to players in hordes and for the most part are there to be joyfully slaughtered or protected like the lambs of the God-Emperor they are (and thusly slaughtered by bad people).


Threats are serious opponents, they can give a couple of players a decent fight. They are statted to make players feel threatened, they’re especially useful for low-crew events to give the crew some ability to challenge the player party. They are as resilient, if not more than players.


Nemesis’ are the things that can very easily take out multiple characters - the Astartes, Chaos Spawn and other horrors out there in the dark. Each one is a unique threat with its unique way of dealing with calls.


In the beneath call section the example of a Cultist (a Mook) and an Ork (a Threat) are used to highlight how each of these types behave differently to PCs Lesser Demon (a Threat) is used as an example where the Ork does not serve as a good one).. No Nemesis example is given as each is too unique to make a generic example of them.


WIP