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For a advanced document explaining how NPC interactions with calls can differ please go [[Calls (Advanced Reference)|here]]
=== OC SAFETY CALLS ===
You must never use ANY of these calls for an IC purpose as they have distinct uses for indicating situations where there is OOC danger to an individual.


=== SINGLE TARGET DAMAGE CALLS ===
==== TIME IN! ====
Indicates that an area has become 'live' and in-character. Please cease any disruptive OOC activities or leave the area if you must continue them - otherwise assume the role of your character.


''These calls cause damage as per the'' ''Combat Rules.''
==== TIME FREEZE! ====
Indicates that you are to drop OOC immediately. ''Unless there is a personal safety reason not to do so'' stay exactly where you are, close your eyes, and do your best to ignore anything going on around you.


==== TIME OUT! ====
The game is over. You should drop OOC.


==== BLAM ====
==== SAFETY! ====  
Is used to indicate that while nobody has been hurt, there is an emerging safety hazard, and the game needs to be stopped for a Ref to intervene. '''Stay where you are unless you are in danger or unless told to move by a member of the game team.''' Once the danger is resolved '''TIME IN!''' will be called.


'''PC: '''Lose a point of Endurance as you have been shot at with a firearm.


==== MAN DOWN! ====
Is used to indicate that someone is in need of OOC medical assistance. '''Stop what you are doing immediately, and ensure other players and crew do so as well.''' Be aware of your surroundings, move to allow first aiders access to the individual(s), and ensure you give space where told to. Once the situation is resolved '''TIME IN!''' will be called.


==== REND ====


'''PC: '''Lose two points of Endurance as you take a blow from a devastating weapon - any limb struck by this is disabled until you or someone else can spend 3s bandaging it - if you are struck in the torso then you cannot move faster than a staggered walk until you have spent 3s tending to the searing wound you’ve taken.
==== RED ====
<span style="color: red">'''RED'''</span> should be used to indicate that you are OOC extremely uncomfortable with the scene, and indicates to all participants to stop and move away from the subject matter being used/discussed.




==== BOLT ====
==== AMBER ====
<span style="color: orange">'''AMBER'''</span> indicates to others that you are becoming OOC uncomfortable with the subject matter and that they should be careful or back off from a subject to allow you to settle.


'''PC: '''Lose two points of Endurance as you are blown backwards by a mass-reactive bolt shell - the searing pain renders you unable to move faster than a staggered walk and unable to fight or focus to use any traits that require you to think until a '''Medicae''' can spend time tending to your wound.


==== GREEN ====
<span style="color: green">'''GREEN'''</span> can be used to indicate to others that you are OOC comfortable and happy to continue with a subject.


==== SHOCK ====


'''PC: '''Roleplay as if being shocked by a high-voltage current for 5s during which you cannot move.
==== STOP THE GAME ====
If you are overwhelmed or completely unable to deal with a subject and need to bring an immediate end to it, you may call '''STOP THE GAME''' at any point. At this point all participants should cease roleplay to allow the participant in question to remove themselves from the play area and talk to a ref. The refs will call '''TIME IN!''' once it is appropriate to do so.




----


==== NULL ====
=== MODIFIER CALLS ===
These calls are important as they indicate how a call affects you.


'''PC: '''You are hit by a blow or bolt, lose one endurance.


==== MASS ====
Accompanying a Single Target or Cone call, this changes the area of effect to hit everyone within five meters of the source, or the target if there is one. If you are not the target, and you have '''[[Combat and Injury|Cover]]''' between yourself and the source/target, you do not need to take this call.




==== WARP ====
==== WARP ====
This call originates from something of the Warp, whether a psychic power, a Daemonic blade, or something else of that nature. Any accompanying calls or uncalled melee blows affect you as normal. You '''cannot''' call '''Deflect''' against Warp '''calls''' unless you have a skill which specifically states otherwise.


'''PC: '''This call demonstrates that a call is coming from a power drawn from the Warp. It is normally attached to another call and is only relevant if you have abilities that tell you you react to calls with '''Warp''' attached differently.


==== SANCTIC ====
'''Ignore all attached calls unless briefed otherwise''' (Melee blows whose calls are ignored become uncalled melee.) You can '''call''' '''Deflect''' against '''Sanctic''' calls unless briefed otherwise.




==== SUNDER ====
----


'''PC: '''You drop to zero endurance becoming <span style="color:#ff0000;">'''Bloodied'''</span> and '''Maimed. '''In addition should someone make a '''Triage Check''' to help you recover from this state you should inform them to draw from the Triage Deck directly rather than testing.
=== SINGLE TARGET DAMAGE CALLS ===
''These calls cause damage as per the [[Combat and Injury]] Section to a single target.''


==== BLAM ====
Lose a point of Endurance and react as if you have been shot with a lasbolt or normal bullet.




==== I AM A KNIFE IN THE DARK [Optional addition: SUBDUE] ====
==== REND ====
Lose 2 Endurance and react as if you have been hit by a more powerful bolt of energy or bullet.


'''PC: '''You drop to zero endurance becoming <span style="color:#ff0000;">'''Bloodied'''</span> and '''Maimed '''however you immediately become unconscious and make as little noise as possible. If '''SUBDUE''' is included then you become '''Subdued''' instead, however unlike normal you can only recover from this state if someone spends 5s waking you up or after ten minutes.


==== BOLT or CLEAVE ====
Lose 3 Endurance and react as if you have been hit by a rocket propelled bullet or death ray beam or weapon that carves through flesh and armour like butter.


'''If you are reduced to 0 Endurance by this call''', you cannot benefit from '''Get it Together''' until you have received [[Medical Treatment|Triage]]; and you automatically suffer a complication when a '''Medicae''' or '''Chirugeon''' performs Triage on you.


----


==== SUNDER ====
Drop to 0 Endurance and become '''<span style="color:#DC143C">Bloodied</span>''' - you cannot benefit from '''Get it Together''' until you have received [[Medical Treatment|Triage]]. You automatically suffer a '''complication''' when a Medicae or Chirugeon performs Triage on you.


=== CONE DAMAGE CALLS ===
This call may only be used '''once''', regardless of how many sources of it you may have, before you have to [[Recuperate]].


''These calls represent damaging effects that ‘spray’ in a cone from the source of damage affecting all targets within a given distance from the source who are reasonably within a 90 degree cone.''


==== I AM A KNIFE IN THE DARK ====
Drop to 0 Endurance and become '''<span style="color:#DC143C">Bloodied</span>''' as quietly as possible - you cannot benefit from '''Get it Together''' until you have received [[Medical Treatment|Triage]]. You automatically suffer a '''complication''' when a '''Medicae''' or '''Chirugeon''' performs Triage on you. You are unconscious until you receive [[First Aid]], this means that certain traits that allow you to do things while '''<span style="color:#DC143C">Bloodied</span>''' may not be able to be used.


==== BURN ====
----


'''PC: '''This call affects '''all characters (including friends) within 5m in a 90 degree cone in front of the user'''. This call ignores '''Cover''' and '''Shields'''. Lose 2 Endurance. If you do not immediately fall back five steps, you drop to zero endurance becoming <span style="color:#ff0000;">'''Bloodied'''</span> and '''Maimed''' as you are set aflame.
=== CONE DAMAGE CALLS ===
These calls represent weapons that spray damage across a wide area in front of them they are considered to hit all individuals in front of the source as jets of flame or streams of bullet are spat forth by the weapon.  


Unlike the normal <span style="color:#ff0000;">'''Bloodied'''</span> roleplay, you should roleplay as if on fire for 10s up to and including (if you choose) running around flailing.


==== BURN ====
If you are within <5m of the source - lose 3 Endurance and react as if you have been hit by a gout of flame. If you are reduced to 0 Endurance you become '''<span style="color:#DC143C">Bloodied</span>''' but flail around for 10s on fire before you fall over, and cannot benefit from '''Get it Together''' until you have received [[Medical Treatment#Triage|Triage]]; and you automatically suffer a complication when a '''Medicae''' or '''Chirugeon''' performs Triage on you.




==== DAKKA ====
==== DAKKA ====
 
If you are within earshot of this call and can clearly see the source or have this called against you lose 3 Endurance unless you fall '''prone''' after hearing the call, or unless have a piece of Cover between yourself and the source of the call.
Affects '''all characters (including friends) within range of hearing in a 90 degree cone in front of the user'''. Upon hearing this call you if there is cover within one meter you may dive into it, if there is not then the next time you hear '''Dakka''' you drop to zero endurance becoming <span style="color:#ff0000;">'''Bloodied''</span>' and '''Maimed''' as you are riddled with bullets.
 
A character forced to take cover or in cover while in the zone of effect of Dakka cannot leave cover including to pop up to shoot, they are pinned down by the withering hail of fire until the calls of Dakka end.
 
 


----
----
 
 
=== MASS DAMAGE CALLS ===
=== MASS DAMAGE CALLS ===
''These calls represent those which cause area of effect damage, hitting all foes within 5m of the called target or a specific point.''
''These calls represent those which cause area of effect damage, hitting all foes within 5m of the called target or a specific point.''
==== MASS ====
Applied to a '''Single Target''' or '''Cone''' call this changes the area of effect to ‘hits all characters within five meters of the target or source of this call (if a target isn’t called).’




==== BOOM ====
==== BOOM ====
Lose 3 Endurance. You are thrown away from the source of the explosion - you must either stagger away from the source for 5s or fall and remain prone on the floor for 5s. If you are not the target and have [[Combat and Injury|Cover]] between yourself and the source/target, you may ignore this call.


'''PC: '''A blastwave hits all characters within five meters of the target or source of this call (if a target isn’t called). Characters have three seconds to dramatically throw themselves prone as best as their mobility allows or place a piece of cover between themselves and the source of the call - if they fail to do this then if they lose three endurance.


If the source of a '''Boom''' call is a Grenade (accompanied by a call of '''Frag Out!'''), you may throw yourself atop of the phys rep and call '''Covering Grenade''' you take a '''Sunder''' effect but no one else takes the effect.
<hr>


=== CALLS WITH STATUS EFFECTS ===
''These calls do not cause damage, but instead force a specific reaction, or impose a mechanical or roleplaying effect on the target.''




==== BLIND ====
==== SHOCK ====
You are stunned for 5s, during which you cannot move, attack, or make calls. You cannot be affected by this call or '''Weaken''' again during the duration of the effect, or for 3s after you recover.


A flash of light bursts in the eyes of all characters within five meters of the target or source of this call (if a target isn’t called). They must roleplay as if blinded or stunned by it for five seconds.


==== WEAKEN ====
You are disoriented and weakened for 5s, during which you cannot move, attack, or make calls. You cannot be affected by this call or '''Shock''' again during the duration of the effect, or for 3s after you recover.




==== HAYWIRE ====
==== HAYWIRE ====
Your technological equipment ceases to function for 10s, during which you cannot make ranged calls or any calls originating from technology you are carrying. You cannot be affected by this call again during the duration of the effect, or for 3s after you recover.


'''PC: '''A burst of electrostatic energy roils across all characters within five meters of the target or source of this call (if a target isn’t called). All characters experience a painful electrical shock however certain traits and items cease function;
If you have any [[Bionic Traits]], then during this period you cannot move, attack, or make calls, and must instead spasm violently. This is optional if your character has costume bionics but no traits.


* '''Wargear Traits''' including '''Basic Weapons '''cease to function for '''ten seconds''' before a few seconds should be spent getting them to function again - you can of course continue to make '''Uncalled Melee '''blows.


* Characters with traits from the '''Bionics''' section of the Traits list suffer ten seconds of painful bionic glitches and spasms before they can recover from the call.
==== KNOCKBACK ====
 
You are hit with a blast from a shotgun or a powerful blow. For the duration you must either stagger away from the source for 5s, or fall and remain prone on the floor for 5s.  
* Power Armour and any other technological items provided by non-wargear traits or free items such as radios/dataslates they cease to function until attended to by a character with at least '''Mechanicus Lore''' or in specific cases (stated in traits) a '''Tech Priest''' for a few seconds of roleplaying a ‘rituals of repair’.
 
 
----
 
 
=== CALLS WITH STATUS EFFECTS ===
 
''These calls do not cause damage but instead force a specific reaction or impose a mechanical or roleplaying effect on the target.''




==== GET IT TOGETHER ====
==== GET IT TOGETHER ====
If you are NOT '''<span style="color:#DC143C">Bloodied</span>''' you regain your Endurance pool.


'''PC:''' If you are '''not <span style="color:#ff0000;">Bloodied'''</span> you regain your Endurance pool.
If you ARE '''<span style="color:#DC143C">Bloodied</span>''' you may get back to your feet with your Endurance set to half its maximum (rounding up).


If you are <span style="color:#ff0000;">'''Bloodied'''</span> you may get back to your feet with your Endurance to half its maximum (rounding up).
You '''cannot''' benefit from this call if you were reduced to 0 Endurance by '''BOLT''', '''BURN''', '''SUNDER''' or '''I AM A KNIFE IN THE DARK'''.


This has no effect if you are '''Maimed''' by an effect'''.'''


 
==== I’M TAKING YOU, ALIVE! ====
 
The player or crew member attacking you intends to capture rather than kill you. After a period of roleplay, you become '''Subdued''' if you were '''Bleeding'''. Can only be used on characters considered to be foes and therefore cannot be used as a way to heal allies.
==== DRAG ====
 
Indicates you have been grasped by a powerful force, you are dragged towards the source for 3s if you hit an object or a person, then roleplay a painful jarring impact and the effect ends. If you are already in melee range of the source then '''you must''' remain in melee range of them for 3s.
 
 
 
==== REPEL ====
 
Indicates being hit by a powerful force you move away from the source for 3s if you hit an object or person then roleplay a painful jarring impact and the effect ends.
 
 
 
==== QUAKE ====
 
Indicates a powerful earth-shifting disturbance, this call effects anyone who hears it, for the next 10s characters must roleplay as if the earth was shifting beneath them, falling to the ground, or staggering wildly around knocking into objects like the best low-budget sci-fi heroes ever.
 
 
 
----
 
 
=== 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.''
 
 
==== [TARGET] I’M TAKING YOU, ALIVE! ====
 
Indicates that the character is trying to take you alive, if you are reduced to 0 endurance by that character then you become '''Subdued''' rather than <span style="color:#dc143c;">'''Bloodied'''</span>.  
 
 
 
==== [TARGET/MASS] DREAD ====
 
You are filled with complete and utter dread as supernatural terror overtakes your mind. You increase your '''Madness''' one step, and must either flee or roleplay quaking in terror, so long as you can see the source of the call, '''you cannot use traits''' except to call '''Blam''' at 1 meter or '''Die '''in melee
 
Characters with traits to resist this call increase their '''Madness''' one step but are able to use their traits as normal.
 
 
 
==== DEFLECT ====
 
Called in reaction to a call to indicate that it has been defended against by some form of Defence.
 
 
==== INEFFECTIVE ====
 
Indicates that a call did not have its usual effect on the character, perhaps because the foe is immune to the call or simply because of some innate ability.
 
 
==== SCAN [life/heat/material/etc] ====
 
If you think this would detect you, respond with '''PING'''.




==== WOULD YOU KINDLY? ====
==== WOULD YOU KINDLY? ====
 
'''You are not aware that this has been used on you unless you resist it'''. If affected, you must obey the command, even if it is fatal to your character. You will follow this '''Cue''' either to completion of the task issued, or for 30s, whichever is shorter.
'''PC: '''You are not aware that this has been used on you unless you resist it. If affected, '''you must obey the command that will follow this cue''' either to completion of the task issued or for 30s (whichever is shorter).
 




==== COMMAND OVERRIDE ====
==== COMMAND OVERRIDE ====
Your mechanical components and wargear are being hacked. If affected, you must obey the command, even if it is fatal to your character. If you are the target, your interfaced bionics force you to undertake the task. If your wargear is targeted then it will behave appropriately. Either way, the target will follow this '''Cue''' to completion of the task issued, or for 30s, whichever is shorter.


Your mechanical components are being hacked. If affected '''you must obey the command that will follow this cue''' as if your interfaced bionics force you to either to completion of the task issued or for 30s (whichever is shorter).


==== YOUR SOUL/SANITY IS TESTED! ====
If '''Soul''' is used you should increase your '''Corruption''' one step, for more details see [[Corruption and Faith]]


If '''Sanity''' is used you should become '''Shaken''' and if already '''Shaken''', then you should '''Descend into Madness''' for more details see [[Madness]]


==== I TEST THEE! ====


If you have '''Willpower''' you must spend a point to resist this, '''if you do not''' then your will fails you, you become '''Subdued '''and your '''Corruption/Faith and Fire''' track increases one step.
==== NULL ====
Delivered either via a weapon attack or as '''Mass''' Aura - this call cannot be defended against by any means unless you have a trait that says otherwise - all characters feel a chill in their soul when they hear this or are near an attack with it, Psykers feel physical and mental illness or pain in its presence.  


If you are struck by this you cannot make use of psychic powers, traits deriving from being a psyker, or rituals that draw on the warp for 30s and until you '''Recuperate''' using any of these costs 1 WP per use.


Exorcism, Faith and Fire and Sanctic Sorcery (but NOT "Harden the Veil") are unaffected by this call.


==== [KEYWORD] I BANISH THEE! ====


By using a keyword associated with a warp entity (such as ‘greed’ for a hoarding demon) or its true name (all of which will be on its NPC sheet) this call does significant damage to warp entities. It has no effect on players, unless they are briefed otherwise. '''Has no mechanical effect on characters unless stated otherwise in their brief.'''
<hr>


=== OTHER CUES ===
''These calls have no immediate damaging effects but do have a direct influence on a character's roleplay, as they cue appropriate reactions to their use.''


 
 
==== AVAUNT! ====
==== DEFLECT ====
 
Indicates that a call has been heard by the target but it has been defended against in some way by a '''limited''' resource - or that the target has a specific weakness that must be undermined to damage it. This '''must''' be called immediately in response to a call if it is drawn from a limited pool.
'''Only takes effect while brandishing a holy symbol.''' This causes unholy things to retreat from the bearer of the symbol recoiling in fear of it. In some cases it may have other significant effects. '''Has no mechanical effect on characters unless stated otherwise in their brief.'''




==== INEFFECTIVE====
Indicates that a call has been heard by the target but cannot affect it at all. This does not need to be called in response to every call - just occasionally, to make it clear a call is having no discernible effect.


==== I CALL UPON THE LIGHT! ====


The individual calling this glows briefly with light, this isn’t blinding but it is appropriate for PCs to react to this. It has far more significant effects on unholy things and worshippers of the dark gods.'''Has no mechanical effect on characters unless stated otherwise in their brief.'''
==== SCAN ====
This call represents someone using an auspex or (if accompanied by WARP) a Psyker using their extrasensory perception to see the unseen.  


==== THIS IS MY FINAL STAND! ====
If you hear this call you must respond by loudly shouting '''PING'''. If it is accompanied by WARP then, if you are a '''Psyker''', you must respond PSYKER instead.


Characters who are hostile to the individual making this call '''should''' where possible focus on the individual (or individuals) who have issued it, allowing all other characters friendly to the individual who is challenging with this call to make use of the distraction to escape, accomplish a goal, or whatever they need to do while hostile characters focus on the individual sacrificing their life to make this happen.  
When this call is not accompanied by WARP you can avoid calling PING by being in cover and unmoving at the time the call was made (jumping into cover just before someone calls it is not considered fair play).


This can be multiple individuals at which point hostile characters may split their attention between those two, but they should only pay attention to other characters in situations where they legitimately can't ignore them (such as bodily blocking them from moving towards the individual to attack them in melee) at which point they should fight them only to get them out of they way and pursue the individual who made the call instead. This effect is '''narrative''' and as such takes precedent over what characters might logically do.


Unlike in most situations where hostile NPCs will be briefed not to 'finish off' characters, it is encouraged for them to do so here as such challenges are only issued when a protagonist is about to die - especially so if roleplaying out death-blows would only further delay them from stopping the issuing characters allies escaping or achieving their goals.
[[Category:Rules]]

Latest revision as of 13:47, 20 July 2023

OC SAFETY CALLS

You must never use ANY of these calls for an IC purpose as they have distinct uses for indicating situations where there is OOC danger to an individual.

TIME IN!

Indicates that an area has become 'live' and in-character. Please cease any disruptive OOC activities or leave the area if you must continue them - otherwise assume the role of your character.

TIME FREEZE!

Indicates that you are to drop OOC immediately. Unless there is a personal safety reason not to do so stay exactly where you are, close your eyes, and do your best to ignore anything going on around you.

TIME OUT!

The game is over. You should drop OOC.

SAFETY!

Is used to indicate that while nobody has been hurt, there is an emerging safety hazard, and the game needs to be stopped for a Ref to intervene. Stay where you are unless you are in danger or unless told to move by a member of the game team. Once the danger is resolved TIME IN! will be called.


MAN DOWN!

Is used to indicate that someone is in need of OOC medical assistance. Stop what you are doing immediately, and ensure other players and crew do so as well. Be aware of your surroundings, move to allow first aiders access to the individual(s), and ensure you give space where told to. Once the situation is resolved TIME IN! will be called.


RED

RED should be used to indicate that you are OOC extremely uncomfortable with the scene, and indicates to all participants to stop and move away from the subject matter being used/discussed.


AMBER

AMBER indicates to others that you are becoming OOC uncomfortable with the subject matter and that they should be careful or back off from a subject to allow you to settle.


GREEN

GREEN can be used to indicate to others that you are OOC comfortable and happy to continue with a subject.


STOP THE GAME

If you are overwhelmed or completely unable to deal with a subject and need to bring an immediate end to it, you may call STOP THE GAME at any point. At this point all participants should cease roleplay to allow the participant in question to remove themselves from the play area and talk to a ref. The refs will call TIME IN! once it is appropriate to do so.



MODIFIER CALLS

These calls are important as they indicate how a call affects you.


MASS

Accompanying a Single Target or Cone call, this changes the area of effect to hit everyone within five meters of the source, or the target if there is one. If you are not the target, and you have Cover between yourself and the source/target, you do not need to take this call.


WARP

This call originates from something of the Warp, whether a psychic power, a Daemonic blade, or something else of that nature. Any accompanying calls or uncalled melee blows affect you as normal. You cannot call Deflect against Warp calls unless you have a skill which specifically states otherwise.


SANCTIC

Ignore all attached calls unless briefed otherwise (Melee blows whose calls are ignored become uncalled melee.) You can call Deflect against Sanctic calls unless briefed otherwise.



SINGLE TARGET DAMAGE CALLS

These calls cause damage as per the Combat and Injury Section to a single target.


BLAM

Lose a point of Endurance and react as if you have been shot with a lasbolt or normal bullet.


REND

Lose 2 Endurance and react as if you have been hit by a more powerful bolt of energy or bullet.


BOLT or CLEAVE

Lose 3 Endurance and react as if you have been hit by a rocket propelled bullet or death ray beam or weapon that carves through flesh and armour like butter.

If you are reduced to 0 Endurance by this call, you cannot benefit from Get it Together until you have received Triage; and you automatically suffer a complication when a Medicae or Chirugeon performs Triage on you.


SUNDER

Drop to 0 Endurance and become Bloodied - you cannot benefit from Get it Together until you have received Triage. You automatically suffer a complication when a Medicae or Chirugeon performs Triage on you.

This call may only be used once, regardless of how many sources of it you may have, before you have to Recuperate.


I AM A KNIFE IN THE DARK

Drop to 0 Endurance and become Bloodied as quietly as possible - you cannot benefit from Get it Together until you have received Triage. You automatically suffer a complication when a Medicae or Chirugeon performs Triage on you. You are unconscious until you receive First Aid, this means that certain traits that allow you to do things while Bloodied may not be able to be used.



CONE DAMAGE CALLS

These calls represent weapons that spray damage across a wide area in front of them they are considered to hit all individuals in front of the source as jets of flame or streams of bullet are spat forth by the weapon.


BURN

If you are within <5m of the source - lose 3 Endurance and react as if you have been hit by a gout of flame. If you are reduced to 0 Endurance you become Bloodied but flail around for 10s on fire before you fall over, and cannot benefit from Get it Together until you have received Triage; and you automatically suffer a complication when a Medicae or Chirugeon performs Triage on you.


DAKKA

If you are within earshot of this call and can clearly see the source or have this called against you lose 3 Endurance unless you fall prone after hearing the call, or unless have a piece of Cover between yourself and the source of the call.


MASS DAMAGE CALLS

These calls represent those which cause area of effect damage, hitting all foes within 5m of the called target or a specific point.


BOOM

Lose 3 Endurance. You are thrown away from the source of the explosion - you must either stagger away from the source for 5s or fall and remain prone on the floor for 5s. If you are not the target and have Cover between yourself and the source/target, you may ignore this call.



CALLS WITH STATUS EFFECTS

These calls do not cause damage, but instead force a specific reaction, or impose a mechanical or roleplaying effect on the target.


SHOCK

You are stunned for 5s, during which you cannot move, attack, or make calls. You cannot be affected by this call or Weaken again during the duration of the effect, or for 3s after you recover.


WEAKEN

You are disoriented and weakened for 5s, during which you cannot move, attack, or make calls. You cannot be affected by this call or Shock again during the duration of the effect, or for 3s after you recover.


HAYWIRE

Your technological equipment ceases to function for 10s, during which you cannot make ranged calls or any calls originating from technology you are carrying. You cannot be affected by this call again during the duration of the effect, or for 3s after you recover.

If you have any Bionic Traits, then during this period you cannot move, attack, or make calls, and must instead spasm violently. This is optional if your character has costume bionics but no traits.


KNOCKBACK

You are hit with a blast from a shotgun or a powerful blow. For the duration you must either stagger away from the source for 5s, or fall and remain prone on the floor for 5s.


GET IT TOGETHER

If you are NOT Bloodied you regain your Endurance pool.

If you ARE Bloodied you may get back to your feet with your Endurance set to half its maximum (rounding up).

You cannot benefit from this call if you were reduced to 0 Endurance by BOLT, BURN, SUNDER or I AM A KNIFE IN THE DARK.


I’M TAKING YOU, ALIVE!

The player or crew member attacking you intends to capture rather than kill you. After a period of roleplay, you become Subdued if you were Bleeding. Can only be used on characters considered to be foes and therefore cannot be used as a way to heal allies.


WOULD YOU KINDLY?

You are not aware that this has been used on you unless you resist it. If affected, you must obey the command, even if it is fatal to your character. You will follow this Cue either to completion of the task issued, or for 30s, whichever is shorter.


COMMAND OVERRIDE

Your mechanical components and wargear are being hacked. If affected, you must obey the command, even if it is fatal to your character. If you are the target, your interfaced bionics force you to undertake the task. If your wargear is targeted then it will behave appropriately. Either way, the target will follow this Cue to completion of the task issued, or for 30s, whichever is shorter.


YOUR SOUL/SANITY IS TESTED!

If Soul is used you should increase your Corruption one step, for more details see Corruption and Faith

If Sanity is used you should become Shaken and if already Shaken, then you should Descend into Madness for more details see Madness


NULL

Delivered either via a weapon attack or as Mass Aura - this call cannot be defended against by any means unless you have a trait that says otherwise - all characters feel a chill in their soul when they hear this or are near an attack with it, Psykers feel physical and mental illness or pain in its presence.

If you are struck by this you cannot make use of psychic powers, traits deriving from being a psyker, or rituals that draw on the warp for 30s and until you Recuperate using any of these costs 1 WP per use.

Exorcism, Faith and Fire and Sanctic Sorcery (but NOT "Harden the Veil") are unaffected by this call.



OTHER CUES

These calls have no immediate damaging effects but do have a direct influence on a character's roleplay, as they cue appropriate reactions to their use.


DEFLECT

Indicates that a call has been heard by the target but it has been defended against in some way by a limited resource - or that the target has a specific weakness that must be undermined to damage it. This must be called immediately in response to a call if it is drawn from a limited pool.


INEFFECTIVE

Indicates that a call has been heard by the target but cannot affect it at all. This does not need to be called in response to every call - just occasionally, to make it clear a call is having no discernible effect.


SCAN

This call represents someone using an auspex or (if accompanied by WARP) a Psyker using their extrasensory perception to see the unseen.

If you hear this call you must respond by loudly shouting PING. If it is accompanied by WARP then, if you are a Psyker, you must respond PSYKER instead.

When this call is not accompanied by WARP you can avoid calling PING by being in cover and unmoving at the time the call was made (jumping into cover just before someone calls it is not considered fair play).