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=== DAMAGING CALLS ===
=== PC vs NPC Call Effects ===
''These calls cause damage as per the [[Combat|Combat Rules]].''


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.


==== BLAM ====
If you have Endurance, spend a point of Endurance to resist this. If you are '''Staggered''', become '''<span style="color:#FFA500">Wounded</span>'''.


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.


==== REND ====
You become '''Staggered'''. If you are '''Staggered''', become '''<span style="color:#DC143C">Grievously Wounded</span>'''.


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.


==== SUNDER ====
You become '''<span style="color:#DC143C">Grievously Wounded</span>'''. This call ignores '''Cover''' and '''Shields''' and cannot be resisted unless an ability '''specifically says it can be used to resist this call'''. If parry a '''Sunder''' and are not carrying a [[Wargear_Traits#Power_Weapon_.28Requires:_Assault_Weapons.29|Power Weapon]] or [[Wargear_Traits#Relic_.28Requires:_Ref_Permission.29|Relic]], your weapon/shield is destroyed and unusable (you do not have to drop it, but you can’t use it in the fight).


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;


==== BURN ====
Unless accompanied by a call of '''Mass''' or a '''Designated Target''' 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'''. If you have Endurance, spend a point of Endurance to resist this, backing away from the user while patting out the flames. Where a '''Designated Target''' is called and there is no '''Mass''' call attached this call only affects the target.


'''However''' if you are unable to retreat from the user, are a '''Designated Target''', or you are '''Staggered''' then you become '''<span style="color:#DC143C">Grievously Wounded</span>'''. However, if '''<span style="color:#DC143C">Grievously Wounded</span>''' 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.
'''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).  




==== DAKKA ====
'''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.  
Affects '''all characters (including friends) within range of hearing in a 90 degree cone in front of the user'''. You have three seconds to take cover (place a piece of cover between you and the shooter) after hearing this call, if you fail to do so you become '''<span style="color:#FFA500">Wounded</span>''', if you attempt to exit this cover into the direction of fire while the fire is still calling this call, you become '''<span style="color:#FFA500">Wounded</span>'''. Characters with [[Endurance_Traits#Aegis_Training|Aegis Training]] can use their shields to ignore this call, characters with [[Endurance_Traits#Adept_Mortis|Adept Mortis]] and [[Expertise_Traits#Vigilator|Vigilator]] cannot use their cover abilities against this call.




==== SHOCK ====
'''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.  
Loose a point of endurance as if hit by a '''Dramatic Blow''' - however, roleplay as if being shocked by a high-voltage current for 5s during which you can take no other action. If you are '''Staggered''', you collapse unconscious to the ground until someone spends 5s bringing you around or the scene ends. '''You cannot be affected by Shock again for 10s after the effect ends.'''




==== I AM A KNIFE IN THE DARK [Optional addition: NONLETHAL] ====
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.  
'''This call can only be used if your character did not consider our attacker a threat for less than 2s before the call was made.''' This call is intended to only be useful against enemies who are not actively wary of the attacker, if you are then call '''You’ll have to be faster than that!''' to indicate you were aware of your foe for more than the 2s window to strike. If you were not aware of them, fall to the ground as silently as possible and become '''<span style="color:#DC143C">Grievously Wounded</span>''' (this instantly kills most NPCs). If ‘NONLETHAL’ is tagged on, collapse unconscious to the ground until someone spends 5s bringing you around or the scene ends. '''It is possible for a Telepath to use this call after using mental suggestion to hold your attention, in which case you are not considered to be able to defend against it.'''


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WIP
=== 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.''
 
 
==== 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.
 
 
==== HAYWIRE ====
This causes all technological items on the affected character to cease functioning for at least ten seconds, all weapons that make calls are considered to be technological items, but '''strike safe''' weapons may continue to be used to perform ''uncalled'' attacks while disabled, after which:
 
If they are a '''Weapon or another [[Wargear Traits|wargear trait]] item''' then they then take a few seconds of roleplay to get working again.
 
'''If they are the result of any [[Bionic Traits|bionic]] trait''' then the character experiences ten seconds of painful bionic glitches when struck and then spends some time roleplaying rebooting/recovering.
 
If they are [[Endurance_Traits#Power_Armour_.28Requires:_Militant.29|Power Armour]] or any other technological item provided by non-wargear traits or free items such as radios/dataslates then they cease function until attended to by a character with at least the Lay-Mechanicus trait for a few seconds of roleplaying a ‘rituals of repair’
 
==== NULL ====
Psykers and psychic equipment are severed from the warp for ten seconds. Psykers may not use any powers during this period. Warp entities may be differently affected.
 
 
==== TOXIC ====
When used with a '''Designated Target''' or a '''Melee Blow''' the character feels a sharp pain and begins to feel sick and nauseous as the wound begins to burn. When used with '''Mass''' attached, this attack is airborne, so it would be appropriate to include coughing and wheezing. Until they see the Game Team for an appropriate poisoning card the character must roleplay as if poisoned. Unlike PCs most NPCs will die from this rapidly.
 
 
==== 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.
 
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=== 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 ====
Changes a call so it affects all '''characters (including friends)''' in 360 degree blast that are within five meters (or the same small room indoors) of the designated target, or source of the call.
 
 
==== FRAG OUT! MASS [EFFECT] ====
Indicates that a grenade physrep has been thrown. Characters have 3s to place a piece of cover between themselves and the source of the call otherwise they take the effect of the call. Cover does not protect against '''Burn''', and in the case of '''Toxic''' the act of covering the mouth with a gasmask or rebreather replaces taking cover, which does not protect against the call.
 
Where the accompanying mass call is a '''Damaging Call''' and not '''Shock''', '''Toxic''' or '''Sunder''', a character may throw themselves bodily atop the grenade calling '''Covering Grenade!''' to indicate to others they have done so they immediately become '''<span style="color:#DC143C">Grievously Wounded</span>''' but other characters should not take this effect. If the call is Rend then the character immediately counts as having bled out and suffers a '''Scar'''.
 
 
==== WARP ====
Demonstrates a power drawn from the Warp – Indicates how other abilities interact with it.
 
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=== 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.''
 
 
==== DREAD ====
If you can see the source of this call when it is called 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 make calls''' except to call '''Blam''' at 1 meter or strike poorly executed melee blows.
 
Characters with traits to do so may spend '''Willpower''' to be able to fight to full effect, but still feel fear (as a roleplaying flavour) and still increase their '''Madness''' one step.
 
 
==== 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'''.
 
 
==== GET IT TOGETHER ====
If you are not '''<span style="color:#FFA500">Wounded</span>'''or '''<span style="color:#DC143C">Grievously Wounded</span>''' you regain your Endurance pool. If you are Wounded you may get back to your feet on '''1 Endurance'''.
 
 
==== 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 that will follow this cue''' either to completion of the task issued or for 30s (whichever is shorter).
 
 
==== COMMAND OVERRIDE ====
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).
 
 
==== 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 '''Staggered''' and your '''Corruption/Faith and Fire''' track increases one step.
 
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=== 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.''
 
 
==== [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.
 
 
==== AVAUNT! ====
'''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.
 
 
==== 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! ====
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.

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