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Several of these calls allow you (while taking them at ranged) to choose an effect based on the location that you were hit in, where you are dealing with '''ranged''' attacks then you may not assign the damage to a limb already effected by a call be it the same one or a different one.


=== 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 ====
<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.
==== 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.
==== 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.


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


==== MASS ====
==== STOP THE GAME ====
Accompanying 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).
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 ====
----
If struck by a ranged call with this attached, loose 1 endurance - it has no effect on you unless you have been briefed otherwise.
 
=== MODIFIER CALLS ===
These calls are important as they indicate how a call affects you.


If struck by a melee blow and this call is used, unless briefed otherwise, treat it as uncalled melee.


If you are a '''Psyker''' then you take the full effect of any accompanying call and cannot use your powers for 30s.
==== 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 ====
If unaccompanied by any other call, lose 1 Endurance. This may have other effects, but for most PCs they are simply aware that they have been targeted by a warp power.
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 ====  
==== SANCTIC ====  
If struck by a ranged call with this attached, it has no effect on you unless you have been briefed otherwise.
'''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.


If struck by a melee blow and this call is used, unless briefed otherwise, treat it as uncalled melee.


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=== SINGLE TARGET DAMAGE CALLS ===
=== SINGLE TARGET DAMAGE CALLS ===
''These calls cause damage as per the [[Combat and Injury]] Section to a single target''
''These calls cause damage as per the [[Combat and Injury]] Section to a single target.''
   
   


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




==== REND ====
==== REND ====
This call has different effects depending on where it lands.
Lose 2 Endurance and react as if you have been hit by a more powerful bolt of energy or bullet.
 
* '''Limb''': Lose 2 points of Endurance. This limb is disabled, it cannot be used until treated by a '''Medicae''' or '''Chirugeon''' or by a Trait you possess.
 
* '''Torso''':
** If you are not '''Prepared for Combat''' as per the Heroic Endurance Trait, then drop to 0 Endurance and become '''<span style="color:#DC143C">Bleeding</span>'''
** If you are '''Prepared for Combat''' then lose 2 Endurance but must stagger a few steps away from the source of the attack.
 
 
==== BOLT ====
You have been struck by a high powered explosive projectile. You cannot recover Endurance (except to recover to 1 from '''Bleeding''') until treated by a '''Medicae''' or '''Chirugeon''. This call has different effects depending on where it lands.


* '''Limb:''' Lose 2 points of Endurance. This limb is disabled, it cannot be used until treated by a '''Medicae''' or '''Chirugeon''' or restored by a Trait you possess.


* '''Torso:''' Drop to 0 Endurance and become '''<span style="color:#DC143C">Bleeding</span>'''
==== 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.


The armour-penetrating nature of Bolt rounds means the ability to effect certain NPCs more effectively.
'''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 ====
==== SUNDER ====
Drop to 0 Endurance and become '''<span style="color:#DC143C">Bleeding</span>'''you cannot recover Endurance (except to recover to 1 from '''Bleeding''') until treated by a '''Medicae''' or '''Chirugeon''. When it comes to performing Triage on you a character must draw a card from the Complications Deck rather than attempting a test unless their traits allow otherwise.
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.


'''Sunder''' and its sibling '''I am a Knife in the Dark''' are powerful instant-death calls - you may not use more than two of both calls in any combination per combat scene, regardless of how many your traits would allow you to source.
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 [Optional addition:”I’m taking you in alive”] ====
==== I AM A KNIFE IN THE DARK ====
You drop to zero endurance and start '''<span style="color:#DC143C">Bleeding</span>'''. Your character is also unconscious until treated. If '''I’m taking you in alive''' is included then you become '''Subdued''' instead.
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.


'''I am a Knife in the Dark''' and its sibling '''Sunder''' are powerful instant-death calls - you may not use more than two of both calls in any combination per combat scene, regardless of how many your traits would allow you to source.
   
   
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<hr>
=== 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.


=== CONE DAMAGE CALLS ===
''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.''


==== BURN ====
==== BURN ====
This call affects '''all characters (friend or foe) within 5m in a 90 degree cone in front of the user'''. This call ignores '''Cover''' and '''Shields'''.
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.
 
Lose 2 Endurance. If you do not immediately fall back five steps or are unable to, you drop to zero endurance becoming '''<span style="color:#DC143C">Bleeding</span>''' as you are set aflame. You cannot recover Endurance (except to recover to 1 from '''Bleeding''') until treated by a '''Medicae''' or '''Chirugeon''


Unlike the normal '''<span style="color:#DC143C">Bleeding</span>''' roleplay, you should roleplay as if on fire for 10s up to and including (if you choose) running around flailing.


==== DAKKA ====
==== DAKKA ====
'''Affects all characters (including friends) within range of hearing in a 90 degree cone in front of the user.'''
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.
 
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:#DC143C">Bleeding</span>''' 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.
 
<hr>


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=== 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.''


==== BOOM ====
==== BOOM ====
This call hits the called target and all individuals who are within five meters of them, or an explosive phys-rep if one is apparent.
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.
 
Throw yourself away from the source of the call and loose 2 endurance. Your arm and leg closest to the blast are disabled and cannot be used until treated by a '''Medicae''' or '''Chirugeon''' - you cannot recover Endurance (except to recover to 1 from '''Bleeding''') until treated by a '''Medicae''' or '''Chirugeon'''.
'''If you are not the called target of this effect''' you have three seconds to place Cover between you and the source of the call, at which point its effect is negated.




<hr>
<hr>


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




==== SHOCK ====
==== SHOCK ====
You are stunned for 5s, during which you cannot move, you cannot be stunned for 3s after you recover or during the duration of the effect.
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 ====  
==== WEAKEN ====  
For ten seconds you may not make active use of your traits - though still benefit from passive effects such as increased willpower/endurance or effects representing armour or innate toughness that do not require you to make calls or roleplay actions to benefit from - you may still make melee attacks in self defence, but these must be uncalled - your body is wracked by sudden tiredness and overcome by sickness, you cannot move faster than a slow stagger for the duration of this effect, you cannot be weakened again for 3s after you recover or during the duration of the effect.
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 ====
For ten seconds you may not make active use of your Wargear or Bionic traits as well as any technological items provided by other traits - though you still benefit from passive effects such as increased willpower/endurance or effects representing armour or innate toughness that do not require you to make calls or roleplay actions to benefit from - you may still make melee attacks, but these must be uncalled - if you have Bionic traits you are wracked by coruscating pain for the duration of this effect, you cannot be haywired again for 3s after you recover or during the duration of the effect.
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.


* Technological items provided by non-wargear traits or free items such as radios/dataslates 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’
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.


* Some Traits may state there are additional effects from taking Haywire


 
==== KNOCKBACK ====
==== DRAG/REPEL ====
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.  
You have been gripped by a powerful force either move towards it (Drag) or away from it (Repel) you may either fall to the floor (with your back or front fully hitting the floor) or move yourself away from it for 3s or until you hit an object or person or enter melee with the caller. If you strike an object or person you must remain in place (if it is safe) for 3s and may not make ranged calls and only use melee weapons defensively. If you are dragged into melee with the individual you must remain in melee with them for 3s.




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


If you are '''<span style="color:#DC143C">Bleeding</span>''' you may get back to your feet with your Endurance to half its maximum (rounding up).
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:#DC143C">Bleeding</span>''' but aefected by '''Bolt''', '''Burn''', '''Boom''', '''Sunder''' then you can only regain 1 Endurance as per those calls effects on hit recovery.
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! ====
==== I’M TAKING YOU, ALIVE! ====
This may be used by both NPCs and PCs on a foe who is '''<span style="color:#DC143C">Bleeding</span>''' that they wish to capture alive for whatever reason.
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.


If you were '''<span style="color:#DC143C">Bleeding</span>''' then you cease your bleed count and become '''Subdued''' and you are considered restrained and unable to move without the aid of others so long as this is physrepped or the individual that called it is actively roleplaying holding you captive (this does not mean physical contact they can simply keep a gun pointed at you at close range).


This does not heal any ongoing injury effects nor does it restore any endurance it simply prevents you from bleeding out before they can interrogate you or take you in alive.
==== 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.




<hr>
==== 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.


=== 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.''


==== I WILL NOT DIE! ====
<hr>
A character who uses this cue is able to get up again from the '''Bleeding''' regain a number of endurance points - usually half their maximum (rounding up) but some especially tough beings in the universe may regain more. '''A character may only call this Once Per Scene regardless of how many sources of the call they possess from their traits.'''


==== DREAD ====
=== OTHER CUES ===
You are overtaken by supernatural fear - becoming '''Shaken'''.
''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.''


While in the presence of an individual or object that has called this you may not make active use of your traits - though still benefit from passive effects such as increased willpower/endurance or effects representing armour or innate toughness that do not require you to make calls or roleplay actions to benefit from - you may still make melee attacks in self defence, but these must be uncalled.
 
==== 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.


You may not move closer to a source of Dread willingly, and must either cower if it draws nearer to you or attempt to flee - this effect ends after a character spends 1 minute gathering themselves from the shock of what they've seen. If they are attacked during this time, all progress is lost.


==== 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.


==== DEFLECT/DODGE/INEFFECTIVE ====
Called in reaction to a call to indicate that it has been defended against by some form of Defence - '''Deflect''' and '''Dodge''' represent 'limited' effects where the user has a number of them to use before they run out, or has a specific area where the call has no effect (such as forearms for the Duellist trait) - '''Ineffective''' is used to signal that calls of that type have '''no effect''' on the target.


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


==== SCAN [life/heat/material/etc] ====
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.
If you think this would detect you, respond with '''PING'''.


==== WOULD YOU KINDLY? ====
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).
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''' that will follow this cue either to completion of the task issued or for 30s (whichever is shorter).




==== COMMAND OVERRIDE ====
[[Category:Rules]]
Your mechanical components and wargear are being hacked. If affected '''you must obey the command even if it is fatal to your character''' that will follow this cue as if your interfaced bionics force you to or the item of your wargear targeted has been affected appropriately either to completion of the task issued or for 30s (whichever is shorter).

Latest revision as of 12:47, 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).