Calls

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For a advanced document explaining how NPC interactions with calls can differ please go here

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.

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 as you have been shot at with a firearm.


REND

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 a Medicae has spent 10seconds treating it or until you Recuperate with a Medicae or Chirugeon treating you.
  • Torso:
    • If you are not Prepared for Combat as per the Heroic Endurance Trait, then drop to 0 Endurance and become Bleeding and Maimed.
    • If you are Prepared for Combat then lose 2 Endurance but must stagger a few steps away from the source of the attack.


BOLT

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 you Recuperate with a Medicae or Chirugeon treating you.
  • Torso: Drop to 0 Endurance and become Bleeding and Maimed.


SHOCK

You are stunned for 5s, during which you cannot move.


SUNDER

Drop to 0 Endurance and become Bleeding and Maimed. Any Triage Check made on you will automatically fail.


NULL

This call has different effects depending on if the character is a Psyker or not.

  • Normal: If unaccompanied by another damaging call lose 1 Endurance but you feel very cold as if something has sapped your soul.
  • Psyker: Drop to 0 Endurance and become Bleeding and Maimed. This manifests as body wracking pain as well as bleeding from multiple sources.


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.


I AM A KNIFE IN THE DARK [Optional addition:”I’m taking you in alive”]

You drop to zero endurance and start Bleeding. Your character is also unconscious until treated. If I’m taking you in alive is included then you become Subdued instead.




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

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.

Lose 2 Endurance. If you do not immediately fall back five steps or are unable to, you drop to zero endurance becoming Bleeding and Maimed as you are set aflame.

Unlike the normal Bleeding roleplay, you should roleplay as if on fire for 10s up to and including (if you choose) running around flailing.


DAKKA

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 Bleeding 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

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


FRAG OUT!

Indicates a Grenade has been thrown, if unaccompanied by a call of Haywire, Warp or Null a character may throw themselves on the phys rep and call Covering That Grenade! The character becomes Bleeding and Maimed unless the effect was Blind at which point they become Subdued instead.


MASS

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).’


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. It is left to player judgement what effect to take based on their proximity to the target or source;

  • Full Force: You are thrown back from the source, and become Bleeding and Maimed
  • Caught in the Radius: Both limbs on the side of your body closest to the blast are disabled they cannot be used until you Recuperate with a Medicae or Chirugeon treating you.

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.


BLIND

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.


HAYWIRE

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;

  • 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. Players with costume bionics may choose to take this call.
  • Power Armour and any other 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’




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

If you are NOT Bleeding you regain your Endurance pool.

If you are Bleeding you may get back to your feet with your Endurance to half its maximum (rounding up).

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


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 Bleeding. If this is used while you are Bleeding you become Subdued instead. This cannot be used to ‘heal’ someone (oddly enough) it can only be used on characters who are hostile to the character using it so it is expected of all participants to use it appropriately and not for game advantage.


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 make uncalled melee blows.

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?

PC: 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

Your mechanical components 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 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 Subdued and your Corruption/Faith and Fire track increases one step.


[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.


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. Has no mechanical effect on characters unless stated otherwise in their brief.


I CALL UPON THE EMPEROR'S 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, but most will feel spiritually bolstered


THIS IS MY FINAL STAND!

  • The character calling this is making a final stand in order to accomplish their mission, or just to take their enemies down with them.
  • Where possible, any hostile character should attack the caller to the exclusion of anyone else.
  • Enemies are encouraged to dramatically finish off the character making a Final Stand once they have been overcome.
  • If more than one character has called this, all of the characters involved in a Final Stand are suitable targets.