Calls: Difference between revisions

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==== BURN ====
==== 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 [[Triage]]; and you automatically suffer a complication when a '''Medicae''' or '''Chirugeon''' performs Triage on you.
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 [[Triage|Medical_Treatment_(Medicae_%26_Chirugeons)#Triage]]; and you automatically suffer a complication when a '''Medicae''' or '''Chirugeon''' performs Triage on you.


==== DAKKA ====
==== DAKKA ====

Revision as of 13:18, 16 October 2022

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 OUT!

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


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.


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 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) giving space where told to. Once the sitatuation is resolved Time in! will be called.


Red

Red should be used to indicate that you are 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 affected by 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 comfortable and happy to move on 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 referee.


MODIFIER CALLS

These calls are important as they indicate how a call effects 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 target if called. If you are not the target and have Cover between yourself and the source, you do not need to take this call.


WARP

This call originates from something of the Warp, be it a psychic power or a daemonic blade. 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

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 affected by a call be it the same one or a different one.


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

Lose 3 Endurance and react as if you have been hit by a rocket propelled bullet or death ray beam.

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.




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 Medical_Treatment_(Medicae_%26_Chirugeons)#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, or 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 and 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, you do not need to take 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 were Bloodied you may get back to your feet with your Endurance to half its maximum (rounding up).


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 is not a source of ‘healing’




OTHER 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.


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 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 - this does not need to be called in response to every call just occasionally to make it clear a call is doing no discernible effect.


SCAN [KEYWORD]

If you are the target of this call (e.g. “SCAN HARRY - CHEMS”) and think this would detect you, respond with PING. If no target is called and you think this would detect you, respond with PING loud enough to be heard by the caller. A list of keywords can be found here.


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 that 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 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).