Calls

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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).