Call Modifications

Discussions pertinent to the rules rewrite

Moderator: Artemis

Call Modifications

Postby Yoda » Tue Aug 20, 2013 8:38 pm

Automatic Fire
Target an individual or specific point (this can be the location of a stealthed or unseen individual you are aware off IC). This call effects all targets within three paces of the target or target area who can clearly see the firer (or be seen). This call should continue to be made every three seconds for as long as the weapon fires ammunition or until you have made your rank in Ranged or Support Weapons calls. You must wait 10 seconds between one run of autofire and the next.

Was:
Target an individual or specific point (this can be the location of a stealthed or unseen individual you are aware off IC). This call effects all targets within three paces of the target or target area, however targets in cover relative to the firer do not take damage or negative effects tagged with this call. This call should continue to be made every three seconds for as long as the weapon fires ammunition or until you have made your rank in Ranged or Support Weapons calls. You must wait 10 seconds between one run of autofire and the next.

This call should continue to be made every three seconds for as long as the weapon fires ammunition or until you have made your rank in Ranged or Support Weapons calls and deals damage to all targets in front of the firer who can clearly see the firer (or be seen) and can hear the call as per the appropriate automatic weapon damage. See also: Special Ranged Attacks. You may only only make a number of automatic fire equal to your ranged or support weapons skill. You must wait 10 seconds between one run of autofire and the next.
Was:
This call should continue to be made for as long as the weapon fires ammunition and deals damage to all targets in front of the firer who can clearly see the firer (or be seen) and can hear the call as per the appropriate automatic weapon damage. See also: Special Ranged Attacks.

Banner
Banner effects all targets within three paces of the caller and moves with them. The banner bestows the ability to make the linked call upon characters within the radius. The call granted by the banner only last while in the radius off effect and they do not stack. The Banner Call should be repeated as required.
Was:
Banner is by default is the same range as mass and moves with the caller. Should be called again as appropriate.

This is normally called with a distance, either short, medium or long as well as another call. For the duration of the combat the character and anyone allied to them are not affected by the associated call.

Challenge
When this call is made, the target of the call cannot attack any target other the source of the call until one of the following occurs: the end of the combat, the source is on a death counter, another challenge is used, or the effect is removed.
Counter
This call may be made immediately after the use of a psychic power, when made, it negates the effect of that power. Clearly indicate the target you are countering, so that all individuals who may be affected by the power are aware of this.
Coup de Grace
This call has no effect on targets with hits higher than -4, against targets with a hit of -4 it reduces them to -5 instantly, which kills the target. This call requires 10s of roleplay.
Was:
This call has no effect on targets with hits higher than -4, against targets with a hit of -4 it reduces them to -5 instantly, which kills the target.

Disarm
This call forces the target to drop (or place down if fragile) an item held in the hand. For larp safe items, you must strike the object. For a non-LARP safe item, you must aim to strike the limb and make ALL EFFORTS to avoid striking the object itself.
As a ranged effect, the user of this call must designate a weapon or item held by the target as part of the call and the target must drop (or place down if fragile) the item. Items that are not held by the target's limbs are not valid targets for this call.
Was:
If a melee call and the target of this call takes damage (including vitality damage) from a blow and the weapon strikes a limb or weapon, the target must drop whatever is held in the limb, or the relevant weapon.

If a ranged effect, the user of this call must designate a weapon or item held by the target and the target must drop it. Items that are not held by the target's limbs are not valid targets for this call.

Disable
If the target of this call takes damage (including vitality damage) from the blow and the weapon strikes a limb, that limb becomes useless and the target must drop whatever is held in the limb. The limb will recover with a call of 'Combat Ends' or if the target has one minutes medicae attention. This ability does not work against larger than human targets (not including large orcs) or against creatures with massively inhuman physiology (tyranids, demons).
Was:
If the target of this call takes damage (including vitality damage) from the blow and the weapon strikes a limb, that limb becomes useless and the target must drop whatever is held in the limb. If it strikes the targets torso, the target suffers the effect of Knockdown. The limb will recover with a call of 'Combat Ends' or if the target has one minutes medicae attention.

Dismember
If the target of this call takes damage (including vitality damage) from the blow and the weapon strikes a limb, that limb is severed or maimed and the target must drop whatever is held in the limb. The limb will not recover without medical attention, which may include finding the lost limb. See the rules for healing dismembered limbs.
Fatal
If a target takes body hits of damage to their natural body hits (i.e. hits not including armour). it immediately puts the target directly to -4 body hits.
Fear
This call forces the target to retreat from the caller for 30 seconds. The target may defend themselves and engage other characters in combat. If forced into a location where they cannot retreat, they may fight normally. See Fear and Terror.
Flame
This call indicates that everyone in a thirty degree arc in front of the caller take the damage call this call tags. This should extend no further than 10 paces.
Was:
This call indicates that everyone in a thirty degree arc in front of the caller out to a distance of Medium should take the damage call this call tags.

Heal
The target gains X body points up to a maximum of their starting body points. A single uses stops a death counter.
Holy
This indicates the damage is inspired by the faith of the individual making the call, likely with spectacular visual effects. Against creatures with the Demonic or Corrupt traits this hit ignores Vitality and goes directly to Body. It may also have additional affects against specific NPCs.
Was:
This indicates the damage is inspired by the faith of the individual making the call, likely with spectacular visual effects. This acts as the Vital call against creatures with the Demonic or Corrupt traits, it may also have additional affects against specific NPCs.

Imbue
This call grants a single use of the named effects to the target that must be used within the next combat or it is lost, this usually blesses them with the Resist call.
Was:
This call grants the named effects to the target, this usually blesses them with the Resist call.

Inspire
This call heals X body hits on the target, but will not increase the target’s hits above their maximum. Once ten minutes pass or a call of ‘Combat Ends’ occurs these hits disapear, leaving the target on their original total minus any additional damage. As a character may have been healed multiple times and suffered repeated amounts of damage, any character in doubt as to if their damage total is equal to or above zero should drop to -4 immediately.
Jam
This call should be made after a damage call is made when the gun does not fire, it indicates the target should not take any componants of the call.
Knockdown
When the target of a Knockdown effect, you must fall to the ground, with your torso touching the ground for at least one second, but you may maintain both defense and offensive actions. You may not combat roll out of a Knockdown without first pausing for one second on the ground. In situations where safety (or comfort) means that falling to the ground is impractical, you may instead drop to one knee with one set of knuckles touching the ground for five seconds, during which you may take no action except defending yourself.
Was:
The target must then fall to the ground and stay down for the count of at least one second before they are allowed to get back up.

Mass
A call of mass affects all targets within three paces of the target or target area, however targets in cover relative to the centre of the blast do not take damage or negative effects tagged with this call. They do however benefit from positive effects tagged with this call.
A call of mass affects all targets within approximately two yards of the target or target area (a distance of approximately individuals standing with their arms outstretched), however targets in cover relative to the centre of the blast do not take damage or negative effects tagged with this call. They do however benefit from positive effects tagged with this call.

No Damage
This call is used in place of a damage call, and indicates attack does no damage. It still does any other effects that are called at the same time. E.g. No damage knockdown still knocks the target down.
Rally
This call allows the target to resist a call of fear and any further calls of fear for the next thirty seconds, or a single call of terror.
Redirect
This call Counters an effect and calls it again against a new target. The caller should indicate a target and if needed repeat the original call indicating the new target.
Was:
This call may be made immediately after a Counter call, the caller should then indicate a target and if needed recall the original call. The net effect is to negate the original call and to redirect it onto another target of the callers choice.

Resist
This call is usually made in response to a specific call, such as knockdown or stun. The caller is immune to the effect of the call, visibly so.
Revitalize
This call restores X vitality hits to the target. In addition, when used on a character below zero body hits it also heals X body hits (restoring them to a maximum of zero) and stops any bleeding.
Shield
This call allows the caller to resist all elements of an attack made against them. Note that Fear and Terror are not attacks.
Was:
Called when an attack lands, this indicates that an attack has no effect on the caller due to some form of force field.

Shield Breaker
An attack containing a call of Shield Breaker cannot be stopped by a call of Shield.
Was:
A call of Shield Breaker cannot be stopped by a call of Shield.

Subdue
Attacks with Subdue are non lethal. A character who is reduced to -4 must still go down until the end of the fight but will heal all damage called with the Subdue call as soon as the fight ends.
Stun
When the target of a Stun effect, you may only take defensive actions for five seconds and may not move faster than a walk.
Was:
If the target takes vitality or body damage from this call then they must stop moving and may take no actions for five seconds.

Terror
This call forces the target to retreat from the caller for 30 seconds. The target may defend themselves and engage other characters in combat. If forced into a location where they cannot retreat, they may fight normally. See Fear and Terror.
Through
This sort of damage is designed to pierce armour and as such body hits provided by armour are ignored when this call is made.
Toxic
When this call is made, the target takes one body point of damage and one extra point every minute until an antidote is administered by one minutes roleplay with the medicae skill. You can only be under the effect of one toxic call at a time.
Was:
When this call is made, the target takes one body point of damage and another every minute until an antidote is administered by one minutes roleplay with the medicae skill.

Unseen
When this call is made, the caller is considered under unbroken Stealth regardless of the situation (for example, walking across the middle of a room in clear lighting). They are assumed to be engaging in acrobatics or stealth that keeps them out of sight of onlookers.
Vanish
When this call is made, the caller has used a special power which means they have engaged Stealth or Unseen without needing to be in cover. This call should be accompanied by the type of effect: i.e. "Vanish Stealth" or "Vanish Unseen". When using this call in conjunction with stealth you must reach cover in 10 seconds.
Was:
When this call is made, the caller has used a special power which means they have engaged Stealth or Unseen without needing to be in full stealth. This call should be accompanied by the type of effect: i.e. "Vanish Stealth" or "Vanish Unseen".

Vital
This call is advisory of an extremely dangerous blow. This hit ignores Vitality and goes directly to Body. This ability does not work against larger than human targets (not including large orcs) or against creatures with massively inhuman physiology (tyranids, demons).
Was:
This call is advisory of an extremely dangerous blow. This hit ignores Vitality and goes directly to Body when called against monsters. Player characters and unique NPCs are not required to take the Vital call, but should role play dodging or being hit by a powerful blow if they do not wish to take the call.

Example: Quad Vital against a monster. Monster cannot use Vitality, and must take it against their Body Hits.

Example: Quad Vital against a player. Player chooses to ignore the Vital call and uses their Vitality. They role play avoiding the dangerous blow.

Example: Quad Vital Stun against a player. Player chooses to ignore the Vital call and uses their Vitality to avoid the damage. They role play taking a massive blow, and are Stunned.

Warp
This call indicates an attack is made with high levels of warp energy involved. This hit ignores Vitality and goes directly to Body against creatures with the Demonic or Psyker traits (including Psyker archetypes), it may also have additional affects against specific NPCs.
Was:
This call indicates an attack is made with high levels of warp energy involved. This acts as the Vital call against creatures with the Demonic or Psyker traits (including Psyker archetypes), it may also have additional affects against specific NPCs.


The Following Calls have been added:
Corrupt
If called alone the target must immediately open an appropriate corruption lammie. If called as part of an attack the target only draws if they take damage.
Crew
Targets all crew within the area of effect.
Demonic
This hit ignores Vitality and goes directly to Body.
Global
Global effects target everyone within earshot.
Plasma
This call ignores cover.
Player
Targets all Players within the area of effect.
Range
Allows you to target an individual within earshot.
Silenced
This indicates the firer does not break stealth when attacking with this weapon. The general area of the firer may be determined and autofire/blast/flame weapons may be aimed in their direction (but if cover is available, remember they'll likely bounce off the cover) but they cannot be seen or targeted directly. This may be called with a melee attack, but is of no practical use.

The following calls have been removed:
Long
A measurement of distance, this will only be called to indicate the radius of an effect, usually in conjuction with the Mass call. It is also used in power descriptions and indicates the distance you may use the power at. Long means a range of nine paces (approximately thirty feet).
Medium
A measurement of distance, this will only be called to indicate the radius of an effect, usually in conjuction with the Mass call. It is also used in power descriptions and indicates the distance you may use the power at. Medium means a range of six paces (approximately twenty feet).
Short
A measurement of distance, this will only be called to indicate the radius of an effect. This call is the same distance as the Mass call, as such will rarely be heard in game, but is used in power descriptions and indicates the distance you may use the power at. Short means a range of three paces (approximately ten feet).

The previous version of this post was:

- Range: We've removed the Short, Medium and Long calls and replaced them with Range. Range is the length over which you can be heard by your target
- Global: Global is Mass (it affects everyone) but with an effective radius equivalent to Range
- Imbue: when you Imbue someone with an effect, they can use that effect at any point during that day to a limit of the number of times the effect has been imbued. If not used, it wears off at time out.
- Vanish: Vanish allows you to utilise Stealth or Unseen in a situation you normally couldn't. If used with Stealth, the user must immediately move to somewhere they can be under Stealth normally or they will be exposed
- Knockdown When the target of a Knockdown effect, you must fall to the ground, with your torso touching the ground for at least one second, but you may maintain both defense and offensive actions. You may not combat roll out of a Knockdown without first pausing for one second on the ground. In situations where safety (or comfort) means that falling to the ground is impractical, you may instead drop to one knee with one set of knuckles touching the ground for five seconds, during which you may take no action except defending yourself.
Was:
- Knockdown When the target of a Knockdown effect, you must fall to the ground, with your torso touching the ground for at least one second, but you may maintain both defense and offensive actions. You may not combat roll out of a Knockdown without first pausing for one second on the ground. In situations where safety (or comfort) means that falling to the ground is impractical, you may instead drop to one knee for five seconds, during which you may take no action except defending yourself.

- Stun When the target of a Stun effect, you may only take defensive actions for five seconds and may not move faster than a walk.
- Vital This call is advisory of an extremely dangerous blow. This hit ignores Vitality and goes directly to Body. This ability does not work against larger than human targets (not including large orcs) or against creatures with massively inhuman physiology (tyranids, demons).
- DemonicThis hit ignores Vitality and goes directly to Body.
-DisarmThis call forces the target to drop (or place down if fragile) an item held in the hand. For larp safe items, you must strike the object. For a non-LARP safe item, you must aim to strike the limb and make ALL EFFORTS to avoid striking the object itself.
As a ranged effect, the user of this call must designate a weapon or item held by the target as part of the call and the target must drop (or place down if fragile) the item. Items that are not held by the target's limbs are not valid targets for this call.


Some calls now have a <Players> or <Crew> label. This should be said with the call and denotes that only certain people are affected. This part of the call is optional and can be inverted. Typically inversion should only be done in the case of NPCs possessing those talents.
- Yoda.
Do you hear the voices too?!
User avatar
Yoda
Storyteller
Storyteller
Code Cultist
 
Posts: 791
Joined: Tue Nov 08, 2011 11:03 am
Location: Edinburgh, Scotland

Re: Call Modifications

Postby Ghost » Tue Aug 20, 2013 11:05 pm

Sorry if this is a stupid question - could you elaborate a little on how 'range' works now?

'Range is the length over which you can be heard by your target' implies that the louder I yell the further things go...

Likewise, can you clarify how it interacts with the global call....
D3-K4-RD, Executor Fetial and Lord Protector of Lady Captain Miranda Phoenix.



Also Lord Captain Mercutio Dexter (Deceased)
Ghost
Lord-Captain
Lord-Captain
Pyro
 
Posts: 283
Joined: Thu Aug 02, 2012 8:54 pm

Re: Call Modifications

Postby Yoda » Tue Aug 20, 2013 11:21 pm

If you can make your call clear to someone by yelling at them, then they are within range of Range.

Global works the same way.

But if they can't tell (a) that you're targeting them, (b) what your call is or (c) that you're even making a call, then it has no effect. So yelling indiscriminately is unlikely to help.

As another point, if you use a talent or power and your target does not take the effect due to not hearing it or not realising they were the target, then you are not counted as having used that talent/power.
- Yoda.
Do you hear the voices too?!
User avatar
Yoda
Storyteller
Storyteller
Code Cultist
 
Posts: 791
Joined: Tue Nov 08, 2011 11:03 am
Location: Edinburgh, Scotland

Re: Call Modifications

Postby Ghost » Tue Aug 20, 2013 11:29 pm

Conflagration is going to need a re-write, then :D
D3-K4-RD, Executor Fetial and Lord Protector of Lady Captain Miranda Phoenix.



Also Lord Captain Mercutio Dexter (Deceased)
Ghost
Lord-Captain
Lord-Captain
Pyro
 
Posts: 283
Joined: Thu Aug 02, 2012 8:54 pm

Re: Call Modifications

Postby Alliandra » Thu Aug 22, 2013 10:23 pm

Yoda wrote:If you can make your call clear to someone by yelling at them, then they are within range of Range.

Global works the same way.

But if they can't tell (a) that you're targeting them, (b) what your call is or (c) that you're even making a call, then it has no effect. So yelling indiscriminately is unlikely to help.

As another point, if you use a talent or power and your target does not take the effect due to not hearing it or not realising they were the target, then you are not counted as having used that talent/power.


As a note about the last one, how the hell are you meant to know if they heard it or not?
User avatar
Alliandra
Lord-Captain
Lord-Captain
Sorcha of the Clan Ships
 
Posts: 295
Joined: Thu Apr 05, 2012 6:01 pm
Location: London, UK

Re: Call Modifications

Postby Yoda » Thu Aug 22, 2013 10:51 pm

Alliandra wrote:
Yoda wrote:As another point, if you use a talent or power and your target does not take the effect due to not hearing it or not realising they were the target, then you are not counted as having used that talent/power.


As a note about the last one, how the hell are you meant to know if they heard it or not?


If you shouted Stun and they didn't stop or Fear and they didn't run, they probably didn't hear it. It relies somewhat on people appropriately roleplaying responses to some calls.
- Yoda.
Do you hear the voices too?!
User avatar
Yoda
Storyteller
Storyteller
Code Cultist
 
Posts: 791
Joined: Tue Nov 08, 2011 11:03 am
Location: Edinburgh, Scotland

Re: Call Modifications

Postby Alliandra » Fri Aug 23, 2013 5:34 pm

Yoda wrote:
Alliandra wrote:
Yoda wrote:As another point, if you use a talent or power and your target does not take the effect due to not hearing it or not realising they were the target, then you are not counted as having used that talent/power.


As a note about the last one, how the hell are you meant to know if they heard it or not?


If you shouted Stun and they didn't stop or Fear and they didn't run, they probably didn't hear it. It relies somewhat on people appropriately roleplaying responses to some calls.


That doesn't remotely help for psyker damage calls, or for things that say put the power back on them.
User avatar
Alliandra
Lord-Captain
Lord-Captain
Sorcha of the Clan Ships
 
Posts: 295
Joined: Thu Apr 05, 2012 6:01 pm
Location: London, UK

Re: Call Modifications

Postby Yoda » Fri Aug 23, 2013 8:46 pm

If your target doesn't react to taking damage, they probably didn't hear you.

If your friend doesn't acknowledge you giving you back some Vitality or Inspiring them, then they're not really roleplaying it properly.

If they're so far away that you're not sure they could hear you, or there are so many other calls that they might not hear yours, then you may want to reconsider how far away you are.
- Yoda.
Do you hear the voices too?!
User avatar
Yoda
Storyteller
Storyteller
Code Cultist
 
Posts: 791
Joined: Tue Nov 08, 2011 11:03 am
Location: Edinburgh, Scotland

Re: Call Modifications

Postby Cerafin » Sun Sep 01, 2013 4:57 pm

Unfortunately, when you doing calls from a long way away or when you are shouting a string of calls with other people doing the same. Sounds do get muffled up and it can be confusing. Being more then 40 or 50 ft away it is quite a legitimate reason to not being able to hear someone (trees and other people will muffle sound) but being say less then 30 ft away unless its a huge heated battle your calls "should" be heard.

I agree with Yoda that if you think they are not taking the effect because they can't hear you... move closer. If they just aren't taking the calls... well, speak to a ref I guess for a whole different topic of conversation.
Cerafin
Marshall
Marshall
 
Posts: 12
Joined: Mon Mar 18, 2013 7:45 pm

Re: Call Modifications

Postby mindwanders » Thu Sep 05, 2013 11:06 pm

I've added the revised language for Stun, Knockdown and Vital to the top item.
Gordon McDonald
Captain Bartholomew Noxof the Milady De Winter
Former Ref
google.com/+GordonMcDonald
User avatar
mindwanders
Lord-Captain
Lord-Captain
 
Posts: 326
Joined: Sun May 05, 2013 8:40 pm

Next

Return to Rules 2.0 Rewrites

Who is online

Users browsing this forum: No registered users and 2 guests