User Tools

Site Tools


calls_effects

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision
Previous revision
calls_effects [2023/06/21 13:38]
conan EFFECT > IMBUE
calls_effects [2025/03/27 02:32] (current)
conan
Line 53: Line 53:
   * DISARM: Drop the thing in your hand if this hits it or your arm.   * DISARM: Drop the thing in your hand if this hits it or your arm.
   * DISRUPT: Your Energy Field loses all its hits.   * DISRUPT: Your Energy Field loses all its hits.
-  * FREEZE (Time): Freeze in place for (Time)+  * FREEZE (Time): Freeze in place for (Time), even if you parried or blocked with a shield.
   * IMBUE (X) (Time): You must roleplay emotion X for (Time)   * IMBUE (X) (Time): You must roleplay emotion X for (Time)
-  * KNOCKOUT (Time): Fall unconscious for (Time)+  * KNOCKOUT (Time): Fall unconscious for (Time), even if you parried or blocked with a shield.
   * LETHAL: If this call hits your Body Hits, start slowly counting up to your Death Count. Anyone can call LETHAL on an incapacitated target next to them.   * LETHAL: If this call hits your Body Hits, start slowly counting up to your Death Count. Anyone can call LETHAL on an incapacitated target next to them.
   * MESMERIZE: You must look at the source of the call and not do anything else unless you are hit, searched or interacted with, or the source turns or moves away.   * MESMERIZE: You must look at the source of the call and not do anything else unless you are hit, searched or interacted with, or the source turns or moves away.
Line 61: Line 61:
   * REPEL: Move directly away from the source for 10 seconds, even if you parried or blocked with a shield.   * REPEL: Move directly away from the source for 10 seconds, even if you parried or blocked with a shield.
   * RESIST: They were immune to what you did.   * RESIST: They were immune to what you did.
 +  * ROOT (Time): You are unable to move your legs for (Time), even if you parried or blocked with a shield.
   * STRIKE: Lose an extra hit wherever you were struck.   * STRIKE: Lose an extra hit wherever you were struck.
   * STRIKEDOWN: Fall over or take a knee for 10 seconds, even if you parried or blocked with a shield.   * STRIKEDOWN: Fall over or take a knee for 10 seconds, even if you parried or blocked with a shield.
Line 94: Line 95:
   * A FREEZE call will always be followed by a number - this is the duration of the effect in seconds.   * A FREEZE call will always be followed by a number - this is the duration of the effect in seconds.
   * If you are affected by a FREEZE call, stop moving completely for the duration.   * If you are affected by a FREEZE call, stop moving completely for the duration.
 +  * FREEZE takes effect even if parried with a weapon or shield.
  
 The FREEZE call represents energy or toxic substances that cause instant but brief paralysis. You must completely stop moving for the duration of the effect and cannot take any actions - you should count slowly up to the duration. You can still see, hear and perceive what is happening around you, but cannot move anything apart from your eyes. Some characters may have skills and abilities that may reduce the duration of the FREEZE effect. If this reduces the time down to 0, then you should call NO EFFECT. The FREEZE call represents energy or toxic substances that cause instant but brief paralysis. You must completely stop moving for the duration of the effect and cannot take any actions - you should count slowly up to the duration. You can still see, hear and perceive what is happening around you, but cannot move anything apart from your eyes. Some characters may have skills and abilities that may reduce the duration of the FREEZE effect. If this reduces the time down to 0, then you should call NO EFFECT.
Line 110: Line 112:
   * **Targets:​** Any character   * **Targets:​** Any character
   * A KNOCKOUT call will always be followed by a number - this is the duration of the effect in seconds.   * A KNOCKOUT call will always be followed by a number - this is the duration of the effect in seconds.
-  * A character affected KNOCKOUT falls unconscious for the duration. You must fall completely to the floor and feign unconsciousness. Please ensure the area that you are falling onto is safe. Once the duration expires you can act normally.+  * A character affected ​by KNOCKOUT falls unconscious for the duration. You must fall completely to the floor and feign unconsciousness. Please ensure the area that you are falling onto is safe. Once the duration expires you can act normally
 +  * KNOCKOUT takes effect even if parried with a weapon or shield.
  
-The KNOCKOUT call represents stunning energy or poisons that cause loss of consciousness. If hit with a KNOCKOUT, a character falls over and becomes unconscious until the duration expires - you should count slowly up to the duration. While unconscious you cannot see, hear and perceive what is happening around you. If you are in the middle of a battle, then you should remain aware of your surroundings out of character and ensure that you are not trampled - you may move a short distance if you are in danger OOC. Some characters may have skills and abilities that may reduce the duration of the KNOCKOUT effect. If this reduces the time down to 0, then you should call NO EFFECT.+The KNOCKOUT call represents stunning energy or poisons that cause loss of consciousness. If hit with a KNOCKOUT, a character falls over and becomes unconscious until the duration expires - you should count slowly up to the duration. While unconscious you cannot see, hear and perceive what is happening around you. If you are in the middle of a battle, then you should remain aware of your surroundings out of character and ensure that you are not trampled - you may move a short distance if you are in danger OOC. Some characters may have skills and abilities that may reduce the duration of the KNOCKOUT effect. If this reduces the time down to 0, then you should call RESIST.
  
 ==== LETHAL ==== ==== LETHAL ====
Line 150: Line 153:
  
 RESIST is called when a target of a power or call is unaffected by it thanks to a defensive ability they possess. Certain skills, abilities and equipment will allow you to resist certain specific calls even when they would otherwise affect you. You must roleplay bracing against the attack and call RESIST (you may also need to tear charges or similar - which you must do at the first available opportunity). RESIST is called when a target of a power or call is unaffected by it thanks to a defensive ability they possess. Certain skills, abilities and equipment will allow you to resist certain specific calls even when they would otherwise affect you. You must roleplay bracing against the attack and call RESIST (you may also need to tear charges or similar - which you must do at the first available opportunity).
 +
 +==== ROOT (DURATION) ====
 +  * **Targets:​** Any character
 +  * A ROOT call will always be followed by a number - this is the duration of the effect in seconds.
 +  * A character affected by ROOT cannot move their feet for the duration, but may otherwise act normally.
 +  * ROOT takes effect even if parried with a weapon or shield.
 +
 +ROOT represents immobilizing force, gravity alterations or other effects that prevent a character from moving around. Unlike the FREEZE call, which prevents any movement, ROOT only affects a character'​s legs and feet, so the rest of their body can act normally. ROOT makes it impossible for a character to move their feet for the duration of the call in seconds. They may otherwise move and fight normally.
  
 ==== STRIKE ==== ==== STRIKE ====
Line 156: Line 167:
   * When delivered by an attack (weapon, projectile, dart), STRIKE deals an additional point of damage after the damage from the attack.   * When delivered by an attack (weapon, projectile, dart), STRIKE deals an additional point of damage after the damage from the attack.
  
-STRIKE represents attacks that deal more damage than would be expected. If it is delivered purely verbally, the STRIKE call deals a single point of damage to the location specified (if it does not specify a location, then assume that it hits the torso). If delivered by an attack, such as a weapon blow, projectile or dart hit, then it deals a point of damage after the damage from the attack. In most cases, an attack with the STRIKE call will just deal 2 points of damage to the struck location.+STRIKE represents attacks that deal more damage than would be expected. If it is delivered purely verbally, the STRIKE call deals a single point of damage to the location specified (if it does not specify a location, then assume that it hits the torso). If delivered by an attack, such as a weapon blow, projectile or dart hit, then it deals a point of damage after the damage from the attack. In most cases, an attack with the STRIKE call will just deal 2 points of damage to the struck location. ​The STRIKE call 
  
 ==== STRIKEDOWN ==== ==== STRIKEDOWN ====
Line 199: Line 210:
 This call is a safety call that can be used to players who are unable to participate in LRP combat due to Out of Character reasons. Players should not abuse this call to gain IC advantage, only to avoid LRP combat. Non-Combatants are not immune to character death - you may still administer a LETHAL call (or equivalent) on an unresisting Non-Combatant as you would another character, just be sure not to strike them when you do so. It is important to stress that this rule is not designed to exclude people from all combat. Combat in OSLRP takes many forms - a dart gun battle sniping at distance is very different from a brutal close-quarters melee brawl. Participants should use this call to prevent them being attacked in a way that feels unsafe __for them__. If you are unable to "lie down badly injured",​ then it is perfectly fine to take up a comfortable position in a safe place just outside the fight, and just let other participants know the situation when they try to interact with you. This call is a safety call that can be used to players who are unable to participate in LRP combat due to Out of Character reasons. Players should not abuse this call to gain IC advantage, only to avoid LRP combat. Non-Combatants are not immune to character death - you may still administer a LETHAL call (or equivalent) on an unresisting Non-Combatant as you would another character, just be sure not to strike them when you do so. It is important to stress that this rule is not designed to exclude people from all combat. Combat in OSLRP takes many forms - a dart gun battle sniping at distance is very different from a brutal close-quarters melee brawl. Participants should use this call to prevent them being attacked in a way that feels unsafe __for them__. If you are unable to "lie down badly injured",​ then it is perfectly fine to take up a comfortable position in a safe place just outside the fight, and just let other participants know the situation when they try to interact with you.
  
-==== MAN DOWN ====+==== SAFETY SAFETY SAFETY ​====
   * If you hear this call, you should stop any fighting and kneel down. TIME OUT is in effect.   * If you hear this call, you should stop any fighting and kneel down. TIME OUT is in effect.
-  * You should call MAN DOWN if you see anyone suffer a real injury.+  * You should call SAFETY SAFETY SAFETY ​if you see anyone suffer a real injury.
   * Do not shout this call if you hear someone else shout it.   * Do not shout this call if you hear someone else shout it.
  
-If a participant suffers a real injury then a ref or any other participant who sees in the injury should shout MAN DOWN. This call alerts everyone in the area to the fact that someone is genuinely hurt. You should alert the nearest member of crew, if they are not already aware of the incident.+If a participant suffers a real injury then a ref or any other participant who sees in the injury should shout SAFETY SAFETY SAFETY. This call alerts everyone in the area to the fact that someone is genuinely hurt. You should alert the nearest member of crew, if they are not already aware of the incident.
  
-If you hear MAN DOWN called then you should stop fighting and kneel down. Only the referees in the area should remain standing. This makes it as easy as possible for first-aiders and crew to identify the situation and act appropriately. You should not shout the call just because you hear someone else shout it. Referees may keep the area timed out until the situation is resolved, or move players away from the incident and resume fighting in the area by shouting TIME IN.+If you hear SAFETY SAFETY SAFETY ​called then you should stop fighting and kneel down. Only the referees in the area should remain standing. This makes it as easy as possible for first-aiders and crew to identify the situation and act appropriately. You should not shout the call just because you hear someone else shout it. Referees may keep the area timed out until the situation is resolved, or move players away from the incident and resume fighting in the area by shouting TIME IN.
  
 ==== TIME FREEZE ==== ==== TIME FREEZE ====
calls_effects.1687351135.txt.gz · Last modified: 2023/06/21 13:38 by conan