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calls_effects [2025/02/28 22:42] conan SAFETY SAFETY SAFETY call replaces Man Down |
calls_effects [2025/03/27 02:32] (current) conan |
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| * 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. | ||
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| * 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. | ||
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| * 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. | ||
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| * 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 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. | * 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 RESIST. | 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. | ||
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| * A ROOT call will always be followed by a number - this is the duration of the effect in seconds. | * 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. | * 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. | 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. | ||
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| * 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 ==== | ||