Calls

Citadel LRP

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A call is a sequence of words that has a special meaning in the game rules. it is important that a player knows how to react to at least the damage calls and simple effect calls; if in doubt, you may always respond to a call by “falling over screaming, then seeing a ref for clarification”.

Only do what a call says to if it’s safe. Always be safe. If something is unsafe, or impossible for you to do, make as few corrections as feasible. Respect the spirit of the calls.

Safety, OC Calls

For you to say

  • STOP THE GAME- There has been a sort of emergency, it could be quite serious. Please call this if you are injured, or lose your glasses, or see someone else in injured. When you hear this, stop moving your feet (unless it’s unsafe not to) or roleplaying, and if people continue roleplaying, repeat the call. Ascertain the nature of the call, and respond appropriately (by looking around for someone’s glasses without moving your feet and stepping on them, or by letting any first-aiders tend to the harmed person). After things are dealt with, a ref will call TIME IN. If there are no refs during this interaction, for some reason, then by mutual consent play can start again. If you hear “MAN DOWN” then respond as if it were “STOP THE GAME”.
  • TOO HARD- Call this if you are hit too hard. If someone calls this after you hit them, it isn’t a indictment of your abilities as a roleplayer, but hit them less hard please, as you just hurt them. If you are consistently being hit too hard by somebody, see a ref.

For refs to say

  • TIME IN- Play starts
  • TIME OUT- Play ends
  • TIME FAFF- Roleplaying continues, but do not move forward; please take an IC break.
  • TIME FREEZE- Play pauses until time in

IC Calls

MASS Precedes a call, which effects anyone within a 3m-long cone. Delineate

an area of effect with your arms. If you aim upwards, it will hit everyone in a 3m radius.

WIDE Precedes a call, which effects anyone within a 10m radius. In the Interactive this targets everyone.
SINGLE Lose 1 Hit
DOUBLE Lose 2 Hits
TRIPLE Lose 3 Hits
CRUSH If this hits a limb, that limb is ruined. If this hits the torso, lose all hits. Implied by arrows and bolts. Anything which can take a lesser effect from this call will wear a “tag”. You should not use a Ruined limb for any purpose, unless unsafe to do otherwise. If this is called at range, it effects the torso.
STRIKEDOWN (THUNK/SMASH) You should roleplay being struck to the ground. You may alternatively

put one knee and one hand to the ground; it is also acceptable to spend 3s upright, unable to make melee blows, you should roleplay the strong hit. This call takes effect even if you block the blow.

CURE N Restores N HP, up to maximum
RESTORE You recover the use of all limbs ruined by CRUSH.
REPEL Move away for 5 seconds at at least a brisk walk. This call takes effect even if parried/blocked.
ENTANGLE 5s of feet on the floor, not moving them (except for reasons of safety).
CURSE See a ref at the next convenient opportunity, letting them know you were hit by this call.
MUTATE If a dead-strain, call RESIST; otherwise, see a ref the next opportunity, and let them know you were hit by this call.
RESIST That have its full effect; it may have partially done so. If unspecified, an

ability that lets you RESIST another call lets you fully ignore it. This does not count as a call for the purposes of the one-second rule.

DETECT X Answer this query by providing the relevant information from your character sheet. Mostly this is Nature:Humanoid and Strain:as chosen
<STRENGTH> EFFECT X Preceded by Basic/Advanced. Never useable in combat. Take the effects

specified; unless told otherwise, these last for about five minutes, or longer if you choose to take it for longer