Calls: Difference between revisions
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==== ENTANGLE ==== |
==== ENTANGLE ==== |
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− | You must not move |
+ | You must not move your feet except for safety reasons for 10 seconds. You are unaffected by {{call|KNOCKBACK}} during this time. Call {{call|RESIST}} to it. |
Revision as of 08:53, 10 October 2014
A “Call” is an OC word or phrase used to describe the in-game effect of an action.
You do not hear them IC.
You may make a maximum of one call per second.
OC Calls
OC calls are used to tell the players (not the characters) what is going on, and in cases of emergency.
STOP THE GAME
The most important call in LARP. STOP THE GAME means there has been an real-life injury, someone has lost their glasses or there has been another OC emergency. Anyone may call STOP THE GAME and should do so if needed. As soon as STOP THE GAME is called, the action suspends entirely, everyone should stop moving, and appropriate action is taken. Repeat the call to anyone who has not noticed. Once the emergency is over, if the game is to continue then people are asked to return to where they were when STOP THE GAME was called and TIME IN restarts the action.
MAN DOWN
This means exactly the same as STOP THE GAME. It is included here as an alternative because it is in common usage in many systems, so people may call this instead of STOP THE GAME. STOP THE GAME is preferred where possible because we're not all men.
TOO HARD
Call this if you've been hit too hard by somebody. Anybody can make a mistake so try and be polite if it happens and use this call rather than a string of abuse! If it's happening a lot, speak to a ref. If somebody says 'Ow' and acts in pain but doesn't say this, hopefully they're roleplaying the hit.
TIME IN
The call to start roleplaying. Once TIME IN is called, the game has started. This may only be called by a Ref.
TIME OUT
The call to stop roleplaying. Once TIME OUT is called, the game is over for that evening. This may only be called by a Ref.
TIME FAFF
The call to continue roleplaying, but not move forward. On linears, occasionally additional time is needed to get a big encounter ready; in this case, TIME FAFF will be called and the party will spontaneously stop for a quick IC break. This may only be called by a Ref.
TIME FREEZE
This is close to a system call in its application. Upon hearing TIME FREEZE, all players should remain motionless, close their eyes and hum loudly so as not to hear what is going on.
IC Calls
These tell you what your character needs to do. Combat calls will either be made when someone hits you, by describing a target and pointing at them, or attached to a MASS or WIDE call.
<TARGET> <CALL>
For example “You in the red hat! MAGIC TRIPLE!” or “Dave! KNOCKBACK!”. The target takes the given effect. Maximum range 10m.
MASS
Affects 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
Affects anyone within a 10m radius. In the interactive, this hits everyone in the venue.
REFRESH
Regain all your stamina. Usually feels IC like a wave of power spreads through the interactive venue, or the Linear site.
SINGLE
Lose one hit. Does not need to be called, it is implied by melee blow.
TRIPLE
Lose 3 hits.
MAGIC
In general, MAGIC has no additional effect. Against certain creatures, a MAGIC call will reduce or destroy their ability to call RESIST to blows.
ENTANGLE
You must not move your feet except for safety reasons for 10 seconds. You are unaffected by KNOCKBACK during this time. Call RESIST to it.
DISRUPT
You cannot cast make strikes or cast spells other than BREAK for the next 10 seconds, You lose any spell you were in the process of casting. If you are a participant in a ritual this pauses the ritual until it wears off.
CRUSH
If this hits a limb, you cannot use that limb effectively. If it hits your torso and you are not wearing armour, lose all hits. Otherwise, you may not use strikes or spells. Lasts until healed. Some monsters always count as wearing armour.
DISARM
Must strike the target’s arm if by weapon blow. Drop the the item you are holding with that hand or place it on the floor. If you cannot safely leave it on the ground (e.g. a shield strapped to the arm, wand on a wrist strap) it is unusable for the next 10 seconds and any hits to it count as a hit to your arm.
For further information on special cases related to this rule, see below:
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STRIKEDOWN
You must roleplay being struck to the ground. You may alternatively squat for 3 seconds or put one knee and one hand to the ground if falling is unsafe. You are struck down even if you block the blow.
KNOCKBACK
You must take 3 full steps back as quickly and safely as possible. If this puts your back against a hard surface you may stop. You must step back even if you block the blow. If you cannot or do not wish to step back, you must take a STRIKEDOWN.
BREAK
Removes ENTANGLE and DISRUPT. You can make BREAK calls even whilst under the effect of DISRUPT.
RESTORE
You are no longer under the effect of CRUSH on any location.
CURE N
You are healed by N hits.
CURSE
See a ref as soon as possible.
EFFECT N
EFFECT may not be made on someone who is in combat. It indicates they take a complicated effect, which you then explain. Unless otherwise stated, this lasts until midnight. The strength of the effect is equal to N.
EXECUTE
Your character is dead. Always requires a 10s of roleplay that may be interrupted. Only works if your character is unresisting.
COMPEL N (One complete command)
Unless otherwise stated, this lasts until the next REFRESH call.
When you take this call you follow the instruction given to the best of your ability.
A COMPEL requiring further input, i.e. “Obey my every command” will fail.
You are aware that a foreign influence is trying to control your actions.
These COMPELs last until they expire or you do one of the following:
RESIST
This call indicates that you have heard someone else's call, but you are not reacting in the way they might expect. It is purely OC information.
DROP
You fall unconscious and cannot be roused. Normally used for visions etc. May not be RESISTed.