This is a list of all of our game calls. Please make sure you are aware of these and respond appropriately if you hear them used.
The same type of game calls cannot be combined, but you can combine different types of calls in the orders below:
[Range] [Source] [Physical or Mental] [Poison] - such as Mass Mystic Knockdown or Mass Irresistible Command: Fear.
[Negation] [Source] [Physical or Mental] [Poison] - to show what you are negating, such as Immune Stun or Resist Mystic Burn.
This will apply a Command effect on the target for 30 seconds. The target must follow the command to the best of their IC ability for the duration of the effect.
Characters will have a list of commands they can choose from, such as the Impassioned Cry advantage which allows the user to pick either “Fight Me” or “Silence” as their command.
The default duration for this effect is 30 seconds. If the duration is different, then the new duration must be included in the vocals following the call.
There are certain commands that have a set effect, which are detailed below:
This effect will immediately drop a character to 0 HP and put them in their grace period.
This will apply the Fear effect to the target for 30 seconds. This means that the target cannot use any abilities against the user for the duration of the effect.
The default duration for this effect is 30 seconds. If the duration is different, then the new duration must be included in the vocals following the call.
This effect will deal 5 damage to the target.
This effect will cause the target to drop a weapon they are holding. If they are holding two weapons, this targets the weapon in their primary hand.
If it is not safe to drop their weapon, the target must instead move the hand holding it to their side or behind them, and not use that weapon again until they have roleplayed retrieving it.
When a character is targeted by a mundane physical melee or ranged attack but has an ability that allows them to call “DODGE”, they may ignore the effect and damage of the attack as if it never hit them.
Dodge cannot be used against the Fatal effect.
This effect will immediately drop a character to 0 HP and put them in their grace period. This call can only be used on unaware or unresisting targets. This effect cannot be dodged.
This effect will deal 1 damage for every 10 seconds it is in contact with the target.
When a character is targeted by an effect but has an appropriate ability which can negate it at all times, they should call “IMMUNE”. This is In Character information.
This prefix denotes the effect as being so powerful that characters cannot resist it. Characters may still call “IMMUNE” to the effect if they have an ability that allows them.
This effect will knock the target off their feet.
This means the target must roleplay falling to the ground, not merely bending their knee or staggering back. If it is unsafe to immediately fall to the ground, then the player should safely move to an area where they can fall down.
This poison will cause the target to temporarily lose their sanity, and removes their ability to use any character skills or advantages for 5 minutes.
The default duration for this effect is 5 minutes. If the duration is different, then the new duration must be included in the vocals following the call.
This prefix denotes the effect as targeting all within 30 ft of the user.
This prefix denotes the effect as being mundane in nature.
This is the assumed default and does not need to be included in the call.
This poison causes the target to be unable to speak for 5 minutes.
The default duration for this effect is 5 minutes. If the duration is different, then the new duration must be included in the vocals following the call.
This prefix denotes the effect as being mystical in nature.
This effect will render the target fully immobile for 10 seconds, unable to move or speak.
A paralysed player may not voluntarily move any part of their body, but can be moved, including by other effects, such as Knockdown. If it is unsafe to stand still at the point when they are struck, the player should safely move to a safe area and then resume their timer.
The default duration for this effect is 10 seconds. If the duration is different, then the new duration must be included in the vocals following the call.
This effect will render the target fully immobile, unable to move or speak. They drop to 0 HP, and enter their grace period.
A petrified player may not voluntarily move any part of their body, but can be moved, including by other effects, such as Knockdown. If it is unsafe to stand still at the point when they are struck, the player should safely move to a safe area and then resume their timer.
They cannot be healed using the Physician skill, only by healing magic or the remedy Runkun’s Juice, both of which may be administered any time during the grace period.
This poison stops the target from casting Chi (Earth) spells for 5 minutes.
The default duration for this effect is 5 minutes. If the duration is different, then the new duration must be included in the vocals following the call.
This poison stops the target from casting Sui (Water) spells for 5 minutes.
The default duration for this effect is 5 minutes. If the duration is different, then the new duration must be included in the vocals following the call.
This poison stops the target from casting Fū (Wind) spells for 5 minutes.
The default duration for this effect is 5 minutes. If the duration is different, then the new duration must be included in the vocals following the call.
This poison stops the target from casting Ka (Fire) spells for 5 minutes.
The default duration for this effect is 5 minutes. If the duration is different, then the new duration must be included in the vocals following the call.
This effect will destroy the target’s armour, reducing them to 0 AP. If the target has 0 AP already, this will only cause 1 damage to their HP.
When a character is targeted by an effect but has an appropriate ability which can negate it a limited amount of times, they should call “RESIST”. This is In Character information.
This effect will destroy the target item or weapon. It may not be used for combat and may not be used to strike or parry until it has been repaired.
Characters may repair shattered items or weapons through skills like Artisan or Smithing.
This poison will cause the target to fall into a sleep from which they cannot wake. They cannot be awoken with the Physician skill, only through healing magic or the remedy Jolt.
This effect will stop the target being able to fight or cast spells for 10 seconds. They are still able to block, but should roleplay being dazed.
The default duration for this effect is 10 seconds. If the duration is different, then the new duration must be included in the vocals following the call.
If a blow with a Subdue effect would take a character to 0 HP, it does not put them in their grace period, and instead it debilitates them.
The target should roleplay as if they are dazed and weakened. They can walk and talk as normal, but will be unable to use any active abilities. They may still use their immunities and resistances. If examined, they will be found to be bruised but not seriously hurt.
If they take any non-subdual damage, they will enter their grace period as normal, only able to weakly call for help, or slowly crawl in the direction of aid, and may not use any abilities.
This effect will immediately drop a character to 0 HP and put them in their grace period.
This effect will ignore the target’s armour, dealing 3 HP damage.