Game Calls in Beyond Ragnarok | World Anvil

Game Calls


Safety Calls

Man Down!

This call is used to indicate an out-of-character incident that potentially requires medical assistance. The game immediately stops and everyone in the vicinity of the call must take a knee (where able) and point in the direction of the initial call so that the First Aid Team/Referees can locate the incident.

If you are not sure of the direction, do not point.


Fire! Fire! Fire!

This call is used to indicate that there is a fire that requires immediate attention. The game immediately stops and everyone should evacuate the area to the nearest assembly point. The location of assembly points will be detailed upon the event map.


Out-of-Character Calls

Time In!

The game has begun or is resuming after a temporary halt in gameplay. Players should endeavour to remain in-character during this time.


Time Out!

The game has ended or paused for an extended period of time due to the current circumstances.


Time Freeze!!

The game has temporarily paused. Players should immediately halt what they are doing, remain where they are and close their eyes until instructed otherwise.


Time Faff!

The game has temporarily paused. The players must stay in the immediate area, but you are not in-character. This is usually to allow time for crew/referees to prepare the next encounter.


In-character Calls

All in-character calls are explained in the skills they relate to. For quick reference, they are also listed below.

Blessed

A damage type that may affect certain creatures more or less than others. This could include causing more damage, instant death, or no damage at all.

NOTE: Blessed does not affect the player races (Human, Alfar Svartalfar and Jotunborn) any more than a single point of damage.


Cleanse

Removes the effects of a single Disease or Poison from a person. It will be specified at the time of casting whether you are being cleansed of Disease or Poison.


Command

Forces a single target to perform a simple instruction of 2 words or less. The effects of the spell last for 10 seconds or until the target is rendered unconscious, put on their bleed count, or the task is complete. You cannot be instructed to kill yourself.


Counter

Resists an incoming spell at Basic or Advanced level. This may be cast against a spell targeted at you or another character.


Crush

Crush’ is a melee damage call. Crush reduces a struck unarmoured location to 0HP. If armour is worn on the struck location, it will instead magically destroy the armour and reduce it to 0AP.

If blocked or parried, the Crush will affect the weapon or shield instead, magically destroying it. Crush can also be used on other items.

Crush cannot be called with daggers or thrown weapons.


Ranged Crush

'Ranged Crush’ is a spell call. Ranged Crush reduces a specified unarmoured location to 0HP. If armour is worn on the specified location, it will instead magically destroy the armour and reduce it to 0AP. Ranged Crush can also be used on other items.

This spell cannot be blocked or parried, i.e. by weapons and shields (the affected location/item will be specified in spell).


Cure

Heals all wounds on a single location.


Diminish

Reduces 1 minute of bleed count time from a single target. Lasts until removed, their next death, or dawn the next day.


Discern

Discern looks at the pattern of creatures. If this is called to your character, you will need to say your race and your rank. Some creatures may also add a Level to this, if they are dismissible.

For any of the playable races; Human, Alfar, Svartalfar and Jotunborn, you are a Lesser-ranked being.


Disease

Prevents any form of healing to the affected location until cleansed. If ingested the affected location is considered to be the chest.


Dismiss

Dismiss destroys creatures. Unless told otherwise, player characters cannot be dismissed.


Disarm

Disarm’ is a melee damage call. Disarm causes anything in the struck arm to be instantly dropped to the floor and prevents the arm from holding anything for 3 seconds.

May be blocked or parried, i.e. by weapons or shields.


Ranged Disarm

Ranged Disarm’ is a spell call. Ranged Disarm causes anything in the specified arm to be instantly dropped to the floor and prevents the arm from holding anything for 3 seconds.

This spell cannot be blocked or parried, i.e. by weapons and shields (the affected arm will be specified in spell).


Dominate

Forces a single target to perform a complex instruction of 10 words or less until rendered unconscious, put on their bleed count, or the task is complete.


Fatal

Fatal’ is a melee damage call. Fatal reduces all locations to 0HP, regardless of armour, while also magically destroying the armour on the struck location as per the Crush call.

If blocked or parried, this skill will instead magically destroy the shield or weapon. It will also knock the target to the ground as per the Strikedown call.

Fatal cannot be called with daggers or thrown weapons.


Ranged Fatal

Ranged Fatal’ is a spell call. Ranged Fatal reduces all locations to 0HP regardless of armour; magically destroys the armour on specified location as per the Ranged Crush call; and knocks the target to the ground as per the Ranged Strikedown call.

This spell cannot be block or parried, i.e. by weapons or shields (body location will be specified in spell).


Fortify

Grants 1 extra minute of Bleed Count to a character. Lasts until removed, their next death, or dawn the next day.


Hexed

A damage type that may affect certain creatures more or less than others. This could include causing more damage, instant death, or no damage at all.

NOTE: Hexed does not affect the player races (Human, Alfar Svartalfar and Jotunborn) any more than a single point of damage.


Mass

This call indicates that whatever follows it, will affect all within a 15 feet cone in front of the caster.

This is regardless of whether the spell being called at 'mass' was a touch, melee or ranged effect originally.


Poison

Reduces the target’s bleed count by half (does not stack) if struck to an unarmoured location or ingested.


Remove

The Remove call will either be following by a the name of a Blessing or by a Hex. This removes one active effect of the specified type from the target’s body. It is up to the caster which effect is removed.


Resist

This call indicates that the character can negate the effects of a call aimed at them.


Strikedown

Strikedown’ is a melee damage call. Strikedown causes the target to fall to the ground regardless of where the target is struck; body, weapon, or shield. The targeted character is meant to be winded from the blow and as a result cannot defend for 3 seconds. If, for any reason, you cannot safely fall to the ground, you must lower your stance appropriately for the duration by taking a knee.

Strikedown cannot be used with daggers or thrown weapons.


Ranged Strikedown

‘Ranged Strikedown’ is a spell call. Ranged Strikedown causes the target to fall to the ground. The targeted character is meant to be winded from the force of the spell, and as a result cannot defend for 3 seconds. If for any reason, you cannot safely fall to the ground, you must lower your stance appropriately for the duration by taking a knee.

This spell cannot be blocked or parried, i.e. by weapons or shields.


Stun

‘Stun’ is a melee damage call. Stun prevents the target from making any offensive actions and they cannot move faster than a slow walk for 10 seconds, regardless of where the target is struck or armour worn.

May be blocked or parried, i.e. by weapons or shields.


Ranged Stun

Ranged Stun’ is a spell call. Ranged Stun prevents the target from making any offensive actions and they cannot move faster than a slow walk for 10 seconds, regardless of armour worn.

This spell cannot be blocked or parried, i.e. by weapons or shields.


Subdue

A non-lethal blow that can render a target unconscious for 1 minute but does not do damage. This call can only affect the head and torso locations. Being hit with subdue does not reduce HP and AP, but the target must still be struck enough times to ‘get through’ the armour and hit points the target has.

For example:

Subduing someone with 50% heavy armour on their head; needs hitting 4 times – 2 for the AP, and 2 for the HP.

Subdue can only be performed with a dagger-length weapon.


Through

Through’ is a melee damage call. Through bypasses armour, causing 1HP to be taken, rather than 1AP, on the struck location.

May be blocked or parried, i.e. by weapons or shields.


Ranged Through

Ranged Through’ is a spell call. Ranged Through bypasses armour, causing 1HP to be taken, rather than 1AP, on the specified location.

This spell cannot be blocked or parried, i.e. by weapons or shields (the affected location will be specified in spell).


Vigour

Temporarily increases hit points by 1HP per location to a character. Lasts until removed, their next death, or dawn the next day.


Weakness

Temporarily reduces hit points by 1HP per location from a character, to a minimum of 1HP. Lasts until removed, their next death, or dawn the next day.