Duration: Instant This call causes the target to be slowly pushed back 3 metres (10 feet) from the source of the call. If the affected target hits a person or object whilst being repelled, they must immediately take a Knockdown effect. People should move at a walking speed, taking care that they are safe when they do so.
Duration: Instant This call is made in response to another call, to inform the caller that their call was received, but it didn’t take effect on the target, or was mitigated in some way. For example; a character is targeted by the “Focus 3 Possession” call, but another effect makes them invulnerable to it, they will call “Resist Possession” in response. If this call is used without a call name following “Resist”, it indicates invulnerability to physical damage hits.
The Restore Endurance call can be used by characters with the Medicae or Omega Body skill, Myr’na Healers, or by certain items that can be created IC (known as craftable items). It will restore a character’s Endurance hits. This has no effect on a Wounded character. The Restore Endurance call is made at the end of the time given in the table below, depending on the healing type and how many people are working on the character. If healing is interrupted during this time, it must be restarted. Restoring Endurance can be roleplayed in many ways, perhaps by patching minor scratches and grazes, or helping someone stretch out, or by using a cold spray to relieve muscle pains. Omega users can perform it by chanting appropriate vocals.
Duration: Variable This call must be followed by the number of minutes (X) the target must sleep for. For example, “Sleep 10” would mean that target falls asleep for 10 minutes. This effect is different from being Unconscious, and can be ended only by the Remove Sleep call, or by waiting until (X) minutes ends. This call is not blocked by armour.
Duration: Instant The Stabilise call resets the death count of a Wounded character to 120 seconds (2 minutes). Each time you are stabilised, your death count will reset. The Stabilise call can be made by characters with the Medicae or Omega Body skills, or by anyone using a dermograft patch. Stabilisation takes a certain amount of time to perform, depending on how it is applied. Your death count continues while you are being stabilised, and if your death count runs out while being stabilised, you will still die. If the stabilisation is interrupted during this time, it must be restarted. If you are Wounded, you may not use these methods to stabilise yourself, as you are unable to use items or skills.
Following a Stabilise call, the person making the call may immediately place both hands on the target, and continue roleplaying appropriately, attempting to keep the target alive. The death count of the target is paused until either of the following happens:
The person making the call is interrupted for any reason, such as being attacked, knocked unconscious, or affected by a call
The person making the calls removes one or both of their hands
If either of these happen, the person making the calls must discontinue Stabilisation, calling ‘Stabilise’ one final time to indicate the final reset of the death count to the Wounded character.
Duration: Instant Anyone can use this call with a melee weapon they are able to use. It will do normal damage to Armour and Endurance. If the target is Exhausted, they will fall unconscious instead of becoming Wounded. This call may be used in order to practice melee combat without wounding the combatants, or in order to safely knock out and detain an individual. This cannot be combined with other calls. Any strike with another call will do damage as normal according to that call.