Rules/Calls
More actions
A character may use a variety of calls to inflict extra effects when attacking enemies or helping friends. These can be delivered via a weapon, such as a sword or magical focus, or at range by clearly indicating the target (pointing, adding a description or name).
Damage Types
There are two types of damage you can inflict and they are mutually exclusive as you can only have 1 Call per attack.
Normal damage is the first damage type. Anything inflicted by striking someone with a LARP weapon of any kind (or larp-safe Focus) is normal damage. This has no special properties and happens automatically with no need to call it. All calls that deal damage deal this damage type except for Elemental Blast, which deals 1 point of the specified type.
Elemental is the 2nd damage type. This can either be Earth, Fire, Water, Air or Spirit. These damage types do need to be called so that your enemy can react appropriately when hit. You cannot have multiple elemental damage types in a single Call. This damage type is always expressed as Elemental Blast (e.g Fire Blast). If you are hit by an Elemental Blast effect, you take one point of damage unless something causes you to be affected differently by the specified damage type.
Blockable vs Unblockable
If a Call has the "Blockable" tag, then the target does not take the effect from the call when parrying or blocking with a weapon or shield.
If a Call has the "Unblockable" tag, then the target must take the effect even if they parry/block the strike with a weapon or shield.
Calls List
When delivered by a weapon or focus, calls inflict 1 point of damage as well as their effect. Some calls may only be delivered under certain conditions – e.g. Crush can only be delivered by a weapon with a blunt appearance, Rend can only be delivered by a weapon with a sharp appearance.
Crush
Stun
| Duration | 10 seconds |
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Ensnare
| Duration | 10 seconds |
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Rend
All Arrows and Bolts in Menhirs Fate do the Rend call automatically – if you are hit by an arrow or bolt, take Rend.
Never attempt to parry bolts/arrows.
Taunt
| Duration | At least 10 seconds |
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You may not grapple, tackle or otherwise engage physically with anyone whilst in this state outside of the normal combat rules & restrictions.
If you are using a bow whilst under the effect of Taunt, you may fire it whilst at the appropriate safe range but you must move towards the target. This may mean that you need to quickly draw a melee weapon and hold the bow safely away to one side.Stagger
If it is not safe or possible to take 3 large steps, the character is instead pinned against the obstacle for at least five seconds and cannot attack during that time.
All Thrown Weapons in Menhirs Fate do Stagger automatically – if you are hit by a thrown weapon, take Stagger away from the weapon.
Smite
Obliterate
This is a very rare call. If weapon or focus strike is parried or blocked by a shield, this call does nothing. This call cannot be mitigated by Rebound or Resist.
Poison
| Duration | Default 30 minutes (varies) |
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Normal healing will not remove the poison effect, but continues to work on other injuries as normal. The Advanced Physician skill allows you to spend 30 seconds to reset the duration of the poison call.
The standard time is 30 minutes and thus the call for it will be POISON 30. Any other variation on this call will represent the time duration you have to take an antidote. E.g Poison 10 means you have ten minutes, Poison 1 means you have one minute, etc.
Shatter
Shattered items may be sheathed or put away and do not have to be dropped – dropping the weapon is not ideal to protect players and physreps.
Resist
You still receive damage from physical blows when using Resist to prevent effects from Calls.
This call must be me made immediately upon being struck by the effect you are intending to Resist. If you delay the response, you may be asked to take the original call.
Other Calls
Antidote
Rebound
Rebound does not work on automatic calls generated via Ranged Weapons or Thrown Weapons, or calls that affect the caller only, such as Resist or Regeneration.
You cannot rebound calls that you read from cards, eg as an item side effect, a wound effect, or part of a Hex.
You cannot Rebound Calls delivered indirectly, i.e. by a Ref or from "environmental effects".Overload
Please note that each weaver also will also roleplay this differently depending on the sphere they are aligned to. Some example effects are listed on the relevant rites page.
Curse
| Duration | 5 minutes or end of encounter |
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You may still use consumables with instant effects e.g. restore health and antidote potions, or be healed by a physician.
These effects will fade in five minutes or at the end of the encounter, or unless you are told otherwise by a ref.
Regeneration
| Cast Time | 3 Seconds |
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This call can also be made while in a critical state, but must be made as soon as you hit the ground. You may take a knee if more comfortable or appropriate but your weapons must be down on the ground for the duration of the roleplay.
I've Seen Worse
| Cast Time | 10 seconds |
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| Range | Touch |
This can only be done to someone else, it cannot be done to yourself.
Execute
| Cast Time | 5 seconds |
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This is to prevent risk of injury if you are jostled or from your weapon having sharp edges or having picked up debris.
Mend
Blast
| Range | 10 Metres |
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Refuge
| Range | Touch |
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The effects of the Critical State still remain, but the count is paused. Please continue to Roleplay the state.
If the target is under the effects of any other effect (poison/curse etc) the effect is paused, but will return at the end of the Ceremony. If this is called with a number, e.g. Refuge 5, the refuge continues for that number of minutes after the caller is interrupted or moves away.
Full Heal
Mass
| Range | 5 Metre Radius (Centred on the caster) |
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