Damage Calls
You do not need to make a call when you strike a character in combat; it will damage their protections or their character as set out above. However some rites, skills and abilities allow a character to inflict more dangerous wounds, or destroy or even bypass protections. These non-standard blows have Damage Calls associated with them. Damage Calls cannot be ‘stacked’ by characters, if you are lucky enough to be able to strike for multiple calls, you must choose one for each blow. If you are unlucky, you might encounter a particularly powerful being or situation which can generate stacked calls. In this case, don’t panic; just treat the call one component at a time. These stacked calls will be very rare and unusual, you probably ran into a major monster.
Each of the following calls uses a similar format. If a call specifies that it Destroys a protection, the blow is absorbed as normal by other protections. If it hits the specified type, then that protection loses all its remaining points. If a call specifies that it Ignores a protection, the blow is absorbed as normal by other protections. If it hits the specified type, then that protection is treated as having no points for that blow. The blow will not damage the specified protection, but inflict damage on the next layer (or wound state). You may not use a Damage Call unless you have a skill, item or rite effect that allows you to do so.
“Through”– Attacks that punch through light armour are designated by the call “Through”. The most
common occurrence of such damage is archers, or those people who have mastered the use of their
weapons. Through damage causes a single point of damage, however, it passes straight through light armour; the armour grants no protection but its AV is not reduced. Shields and heavy armour protect as normal against Through damage.
“Impale” Attacks that punch through all armour and also shields are designated by the call “Impale”. This is an act of great strength that will punch through the shield or armour. Impale damage causes a single point of damage but punches through any type of armour; the armour grants no protection but its AV is not reduced. A hit on a character’s shield will also cause that character to take a single point of damage of endurance damage or a wound to their body as the attack hammers straight through the wood into their body. Characters who are hit by Impale damage should roleplay the immense force of the blow; whether they are injured by it or not.
“Crush”– Certain powerful opponents can attack with devastating brute force; breaking shields; smashing
armour or knocking un-armoured opponents off their feet. Such attacks are designated by the call “Crush”
If the blow strikes a shield it is considered broken and may not be used until it is repaired using an
appropriate craft skill. If the blow strikes armour then the AV of the armour is immediately destroyed. If the blow connects with an un-armoured opponent or an opponent with an AV value of 0, then the recipient takes a point of damage and is knocked off their feet as if hit by a “Strikedown” blow. If the character manages to parry the blow with a weapon then no damage is taken however he is knocked backwards and drop the weapon as if hit by a “Disarm” blow. Characters who are hit by Crush damage should roleplay the immense force of the blow; whether they are injured by it or not.
“Strikedown” Certain strong opponents can strike a blow which will knock an opponent off their feet. Such attacks are designated by the call “Strikedown” Strikedown damage causes a single point of damage, however, if it strikes a target they are knocked to the ground and must spend ten seconds getting themselves up again from the floor. Shields protect as normal against Strikedown damage.
Characters who are hit by Strikedown damage should roleplay the immense force of the blow; whether they are injured by it or not.
“Disarm” A skilled warrior can cause an opponent to drop their weapons by striking at their weapon or at
the arm that is holding the weapon. Such attacks are designated by the call “Disarm”.
Disarm damage causes no damage, however, if it strikes a target’s arm they should drop whatever they are holding in that hand. If the blow is parried by a weapon the then they should also drop the parrying
weapon. Shields protect as normal from Disarm damage.
“Fatal” A Unconscious foe can be easily dispatched by a well prepared blow to the chest. Their damage is
designated as “Fatal” damage.
Any character can spend thirty seconds of roleplayed preparation of a fatal wound and then strike a character to the chest. Their damage instantly rendered the victim Fatally wounded. They will die in 2 Minutes and their wound cannot be held. If their death count is already less than 2 Minutes then it will not increase. This blow will ignore all armour and warding.
“Venom” Although poison is the weapon of a coward- there are many that will consider their use. Such
attacks are given the call “Venom”.
A blow that strikes with the venom must deliver a point of Endurance damage or a wound to have any effect. The person who is hit by the Venom is crippled for ten Minutes or until the venom is purged from them. They can at any point during this period chose to fall unconscious with the pain.
“Bane” There are some poisons that are much more virulent than others. Such attacks are given the suffix “Bane”.
A blow that strikes with the call Bane must deliver a point of Endurance damage or a wound to have any effect. The person who is hit by the Bane is Unconscious and dying. The wound from their dying state cannot be held and can only be healed by purging the poison. Once the poison is purged then the dying and unconcious states are removed.
“Stun” Sometimes there is more honour in capturing your foe, and you wish to strike to immobilise your foe. Stun damage causes a single point of damage, however, it passes straight through light armour; the armour grants no protection but its AV is not reduced. Shields and heavy armour protect as normal against Stun damage. If you take a wound from Stun damage then you are rendered Unconscious rather than crippled or dying.
“Mortal” Certain wounds when struck against an un-armoured opponent can down knock them down almost instantly, such attacks are designated by the call “Mortal”
If a Mortal Wound strikes an un-armoured opponent or an opponent with an armour value of 0, then their Endurance is immediately destroyed and they take a wound to the location struck.
“Spirit” When infused with the power of the other realms, certain blows will bypass all magickal protections that a character has, such attacks are designated by the call “Spirit”
A blow with the call Spirit will ignore any Warding. This is particularly useful against creatures of the Shadow-realms.
“Blight” – Certain wounds are infused with dark powers and will curse an opponent, these attacks are designated by the call “Blight” A blow that strikes with “Blight” must deliver a point of Endurance damage or a wound to have any effect. The person has an endurance of 0 and they cannot recover Endurance until the Blight has been removed – however they can regain wounds. This can be done by any remove disease spell.
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Sunder” – Certain wounds are so deadly that their use is legendary, these attacks are the province of demons and gods and designated by the call “Sunder” A blow that strikes with Sunder will destroy whatever it hits. It can destroy a Warding. If the person has no Warding it will destroy their armour. If it is parried by a shield it will destroy the shield struck. (If the blow strikes a shield it is considered broken and may not be used until it is repaired using an
appropriate craft skill.) If it strikes an un-armoured opponent or an opponent with an AV of 0 – then their endurance is destroyed and they take a wound wherever they were hit. If the character manages to parry the blow with a weapon then no damage is taken however he is knocked backwards and drop the weapon as if hit by a “Disarm” blow.
Characters who are hit by Sunder damage should roleplay the immense force of the blow; whether they are injured by it or not.