Welcome to the Embraced HOW 2 section.
We have a handy 101 Guide to help you better understand the game!
New players and old should start here and familiarise themselves with the working details of the game.
Game Calls and Hand signals
“Sub X” is a damage call from blunt force trauma, either fists or weapons like baseball bats. Sub 1 is a painful slap while Sub 4 is a haymaker.
“Phys X” is a damage call from sharp weapons or gunshots. Phys 1 is a stinging, deep cut while Phys 4 is almost enough to remove a limb.
“Agg X” is a supernatural damage call that only affects Vampires (consider it to be Phys otherwise). Agg 1 is excruciatingly painful, and may be enough to cause some weak willed vampires to become effectively useless until it is healed. Larger amounts of Agg damage can cause a Vampire to become comatose from the pain.
Gunshots may be called to a specific limb or to the head/torso (ie. Phys 2 Headshot), if the user is skilled enough. A Headshot will stun a Vampire for 10sec, deal double damage to a Ghoul, or outright kill a normal human.
Stun: Usually called alongside the damage of a Martial Arts Attack if the user is skilled enough. A stunned target may only take defensive actions for 10 seconds.
Deflect: Called alongside a Martial Arts Defence if the user is skilled enough. The Martial Arts Defence call completely negates the damage call it was used against.
Dodge: Roleplay moving out of the way of damage and call Dodge, the higher your Dodge skill the more suave you can be about it. If an attack doesn’t actually hit you, you don’t need to call Dodge. May call Dodge as many times within one combat scene as you have ESR, scene ends once you’ve had a full 10 seconds of rest completely outside of danger.
Decapitate/Dismember: Call is made alongside damage, or alongside a pure strength call. If all of the damage can be soaked by the target, the call is ignored. Alternately, the call may be Dodged if the target is able to perceive it before it hits. Otherwise the limb is removed, or if the head is removed the character is flat out dead.
Pin: Called with half of your Strength rounded down. May be dodged, or broken with a Strength call of 2 higher. A pin call of 3 or more allows you to begin inflicting damage on the target
Stake: If opponent is not held in place or prone, you need Melee 4 and Str 3 at least to call a stake. Call “Physical X Stake” where X is the damage call of your melee ESR. If target is prone, you only need Str 4 or more, or a hammer – call “Stake” without damage call. If you can soak all the damage called alongside the Stake, you can ignore the call. Alternately, if the wrong location is staked (ie. you have a merit that means your heart is in a different location), you can ignore the call. Otherwise, your character falls into Torpor and cannot react until the Stake is removed, however is fully aware of everything around them.
Armour/Shields: When using Armour or a Shield, it will negate a total amount of damage up to its rating. This is cumulative so an attack of 2 damage, 1 damage and 3 damage will total 6 damage on the armour. Once the armour has taken a total of damage equal to its rating, it becomes broken and must be repaired through appropriate skills or ties. All damage is treated the same against armour so there are no extras to apply based on what damage type the armour takes.
Fear calls: Fear comes in five types: Fear, Advanced Fear, Terror, Advanced Terror and Catatonia. Each level is progressively more terrifying and requires suitable reactions as such. While Fear means you don’t want to get any closer to the target (or the target getting closer to you), Advanced Fear means you’re actively trying to put distance between you and the target, while Terror means you run away without hesitation, advanced Terror means you will flee from the cause and continue to flee until stopped. While Catatonia forces you to drop to your knees and not react to any other stimuli. Higher Willpower allows you to be react to your fear in a less intense manner depending on how high your willpower is.
“Time in” — The event has started
“Time out” — The event has ended
“Time freeze” — Something is being set up. Hold still, close your eyes, wait for a Time In call or for further instructions.
“Man Down” — Someone has become injured OOC, stop the game while they are being tended to.
“Medic” — A call for a first aider. Stop the game while the situation is resolved.
One finger: Physically present, but unseeable.
Two fingers: Not physical present, but able to perceive the area (CCTV, Heightened Senses, etc.)
Fist raised in air: A Narrator is signalling a time-freeze
Three fingers: Staff member, currently Out Of Character. May be dealing with a situation or simply keeping an eye on the event.
Open hand held up: Speaking a different language, ask OOC what language is being spoken to see if you can understand it or not.
Hands in a T pose: A player is OOC, either asking a question or otherwise not currently In-Character.
Hand over heart: A character has met final death, and is anywhere from a pile of ash to a flaky corpse.
Arms crossed over chest: A character is currently a cloud of mist, and certain levels of Perception are required to see the mist or where it’s going.
Fingers splayed and curled as if they were claws: A character has popped claws, probably with the Protean power ‘Wolfs Claws’.
When a character enters a Frenzy, they gain a temporary +2 to their Strength stat, and may no longer use mental disciplines or skills that require fine control (ie. Brawl only). They cannot use weapons, they cannot dodge or take defensive actions other than running away, and they cannot comprehend or communicate in any language.
Your character’s Frenzy Level dictates how well they can resist falling into a frenzy, alongside their Willpower. Still, this is expected to be roleplayed accordingly, and is mostly up to the player to evaluate whether their character would frenzy or not. The only exception is Hunger Frenzy, which begins as soon as your character’s blood pool sinks low enough.
A Vampire may fall into a Frenzy for three reasons; Fear, Hunger or Anger.
Fear frenzy is caused when a Vampire is so scared of their situation, their Beast takes over and causes them to run or fight their way to safety.
Hunger frenzy is caused when a Vampire’s blood pool drops down to their Frenzy level, causing the beast to take over, attacking and feeding from whatever the nearest source of blood is – regardless of who or what that may be.
Anger frenzy is caused when a Vampire is pushed to extreme levels of fury and the Beast takes over to attack the source of anger until it has stopped or is dead.
Blood Bond; A blood bond is formed when someone tastes a full 35ml measure of vampire blood, causing either a level 1 or a level 2 blood bond. Lv1 lasts two weeks, and causes the target to like you enough to be your friend. Lv2 lasts two months, and causes the target to like you quite a lot – but not to the extent they would die for you. Lv3 is formed when a measure of blood is tasted during a highly emotional moment, causing a Blood Bond that lasts indefinitely and the target would willingly give their life for the vampire.
Stunned; May only take defensive actions for 10 seconds.
Unconscious; Fall to the ground unable to act for a minute. Vampires cannot be knocked unconscious.
Torpor; A state of half-death where a Vampire cannot act nor move in any way but may be woken up. If a vampire falls to Torpor due to having wood placed into their heart, they recover as soon as the wood is removed. If a vampire falls to Torpor from damage, they must be healed in order to wake up (through means other than the vampire healing themselves, or after a long period of time dictated by their Humanity). If a vampire falls to Torpor because the sun has risen, they wake up once the sun goes down again. If a vampire falls to Torpor because their blood pool has reached 0, they wake up once they have been fed blood (and likely fall into Hunger Frenzy)