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abomination [2020/06/27 15:58]
kyle
abomination [2020/11/19 12:23] (current)
kyle
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-  * slip sideways into other dimensions- change size? 
-  * marked: subject to abomination's attacks(?) any time no matter where you go for remainder of session 
-  * corrupts environment 
-  * uncanny knowledge 
-  * force self-harm? 
- 
 ~~NOTOC~~ ~~NOTOC~~
  
-//.//+//You're talking about bears, right? For once in my life, I really hope you're talking about bears.//
  
-.+Abominations are deeply, horribly wrong. Other monsters might be gross or weird or alien and get called abominable as a result, but something with actual levels in Abomination is some next level Lovecraftian shit. There are a lot of dark or monstrous-themed archetypes that are still available as options for player-controlled adventurers, but this one is probably as close as any archetype comes to simply being off the table (at least thematically- unless you're playing in a comedy game, it's probably a bit inappropriate for sanity-shattering eldritch horrors to join adventuring parties, drink beer, make jokes and worry about their rent).
  
 ^[[#Abomination]] ^^You should not be. | ^[[#Abomination]] ^^You should not be. |
 |{{fa>caret-right?24}} |[[#Eraser]] |Remove victims from memory. | |{{fa>caret-right?24}} |[[#Eraser]] |Remove victims from memory. |
-|{{fa>caret-right?24}} |[[#Unspeakable]] |Show up when named. | +|{{fa>caret-right?24}} |[[#Insensible]] |Invisible until revealed. | 
-|{{fa>caret-right?24}} |[[#Warp]] |Influence Cracks. | +|{{fa>caret-right?24}} |[[#Mindwarp]] |Influence Cracks. | 
-^[[#Enterprises]] ||Abomination School |+|{{fa>caret-right?24}} |[[#Nilbog]] |Invert entropy. | 
 +|{{fa>caret-right?24}} |[[#Travailer]] |Early fight protection. | 
 +^ ^^^
  
 ====== Abomination ====== ====== Abomination ======
  
 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Terrorcide:** You're awful to look at, and even more awful to face. Every time you make an attack and the trigger die is 10+, the target of the attack immediately gains +1 Stress. \\ \\ {{fa>minus-circle?24&align=left}}**It Tickles:** Creatures with levels in the Fool class are immune to Stress from this ability. |+^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Terrorcide:** You're awful to look at, and even more awful to face. Every time you make an attack and the trigger die is 10+, the target of the attack immediately gains +1 Stress. \\ \\ {{fa>minus-circle?24&align=left}}**It Tickles:** Creatures with levels in the [[Fool]] archetype are immune to Stress from this ability. |
 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Call To Madness:** As an action, you can inflict +1 Stress on any single target of your choice within 20 meters. \\ \\ {{fa>minus-circle?24&align=left}}**Haha, Gross:** Creatures with levels in the Fool class are also immune to Stress from this ability. |+^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Call To Madness:** As an action, you can inflict +1 Stress on any single target of your choice within 20 meters. \\ \\ {{fa>minus-circle?24&align=left}}**Haha, Gross:** Creatures with levels in the [[Fool]] archetype are also immune to Stress from this ability. | 
 +^ ^^^ 
 +^{{ra>cancel?48|Limitation}} ||{{fa>minus-circle?24&align=left}}**Vile:** You are an enemy of all that exists. It is utterly impossible for you to create relationships or meaningfully communicate in any way. Even if you're intelligent enough to be capable of language, your mind and form are so alien that it just doesn't work. |
 ^ ^^^ ^ ^^^
  
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 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Begone:** Your attacks cut more than meat and bone. Every time your attack removes a point of Flesh from a target, that target is partially forgotten. The target chooses one of their relationships and downgrades it by one step: a Bond becomes a Friend, and a Friend forgets them entirely. This effect is repeated for every point of Flesh you remove from a target, so if your attack removes 3 Flesh they downgrade relationships 3 times. \\ \\ {{fa>plus-circle?24&align=left}}**What Am I:** If a target has no more relationships to lose, they instead begin to forget themselves. Targets with no Friends/Bonds instead lose 1 XP. If they have no XP to lose, they permanently lose a level instead. \\ \\ {{fa>minus-circle?24&align=left}}**NPC Difference:** NPCs don't track relationships or XP the same way player-controlled adventurers do. If a struck NPC has a relationship with any adventurer, that relationship is degraded or erased. If not, this effect is mostly ignored. \\ \\ {{fa>plus-circle?24&align=left}}**Utter Annihilation:** When you kill a creature, that creature is erased from the memory of every other creature in existence. Nobody will ever remember them or what they did, although especially observant creatures might be able to deduce that your victim once existed. |+^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Begone:** Your attacks cut more than meat and bone. Every time your attack removes a point of Flesh from a target, that target is partially forgotten. The target chooses one of their relationships and downgrades it by one step: a Bond becomes a Friend, and a Friend forgets them entirely. This effect is repeated for every point of Flesh you remove from a target, so if your attack removes 3 Flesh they downgrade relationships 3 times. \\ \\ {{fa>plus-circle?24&align=left}}**What Am I:** If a target has no more relationships to lose, they instead begin to forget themselves. Targets with no Friends/Bonds instead lose 1 XP. If they have no XP to lose, they permanently lose a level instead. Anything reduced to Level 0 is instantly killed regardless of how much Flesh it might have had remaining. \\ \\ {{fa>minus-circle?24&align=left}}**NPC Difference:** NPCs don't track relationships or XP the same way player-controlled adventurers do. If a struck NPC has a relationship with any adventurer, that relationship is degraded or erased. If not, this effect is mostly ignored. \\ \\ {{fa>plus-circle?24&align=left}}**Utter Annihilation:** When you kill a creature, that creature is erased from the memory of every other creature in existence. Nobody will ever remember them or what they did, although especially observant creatures might be able to deduce that your victim once existed. |
 ^ ^^^ ^ ^^^
  
-====== Unspeakable ======+====== Insensible ======
  
 ^ ^^^ ^ ^^^
-^{{ra>footprint?48|Movement}} ||{{fa>plus-circle?24&align=left}}**Gatecrasher:** You know when somebody is talking about you, and can sometimes show up. Whenever somebody says your name, they must roll a trigger die. If the result is 1-3, you appear nearby- coming from around a corner, rolling out of a closet, appearing in the backseat of the car they're driving, whatever. Check a maximum of once per session per speaker. \\ \\ {{fa>plus-circle?24&align=left}}**Refraction:** If you've already been killed (or at least have had your physical body destroyed), others might think it's safe to talk about you. It isn't: if the trigger die roll is 1 after speaking of youanother copy of you appears as normal, fully resurrected. You can only be killed permanently by a creature with the [[Helsing]]'s Exorcist ability, or by erasing your name from history so no one knows how to call you back. |+^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Lurker:** You are invisible at all timesgiving you permanent full concealment. \\ \\ {{fa>minus-circle?24&align=left}}**Emergence:** Once you directly attack or use any kind of offensive action against creature, you become permanently visible to them. |
 ^ ^^^ ^ ^^^
  
-====== Warp ======+====== Mindwarp ======
  
 ^ ^^^ ^ ^^^
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 ^ ^^^ ^ ^^^
  
-^  Sidebar: Crack Effects  ^+^  Sidebar: Crack Effects  ^^
 |1 |**Hoard.** Cannot give resources/aid to others for remainder of exploration turn. | |1 |**Hoard.** Cannot give resources/aid to others for remainder of exploration turn. |
 |2 |**Panic.** Increase +1 Stress. Do not roll for another Crack from this.  | |2 |**Panic.** Increase +1 Stress. Do not roll for another Crack from this.  |
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 |12 |**Cling.** Take no other actions until you’ve grabbed an ally. Cannot release voluntarily. | |12 |**Cling.** Take no other actions until you’ve grabbed an ally. Cannot release voluntarily. |
  
-====== Enterprises ======+====== Nilbog ======
  
-^Abomination School |The settlement hosts an institution that teaches the secrets of this class for a small feeKeystones of this class can be purchased here for 1 Dosh each. |+^^^ 
 +^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Inversion:** As an action, you can choose to invert the effects of entropy on yourself. Until the beginning of your next turn, any effect that would deal damage to you instead heals you for an equivalent amount. Lost Flesh is restored first, followed by Energy and then Attention. \\ \\ {{fa>minus-circle?24&align=left}}**Visual Tell:** Inverting your personal entropy causes some form of extremely obvious alteration to your appearance, such as bathing you in octarine light or making you look like photo-negative version of yourselfYou change back when the effect wears off at the beginning of your next turn. \\ \\ {{fa>minus-circle?24&align=left}}**Heal Danger:** Any effect that restores Energy/Flesh to a target now deals damage to you equal to the amount of Energy/Flesh it would normally restore. Effects that would normally be unuseable on an unwilling target can be used freely on you. This damage cannot be avoided or reduced in any way. \\ \\ {{fa>minus-circle?24&align=left}}**Mojo:** Inverting your personal entropy for a round requires point of Mojo. | 
 +^ ^^^ 
 + 
 +====== Travailer ====== 
 + 
 +^ ^^^ 
 +^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**What The Fuck Is That Thing:** You are utterly alien in appearance and movement, such that you seriously throw off the perceptions of those looking at you. All attacks made against you have a special failure chance of 12. \\ \\ {{fa>minus-circle?24&align=left}}**Dawning Comprehension:** As time wears on and things get more dangerous, onlookers begin to understand you a little bit better (at least in the moment; long-term memories are just as distorted as first impressions). Every additional point of total Escalation reduces the special failure chance against you by 3, i.e. when total Escalation is 2 attacks have a failure chance of 9 against you, when Escalation is 3 attacks have a failure chance of 6, when Escalation is 4 attacks have a failure chance of 3, and when Escalation is 5+ you have no special protection from attacks at all. | 
 +^ ^^^
  
abomination.1593295088.txt.gz · Last modified: 2020/06/27 15:58 by kyle