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adamant [2019/11/14 11:08] kyle |
adamant [2021/05/22 16:18] (current) kyle |
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//I met a monk once who had achieved perfect bodily control after a lifetime of practice. There' | //I met a monk once who had achieved perfect bodily control after a lifetime of practice. There' | ||
- | Adamants transcend biological limitations to some degree, translating in game terms into passive protection from many problems that are much more worrisome to everyone else (including more condition immunities than any other class in the game). This makes Adamant a somewhat boring, but practical | + | Adamants transcend biological limitations to some degree, translating in game terms into passive protection from many problems that are much more worrisome to everyone else (including more condition immunities than any other archetype |
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====== Adamant ====== | ====== Adamant ====== | ||
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^Condition ^^Explanation ^ | ^Condition ^^Explanation ^ | ||
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+ | ^ Sidebar: Diseases | ||
+ | |Disease is a catch-all term for any number of slow-acting sicknesses, curses, or afflictions. At the end of any exploration turn in which you've been exposed to a disease, roll a trigger die. If the result is 7+, you're fine. If not, you caught it. Make this check a maximum of once per exploration turn no matter how much exposure you suffered. \\ \\ When you catch a disease, you immediately gain the effects of an injury determined by the specific disease you caught. Once per in-game day, you must make a progression check by rolling a trigger die (if you do nothing that day except get bed rest you can roll twice and take the higher result): \\ - 9+: The disease is removed. You immediately lose the effects of its associated injury (assuming you didn't already have the same injury some other way). \\ - 5-8: Nothing happens. You don't get better, but you don't get worse either. \\ - 3-4: You take a -1 penalty | ||
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+ | ^ Sidebar: Random Disease | ||
+ | ^ Descriptors | ||
+ | |1. **Blinding.** (Eye Trauma) | | ||
+ | |2. **Cackle.** (Noisy) | | ||
+ | |3. **Delirium.** (Hallucinations) | | ||
+ | |4. **Enervating.** (Exhaustion) | | ||
+ | |5. **Hollowing.** (Fragility) | | ||
+ | |6. **Numbing.** (Numbness) | | ||
+ | |7. **Quaking.** (Shakes) | | ||
+ | |8. **Sapping.** (Butterfingers) | | ||
+ | |9. **Vacant.** (Concussion) | | ||
+ | |10. **Withering.** (Wounded) | | ||
+ | |11. **Wobble.** (Lameness) | | ||
+ | |12. **Wormspawn.** (Parasites) | | ||
+ | ^ Expression | ||
+ | |1. **Ailment.** The disease is thrown off with a progression check of 5+ instead of 9+. However, it comes back again at the beginning of every session. It can only be gotten rid of permanently by rolling a 12 on the progression check. | | ||
+ | |2. **Disorder.** If you intentionally and successfully infect 2 other creatures with the disease, you automatically get a result of 12 on your next progression check to remove it. | | ||
+ | |3. **Distemper.** Bed rest does not allow you to roll twice and take the better result on progression checks with this disease. | | ||
+ | |4. **Fever.** When the progression check is 1-2, lose access to one known archetype/ | ||
+ | |5. **Fits.** You can choose to roll progression checks ant time you want instead of only once per day, potentially removing the disease or making it much worse very quickly. | | ||
+ | |6. **Malaise.** Whenever you lose Energy for any reason, every other creature within 2 meters of your location is exposed to the disease immediately afterward. | | ||
+ | |7. **Phage.** If the progression die is a 1, the associated injury becomes permanent and lasts even after the disease is removed. | | ||
+ | |8. **Plague.** Every time you make a progression check, one random party member or important NPC that you've interacted with since getting infected must immediately roll for exposure from the same disease instead of this only happening when you roll a 1-4. | | ||
+ | |9. **Pox.** You look very obviously and grotesquely ill. Others will generally want nothing to do with you while you're infected. | | ||
+ | |10. **Rot.** When the progression check is 1-2, take a -1 penalty to one combat rating (Melee, Remote, Whelm) of your choice. Negate it when you throw the disease off. | | ||
+ | |11. **Sickness.** Take a -1 penalty to maximum Flesh when the progression check is 1-6 instead of only 1-4. | | ||
+ | |12. **Torment.** The disease is only thrown off with a progression check of 11+ instead of 9+. | | ||
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- | ====== Enterprises ====== | ||
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- | ^Adamant School |The settlement hosts an institution that teaches the secrets of this class for a small fee. Keystones of this class can be purchased here for 1 Supply each. | | ||
- | ^Clinic |Lost points of Vitality can be restored to creatures in the settlement at a cost of 1 Supply for all lost Vitality restored instead of 1-for-1 as normal. Injuries can be removed quickly in the settlement by spending 1 Supply per injury. Permanent injuries can be surgically repaired for 5 Supply instead of 1. Creatures with the Synthetic weakness cannot benefit form a Clinic. | | ||
- | ^Repair Shop |Vehicles can restore all lost points of Vitality for the price of 1 here. Creatures with the Synthetic weakness can treat Repair Shops as Clinics for purposes of repairing injuries or restoring Vitality. | | ||
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- | ====== Weaknesses ====== | ||
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- | ^Synthetic |You are not organic life. You cannot use or benefit from Commissary Kit items; when restoring lost Vitality to yourself you may use a Component Pack instead, and when feeding yourself you may use a Fuel Can. Any other ability effects that allow the use of Commissary Kits to pay their expenses allow you to substitute a Fuel Can instead. You cannot benefit from or be affected by the Healer or Chef classes in any way, nor can you benefit from Endurance restoration from the Sanctuary ability in the Smoker class. The Clinic enterprise is useless to synthetic creatures. | | ||