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doper [2020/08/08 16:35]
kyle
doper [2021/04/15 11:16] (current)
kyle [Vitalizers]
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 |{{fa>caret-right?24}} |[[#Prosocials]] |Drugs for making friends. | |{{fa>caret-right?24}} |[[#Prosocials]] |Drugs for making friends. |
 |{{fa>caret-right?24}} |[[#Vitalizers]] |Drugs for healing. | |{{fa>caret-right?24}} |[[#Vitalizers]] |Drugs for healing. |
-^[[#Enterprises]] ||Doper School |+^^^
  
 ====== Doper ====== ====== Doper ======
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-^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Anesthetics:** Drugs that slow or suppress their users in useful ways. Every time somebody takes Inhibitors, roll on this chart twice for their effect: \\ \\ **1: Totally Numb.** The referee keeps track of the imbiber's Flesh/Energy/Attention. The imbiber knows when they get hit, but doesn't know how hard or exactly how hurt they are at any given time. \\ **2: Torpor.** Imbiber cannot regain Energy until end of exploration turn. \\ **3: It's All Good.** Once per round, the imbiber can reroll a check to remove any standard condition and take the better result. Elemental and universal conditions are unaffected. \\ **4: Terminator.** All fatal blows leave imbiber with 1 Flesh remaining. Delay all death & dismemberment rolls until dose wears off, then do them all at once. \\ **5: Deadened Pain.** Imbiber's combat ratings (Melee, Remote, Whelm) are treated as +2 points higher for purposes of resisting damage only. Outgoing damage is unaffected. \\ **6: Hearty AF.** Gain +1 Flesh/Energy/Attention above normal maximum. \\ **7: I Feel Fine.** Ignore the effects of all injuries and illnesses. Injuries are not removed. \\ **8: Slowed Metabolism.** Imbiber can ignore the effects of any single standard or elemental condition on them each round. \\ **9: Statue.** Imbiber can hold completely still and does not need to breathe so long as they don't move. \\ **10: Delayed Reaction.** Imbiber can delay all damage taken until the end of their next turn. \\ **11: Hardly Hungry.** Imbiber doesn't need to eat for the next 3 days. \\ **12: Late Arrival.** So long as imbiber hasn't taken any actions yet in a given conflict, they take 5 less damage from all sources (minimum 0). |+^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Anesthetics:** Drugs that slow or suppress their users in useful ways. Every time somebody takes Inhibitors, roll on this chart twice for their effect: \\ \\ **1: Totally Numb.** The referee keeps track of the imbiber's Flesh/Energy/Attention. The imbiber knows when they get hit, but doesn't know how hard or exactly how hurt they are at any given time. \\ **2: Torpor.** Imbiber cannot regain Energy until end of exploration turn. \\ **3: It's All Good.** Once per round, the imbiber can reroll a check to remove any standard condition and take the better result. Elemental and universal conditions are unaffected. \\ **4: Terminator.** Once per exploration turn, imbiber ignores a fatal blow and is left with 1 Flesh remaining. \\ **5: Deadened Pain.** Imbiber's combat ratings (Melee, Remote, Whelm) are treated as +2 points higher for purposes of resisting damage only. Outgoing damage is unaffected. \\ **6: Hearty AF.** Gain +1 Flesh/Energy/Attention above normal maximum. \\ **7: I Feel Fine.** Ignore the effects of all injuries and illnesses. Injuries are not removed. \\ **8: Slowed Metabolism.** Imbiber can ignore the effects of any single standard or elemental condition on them each round. \\ **9: Statue.** Imbiber can hold completely still and does not need to breathe so long as they don't move. \\ **10: Delayed Reaction.** Imbiber can delay all damage taken until the end of their next turn. \\ **11: Hardly Hungry.** Imbiber doesn't need to eat for the next 3 days. \\ **12: Late Arrival.** So long as imbiber hasn't taken any actions yet in a given conflict, they take 5 less damage from all sources (minimum 0). |
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-^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Hallucinogens:** Drugs that alter their users' perceptions. Every time somebody takes Mindspins, roll on this chart twice for their effect: \\ \\ **1: Delusions.** Imbiber has full-blown hallucinations. When the referee describes what they see, they describe it accurately but change: 1-4: an adjective (what something looks like), 5-8: a verb (what is happening), 9+: a noun (who or what is present). \\ **2: Total Nonverbal.** Imbiber temporarily cannot use or understand language. \\ **3: Overlooked Windfalls.** Every time the exploration die result is 11-12 (Respite) imbiber finds 1 point of Provisions, Supplies, or Mojo (their choice). No matter how closely they're watched, it's impossible to tell just where they got it from. \\ **4: Bizarre Movements.** All attacks directed at the imbiber have a failure chance of 3. \\ **5: Time Distortion.** Imbiber can spend an action to bank it for later. At any later point during their turn, they can spend a banked action to gain a free action of their choice. Maximum 1 banked action at a time. Banked actions disappear at the beginning of each new exploration turn. \\ **6: Uncanny Perception.** Imbiber knows when they're being watched with perfect accuracy, but not necessarily by whom or from what direction. \\ **7: Weird Insight.** Imbiber can ask any yes/no question, and the referee will answer them accurately. \\ **8: Alternate Troubles.** When imbiber gains a standard or elemental condition, they can roll up a new random condition of the same type. Imbiber can then choose whether to take the original condition or the randomly-rolled one. \\ **9: Uncanny Locator.** Imbiber can ignore the effects of concealment for a single creature each round, chosen at beginning of imbiber's turn. \\ **10: Ingress.** Imbiber can bypass a single locked door or mechanism without having the key/password/whatever. \\ **11: Future Sight.** Imbiber can choose to undo a single action they take every round, including all immediate consequences of that action- it turns out they only thought about taking it instead of actually doing it. Imbiber does not get the spent action back, though. \\ **12: Enlightenment.** Imbiber gains +1 XP. |+^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Hallucinogens:** Drugs that alter their users' perceptions. Every time somebody takes Mindspins, roll on this chart twice for their effect: \\ \\ **1: Delusions.** Imbiber has full-blown hallucinations. When the referee describes what they see, they describe it accurately but change: 1-4: an adjective (what something looks like), 5-8: a verb (what is happening), 9+: a noun (who or what is present). \\ **2: Total Nonverbal.** Imbiber temporarily cannot use or understand language. \\ **3: Overlooked Windfalls.** Every time the exploration die result is 11-12 (Respite) imbiber finds 1 point of Provisions, Supplies, or Mojo (their choice). No matter how closely they're watched, it's impossible to tell just where they got it from. \\ **4: Bizarre Movements.** All attacks directed at the imbiber have a failure chance of 3. \\ **5: Time Distortion.** Imbiber can spend an action to bank it for later. At any later point during their turn, they can spend a banked action to gain a free action of their choice. Maximum 1 banked action at a time. Banked actions disappear at the beginning of each new exploration turn. \\ **6: Uncanny Perception.** Imbiber knows when they're being watched with perfect accuracy, but not necessarily by whom or from what direction. \\ **7: Weird Insight.** Imbiber can ask any single yes/no question, and the referee will answer them accurately. \\ **8: Alternate Troubles.** When imbiber gains a standard or elemental condition, they can roll up a new random condition of the same type. Imbiber can then choose whether to take the original condition or the randomly-rolled one. \\ **9: Uncanny Locator.** Imbiber can ignore the effects of concealment for a single creature each round, chosen at beginning of imbiber's turn. \\ **10: Ingress.** Imbiber can bypass a single locked door or mechanism without having the key/password/whatever. \\ **11: Future Sight.** Imbiber can choose to undo a single action they take every round, including all immediate consequences of that action- it turns out they only thought about taking it instead of actually doing it. Imbiber does not get the spent action back, though. \\ **12: Enlightenment.** Imbiber gains +1 XP. This can happen a maximum of once per session no matter how many times this result is rolled. |
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-^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Medicines:** Drugs that enhance their imbiber's healing abilities. Every time somebody takes Vitalizers, roll on this chart twice for their effect: \\ \\ **1: So Hungry.** Imbiber must roll a trigger die every exploration turn until the dose wears off. If the result is 1-4, they must consume 1 Provisions or gain 1 Stress. \\ **2: Health-Obsessed.** If imbiber's Energy is not currently full (equal to their current Flesh), they can take no actions other than recovery. \\ **3: Regrown Wrong.** Imbiber gains a random mutation that wears off when the drug does. \\ **4: Cleanse.** Once per round, the imbiber can reroll a check to remove any elemental condition and take the better result. Standard and universal conditions are unaffected.  \\ **5: Fleshknit.** Imbiber regains 1 lost point of Flesh. This doesn't go away when the drug wears off but cannot exceed the imbiber's normal maximum, either. \\ **6: Detox.** Imbiber loses 1 point of drug dependency. \\ **7: Revival.** If imbiber dies before the drug wears off, they live and take an injury instead. Can only happen once per dose. \\ **8: Quick Surge.** Imbiber can make a recovery action for free once per exploration turn. \\ **9: Chemical Resistance.** Imbiber can ignore one drug effect of their choice per dose they take. \\ **10: Sound Body.** Imbiber immediately removes one non-permanent injury. This persists after the dose wears off. \\ **11: Primed.** Imbiber can recover lost Flesh as a single action rather than a full procedure. This still costs 1 Provisions per point. \\ **12: Inoculation.** All active diseases removed from imbiber and they become immune to all new diseases for duration of dose. |+^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Medicines:** Drugs that enhance their imbiber's healing abilities. Every time somebody takes Vitalizers, roll on this chart twice for their effect: \\ \\ **1: So Hungry.** Imbiber must roll a trigger die every exploration turn until the dose wears off. If the result is 1-4, they must consume 1 Provisions or gain 1 Stress. \\ **2: Health-Obsessed.** If imbiber's Energy is not currently full (equal to their current Flesh), they can take no actions other than recovery. \\ **3: Regrown Wrong.** Imbiber gains a random mutation that wears off when the drug does. \\ **4: Cleanse.** Once per round, the imbiber can reroll a check to remove any elemental condition and take the better result. Standard and universal conditions are unaffected.  \\ **5: Fleshknit.** Imbiber regains 1 lost point of Flesh. This doesn't go away when the drug wears off but cannot exceed the imbiber's normal maximum, either. \\ **6: Detox.** Imbiber removes all drug addictions. \\ **7: Revival.** If imbiber dies before the drug wears off, they live and take an injury instead. Can only happen once per dose. \\ **8: Quick Surge.** Imbiber can make a recovery action for free once per exploration turn. \\ **9: Chemical Resistance.** Imbiber can ignore one drug effect of their choice per dose they take. \\ **10: Sound Body.** Imbiber immediately removes one non-permanent injury. This persists after the dose wears off. \\ **11: Primed.** Imbiber can recover lost Flesh as a single action rather than a full procedure. This still costs 1 Provisions per point. \\ **12: Inoculation.** All active diseases removed from imbiber and they become immune to all new diseases for duration of dose. |
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-====== Enterprises ====== 
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-^Doper 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 Dosh each. | 
  
doper.1596926120.txt.gz ยท Last modified: 2020/08/08 16:35 by kyle