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doper [2020/10/07 09:52]
kyle
doper [2021/04/15 11:16] (current)
kyle [Vitalizers]
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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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doper.1602085920.txt.gz · Last modified: 2020/10/07 09:52 by kyle