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fecundite [2020/10/22 11:00]
kyle
fecundite [2020/11/19 08:57] (current)
kyle
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 //According to this book we stole from the philosopher's club, anything taken to an extreme becomes its opposite. I'm not sure I totally understand what they're getting at here but it's given me an intriguing idea for a new way to make things dead.// //According to this book we stole from the philosopher's club, anything taken to an extreme becomes its opposite. I'm not sure I totally understand what they're getting at here but it's given me an intriguing idea for a new way to make things dead.//
  
-The [[Healer]] class wields life with the aim of repairing and preserving it. The Fecundite, however, wields life in a much more weaponized fashion- the kind of life that consumes itself rapidly until it burns out entirely. This generally means that even the most moral and good-intentioned Fecundite turns the game into body horror, which might not be something that everybody's into. Be cool and ask if you're not sure.+The [[Healer]] archetype wields life with the aim of repairing and preserving it. The Fecundite, however, wields life in a much more weaponized fashion- the kind of life that consumes itself rapidly until it burns out entirely. This generally means that even the most moral and good-intentioned Fecundite turns the game into body horror, which might not be something that everybody's into. Be cool and ask if you're not sure.
  
-Note that synthetic creatures like robots, skeletons, golems and so forth have no special protection from being Overloaded (this class's special condition) despite not being properly "alive". In their case, the condition can be described as causing them to be overgrown with living material clinging to their surfaces or in their cracks such as plants, fungi, or even masses of bacteria. Life, uh, finds a way.+Note that synthetic creatures like robots, skeletons, golems and so forth have no special protection from being Overloaded (this archetype's special condition) despite not being properly "alive". In their case, the condition can be described as causing them to be overgrown with living material clinging to their surfaces or in their cracks such as plants, fungi, or even masses of bacteria. Life, uh, finds a way.
  
 ^[[#Fecundite]] ^^Wield life energy. | ^[[#Fecundite]] ^^Wield life energy. |
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 ^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Verdant Wave:** As an action, you may inflict the Overloaded condition on any subject within throwing range (0-10 meters). \\ \\ {{fa>minus-circle?24&align=left}}**Weaponized:** This ability suffers failure chances from cover, concealment, and size differences between yourself and your target just like weapon attacks do. \\ \\ {{fa>minus-circle?24&align=left}}**Provisions:** Roll a trigger die when inflicting the Overloaded condition this way. If the result is 1-3, then doing so costs 1 Provisions. You cannot use this ability if you have no Provisions remaining. | ^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Verdant Wave:** As an action, you may inflict the Overloaded condition on any subject within throwing range (0-10 meters). \\ \\ {{fa>minus-circle?24&align=left}}**Weaponized:** This ability suffers failure chances from cover, concealment, and size differences between yourself and your target just like weapon attacks do. \\ \\ {{fa>minus-circle?24&align=left}}**Provisions:** Roll a trigger die when inflicting the Overloaded condition this way. If the result is 1-3, then doing so costs 1 Provisions. You cannot use this ability if you have no Provisions remaining. |
 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Infection Vectors:** You know how to enhance your weapons with hungry life. Whenever you make any weapon attack and the trigger die is 10+, you inflict the Overloaded condition to your target in addition to all of that attack's normal effects (damage, conditions, etc). \\ \\ {{fa>plus-circle?24&align=left}}**Monoelemental:** Your weapon attacks can only inflict a single elemental condition on a 10+ at a time. If you have levels in multiple Elemental classes, you pick which condition your 10+ trigger die attacks inflict each time. |+^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Infection Vectors:** You know how to enhance your weapons with hungry life. Whenever you make any weapon attack and the trigger die is 10+, you inflict the Overloaded condition to your target in addition to all of that attack's normal effects (damage, conditions, etc). \\ \\ {{fa>minus-circle?24&align=left}}**Monoelemental:** Your weapon attacks can only inflict a single elemental condition on a 10+ at a time. If you have levels in multiple elemental archetypes, you pick which condition your 10+ trigger die attacks inflict each time. |
 ^ ^^^ ^ ^^^
  
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 ^  Sidebar: Spawn  ^^^ ^  Sidebar: Spawn  ^^^
-^Spawn ||Level: 1 \\ MRW: 1/0/0 \\ [[Brawler]] | +^Spawn ||Level: 1 \\ MRW: 1/0/0 \\ [[Lacerator]] | 
-|Roll once on the table below for each bonus trait a spawn is entitled to (once per five levels possessed by the parent). Each new trait grants an additional level, increases a given combat statistic by +1, and grants a new class. If you roll a single trait more than once, do not reroll; the chance for an additional trait is wasted and the spawn gains nothing from that roll. |||+|Roll once on the table below for each bonus trait a spawn is entitled to (once per five levels possessed by the parent). Each new trait grants an additional level, increases a given combat statistic by +1, and grants a new archetype. If you roll a single trait more than once, do not reroll; the chance for an additional trait is wasted and the spawn gains nothing from that roll. |||
 ^1 |Digestive |+1 Remote, +[[Mordant]] | ^1 |Digestive |+1 Remote, +[[Mordant]] |
 ^2 |Finned |+1 Whelm, +[[Mariner]] | ^2 |Finned |+1 Whelm, +[[Mariner]] |
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 ^ ^^^ ^ ^^^
-^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Mr. Potato:** As a procedure, you can tear parts off a fresh corpse and graft them to yourself to gain new abilities. Doing so immediately grants you an ability of your choice known by the creature whose corpse you stole your new graft from. For example, you could graft on a claw from a dead giant crab and gain access to that crab'Brawler class, or graft a dead angel's wings to your own back to gain access to its Flyer class. Only one ability is granted per graft, and only abilities known by the target corpse can be granted to you in this way. \\ \\ {{fa>plus-circle?24&align=left}}**Permanency:** If you level up at the end of a session with an active graft, you can use that graft in place of a keystone to learn the ability it grants permanently. This also makes the graft a permanent part of your body/appearance. \\ \\ {{fa>minus-circle?24&align=left}}**Gotta Be Fresh:** Only the absolute freshest of corpses will do. You can only graft parts from corpses that died during the current or previous exploration turn; anything that's been dead longer has experienced too much cellular death to be grafted. \\ \\ {{fa>minus-circle?24&align=left}}**Physicality:** You can only gain abilities by grafting parts from creatures of a very different species than your own. Your own or similar species give no benefit from grafting their parts to yourself. For example, you can graft the tentacle of a giant octopus to yourself to gain access to the Wrestler class, but you can't graft the severed arm of another human to get the same result even if the donor was a heavyweight champion. \\ \\ {{fa>minus-circle?24&align=left}}**Nerve Connections:** You cannot graft anything from a donor that has the Synthetic weakness; your expertise is biological systems. \\ \\ {{fa>minus-circle?24&align=left}}**Materials Cost:** Grafting a new ability to yourself costs 1 Provisions. \\ \\ {{fa>minus-circle?24&align=left}}**Biomiscibility:** You can have a maximum of one graft at any given time. If you want to add a new graft when you already have one, you must remove your old one first. Permanent grafts from leveling up do not count against you for this. \\ \\ {{fa>minus-circle?24&align=left}}**Tissue Rejection:** Grafts rot and fall off at the end of the current session. \\ \\ {{ra>doubled?24&align=left}}**Ghoul Synergy:** If you have one or more levels in the Ghoul class, you can benefit from grafts that come from your own or a similar species. \\ \\ {{ra>doubled?24&align=left}}**Adamant Synergy:** If you have one or more levels in the Adamant class, you can benefit from grafts that come from donors that have the Synthetic weakness. |+^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Mr. Potato:** As a procedure, you can tear parts off a fresh corpse and graft them to yourself to gain new abilities. Doing so immediately grants you an ability of your choice known by the creature whose corpse you stole your new graft from. For example, you could graft on a claw from a dead giant crab and gain access to that crab'[[Lacerator]] archetype, or graft a dead angel's wings to your own back to gain access to its [[Flyer]] archetype. Only one ability is granted per graft, and only abilities known by the target corpse can be granted to you in this way. \\ \\ {{fa>plus-circle?24&align=left}}**Permanency:** If you level up while you've got an active graft, you can use that graft in place of a keystone to learn the ability it grants permanently. This also makes the graft a permanent part of your body/appearance. \\ \\ {{fa>minus-circle?24&align=left}}**Gotta Be Fresh:** Only the absolute freshest of corpses will do. You can only graft parts from corpses that died during the current or previous exploration turn; anything that's been dead longer has experienced too much cellular death to be grafted. \\ \\ {{fa>minus-circle?24&align=left}}**Physicality:** You can only gain abilities by grafting parts from creatures of a very different species than your own. Your own or similar species give no benefit from grafting their parts to yourself. For example, you can graft the tentacle of a giant octopus to yourself to gain access to the [[Wrestler]] archetype, but you can't graft the severed arm of another human to get the same result even if the donor was a heavyweight champion. \\ \\ {{fa>minus-circle?24&align=left}}**Nerve Connections:** You cannot graft anything from a donor that has the Synthetic weakness; your expertise is biological systems. \\ \\ {{fa>minus-circle?24&align=left}}**Materials Cost:** Grafting a new ability to yourself costs 1 Provisions. \\ \\ {{fa>minus-circle?24&align=left}}**Biomiscibility:** You can have a maximum of one graft at any given time. If you want to add a new graft when you already have one, you must remove your old one first. Permanent grafts from leveling up do not count against you for this. \\ \\ {{fa>minus-circle?24&align=left}}**Tissue Rejection:** Grafts rot and fall off at the end of the current session. \\ \\ {{ra>doubled?24&align=left}}**Ghoul Synergy:** If you have one or more levels in the [[Ghoul]] archetype, you can benefit from grafts that come from your own or a similar species. \\ \\ {{ra>doubled?24&align=left}}**Adamant Synergy:** If you have one or more levels in the [[Adamant]] archetype, you can benefit from grafts that come from donors that have the Synthetic weakness. |
 ^ ^^^ ^ ^^^
  
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 |9 |**Altered Size.** The mutant is partially or completely changed in size. This is a purely cosmetic mutation with no effect on game mechanics except for results that change the mutant's overall size category. Roll again to see what changes. \\ \\ **1-4.** Mutant grows 1 size category \\ **5-8.** Mutant shrinks 1 size category \\ **9-10.** Single part of body shrinks (1 single foot/leg, 2 both feet/legs, 3 single arm/hand, 4 both arms/hands, 5 stomach, 6 head, 7 eyes, 8 nose, 9 ears, 10 mouth, 11 one full side, 12 sex characteristics) \\ **11-12.** Single part of body grows (1 single foot/leg, 2 both feet/legs, 3 single arm/hand, 4 both arms/hands, 5 stomach, 6 head, 7 eyes, 8 nose, 9 ears, 10 mouth, 11 one full side, 12 sex characteristics) | |9 |**Altered Size.** The mutant is partially or completely changed in size. This is a purely cosmetic mutation with no effect on game mechanics except for results that change the mutant's overall size category. Roll again to see what changes. \\ \\ **1-4.** Mutant grows 1 size category \\ **5-8.** Mutant shrinks 1 size category \\ **9-10.** Single part of body shrinks (1 single foot/leg, 2 both feet/legs, 3 single arm/hand, 4 both arms/hands, 5 stomach, 6 head, 7 eyes, 8 nose, 9 ears, 10 mouth, 11 one full side, 12 sex characteristics) \\ **11-12.** Single part of body grows (1 single foot/leg, 2 both feet/legs, 3 single arm/hand, 4 both arms/hands, 5 stomach, 6 head, 7 eyes, 8 nose, 9 ears, 10 mouth, 11 one full side, 12 sex characteristics) |
 |10 |**Alteration.** The mutant's body layout or function is radically altered in some way. This is a purely cosmetic mutation with no effect on game mechanics. Roll again to see what changes. \\ \\ **1.** Mouths in appendages \\ **2.** Eyes in appendages \\ **3.** Headless (brain/facial features in torso) \\ **4.** Knuckle Walker (feet act as hands and vice versa) \\ **5.** Physically young/immature \\ **6.** Physically old \\ **7.** Reverse Pedalism (bipedal-> quadrupedal and vice versa, legless grow legs, many legs lose all and slither) \\ **8.** Walking Head (no torso, only big head with limbs directly attached) \\ **9.** Tremendously fat \\ **10.** Skeletal thin \\ **11.** Bioluminescence (shed no actual light but partial/whole body glows in the dark) \\ **12.** Sheds skin regularly | |10 |**Alteration.** The mutant's body layout or function is radically altered in some way. This is a purely cosmetic mutation with no effect on game mechanics. Roll again to see what changes. \\ \\ **1.** Mouths in appendages \\ **2.** Eyes in appendages \\ **3.** Headless (brain/facial features in torso) \\ **4.** Knuckle Walker (feet act as hands and vice versa) \\ **5.** Physically young/immature \\ **6.** Physically old \\ **7.** Reverse Pedalism (bipedal-> quadrupedal and vice versa, legless grow legs, many legs lose all and slither) \\ **8.** Walking Head (no torso, only big head with limbs directly attached) \\ **9.** Tremendously fat \\ **10.** Skeletal thin \\ **11.** Bioluminescence (shed no actual light but partial/whole body glows in the dark) \\ **12.** Sheds skin regularly |
-|11 |**Beneficial Mutation.** The mutation has some sort of beneficial effect for the mutant, giving them natural proficiency in a random class. Roll up/randomly select a class from those available in your campaign world, then come up with some sort of visually obvious mutation that would help the mutant use it. For example, the Brawler class would be aided through growing sturdy claws and the Firebug class might be greatly aided through the excretion of flammable oil. The mutant can now permanently take levels in the specified class without having to use a keystone. | +|11 |**Beneficial Mutation.** The mutation has some sort of beneficial effect for the mutant, giving them natural proficiency in a random archetype. Roll up/randomly select a archetype from those available in your campaign world, then come up with some sort of visually obvious mutation that would help the mutant use it. For example, the [[Lacerator]] archetype would be aided through growing sturdy claws and the [[Firebug]] archetype might be greatly aided through the excretion of flammable oil. The mutant can now permanently take levels in the specified archetype without having to use a keystone. | 
-|12 |**Perfect Mutation.** As Beneficial Mutation (result of 11) but the mutant immediately and instantly levels up after mutating, gaining one new level in the class that their mutation benefits. This has no cost of time, XP, or keystone. |+|12 |**Perfect Mutation.** As Beneficial Mutation (result of 11) but the mutant immediately and instantly levels up after mutating, gaining one new level in the archetype that their mutation benefits. This has no cost of time, XP, or keystone. |
  
fecundite.1603386022.txt.gz · Last modified: 2020/10/22 11:00 by kyle