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hospice [2020/10/09 11:31]
kyle
hospice [2021/02/18 09:03] (current)
kyle [Conditioning]
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 //Don't worry, we'll have you fit with a dashing peg-leg in no time. I'm not sure if peg-livers are also a thing, but modern medicine is full of surprises!// //Don't worry, we'll have you fit with a dashing peg-leg in no time. I'm not sure if peg-livers are also a thing, but modern medicine is full of surprises!//
  
-The basic Hospice is a provider of low-cost Provisions, while its advanced applications expand this role into many more forms of healthcare and preservation of adventurers' lives. It is exclusively focused on Vitality as a result, and any base with a thriving Hospice is also likely to have a high Vitality rating.+The basic Hospice is a provider of low-cost Provisions, while its advanced applications expand this role into many more forms of fixing bad things that happen to adventurers or preventing them in the first place.
  
 ^[[#Hospice]] ^^Take care of yourselves. ^{{ra>leaf?24|Vitality}} | ^[[#Hospice]] ^^Take care of yourselves. ^{{ra>leaf?24|Vitality}} |
-|{{fa>caret-right?24}} |[[#Apothecary]] |Prevent certain conditions. |{{ra>leaf?24|Vitality}} |+|{{fa>caret-right?24}} |[[#Apothecary]] |Prevent certain conditions. |{{ra>diamond?24|Economy}} |
 |{{fa>caret-right?24}} |[[#Clinic]] |Heal maladies. |{{ra>leaf?24|Vitality}} | |{{fa>caret-right?24}} |[[#Clinic]] |Heal maladies. |{{ra>leaf?24|Vitality}} |
 |{{fa>caret-right?24}} |[[#Conditioning]] |Save lives. |{{ra>leaf?24|Vitality}} | |{{fa>caret-right?24}} |[[#Conditioning]] |Save lives. |{{ra>leaf?24|Vitality}} |
 |{{fa>caret-right?24}} |[[#Mutatorium]] |Reverse mutations. |{{ra>leaf?24|Vitality}} | |{{fa>caret-right?24}} |[[#Mutatorium]] |Reverse mutations. |{{ra>leaf?24|Vitality}} |
-|{{fa>caret-right?24}} |[[#Resurrectionist]] |Bring back the dead. |{{ra>leaf?24|Vitality}} |+|{{fa>caret-right?24}} |[[#Resurrectionist]] |Bring back the dead. |{{ra>queen-crown?24|Influence}} |
 ^ ^^^^ ^ ^^^^
  
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 ^ ^^^ ^ ^^^
-^{{ra>leaf?48|Vitality}} ||{{fa>plus-circle?24&align=left}}**The Perfect Drug:** Special medicines, chemicals, and counteragents with long-lasting effects are sold here. Adventurers can choose to inoculate themselves against any single standard or elemental condition of their choice by spending 1 Dosh. After being inoculated, the adventurer is completely immune to that particular condition for the remainder of the current session. Multiple conditions can be inoculated against by spending multiple Dosh. \\ \\ {{fa>plus-circle?24&align=left}}**Herd Immunity:** When purchasing temporary immunity from any condition here, its effects are applied to a number of creatures of your choice equal to the base's Vitality rating. For example, if Vitality is 3 then 3 different adventurers and/or followers can be made immune to the selected condition by spending only 1 Dosh. \\ \\ {{fa>minus-circle?24&align=left}}**Mighty Weakness:** An Apothecary cannot be used to negate a specific condition in a creature that has a weakness that inflicts that condition under specific circumstances, e.g. a creature with the Nightbound condition cannot use an Apothecary to become immune to the Burning condition. |+^{{ra>diamond?48|Economy}} ||{{fa>plus-circle?24&align=left}}**The Perfect Drug:** Special medicines, chemicals, and counteragents with long-lasting effects are sold here. Adventurers can choose to inoculate themselves against any single standard or elemental condition of their choice by spending 1 Dosh. After being inoculated, the adventurer is completely immune to that particular condition for the remainder of the current session. Multiple conditions can be inoculated against by spending multiple Dosh. \\ \\ {{fa>plus-circle?24&align=left}}**Herd Immunity:** When purchasing temporary immunity from any condition here, its effects are applied to a number of creatures of your choice equal to the base's Economy rating. For example, if Economy is 3 then 3 different adventurers and/or followers can be made immune to the selected condition by spending only 1 Dosh. \\ \\ {{fa>minus-circle?24&align=left}}**Mighty Weakness:** An Apothecary cannot be used to negate a specific condition in a creature that has a weakness that inflicts that condition under specific circumstances, e.g. a creature with the Nightbound weakness cannot use an Apothecary to become immune to the Burning condition. |
 ^ ^^^ ^ ^^^
  
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 ^ ^^^ ^ ^^^
-^{{ra>leaf?48|Vitality}} ||{{fa>plus-circle?24&align=left}}**Healthy Lifestyle:** Proper nutrition and exercise for base residents pays off when it counts. When an adventurer that lives in this base must make a death & dismemberment roll due to hitting 0 Flesh, they automatically get a result of 12 on it without actually having to roll at all. \\ \\ {{fa>minus-circle?24&align=left}}**Only Goes So Far:** The benefits of Conditioning only apply a maximum number of times per session equal to the base's Vitality rating. |+^{{ra>leaf?48|Vitality}} ||{{fa>plus-circle?24&align=left}}**Healthy Lifestyle:** Proper nutrition and exercise for base residents pays off when it counts. When an adventurer or follower that lives in this base must make a death & dismemberment roll due to hitting 0 Flesh, they automatically get a result of 12 on it without actually having to roll at all. \\ \\ {{fa>minus-circle?24&align=left}}**Only Goes So Far:** The benefits of Conditioning only apply a maximum number of times per session equal to the base's Vitality rating. These uses are shared among all adventurers. |
 ^ ^^^ ^ ^^^
  
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 ^ ^^^ ^ ^^^
-^{{ra>leaf?48|Vitality}} ||{{fa>plus-circle?24&align=left}}**Raise the Dead:** Through some form of dangerous fuckery (such as blood sacrifice or plundering alternate timelines) the dead can be returned to life here. This costs a variable amount of Dosh: 5 Dosh if the subject died during the current session, 10 if they died during a previous session, 20 if they died before the campaign ever even started at all. \\ \\ {{fa>minus-circle?24&align=left}}**Mishap Check:** Roll a die when bringing a subject back to see how successful you were (this is not a trigger die and thus cannot be affected by abilities that modify trigger die results): \\ \\ **1-4: Came back very, very wrong.** The subject becomes horribly monstrous in some way, possibly in appearance but definitely in personality (referee decides the details). You're probably going to have to put them down again, if you can. \\ **5-6: Heavy Mutation.** Resurrected creature gains 3 random mutations. \\ **7-8: Slight Mutation.** Resurrected creature gains one random mutation. \\ **9-10: Alteration.** Resurrected subject changes background/coloration/race/sex/whatever (referee choice/whim). This is purely cosmetic and doesn't otherwise affect the target's basic personality/capabilities at all. \\ **11-12: Perfect Resurrection.** The subject comes back exactly as they were before. Good job buddy! \\ \\ {{fa>plus-circle?24&align=left}}**Subsidized Healthcare:** An amount of Dosh equal to the base's Vitality rating is deducted from the total fees spent at the Resurrectionist each session. Unused deductions do not carry over to the next session. |+^{{ra>queen-crown?48|Influence}} ||{{fa>plus-circle?24&align=left}}**Raise the Dead:** Through some form of dangerous fuckery (such as blood sacrifice or plundering alternate timelines) the dead can be returned to life here. This costs a variable amount of Dosh: 5 Dosh if the subject died during the current session, 10 if they died during a previous session, 20 if they died before the campaign ever even started at all. \\ \\ {{fa>minus-circle?24&align=left}}**Mishap Check:** Roll a die when bringing a subject back to see how successful you were (this is not a trigger die and thus cannot be affected by abilities that modify trigger die results): \\ \\ **1-4: Came back very, very wrong.** The subject becomes horribly monstrous in some way, possibly in appearance but definitely in personality (referee decides the details). You're probably going to have to put them down again, if you can. \\ **5-6: Heavy Mutation.** Resurrected creature gains 3 random mutations. \\ **7-8: Slight Mutation.** Resurrected creature gains one random mutation. \\ **9-10: Alteration.** Resurrected subject changes background/coloration/race/sex/whatever (referee choice/whim). This is purely cosmetic and doesn't otherwise affect the target's basic personality/capabilities at all. \\ **11-12: Perfect Resurrection.** The subject comes back exactly as they were before. Good job buddy! \\ \\ {{fa>plus-circle?24&align=left}}**Subsidized Healthcare:** An amount of Dosh equal to the base's Influence rating is deducted from the total fees spent at the Resurrectionist each session. Unused deductions do not carry over to the next session. |
 |{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**True Resurrection:** You can choose to always bring back a subject exactly as they were. You do not need to roll for a mishap or alteration. \\ \\ {{fa>minus-circle?24&align=left}}**Breaks The Bank:** True Resurrections cost five times what they otherwise would (25 Dosh for subjects that died during the current session, 50 Dosh for subjects that died in a previous session, 100 Dosh for subjects that died before the campaign began). | |{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**True Resurrection:** You can choose to always bring back a subject exactly as they were. You do not need to roll for a mishap or alteration. \\ \\ {{fa>minus-circle?24&align=left}}**Breaks The Bank:** True Resurrections cost five times what they otherwise would (25 Dosh for subjects that died during the current session, 50 Dosh for subjects that died in a previous session, 100 Dosh for subjects that died before the campaign began). |
 ^ ^^^ ^ ^^^
  
hospice.1602264676.txt.gz · Last modified: 2020/10/09 11:31 by kyle