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hospice [2020/10/09 12:03]
kyle
hospice [2021/02/18 09:03] (current)
kyle [Conditioning]
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-^{{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 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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hospice.1602266587.txt.gz · Last modified: 2020/10/09 12:03 by kyle