User Tools

Site Tools


radiant

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
radiant [2020/10/26 09:28]
kyle
radiant [2020/11/19 09:42] (current)
kyle
Line 3: Line 3:
 //I wouldn't open that box if I were you- you'll feel a pleasant tingling sensation, but your hair might fall out later. As a scientist, I can tell you this means there is a ghost in there with unfinished baldness-related business.// //I wouldn't open that box if I were you- you'll feel a pleasant tingling sensation, but your hair might fall out later. As a scientist, I can tell you this means there is a ghost in there with unfinished baldness-related business.//
  
-Radiants deal with radiation, although in a completely scientifically inaccurate manner. If your referee is running a game where radiation acts more realistically, they should at the very least strip out all mutation-related effects from this class and probably just disallow it completely. On the other hand, if your game is gonzo as fuck then a character taking levels in Radiant is going to fit right in.+Radiants deal with radiation, although in a completely scientifically inaccurate manner. If your referee is running a game where radiation acts more realistically, they should at the very least strip out all mutation-related effects from this archetype and probably just disallow it completely. On the other hand, if your game is gonzo as fuck then a character taking levels in Radiant is going to fit right in.
  
 ^[[#Radiant]] ^^Wield radiation. | ^[[#Radiant]] ^^Wield radiation. |
Line 18: Line 18:
 ^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Isotope Flash:** As an action, you may inflict the Irradiated 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}}**Supplies:** Roll a trigger die when inflicting the Irradiated condition this way. If the result is 1-3, then doing so costs 1 Supplies. You cannot use this ability if you have no Supplies remaining. | ^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Isotope Flash:** As an action, you may inflict the Irradiated 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}}**Supplies:** Roll a trigger die when inflicting the Irradiated condition this way. If the result is 1-3, then doing so costs 1 Supplies. You cannot use this ability if you have no Supplies remaining. |
 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Hot Ammo:** You know how to enhance your weapons with radioactive material. Whenever you make any weapon attack and the trigger die is 10+, you inflict the Irradiated 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 classes, you pick which condition your 10+ trigger die attacks inflict each time. |+^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Hot Ammo:** You know how to enhance your weapons with radioactive material. Whenever you make any weapon attack and the trigger die is 10+, you inflict the Irradiated 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. |
 ^ ^^^ ^ ^^^
  
Line 37: Line 37:
 |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 [[Lacerator]] 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 an 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. |
  
 ====== Meltdown ====== ====== Meltdown ======
Line 61: Line 61:
  
 ^ ^^^ ^ ^^^
-^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**X-Ray Vision:** By spending a procedure of work, you can examine the internal structure of a creature or object that's no larger than size 5 (approximately the size of a human). This reveals all irregularities, hidden mutations, embedded objects, ingested poisons, parasites, objects hidden via the Duplicity ability from the Thief class, and everything else relevant and/or interesting. \\ \\ {{fa>minus-circle?24&align=left}}**No Moving Subjects:** When using Radioscan on a creature they must hold still for the duration, meaning they must be restrained or willing. \\ \\ {{fa>minus-circle?24&align=left}}**Telemetrist's Burden:** Roll a trigger die when radioscanning something. If the result is 1-3, then doing so costs 1 Supplies. If you have no Supplies remaining, you cannot radioscan anything. |+^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**X-Ray Vision:** By spending a procedure of work, you can examine the internal structure of a creature or object that's no larger than size 5 (approximately the size of a human). This reveals all irregularities, hidden mutations, embedded objects, ingested poisons, parasites, objects hidden via the Duplicity ability from the [[Thief]] archetype, and everything else relevant and/or interesting. \\ \\ {{fa>minus-circle?24&align=left}}**No Moving Subjects:** When using Radioscan on a creature they must hold still for the duration, meaning they must be restrained or willing. \\ \\ {{fa>minus-circle?24&align=left}}**Telemetrist's Burden:** Roll a trigger die when radioscanning something. If the result is 1-3, then doing so costs 1 Supplies. If you have no Supplies remaining, you cannot radioscan anything. |
 ^ ^^^ ^ ^^^
 ^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Radiodating:** You can determine the exact age of any material. "Age" for organic material tells you the time when it was last alive, inorganic material tells you the time when it was formed. | ^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Radiodating:** You can determine the exact age of any material. "Age" for organic material tells you the time when it was last alive, inorganic material tells you the time when it was formed. |
radiant.1603726134.txt.gz · Last modified: 2020/10/26 09:28 by kyle