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undead [2020/06/12 23:36]
kyle [Weaknesses]
undead [2020/11/19 09:40] (current)
kyle
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 //All right, we've been at it for a while now and I think it's safe to say that we're all officially sick of this shit. Let's try dumping a bunch of concrete in with him this time and see if that helps.// //All right, we've been at it for a while now and I think it's safe to say that we're all officially sick of this shit. Let's try dumping a bunch of concrete in with him this time and see if that helps.//
  
-Undead is a class that is more concerned with what you are than what you do, at least initially. It's also one of the more monstrous and dark-themed classes, but that doesn't necessarily put it outside the reach of players.+Undead is an archetype that is more concerned with what you are than what you do, at least initially. It's also one of the more monstrous and dark-themed archetypes, but that doesn't necessarily put it outside the reach of players.
  
 ^[[#Undead]] ^^You're alive, almost. | ^[[#Undead]] ^^You're alive, almost. |
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 |{{fa>caret-right?24}} |[[#Masquerade]] |Pass as living. | |{{fa>caret-right?24}} |[[#Masquerade]] |Pass as living. |
 |{{fa>caret-right?24}} |[[#Paling]] |Various undead immunities. | |{{fa>caret-right?24}} |[[#Paling]] |Various undead immunities. |
-|{{fa>caret-right?24}} |[[#Reaper's Tools]] |Immunity to that which killed you. | +|{{fa>caret-right?24}} |[[#Plaguebearer]] |Carry and spread disease. | 
-^[[#Enterprises]] ||Undead School | +^ ^^^
-^[[#Weaknesses]] ||Synthetic |+
  
 ====== Undead ====== ====== Undead ======
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 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Grasping Wraith:** You can fog the memory and reduce the life-force of a touched subject. As an action, you can touch any adjacent target and cause them to temporarily forget one ability/class of their choice. That ability becomes unavailable for the target to use or benefit from until the end of the current exploration turn. \\ \\ {{fa>minus-circle?24&align=left}}**Mojo:** Roll a trigger die every time you drain an ability. If the result is 1-3, then doing so costs 1 Mojo. |+^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Grasping Wraith:** You can fog the memory and reduce the life-force of a touched subject. As an action, you can touch any adjacent target and cause them to temporarily forget one ability/archetype of their choice. That ability becomes unavailable for the target to use or benefit from until the end of the current exploration turn. \\ \\ {{fa>minus-circle?24&align=left}}**Mojo:** Roll a trigger die every time you drain an ability. If the result is 1-3, then doing so costs 1 Mojo. |
 |{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Channeled:** You can channel your ability drain through your melee attacks. Every time you damage a target with a Melee-type weapon, you can choose to also inflict ability drain. \\ \\ {{fa>minus-circle?24&align=left}}**Increased Cost:** Inflicting ability drain through a weapon strike always automatically costs 1 Mojo. | |{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Channeled:** You can channel your ability drain through your melee attacks. Every time you damage a target with a Melee-type weapon, you can choose to also inflict ability drain. \\ \\ {{fa>minus-circle?24&align=left}}**Increased Cost:** Inflicting ability drain through a weapon strike always automatically costs 1 Mojo. |
 ^ ^^^ ^ ^^^
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 ^ ^^^ ^ ^^^
-^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Heartbeat Finder:** You can detect the vital life-force that you now lack. The location and presence of all living creatures within 10 meters of your position is revealed to you. \\ \\ {{fa>plus-circle?24&align=left}}**Unerringly Drawn:** Solid objects and barriers (such as walls) don't prevent you from using Lifesight to notice living creatures behind them. Concealment (such as from darkness or fog) is also a non-issue; you suffer no failure chance from concealment when attacking creatures you've revealed via Lifesight. \\ \\ {{fa>minus-circle?24&align=left}}**Living Only:** Creatures with the Synthetic weakness or any creature with one or more levels in the Undead class are not considered alive and thus are not revealed with Detect Life. |+^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Heartbeat Finder:** You can detect the vital life-force that you now lack. The location and presence of all living creatures within 10 meters of your position is revealed to you. \\ \\ {{fa>plus-circle?24&align=left}}**Unerringly Drawn:** Solid objects and barriers (such as walls) don't prevent you from using Lifesight to notice living creatures behind them. Concealment (such as from darkness or fog) is also a non-issue; you suffer no failure chance from concealment when attacking creatures you've revealed via Lifesight. \\ \\ {{fa>minus-circle?24&align=left}}**Living Only:** Creatures with the Synthetic weakness or any creature with one or more levels in the Undead archetype are not considered alive and thus are not revealed with Detect Life. |
 |{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Longer Range:** You can sense life-force out to a range of 50 meters instead of 10. \\ \\ {{fa>minus-circle?24&align=left}}**Concentration:** Detecting life-force at longer ranges requires an action. Anything revealed in this way stays revealed until the beginning of your next turn. | |{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Longer Range:** You can sense life-force out to a range of 50 meters instead of 10. \\ \\ {{fa>minus-circle?24&align=left}}**Concentration:** Detecting life-force at longer ranges requires an action. Anything revealed in this way stays revealed until the beginning of your next turn. |
 ^ ^^^ ^ ^^^
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 ^ ^^^ ^ ^^^
-^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Walk Amongst the Living:** Your undead nature is supernaturally cloaked in some fashion. Your flesh appears healthy, your voice full and rich, your eyes bright, your scent not at all that of grave-dirt and putrescence. This disguise never slips or fails, and only abilities that see the truth of things (such as Truesight from the Investigator class or Detect Evil from the Helsing class) can pierce it. |+^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Walk Amongst the Living:** Your undead nature is supernaturally cloaked in some fashion. Your flesh appears healthy, your voice full and rich, your eyes bright, your scent not at all that of grave-dirt and putrescence. This disguise never slips or fails, and only abilities that see the truth of things (such as Truesight from the [[Investigator]] archetype or Detect Evil from the [[Helsing]] archetype) can pierce it. |
 ^ ^^^ ^ ^^^
  
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 ^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**My Hunger Matches Yours:** You are immune to Ability Drain effects from your fellow undead. | ^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**My Hunger Matches Yours:** You are immune to Ability Drain effects from your fellow undead. |
 ^ ^^^ ^ ^^^
-^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Nobody's Taking This Body From Me:** You are immune to Possession effects from the Spectre class. |+^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Nobody's Taking This Body From Me:** You are immune to Possession effects from the [[Spirit]] archetype. |
 ^ ^^^ ^ ^^^
-^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Dark Soul:** You can still get back up after an attacker takes the time to mangle your corpse, or even completely destroy it. Putting you down permanently can only be done by somebody who knows the Exorcist ability from the Helsing class. \\ \\ {{fa>minus-circle?24&align=left}}**Slow Regen:** If your body has been heavily mangled or destroyed, you don't return to "life" again until the end of the session. |+^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Dark Soul:** You can still get back up after an attacker takes the time to mangle your corpse, or even completely destroy it. Putting you down permanently can only be done by somebody who knows the Exorcist ability from the [[Helsing]] archetype. \\ \\ {{fa>minus-circle?24&align=left}}**Slow Regen:** If your body has been heavily mangled or destroyed, you don't return to "life" again until the end of the session. |
 ^ ^^^ ^ ^^^
  
-====== Reaper's Tools ======+====== Plaguebearer ======
  
 ^ ^^^ ^ ^^^
-^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**That One's Getting Old:** The tools used to kill you the first time are irrelevant to you now. Choose one weapon-using class, such as Blade or GunslingerYou are completely immune to all attacks made by the class specified by Reaper's Tools- they automatically fail no matter what the trigger die result is. Other weapon types are unaffected. \\ \\ {{fa>minus-circle?24&align=left}}**Fate's Choice:** If you were previously killed by a weaponyou must choose the same kind as that which slayed you. If you weren't killed by a weapon (such as if you died from a long fall or you actually aren't dead, just borrowing the power of the undead temporarily somehow) you can pick a single weapon type of your choice, but once chosen you can't change your mind later+^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Red Death:** You are a carrier of one of the things the living fear most: pernicious, deadly disease. Choose or randomly roll up a diseaseAny creature you come into close contact with or successfully attack with any weapon is considered to have been exposed to that disease. \\ \\ {{fa>plus-circle?24&align=left}}**Pathogenic Menagerie:** Every time you are exposed to another diseasewrite it down. You can choose to spread any disease you've been exposed to in the past in addition to your starter\\ \\ {{fa>plus-circle?24&align=left}}**Suppressed:** You can turn this ability on and off at will. You never infect anybody with this ability that you didn't intend to. |
-^ ^^^ +
-^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Close Enough:** You also have a minor measure of protection against tools vaguely similar to that which killed you. All weapons belonging to the same category (Melee, Remote, or Whelm) as your Reaper's Tools weapon have a special failure chance against you of 3. |+
 ^ ^^^ ^ ^^^
- 
-====== Enterprises ====== 
- 
-^Undead School |The settlement hosts an institution that teaches the secrets of this class for a small fee. Keystones of this class can be purchased here for 1 Dosh each. | 
- 
-====== Weaknesses ====== 
- 
-^Synthetic |You are not organic life. You cannot use or benefit from Commissary Kit items. Any effects or abilities that require one allow you to substitute a Tool Box instead. You cannot benefit from or be affected by the Healer or Chef classes in any way, nor can you benefit from Energy restoration from the Sanctuary ability in the Smoker class. | 
  
 ^  Sidebar: Diseases  ^ ^  Sidebar: Diseases  ^
-+|Disease is a catch-all term for any number of slow-acting sicknessescurses, or afflictions. At the end of any exploration turn in which you've been exposed to a disease, roll a trigger dieIf the result is 7+, you're fine. If not, you caught it. Make this check a maximum of once per exploration turn no matter how much exposure you suffered. \\ \\ When you catch disease, you immediately gain the effects of an injury determined by the specific disease you caught. Once per in-game day, you must make a progression check by rolling a trigger die (if you do nothing that day except get bed rest you can roll twice and take the higher result): \\ - 9+: The disease is removedYou immediately lose the effects of its associated injury (assuming you didn't already have the same injury some other way). \\ 5-8: Nothing happens. You don't get better, but you don't get worse either. \\ 1-4: You take a -1 penalty to maximum Flesh as the disease ravages your body. This can happen multiple times, and its effects stack. Maximum Flesh comes back at the end of the session if you manage to throw off the disease, but otherwise does not. Also, a single random party member or important NPC that you've interacted with since getting infected must immediately roll for exposure from the same disease. \\ \\ All diseases are made of two parts: a **descriptor** (determines which injury the disease's effects replicateand an **expression** (alters the basic rules for how the disease progresses/appears). For example, a disease with the Delirium descriptor and the Fits expression would be called the Delirium Fits. Specific diseases can be selected by the referee or rolled up randomly from the lists below. |
- +
-two parts: descriptor (determines what injury the disease can turn into) and expression (determines... somethingmaybe special effect for each that alters the base rules for get sick->sicker->die) +
- +
-at end of any exploration turn in which you were exposed, roll. 1-6 means you now have the associated injury +
- +
-roll 1/day: 9remove sickness1-4 -1 maximum Flesh (get them back one at time per day of bed rest)1-2 one creature you've been in contact with gains exposure and might catch it too. if you got bed rest all day you can roll twice and take the better result. healer treatment removes subject's disease automatically on die result of 12 +
- +
-can also intentionally spread it via any means that make sense +
- +
-  - Sapping (Butterfingers) +
-  Vacant (Concussion) +
-  Enervating (Exhaustion) +
-  Blinding (Eye Trauma) +
-  Hollowing (Fragility) +
-  Delirious (Hallucinations) +
-  - Wobbling (Lameness) +
-  - Cackling (Noisy) +
-  - Numbing (Numbness) +
-  - Wormspawn (Parasites) +
-  - Quaking (Shakes) +
-  - Withering (Wounded)+
  
-  - Sickness-max Flesh on 1-6 instead of 1-4 +^  SidebarRandom Disease 
-  - Fever: for every times maximum Flesh is reduced, you also lose access to one class or ability of your choiceGet them back when you throw off the disease completely+^  Descriptors 
-  - Pox: makes you look very obviously and physically illOthers will avoid at all costs +|1. **Blinding.** (Eye Trauma) | 
-  - Plague: exposes other subjects on 1-instead of only 1-2 +|2. **Cackle.** (Noisy) | 
-  - Curse: only gets better on 11+ instead of 9+ +|3**Delirium.** (Hallucinations) | 
-  Disorder: Automatic 12 on next progression check if you intentionally spread it to two others +|4. **Enervating.** (Exhaustion) | 
-  - Fits: Can choose to roll progression checks at will, potentially removing it or making it much worse very quickly +|5. **Hollowing.** (Fragility) | 
-  Malaise: whenever you lose Energy or Flesh for any reason, everybody within 2m is automatically exposed immediately afterwards +|6. **Numbing.** (Numbness) | 
-  - Distemper: Bed rest does not affect progression checks +|7. **Quaking.** (Shakes) | 
-  - Ailment: goes away on 5+but comes back at the beginning of each new session. Can only be permanently rid of by rolling 12 on progressionNo progression means no removal +|8. **Sapping.** (Butterfingers) | 
-  - Trouble +|9. **Vacant.** (Concussion) | 
-  - Phage: if maximum Flesh is reduced total of 3 or more timesthe associated injury becomes permanent even if you throw off the disease later.+|10. **Withering.** (Wounded) | 
 +|11. **Wobble.** (Lameness) | 
 +|12. **Wormspawn.** (Parasites) | 
 +^  Expression 
 +|1. **Ailment.** The disease is thrown off with a progression check of 5+ instead of 9+. However, it comes back again at the beginning of every session. It can only be gotten rid of permanently by rolling a 12 on the progression check. | 
 +|2. **Disorder.** If you intentionally and successfully infect 2 other creatures with the disease, you automatically get a result of 12 on your next progression check to remove it. | 
 +|3. **Distemper.** Bed rest does not allow you to roll twice and take the better result on progression checks with this disease. | 
 +|4. **Fever.** When the progression check is 1-2, lose access to one known archetype/ability of your choice. Regain it when you throw the disease off. | 
 +|5. **Fits.** You can choose to roll progression checks any time you want instead of only once per day, potentially removing the disease or making it much worse very quickly. | 
 +|6. **Malaise.** Whenever you lose Energy for any reason, every other creature within 2 meters of your location is exposed to the disease immediately afterward. | 
 +|7. **Phage.** If the progression die is a 1, the associated injury becomes permanent and lasts even after the disease is removed. | 
 +|8. **Plague.** Every time you make a progression checkone random party member or important NPC that you've interacted with since getting infected must immediately roll for exposure from the same disease instead of this only happening when you roll 1-4| 
 +|9. **Pox.** You look very obviously and grotesquely ill. Others will generally want nothing to do with you while you're infected. | 
 +|10. **Rot.** When the progression check is 1-2, take -1 penalty to one combat rating (MeleeRemote, Whelm) of your choice. Negate it when you throw the disease off. | 
 +|11. **Sickness.** Take a -1 penalty to maximum Flesh when the progression check is 1-6 instead of only 1-4. | 
 +|12. **Torment.** The disease is only thrown off with a progression check of 11+ instead of 9+|
  
undead.1592026565.txt.gz · Last modified: 2020/06/12 23:36 by kyle