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undead [2020/06/14 10:55] 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 | + | Undead is an archetype |
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====== Undead ====== | ====== Undead ====== | ||
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- | ====== | + | ====== |
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- | ^{{ra>eye-shield?48|Protection}} ||{{fa> | + | ^{{ra>fireball-sword?48|Offense}} ||{{fa> |
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- | ====== Enterprises ====== | ||
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- | ^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. | | ||
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- | ====== Weaknesses ====== | ||
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- | ^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 sicknesses, curses, or afflictions. At the end of any exploration turn in which you've been exposed to a disease, roll a trigger die. If 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 a 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 removed. You 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. \\ - 3-4: 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' | + | |Disease is a catch-all term for any number of slow-acting sicknesses, curses, or afflictions. At the end of any exploration turn in which you've been exposed to a disease, roll a trigger die. If 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 a 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 removed. You 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' |
^ Sidebar: Random Disease | ^ Sidebar: Random Disease | ||
^ Descriptors | ^ Descriptors | ||
- | |1. **Blinding** (Eye Trauma) | | + | |1. **Blinding.** (Eye Trauma) | |
- | |2. **Cackle** (Noisy) | | + | |2. **Cackle.** (Noisy) | |
- | |3. **Delirium** (Hallucinations) | | + | |3. **Delirium.** (Hallucinations) | |
- | |4. **Enervating** (Exhaustion) | | + | |4. **Enervating.** (Exhaustion) | |
- | |5. **Hollowing** (Fragility) | | + | |5. **Hollowing.** (Fragility) | |
- | |6. **Numbing** (Numbness) | | + | |6. **Numbing.** (Numbness) | |
- | |7. **Quaking** (Shakes) | | + | |7. **Quaking.** (Shakes) | |
- | |8. **Sapping** (Butterfingers) | | + | |8. **Sapping.** (Butterfingers) | |
- | |9. **Vacant** (Concussion) | | + | |9. **Vacant.** (Concussion) | |
- | |10. **Withering** (Wounded) | | + | |10. **Withering.** (Wounded) | |
- | |11. **Wobble** (Lameness) | | + | |11. **Wobble.** (Lameness) | |
- | |12. **Wormspawn** (Parasites) | | + | |12. **Wormspawn.** (Parasites) | |
^ Expression | ^ 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 | |
- | + | |2. **Disorder.** If you intentionally and successfully infect 2 other creatures with the disease, you automatically | |
- | two parts: descriptor (determines what injury the disease can turn into) and expression (determines... something, maybe special effect for each that alters the base rules for get sick-> | + | |3. **Distemper.** Bed rest does not allow you to roll twice and take the better result |
- | + | |4. **Fever.** When the progression check is 1-2, lose access to one known archetype/ | |
- | at end of any exploration turn in which you were exposed, roll. 1-6 means you now have the associated injury | + | |5. **Fits.** You can choose to roll progression checks |
- | + | |6. **Malaise.** Whenever | |
- | roll 1/day: 9+ remove sickness, 1-4 -1 maximum Flesh (get them back one at a 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. | + | |7. **Phage.** If the progression |
- | + | |8. **Plague.** Every time you make a progression check, one random party member or important NPC that you've interacted with since getting infected must immediately roll for exposure from the same disease instead | |
- | can also intentionally spread it via any means that make sense | + | |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 a -1 penalty to one combat rating | |
- | - Sapping (Butterfingers) | + | |11. **Sickness.** Take a -1 penalty to maximum Flesh when the progression |
- | - Vacant (Concussion) | + | |12. **Torment.** The disease |
- | - Enervating (Exhaustion) | + | |
- | - Blinding (Eye Trauma) | + | |
- | - Hollowing (Fragility) | + | |
- | - Delirium (Hallucinations) | + | |
- | - Wobbling (Lameness) | + | |
- | - Cackling (Noisy) | + | |
- | - Numbing (Numbness) | + | |
- | - Wormspawn (Parasites) | + | |
- | - Quaking (Shakes) | + | |
- | - Withering (Wounded) | + | |
- | + | ||
- | - Sickness: -1 max Flesh on 1-6 instead of 1-4 | + | |
- | - Fever: temp remove 1 ability of choice when progression check is 1-2. | + | |
- | - Pox: makes you look very obviously and physically ill. Others will avoid at all costs | + | |
- | - Plague: exposes other subjects on 1-6 instead of only 1-2 | + | |
- | - torment: only gets better on 11+ instead of 9+ | + | |
- | - Disorder: Automatic 12 on next progression check if you intentionally spread it to 3 others | + | |
- | - Fits: Can choose to roll progression checks | + | |
- | | + | |
- | - Distemper: Bed rest does not affect | + | |
- | - Ailment: goes away on 5+, but comes back at the beginning | + | |
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