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undead [2020/06/15 13:43] kyle |
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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^ 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 | ||
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|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. | | |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. | | |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 class/ability of your choice. Regain it when you throw the disease off. | | + | |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 | + | |5. **Fits.** You can choose to roll progression checks |
|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. | | |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. | | |7. **Phage.** If the progression die is a 1, the associated injury becomes permanent and lasts even after the disease is removed. | | ||
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|11. **Sickness.** Take a -1 penalty to maximum Flesh when the progression check is 1-6 instead of only 1-4. | | |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+. | | |12. **Torment.** The disease is only thrown off with a progression check of 11+ instead of 9+. | | ||
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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. | | ||
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