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adamant

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I met a monk once who had achieved perfect bodily control after a lifetime of practice. There's not a lot of situations where putting your brain in a robot body is actually the easier option.

Adamants transcend biological limitations to some degree, translating in game terms into passive protection from many problems that are much more worrisome to everyone else (including more condition immunities than any other class in the game). This makes Adamant a somewhat boring, but practical class to invest in. In many cases, becoming an Adamant is much more about what you are rather than what you can learn, but as always this is entirely between you and your referee.

Adamant Be tough as hell.
caret-right Inviolable Immunity to poison and radiation.
caret-right Mechanical Immunity to bleeding and choking.
caret-right Resurgent Empowered recovery.
caret-right Self-Repair Prevent Cracked and remove injuries.
caret-right Vigor More health.
Enterprises Adamant School
Fuel Depot
Repair Shop
Weaknesses Synthetic

Adamant

Protection plus-circleBoris The Bullet-Dodger: When your Flesh hits 0 and you must roll for death & dismemberment, you have a much more favorable chart of results than normal (see below).
Injuries Results
0 1-2 die, 3-6 pass out + injury, 7+ pass out + no injury
1 1-4 die, 5-8 pass out + injury, 9+ pass out + no injury
2 1-6 die, 7-10 pass out + injury, 11+ pass out + no injury
3 1-8 die, 9+ pass out + injury
4 1-10 die, 11+ pass out + injury
5 Automatic death

Inviolable

Protection plus-circleIron Antibodies: You become immune to the Poisoned condition.
Protection plus-circleDeny The Glow: You become immune to the Irradiated condition and sickness from environmental radiation.
Condition Explanation
mass-driver Irradiated minus-circle Cannot restore lost Energy or Flesh by any means.

minus-circle When rolling to remove condition at the end of the round, lose 1 Energy if result is 1-4 and lose nothing if result is 5+. If no Energy remains, lose Flesh instead. Rolling to remove as an action during the round does not cause lost Energy regardless of trigger die result.

minus-circle When rolling to remove condition at the end of the round, gain a random mutation if result is 1 and do not mutate if result is 2+. Rolling to remove as an action during the round does not cause mutation regardless of trigger die result.
brandy-bottle Poisoned minus-circle When rolling to remove condition at the end of the round, lose 1 Energy if result is 1-4 and lose nothing if result is 5-8. If no Energy remains, lose Flesh instead. Rolling to remove as an action during the round does not cause damage regardless of trigger die result.

minus-circle Energy/Flesh lost via the Poisoned condition cannot be regained by any means until the end of the current exploration turn.

Mechanical

Protection plus-circleBloodless: You are completely immune to the Bleeding condition.
Protection plus-circleBreathless: You no longer need to breathe, or maybe can simply hold your breath for long enough that there's hardly a difference. You are completely immune to the Choking condition, both from offensive effects and from being in airless environments (such as underwater or in space).
Condition Explanation
cut-palm Bleeding minus-circle When rolling to remove condition at the end of the round, lose 1 Flesh if result is 1-4 and lose nothing if result is 5-8. Rolling to remove as an action during the round does not cause damage regardless of trigger die result.
noose Choking minus-circle Lose 1 Energy at the end of each round. If no Energy remains, lose Flesh instead. Successfully throwing off the condition prevents damage for that round.

minus-circle Making a recovery action no longer restores 1 Energy (but still allows a check to remove a condition as normal).

Resurgence

Protection plus-circleNo Pain: Every time you make a recovery action, you regain 2 lost points of Energy instead of only 1.

Self-Repair

Protection plus-circleUncrackable: You become immune to the Cracked condition.
Protection plus-circleNail A Plank To It: You may spend a procedure of work and 1 Supplies to remove an injury.

minus-circleTough Guys Only: Your repair methods are too brutal to work on anybody except creatures that have the Adamant class. This always includes yourself, obviously.

Vigor

Protection plus-circleBursting With Life: You can take a serious amount of punishment. Your maximum Flesh/Energy/Attention is increased from 5 to 6.

minus-circleCracked Weakness: The Cracked condition still reduces maximum Flesh to 4 on you as normal.

Enterprises

Adamant 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.
Clinic Lost points of Flesh can be restored to creatures in the settlement at a cost of 1 Dosh for all lost Flesh restored instead of 1-for-1 as normal. Injuries can be removed quickly in the settlement by spending 1 Dosh per injury. Permanent injuries can be surgically repaired for 5 Dosh instead of 1. Creatures with the Synthetic weakness cannot benefit form a Clinic.
Repair Shop Vehicles can restore all lost points of Flesh for the price of 1 here. Creatures with the Synthetic weakness can treat Repair Shops as Clinics for purposes of repairing injuries or restoring Flesh.

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.
adamant.1584502501.txt.gz · Last modified: 2020/03/17 21:35 by kyle