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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. | |
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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 |
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Weaknesses | Synthetic |
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). | |
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Injuries | Results |
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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 |
Protection | plus-circleIron Antibodies: You become immune to the Poisoned condition. | |
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Protection | plus-circleDeny The Glow: You become immune to the Irradiated condition and sickness from environmental radiation. | |
Condition | Explanation | |
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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. |
Protection | plus-circleBloodless: You are completely immune to the Bleeding condition. | |
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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 | |
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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). |
Protection | plus-circleNo Pain: Every time you make a recovery action, you regain 2 lost points of Energy instead of only 1. | |
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Protection | plus-circleUncrackable: You become immune to the Cracked condition. | |
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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. |
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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. |
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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. |
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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. |
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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