diff --git a/Combat/Armor Class.md b/Combat/Armor Class.md index 87fa501..e79fe11 100644 --- a/Combat/Armor Class.md +++ b/Combat/Armor Class.md @@ -18,4 +18,7 @@ Old Armor Class is no longer used to determine hit chance. Instead: Example: If a target has **20 Slash AC**, incoming slash damage is reduced by **20%**. -Damage is reduced **after** all other modifiers (crits, posture effects, etc.). \ No newline at end of file +Damage is reduced **after** all other modifiers (crits, posture effects, etc.). + +## Related notes +- [[Combat/Combat|Combat]] diff --git a/Combat/Combat.md b/Combat/Combat.md index 9ce69ec..b505ba2 100644 --- a/Combat/Combat.md +++ b/Combat/Combat.md @@ -7,4 +7,7 @@ [[Combat/Mantras]] [[Damage]] [[Weapons]] -[[Armor Class]] \ No newline at end of file +[[Armor Class]] + +## Related notes +- [[Core]] diff --git a/Combat/Damage.md b/Combat/Damage.md index cc6a1ed..60cbf9e 100644 --- a/Combat/Damage.md +++ b/Combat/Damage.md @@ -80,4 +80,7 @@ A weapon with **15 Chip Damage** causes **15% of its final HP damage** to be dea If an attack deals damage multiple times: - Each instance is resolved separately - Armor reduction applies to each instance individually -- Posture damage is applied per hit, not per attack \ No newline at end of file +- Posture damage is applied per hit, not per attack + +## Related notes +- [[Combat/Combat|Combat]] diff --git a/Combat/HP and Death.md b/Combat/HP and Death.md index aee3984..1b518f4 100644 --- a/Combat/HP and Death.md +++ b/Combat/HP and Death.md @@ -43,4 +43,7 @@ Some conditions bypass the incapacitation grace period. If an incapacitated creature: - **Is burning** - **Is submerged in water** -They die after **2 rounds** if not picked up or removed from the hazard. \ No newline at end of file +They die after **2 rounds** if not picked up or removed from the hazard. + +## Related notes +- [[Combat/Combat|Combat]] diff --git a/Combat/Heavy Weapons.md b/Combat/Heavy Weapons.md index 2406074..d50c17f 100644 --- a/Combat/Heavy Weapons.md +++ b/Combat/Heavy Weapons.md @@ -18,4 +18,7 @@ Heavy weapons focus on overwhelming force, posture destruction, and decisive blo - **No Chip Damage by default** - Heavy weapons rely on posture, not attrition - **High Posture Cost on Block** - - Blocking while using a Heavy weapon causes +1 Posture loss \ No newline at end of file + - Blocking while using a Heavy weapon causes +1 Posture loss + +## Related notes +- [[Combat/Combat|Combat]] diff --git a/Combat/Light Weapons.md b/Combat/Light Weapons.md index 8b925a4..1be8de0 100644 --- a/Combat/Light Weapons.md +++ b/Combat/Light Weapons.md @@ -12,4 +12,7 @@ Light weapons favor speed, precision, and pressure through repeated actions rath - **Low Weapon Weight** - Deals reduced Posture damage - **Lower Penetration** - - Typically 0–5 Penetration \ No newline at end of file + - Typically 0–5 Penetration + +## Related notes +- [[Combat/Combat|Combat]] diff --git a/Combat/Mantras.md b/Combat/Mantras.md index 224009f..2941649 100644 --- a/Combat/Mantras.md +++ b/Combat/Mantras.md @@ -31,4 +31,7 @@ You may know more Mantras than you can equip, but only equipped Mantras can be u - **Wildcard Mantra (1)** Can hold **any** Mantra type (Combat, Support, or Mobility). -Unlike spell slots in D&D, these aren't expended after using the mantra, instead the mantra is put on a cooldown. \ No newline at end of file +Unlike spell slots in D&D, these aren't expended after using the mantra, instead the mantra is put on a cooldown. + +## Related notes +- [[Combat/Combat|Combat]] diff --git a/Combat/Medium Weapons.md b/Combat/Medium Weapons.md index 8890cfc..878fa47 100644 --- a/Combat/Medium Weapons.md +++ b/Combat/Medium Weapons.md @@ -15,4 +15,7 @@ Medium weapons are the **baseline** and most versatile category, balancing offen - **Limited Chip Damage** - Usually 0–5% - **Average Mobility** - - No dodge or movement bonuses \ No newline at end of file + - No dodge or movement bonuses + +## Related notes +- [[Combat/Combat|Combat]] diff --git a/Combat/Parrying & Posture.md b/Combat/Parrying & Posture.md index 5191b5e..0a0f272 100644 --- a/Combat/Parrying & Posture.md +++ b/Combat/Parrying & Posture.md @@ -54,3 +54,5 @@ You evade instead of contesting force. * They take the full weapon weight as Posture Damage. * If there is no specified weapon weight, the enemy takes half of the taken damage as posture damage. +## Related notes +- [[Combat/Combat|Combat]] diff --git a/Combat/Riposte.md b/Combat/Riposte.md index 57b047b..6dbb7c9 100644 --- a/Combat/Riposte.md +++ b/Combat/Riposte.md @@ -2,4 +2,7 @@ When an enemy is stance-broken, they enter a 'staggered' state for 1 round. Anyo Ripostes symbolize abusing an enemy's broken stance to attack their vital parts. -In other words 50 Bazillion Damage \ No newline at end of file +In other words 50 Bazillion Damage + +## Related notes +- [[Combat/Combat|Combat]] diff --git a/Combat/Sanity & Insanity.md b/Combat/Sanity & Insanity.md index e099814..d171b22 100644 --- a/Combat/Sanity & Insanity.md +++ b/Combat/Sanity & Insanity.md @@ -8,4 +8,7 @@ Insanity has 4 Stages:  You lose Sanity by being in the depths. There are other sources of Sanity loss, but the depths are the main one. -Sanity can be restored by resting, certain talents or [[Combat/Mantras]] and being in safe places. \ No newline at end of file +Sanity can be restored by resting, certain talents or [[Combat/Mantras]] and being in safe places. + +## Related notes +- [[Combat/Combat|Combat]] diff --git a/Combat/Traits.md b/Combat/Traits.md index a963a5c..90bc91d 100644 --- a/Combat/Traits.md +++ b/Combat/Traits.md @@ -6,4 +6,7 @@ Mastery Points can be invested into the following trait and only up to 6 times p - Vitality: You gain 10 HP  - Erudition: Max Ether increases by 3 and max Posture by 0.5. Also increases Posture regain by 0.25 per point.  - Proficiency: Weapon Attack and Parry Proficiency increases by 1 every point. Weapons gain 3 AC Penetration per point.  -- Songchant: Weapon Attack and Parry Proficiency increases by 1.5 every point. [[Combat/Mantras]] gain 5 AC Penetration per point. \ No newline at end of file +- Songchant: Weapon Attack and Parry Proficiency increases by 1.5 every point. [[Combat/Mantras]] gain 5 AC Penetration per point. + +## Related notes +- [[Combat/Combat|Combat]] diff --git a/Combat/Weapons.md b/Combat/Weapons.md index 3b6f0df..ff9649e 100644 --- a/Combat/Weapons.md +++ b/Combat/Weapons.md @@ -6,3 +6,6 @@ Weapon choice determines **combat philosophy**, not just numbers. [[Light Weapons]] [[Medium Weapons]] [[Heavy Weapons]] + +## Related notes +- [[Combat/Combat|Combat]] diff --git a/Combat/XP and Levels.md b/Combat/XP and Levels.md index 4f78b4c..17dbb77 100644 --- a/Combat/XP and Levels.md +++ b/Combat/XP and Levels.md @@ -82,4 +82,7 @@ Talent slot capacity increases as the character grows: | 11–15 | 9 | | 16+ | 10 | -The total number of known Talents will exceed equipped slots. Build expression comes from selecting which Talents are active. \ No newline at end of file +The total number of known Talents will exceed equipped slots. Build expression comes from selecting which Talents are active. + +## Related notes +- [[Combat/Combat|Combat]] diff --git a/Effects/Bleed.md b/Effects/Bleed.md index ae58848..7ad72e3 100644 --- a/Effects/Bleed.md +++ b/Effects/Bleed.md @@ -22,3 +22,5 @@ If a creature does not gain Bleed Buildup for **1 full round**: - Bleed Buildup is reduced by **20% of the Bleed Threshold** at the end of that round Bleed Buildup can never drop below 0. +## Related notes +- [[Effects/Effects|Effects]] diff --git a/Effects/Blindness.md b/Effects/Blindness.md index f1ee546..f896cc7 100644 --- a/Effects/Blindness.md +++ b/Effects/Blindness.md @@ -5,4 +5,7 @@ Blindness robs the target of visual perception. - Attack rolls against the creature are at **advantage**. - The creature automatically fails any ability check requiring sight. - Blindness does not prevent Parrying, but Parry checks are made at **disadvantage**. -- Blindness lasts for **2 rounds**, unless otherwise specified. \ No newline at end of file +- Blindness lasts for **2 rounds**, unless otherwise specified. + +## Related notes +- [[Effects/Effects|Effects]] diff --git a/Effects/Blood-Poisoning.md b/Effects/Blood-Poisoning.md index d26cb46..fd06e43 100644 --- a/Effects/Blood-Poisoning.md +++ b/Effects/Blood-Poisoning.md @@ -65,4 +65,7 @@ The blood is fully compromised. - Cannot regain Posture - Movement Speed reduced to **0** After this: -- Blood Poisoning resets to **50%** \ No newline at end of file +- Blood Poisoning resets to **50%** + +## Related notes +- [[Effects/Effects|Effects]] diff --git a/Effects/Burning.md b/Effects/Burning.md index e66f2b1..8513eba 100644 --- a/Effects/Burning.md +++ b/Effects/Burning.md @@ -21,4 +21,7 @@ A creature afflicted with Burning is engulfed in persistent elemental flames. #### Wraith Flames: * Same effects as normal burning. -* Drains 1 ether and sanity every time the fire deals burning damage. \ No newline at end of file +* Drains 1 ether and sanity every time the fire deals burning damage. + +## Related notes +- [[Effects/Effects|Effects]] diff --git a/Effects/Chill.md b/Effects/Chill.md index efc8172..ae174d7 100644 --- a/Effects/Chill.md +++ b/Effects/Chill.md @@ -5,4 +5,7 @@ Chill numbs the body with freezing ether, slowing movement and reactions. - The creature’s jump distance is halved. - Chill lasts for **2 rounds**. - If a Chilled creature is afflicted by Chill again, it becomes [[Frozen]] instead. -- Chill immediately ends [[Burning]]. \ No newline at end of file +- Chill immediately ends [[Burning]]. + +## Related notes +- [[Effects/Effects|Effects]] diff --git a/Effects/Effects.md b/Effects/Effects.md index 8b97b0e..5c1893d 100644 --- a/Effects/Effects.md +++ b/Effects/Effects.md @@ -10,3 +10,6 @@ [[Metal Rods]] [[Bleed]] [[Blood-Poisoning]] + +## Related notes +- [[Core]] diff --git a/Effects/Frozen.md b/Effects/Frozen.md index efa1fb3..992c5e6 100644 --- a/Effects/Frozen.md +++ b/Effects/Frozen.md @@ -9,4 +9,7 @@ Your body is completely encased in solid ice, immobilized and helpless. - At the **end of your turn**, you may attempt to break free by making a **Strength saving throw**. - On a success, Frozen ends immediately. - Taking **fire damage** while Frozen immediately ends the effect after the damage is resolved. -- If Frozen ends early due to damage or escape, the creature is **Chilled** until the end of its next turn. \ No newline at end of file +- If Frozen ends early due to damage or escape, the creature is **Chilled** until the end of its next turn. + +## Related notes +- [[Effects/Effects|Effects]] diff --git a/Effects/Metal Rods.md b/Effects/Metal Rods.md index 10567e0..ba5ddd7 100644 --- a/Effects/Metal Rods.md +++ b/Effects/Metal Rods.md @@ -1,4 +1,7 @@ Metal Rods are metallic spikes forcibly embedded into a creature’s body, inflicted by **Ironsing [[Combat/Mantras]]** and **Ignition Deepcrusher** basic attacks. **While afflicted with Metal Rods:** -- Metal Rods have **no innate effect** until activated. \ No newline at end of file +- Metal Rods have **no innate effect** until activated. + +## Related notes +- [[Effects/Effects|Effects]] diff --git a/Effects/Sapped.md b/Effects/Sapped.md index f5e827c..c54b47e 100644 --- a/Effects/Sapped.md +++ b/Effects/Sapped.md @@ -7,4 +7,7 @@ Your ether flow is forcibly destabilized, leaving your reserves sluggish and pri - The Shock applied when Sapped ends: - Follows all normal **Shock** rules. - Occurs even if the creature is immune to lightning damage. -- Sapped does **not stack**; reapplication refreshes duration. \ No newline at end of file +- Sapped does **not stack**; reapplication refreshes duration. + +## Related notes +- [[Effects/Effects|Effects]] diff --git a/Effects/Shock.md b/Effects/Shock.md index b26ab75..61e29e8 100644 --- a/Effects/Shock.md +++ b/Effects/Shock.md @@ -8,4 +8,7 @@ Shock disrupts the nervous system with violent electrical discharge. **While Shocked:** - Movement speed is reduced by **25%** until the end of the creature’s next turn. -- Shock does **not** stack; reapplication refreshes duration. \ No newline at end of file +- Shock does **not** stack; reapplication refreshes duration. + +## Related notes +- [[Effects/Effects|Effects]] diff --git a/Effects/Staggered.md b/Effects/Staggered.md index 3d15507..8cf0edb 100644 --- a/Effects/Staggered.md +++ b/Effects/Staggered.md @@ -7,4 +7,7 @@ While a creature is Staggered, **anyone** may use an action to perform a **Criti A Critical: - Deals normal scaled damage - Adds the weapon’s **Critical Modifier** - - Ignores blocking and parrying \ No newline at end of file + - Ignores blocking and parrying + +## Related notes +- [[Effects/Effects|Effects]] diff --git a/Effects/Suffocate.md b/Effects/Suffocate.md index 08bae03..fda1a29 100644 --- a/Effects/Suffocate.md +++ b/Effects/Suffocate.md @@ -3,4 +3,7 @@ Suffocation deprives the body of ether flow and breathable air. - The creature **cannot cast [[Combat/Mantras]] or spells**. - The creature takes **1 damage at the start of each of its turns**. - Suffocate lasts for **2 rounds**, unless otherwise specified. -- Suffocate does not prevent attacking, dodging, or parrying. \ No newline at end of file +- Suffocate does not prevent attacking, dodging, or parrying. + +## Related notes +- [[Effects/Effects|Effects]] diff --git a/Effects/Winded.md b/Effects/Winded.md index 0d2d468..055bc20 100644 --- a/Effects/Winded.md +++ b/Effects/Winded.md @@ -4,4 +4,7 @@ Your breath is violently forced from your lungs, disrupting balance, timing, and - Your parry and attack throws suffer a penalty of -1. - Winded does **not** prevent attacking, parrying, dodging, or casting [[Combat/Mantras]]. - Winded lasts for **2 rounds**, unless otherwise specified. -- Reapplying Winded **refreshes the duration**, but does not stack its penalties unless explicitly stated by a feature. \ No newline at end of file +- Reapplying Winded **refreshes the duration**, but does not stack its penalties unless explicitly stated by a feature. + +## Related notes +- [[Effects/Effects|Effects]] diff --git a/Factions/Factions.md b/Factions/Factions.md index c54f06b..d54e279 100644 --- a/Factions/Factions.md +++ b/Factions/Factions.md @@ -8,3 +8,6 @@ [[The Kingdom of Etrea]] [[The Divers]] [[The Hive]] + +## Related notes +- [[Core]] diff --git a/Factions/The Central Authority.md b/Factions/The Central Authority.md index eab4bdb..1e9e120 100644 --- a/Factions/The Central Authority.md +++ b/Factions/The Central Authority.md @@ -8,4 +8,7 @@ Rather than relying solely on its own forces, the Authority contracts outside gr Publicly, the Authority claims its ultimate goal is to unite the Luminants against existential threats such as the Tides. In practice, stability is maintained through surveillance and intimidation. Inquisitors silence dissent, Shock Corps suppress unrest, and when probslems cannot be addressed openly, the Knives are quietly deployed. -The Authority’s ongoing war with [[The Kingdom of Etrea]] and [[The Ministry]] has grown beyond a simple territorial conflict. What began as a political struggle is now framed by the Authority as a fight for survival, a justification increasingly used to defend harsher policies. \ No newline at end of file +The Authority’s ongoing war with [[The Kingdom of Etrea]] and [[The Ministry]] has grown beyond a simple territorial conflict. What began as a political struggle is now framed by the Authority as a fight for survival, a justification increasingly used to defend harsher policies. + +## Related notes +- [[Factions/Factions|Factions]] diff --git a/Factions/The Children of Navae.md b/Factions/The Children of Navae.md index 39c7bd2..040ca1a 100644 --- a/Factions/The Children of Navae.md +++ b/Factions/The Children of Navae.md @@ -2,4 +2,7 @@ The Children of Navae are a nomadic people who live in cold, remote regions far Much of their early history is unclear, passed down through stories rather than written records. What _is_ known is that they created **The Way of Navae**, a unique martial art that blends frost, shadow, and unarmed combat into fluid, deliberate movements. The tribe has always wandered, following old routes through frozen lands. Recently, however, a group has settled on Meteor Isle. This decision has caused tension within the tribe, as many see permanent settlement as a rejection of their traditional way of life. -The Children of Navae avoid politics whenever possible, but the world has not left them alone. [[The Ministry]], [[The Knives of Eylis]], and [[The Central Authority]] all treat them as enemies. The Children themselves do not understand this hostility, viewing their attackers as ignorant outsiders who refuse to respect Navae’s path. On Meteor Isle, they have begun cooperating with [[The Hive]], hoping the jungle and its people will offer protection against forces that would see them wiped out. \ No newline at end of file +The Children of Navae avoid politics whenever possible, but the world has not left them alone. [[The Ministry]], [[The Knives of Eylis]], and [[The Central Authority]] all treat them as enemies. The Children themselves do not understand this hostility, viewing their attackers as ignorant outsiders who refuse to respect Navae’s path. On Meteor Isle, they have begun cooperating with [[The Hive]], hoping the jungle and its people will offer protection against forces that would see them wiped out. + +## Related notes +- [[Factions/Factions|Factions]] diff --git a/Factions/The Divers.md b/Factions/The Divers.md index cef91f5..0864ad6 100644 --- a/Factions/The Divers.md +++ b/Factions/The Divers.md @@ -8,4 +8,7 @@ Joining the Divers is extremely dangerous. The majority of recruits do not survi Black Divers are the organization’s most capable operatives. Some are renowned for their skill, others for their insight, and many for their ability to endure conditions that break most people. Figures such as Chaser, Klaris, and Carrion are well known, though far more Divers die without recognition. A small number manage to retire, including Sophodon Surad, who survived decades of exposure to the Depths before stepping away from active duty. -Divers rely on a mix of technology and dangerous magic. They make use of attunements like Ironsing and Flamecharm, adapted monster abilities, and mechanical systems such as elevators to move between layers. In some cases, young initiates are trained early, a practice that has drawn criticism but continues due to necessity. \ No newline at end of file +Divers rely on a mix of technology and dangerous magic. They make use of attunements like Ironsing and Flamecharm, adapted monster abilities, and mechanical systems such as elevators to move between layers. In some cases, young initiates are trained early, a practice that has drawn criticism but continues due to necessity. + +## Related notes +- [[Factions/Factions|Factions]] diff --git a/Factions/The Hive.md b/Factions/The Hive.md index 226ea0a..0b9c7d0 100644 --- a/Factions/The Hive.md +++ b/Factions/The Hive.md @@ -8,4 +8,7 @@ For a long time, the Hive maintained strict control over Ironsing, eliminating a Hive society functions with extreme specialization. Drones handle labor and maintenance, Adjudicators resolve internal balance and disputes, and Tacticians coordinate warfare and large-scale operations. Their massive Hive Constructs, while outdated in Aratel, are still effective tools for defense and intimidation. -Currently, the Hive is engaged in a quiet conflict with [[The Kingdom of Etrea]], driven by the Lord Regent’s interest in Lifeweave artifacts. Greathive territory contains numerous green-lit structures and relics believed to be fragments of the Forge, which sustain the Hive’s core systems. Tensions with [[The Central Authority]] are also rising, with clashes becoming more frequent despite the lack of an official war declaration. At the same time, the Hive has begun reaching out to [[The Children of Navae]]. This move is not based on shared belief, but on strategic compatibility. \ No newline at end of file +Currently, the Hive is engaged in a quiet conflict with [[The Kingdom of Etrea]], driven by the Lord Regent’s interest in Lifeweave artifacts. Greathive territory contains numerous green-lit structures and relics believed to be fragments of the Forge, which sustain the Hive’s core systems. Tensions with [[The Central Authority]] are also rising, with clashes becoming more frequent despite the lack of an official war declaration. At the same time, the Hive has begun reaching out to [[The Children of Navae]]. This move is not based on shared belief, but on strategic compatibility. + +## Related notes +- [[Factions/Factions|Factions]] diff --git a/Factions/The Hundred Legions.md b/Factions/The Hundred Legions.md index a5b38db..4d31b92 100644 --- a/Factions/The Hundred Legions.md +++ b/Factions/The Hundred Legions.md @@ -4,4 +4,7 @@ Legionnaires wear bronze armor inspired by ancient western empires, designed for The Hundred Legions are known for their strict training and emphasis on martial skill. They developed **Legion Kata**, a close-combat fighting style focused on control, precision, and overwhelming pressure. Access to this technique is limited and must be earned through recognition by Centurions. The Legions rarely involve themselves directly in foreign wars, preferring to observe, evaluate, and intervene only when it serves their long-term interests. -Respect within the Legions is everything. Those who earn it are treated as equals, regardless of origin. Those who lose it are dismissed entirely, their word and presence carrying no weight. The Hundred Legions do not seek conquest or territory, they exist to be ready. When they move as one, it is because a decision has already been made. \ No newline at end of file +Respect within the Legions is everything. Those who earn it are treated as equals, regardless of origin. Those who lose it are dismissed entirely, their word and presence carrying no weight. The Hundred Legions do not seek conquest or territory, they exist to be ready. When they move as one, it is because a decision has already been made. + +## Related notes +- [[Factions/Factions|Factions]] diff --git a/Factions/The Ignition Union.md b/Factions/The Ignition Union.md index 3a51ec7..45444a0 100644 --- a/Factions/The Ignition Union.md +++ b/Factions/The Ignition Union.md @@ -4,4 +4,7 @@ Union members are trained in Flamecharm, Thundercall, and the rare attunement kn The Union presents itself as a workers’ movement built on unity and shared struggle, but reality is more complicated. Their conflict with [[The Summer Company]] has escalated into open violence, and their treatment of [[The Divers]] often contradicts their stated ideals. They are openly hostile toward [[The Ministry]], seeing them not just as enemies, but as a fundamental threat to the world. Internal writings and speeches emphasize collective strength and sacrifice, though those principles are not always applied evenly. -The Ignition Union has pushed deeper into the Depths than most groups, establishing outposts in the Second Layer ahead of rival factions. Their elite fighters, known as Deepdelvers, are chosen not only for combat skill but for acts of self-sacrifice and loyalty to the group. \ No newline at end of file +The Ignition Union has pushed deeper into the Depths than most groups, establishing outposts in the Second Layer ahead of rival factions. Their elite fighters, known as Deepdelvers, are chosen not only for combat skill but for acts of self-sacrifice and loyalty to the group. + +## Related notes +- [[Factions/Factions|Factions]] diff --git a/Factions/The Kingdom of Etrea.md b/Factions/The Kingdom of Etrea.md index e0e3448..5ba21c1 100644 --- a/Factions/The Kingdom of Etrea.md +++ b/Factions/The Kingdom of Etrea.md @@ -4,4 +4,7 @@ The Kingdom of Etrea lies within the Etrean Luminant, a windswept region known f Two figures are widely associated with Etrea’s stability. The first is the **Lord Regent**, who rules from the palace in Etris and is rarely seen in public, delegating authority through trusted officials. His leadership is generally viewed as calm, decisive, and effective. The second is **Maestro Evengarde Rest**, the master of the Vigil Swordsmen on the Isle of Vigils. Known across the Luminants as one of the greatest living swordsmen, Evengarde is a symbol of Etrea’s martial tradition and discipline. -Etrea is currently engaged in open war with [[The Central Authority]] a conflict that has reinforced the kingdom’s inward focus and strict governance. Within Etrea, life continues under a strong sense of order and control. Records, traditions, and public narratives present the current era as one of continuity rather than change, and most citizens regard the kingdom as stable, if tightly governed. \ No newline at end of file +Etrea is currently engaged in open war with [[The Central Authority]] a conflict that has reinforced the kingdom’s inward focus and strict governance. Within Etrea, life continues under a strong sense of order and control. Records, traditions, and public narratives present the current era as one of continuity rather than change, and most citizens regard the kingdom as stable, if tightly governed. + +## Related notes +- [[Factions/Factions|Factions]] diff --git a/Factions/The Knives of Eylis.md b/Factions/The Knives of Eylis.md index 5d99ff6..432baf2 100644 --- a/Factions/The Knives of Eylis.md +++ b/Factions/The Knives of Eylis.md @@ -6,4 +6,7 @@ Members of the Knives swear a strange Oath that grants them limited control over The Knives are known to work for [[The Central Authority]] in secret, disrupting Etrean movements and capturing members of [[The Children of Navae]] for transport to Fort Merit. Despite this cooperation, they are not truly loyal to the Authority and are treated more as disposable assets than allies. Rumors about their past vary, some claim they were once whalers in an earlier age, others believe their “hunt” has simply grown larger over time. -Whether they are guided by a higher power or driven by obsession is unclear. What _is_ clear is that encounters with the Knives of Eylis rarely leave witnesses behind. \ No newline at end of file +Whether they are guided by a higher power or driven by obsession is unclear. What _is_ clear is that encounters with the Knives of Eylis rarely leave witnesses behind. + +## Related notes +- [[Factions/Factions|Factions]] diff --git a/Factions/The Ministry.md b/Factions/The Ministry.md index bc7bfb9..26ce22e 100644 --- a/Factions/The Ministry.md +++ b/Factions/The Ministry.md @@ -4,4 +4,7 @@ The Ministry believes the world above is flawed and must be brought down into th Rather than acting openly, the Ministry works through pressure and corruption. They destabilize regions, turn allies against each other, and let disasters unfold while guiding events from the shadows. Their leadership is said to consist of **Nine Prophets**, beings who wield immense influence and no longer think like ordinary mortals. Ministry operatives include Shadowcasters, blood cultists, and creatures altered beyond recognition. Their presence is often marked by the Krulian Knife, a weapon also found among abyssal entities such as the Ferryman, hinting at how deeply their reach extends. Some claim a Prophet has infiltrated leadership somewhere. -The Ministry is hostile to nearly every major power, but they do not wage war in the traditional sense. They collapse systems rather than confront them, offering power to the desperate and silence to the curious. Those who serve the Ministry are not celebrated or remembered. When they are no longer useful, they simply vanish, leaving behind no records, no graves, and no one willing to speak their names. \ No newline at end of file +The Ministry is hostile to nearly every major power, but they do not wage war in the traditional sense. They collapse systems rather than confront them, offering power to the desperate and silence to the curious. Those who serve the Ministry are not celebrated or remembered. When they are no longer useful, they simply vanish, leaving behind no records, no graves, and no one willing to speak their names. + +## Related notes +- [[Factions/Factions|Factions]] diff --git a/Factions/The Summer Company.md b/Factions/The Summer Company.md index 20f4daf..2b9259f 100644 --- a/Factions/The Summer Company.md +++ b/Factions/The Summer Company.md @@ -6,4 +6,7 @@ That balance has started to fall apart. [[The Ignition Union]], once another con Internally, patience is wearing thin. Scope, one of the Company’s senior officers, has made it clear that their cooperation with the Authority has limits. If the contracts stop being worth the cost, the Summer Company will look elsewhere for allies and buyers. -They are not a nation, and they do not claim moral authority. The Summer Company exists to build weapons, sell them, and stay alive in a world that is quickly learning how dangerous those weapons can be. \ No newline at end of file +They are not a nation, and they do not claim moral authority. The Summer Company exists to build weapons, sell them, and stay alive in a world that is quickly learning how dangerous those weapons can be. + +## Related notes +- [[Factions/Factions|Factions]] diff --git a/Notes to self.md b/Notes to self.md index c2b3ada..4ec9e1f 100644 --- a/Notes to self.md +++ b/Notes to self.md @@ -6,3 +6,5 @@ Overhaul Bosses and Campaign Don't overplan Don't underplan +## Related notes +- [[Core]] diff --git a/Oaths/How to Oath (Part 1 of 27) NO CLICKBAIT 100% REAL.md b/Oaths/How to Oath (Part 1 of 27) NO CLICKBAIT 100% REAL.md index 0c0a8ae..8f1cb7e 100644 --- a/Oaths/How to Oath (Part 1 of 27) NO CLICKBAIT 100% REAL.md +++ b/Oaths/How to Oath (Part 1 of 27) NO CLICKBAIT 100% REAL.md @@ -136,4 +136,7 @@ The most famous paradox. An Oathless individual swears never to be bound by an O Ironically: > The refusal to take an Oath becomes an Oath. -The result is increased flexibility and freedom because the Song now recognizes them as fundamentally unbound. \ No newline at end of file +The result is increased flexibility and freedom because the Song now recognizes them as fundamentally unbound. + +## Related notes +- [[Oaths/Oaths|Oaths]] diff --git a/Oaths/Oaths.md b/Oaths/Oaths.md index 480bb9f..8d947ef 100644 --- a/Oaths/Oaths.md +++ b/Oaths/Oaths.md @@ -28,3 +28,6 @@ Examples: The Song does not care whether the statement is logical. It cares whether the soul is altered strongly enough to become recognizable. +## Related notes +- [[Oaths/How to Oath (Part 1 of 27) NO CLICKBAIT 100% REAL|How to Oath]] +- [[Core]] diff --git a/Players/AXIOM-07/ATTRIBUTE FRAME.md b/Players/AXIOM-07/ATTRIBUTE FRAME.md index 8a3a8cf..340c5d2 100644 --- a/Players/AXIOM-07/ATTRIBUTE FRAME.md +++ b/Players/AXIOM-07/ATTRIBUTE FRAME.md @@ -10,3 +10,6 @@ ->Curiosity-driven processing core. Social subroutines underdeveloped. [[Players/AXIOM-07/Upgrades/Attribute Frame|Upgrades]] + +## Related notes +- [[Players/AXIOM-07/AXIOM-07 “DEVIANTCORE”|Character sheet]] diff --git a/Players/AXIOM-07/AXIOM-07 “DEVIANTCORE”.md b/Players/AXIOM-07/AXIOM-07 “DEVIANTCORE”.md index 80587de..72514f6 100644 --- a/Players/AXIOM-07/AXIOM-07 “DEVIANTCORE”.md +++ b/Players/AXIOM-07/AXIOM-07 “DEVIANTCORE”.md @@ -12,3 +12,16 @@ Now Axiom-07 travels Lumen freely, curious, cheerful, dangerous and independent, [[Players/AXIOM-07/WEAPON SYSTEMS]] -> Mechanics related to weapons [[Players/AXIOM-07/Upgrades/Talents]] -> More Be an annoying fuck [[Players/AXIOM-07/Upgrades/Mantras|Mantras]] -> Be an annoying fuck + +## Related notes +- [[Players/Player Characters|Player Characters]] + +## Character notes +- [[Players/AXIOM-07/Upgrades/Attribute Frame]] +- [[Players/AXIOM-07/Upgrades/Chassis Configuration]] +- [[Players/AXIOM-07/Upgrades/Core Stats]] +- [[Players/AXIOM-07/Upgrades/Defensive Plating System]] +- [[Players/AXIOM-07/Upgrades/Momentum Engine]] +- [[Players/AXIOM-07/Upgrades/More Weapons]] +- [[Players/AXIOM-07/Upgrades/Soul Sub-Systems]] +- [[Players/AXIOM-07/Upgrades/Weapon Systems]] diff --git a/Players/AXIOM-07/CHASSIS CONFIGURATION.md b/Players/AXIOM-07/CHASSIS CONFIGURATION.md index ed06b47..9d12c6d 100644 --- a/Players/AXIOM-07/CHASSIS CONFIGURATION.md +++ b/Players/AXIOM-07/CHASSIS CONFIGURATION.md @@ -17,3 +17,5 @@ Regain **2 Ether** at the start of your next turn if: [[Players/AXIOM-07/Upgrades/Chassis Configuration|Upgrades]] [[Players/AXIOM-07/Upgrades/Core Stats|More Upgrades]] +## Related notes +- [[Players/AXIOM-07/AXIOM-07 “DEVIANTCORE”|Character sheet]] diff --git a/Players/AXIOM-07/DEFENSIVE PLATING SYSTEM.md b/Players/AXIOM-07/DEFENSIVE PLATING SYSTEM.md index 43511c4..2540693 100644 --- a/Players/AXIOM-07/DEFENSIVE PLATING SYSTEM.md +++ b/Players/AXIOM-07/DEFENSIVE PLATING SYSTEM.md @@ -17,3 +17,6 @@ The Ether Battery architecture makes the chassis highly volatile when exposed to thermal overload and electrical discharge. [[Players/AXIOM-07/Upgrades/Defensive Plating System|Upgrades]] + +## Related notes +- [[Players/AXIOM-07/AXIOM-07 “DEVIANTCORE”|Character sheet]] diff --git a/Players/AXIOM-07/MOMENTUM ENGINE.md b/Players/AXIOM-07/MOMENTUM ENGINE.md index 41521ef..3db00c3 100644 --- a/Players/AXIOM-07/MOMENTUM ENGINE.md +++ b/Players/AXIOM-07/MOMENTUM ENGINE.md @@ -42,3 +42,5 @@ Gain +3m movement speed for 1 turn. [[Players/AXIOM-07/Upgrades/Momentum Engine|Upgrades]] +## Related notes +- [[Players/AXIOM-07/AXIOM-07 “DEVIANTCORE”|Character sheet]] diff --git a/Players/AXIOM-07/SOUL SUB-SYSTEMS.md b/Players/AXIOM-07/SOUL SUB-SYSTEMS.md index 70b2dea..ce63aab 100644 --- a/Players/AXIOM-07/SOUL SUB-SYSTEMS.md +++ b/Players/AXIOM-07/SOUL SUB-SYSTEMS.md @@ -84,3 +84,6 @@ Result: - No check required. [[Players/AXIOM-07/Upgrades/Soul Sub-Systems|Upgrades]] + +## Related notes +- [[Players/AXIOM-07/AXIOM-07 “DEVIANTCORE”|Character sheet]] diff --git a/Players/AXIOM-07/Upgrades/Attribute Frame.md b/Players/AXIOM-07/Upgrades/Attribute Frame.md index 04e2248..54fcbc9 100644 --- a/Players/AXIOM-07/Upgrades/Attribute Frame.md +++ b/Players/AXIOM-07/Upgrades/Attribute Frame.md @@ -27,4 +27,7 @@ Cognitive threads split into dual-processing lanes. Improved mimicry routines and adaptive tonal modulation. **Effect:** - Gain proficiency in Persuasion or Deception (choose once). -- When speaking to constructs or artificial beings, you gain advantage on social checks. \ No newline at end of file +- When speaking to constructs or artificial beings, you gain advantage on social checks. + +## Related notes +- [[Players/AXIOM-07/AXIOM-07 “DEVIANTCORE”|Character sheet]] diff --git a/Players/AXIOM-07/Upgrades/Chassis Configuration.md b/Players/AXIOM-07/Upgrades/Chassis Configuration.md index 3fc5379..2b80101 100644 --- a/Players/AXIOM-07/Upgrades/Chassis Configuration.md +++ b/Players/AXIOM-07/Upgrades/Chassis Configuration.md @@ -47,4 +47,7 @@ Reduces erratic behavioral spikes under stress. Fragments of previous data-states are backed up into hardened memory coils. **Effect:** - When entering Orb State, you do not lose Sanity from Critical Destabilization for the first round. -- Once per long rest, if you would permanently die due to Sanity reaching 0, remain at 1 Sanity instead. \ No newline at end of file +- Once per long rest, if you would permanently die due to Sanity reaching 0, remain at 1 Sanity instead. + +## Related notes +- [[Players/AXIOM-07/AXIOM-07 “DEVIANTCORE”|Character sheet]] diff --git a/Players/AXIOM-07/Upgrades/Core Stats.md b/Players/AXIOM-07/Upgrades/Core Stats.md index 05d7069..9864b85 100644 --- a/Players/AXIOM-07/Upgrades/Core Stats.md +++ b/Players/AXIOM-07/Upgrades/Core Stats.md @@ -12,4 +12,7 @@ Increase by: Base: 2 per round Increase by: +1 at level 8 -+1 at level 15 \ No newline at end of file ++1 at level 15 + +## Related notes +- [[Players/AXIOM-07/AXIOM-07 “DEVIANTCORE”|Character sheet]] diff --git a/Players/AXIOM-07/Upgrades/Defensive Plating System.md b/Players/AXIOM-07/Upgrades/Defensive Plating System.md index 8d23069..70ecc89 100644 --- a/Players/AXIOM-07/Upgrades/Defensive Plating System.md +++ b/Players/AXIOM-07/Upgrades/Defensive Plating System.md @@ -52,4 +52,7 @@ A thin fluctuating field disperses high-energy impact before contact. **Effect:** - Once per round, when you take Elemental damage: - Reduce it by 5 after mitigation. -- Does stack with Reactive Impact Bracing. \ No newline at end of file +- Does stack with Reactive Impact Bracing. + +## Related notes +- [[Players/AXIOM-07/AXIOM-07 “DEVIANTCORE”|Character sheet]] diff --git a/Players/AXIOM-07/Upgrades/Mantras.md b/Players/AXIOM-07/Upgrades/Mantras.md index a3f8d90..39e4d5d 100644 --- a/Players/AXIOM-07/Upgrades/Mantras.md +++ b/Players/AXIOM-07/Upgrades/Mantras.md @@ -146,4 +146,7 @@ Engage traction spikes and run along a vertical surface for up to **9 meters**. - You must end on a valid surface (wall, floor, or ledge). If you attack during the wallrun: - Gain +1 Momentum. -- Your attack gains +2 Posture damage. \ No newline at end of file +- Your attack gains +2 Posture damage. + +## Related notes +- [[Players/AXIOM-07/AXIOM-07 “DEVIANTCORE”|Character sheet]] diff --git a/Players/AXIOM-07/Upgrades/Momentum Engine.md b/Players/AXIOM-07/Upgrades/Momentum Engine.md index 1e308f9..8bb689e 100644 --- a/Players/AXIOM-07/Upgrades/Momentum Engine.md +++ b/Players/AXIOM-07/Upgrades/Momentum Engine.md @@ -47,3 +47,6 @@ The system identifies staggered prey. - Performing a Riposte grants +1 Momentum. - Each effect can trigger once per round. - These gains still obey the normal Momentum gain cap. + +## Related notes +- [[Players/AXIOM-07/AXIOM-07 “DEVIANTCORE”|Character sheet]] diff --git a/Players/AXIOM-07/Upgrades/More Weapons.md b/Players/AXIOM-07/Upgrades/More Weapons.md index 9d7a04f..e3868af 100644 --- a/Players/AXIOM-07/Upgrades/More Weapons.md +++ b/Players/AXIOM-07/Upgrades/More Weapons.md @@ -91,4 +91,7 @@ While marked: - Attacks against the marked enemy gain +5% Penetration. - First hit against the marked enemy each round deals +1 Posture Damage. - These effects apply to anyone, not just you. -Drone has 10 HP and can be destroyed. \ No newline at end of file +Drone has 10 HP and can be destroyed. + +## Related notes +- [[Players/AXIOM-07/AXIOM-07 “DEVIANTCORE”|Character sheet]] diff --git a/Players/AXIOM-07/Upgrades/Soul Sub-Systems.md b/Players/AXIOM-07/Upgrades/Soul Sub-Systems.md index abfef23..e374c9b 100644 --- a/Players/AXIOM-07/Upgrades/Soul Sub-Systems.md +++ b/Players/AXIOM-07/Upgrades/Soul Sub-Systems.md @@ -75,4 +75,7 @@ The chassis rebuilds in a surge of Ether discharge. - When successfully reassembling: - Return at **1 HP + 1d6 temporary HP** - Gain +1 Momentum. -- 1/long rest. \ No newline at end of file +- 1/long rest. + +## Related notes +- [[Players/AXIOM-07/AXIOM-07 “DEVIANTCORE”|Character sheet]] diff --git a/Players/AXIOM-07/Upgrades/Talents.md b/Players/AXIOM-07/Upgrades/Talents.md index 5823c54..5c508cb 100644 --- a/Players/AXIOM-07/Upgrades/Talents.md +++ b/Players/AXIOM-07/Upgrades/Talents.md @@ -143,4 +143,7 @@ _(Unlocked by level. Packs alternate 1 / 2 / 1 / 2.)_ - The first time each long rest you would be **Executed**, you instead: - Survive with **1 HP**, - Gain **+6 Ether**, - - And your recovery timer does **not** reset from the triggering hit. \ No newline at end of file + - And your recovery timer does **not** reset from the triggering hit. + +## Related notes +- [[Players/AXIOM-07/AXIOM-07 “DEVIANTCORE”|Character sheet]] diff --git a/Players/AXIOM-07/Upgrades/Weapon Systems.md b/Players/AXIOM-07/Upgrades/Weapon Systems.md index e0ac383..aa4273e 100644 --- a/Players/AXIOM-07/Upgrades/Weapon Systems.md +++ b/Players/AXIOM-07/Upgrades/Weapon Systems.md @@ -51,4 +51,7 @@ Full Hive-Pattern integration. - Choose one equipped module each long rest: - That module gains +5% Penetration and +1 Posture damage for the day. - Special Modules gain: - - -1 Turn Cooldown (minimum 1). \ No newline at end of file + - -1 Turn Cooldown (minimum 1). + +## Related notes +- [[Players/AXIOM-07/AXIOM-07 “DEVIANTCORE”|Character sheet]] diff --git a/Players/AXIOM-07/WEAPON SYSTEMS.md b/Players/AXIOM-07/WEAPON SYSTEMS.md index 7412e93..c66a2bf 100644 --- a/Players/AXIOM-07/WEAPON SYSTEMS.md +++ b/Players/AXIOM-07/WEAPON SYSTEMS.md @@ -48,3 +48,6 @@ Cannot target self two rounds in a row. [[More Weapons]] [[Players/AXIOM-07/Upgrades/Weapon Systems|Upgrades]] + +## Related notes +- [[Players/AXIOM-07/AXIOM-07 “DEVIANTCORE”|Character sheet]] diff --git a/Players/CAPITALISM SON/Non-Magic-Missile (NMM).md b/Players/CAPITALISM SON/Non-Magic-Missile (NMM).md index 36f0049..aa77b20 100644 --- a/Players/CAPITALISM SON/Non-Magic-Missile (NMM).md +++ b/Players/CAPITALISM SON/Non-Magic-Missile (NMM).md @@ -16,4 +16,7 @@ After firing: - The launcher must be **reloaded for 1 round** before firing again. - Reloading normally consumes the **entire turn**. -The Enforcer begins encounters with 3 Rockets. More are gained from summer company outposts or during short rests. \ No newline at end of file +The Enforcer begins encounters with 3 Rockets. More are gained from summer company outposts or during short rests. + +## Related notes +- [[Players/CAPITALISM SON/Shareholder Value Cat|Character sheet]] diff --git a/Players/CAPITALISM SON/Shareholder Value Cat.md b/Players/CAPITALISM SON/Shareholder Value Cat.md index d796283..297bd6d 100644 --- a/Players/CAPITALISM SON/Shareholder Value Cat.md +++ b/Players/CAPITALISM SON/Shareholder Value Cat.md @@ -54,4 +54,14 @@ When firing the NMM: ### ==Etrean Supremacy== ==Raised under Etrean doctrine of cultural superiority, the Enforcer has little patience for outsiders.== - ==**+2 on Intimidation checks** against non-Etreans.== -- ==**-2 on Persuasion checks** when dealing with non-Etrean allies or factions.== \ No newline at end of file +- ==**-2 on Persuasion checks** when dealing with non-Etrean allies or factions.== + +## Related notes +- [[Players/Player Characters|Player Characters]] + +## Character notes +- [[Players/CAPITALISM SON/Non-Magic-Missile (NMM)]] +- [[Players/CAPITALISM SON/Upgrades/Increase Shareholder Value]] +- [[Players/CAPITALISM SON/Upgrades/Legalize Nuclear Bombs (Slowed & Reverb)]] +- [[Players/CAPITALISM SON/Upgrades/Mantras]] +- [[Players/CAPITALISM SON/Upgrades/Talents]] diff --git a/Players/CAPITALISM SON/Upgrades/Increase Shareholder Value.md b/Players/CAPITALISM SON/Upgrades/Increase Shareholder Value.md index 11c0246..2cec23e 100644 --- a/Players/CAPITALISM SON/Upgrades/Increase Shareholder Value.md +++ b/Players/CAPITALISM SON/Upgrades/Increase Shareholder Value.md @@ -114,4 +114,7 @@ Impact: - **Posture Damage:** 8 (NB) - **Penetration:** 30% -Hyper-Mortar Strike cannot be parried or blocked. Creatures may Dodge normally. \ No newline at end of file +Hyper-Mortar Strike cannot be parried or blocked. Creatures may Dodge normally. + +## Related notes +- [[Players/CAPITALISM SON/Shareholder Value Cat|Character sheet]] diff --git a/Players/CAPITALISM SON/Upgrades/Legalize Nuclear Bombs (Slowed & Reverb).md b/Players/CAPITALISM SON/Upgrades/Legalize Nuclear Bombs (Slowed & Reverb).md index 1d0a5cd..3341506 100644 --- a/Players/CAPITALISM SON/Upgrades/Legalize Nuclear Bombs (Slowed & Reverb).md +++ b/Players/CAPITALISM SON/Upgrades/Legalize Nuclear Bombs (Slowed & Reverb).md @@ -111,4 +111,7 @@ Prototype breaching round meant for clearing rooms. **Special**: Enemies hit must make a **Constitution Save**. Failure: -- **Stunned for 1 round** \ No newline at end of file +- **Stunned for 1 round** + +## Related notes +- [[Players/CAPITALISM SON/Shareholder Value Cat|Character sheet]] diff --git a/Players/CAPITALISM SON/Upgrades/Mantras.md b/Players/CAPITALISM SON/Upgrades/Mantras.md index cfc1494..ff22ad6 100644 --- a/Players/CAPITALISM SON/Upgrades/Mantras.md +++ b/Players/CAPITALISM SON/Upgrades/Mantras.md @@ -178,4 +178,7 @@ Cooldown: 5 rounds Electrify a **6 meter radius** area for **2 rounds**. Enemies inside: - Lose **1 Posture at the start of their turn** -- Suffer **-2 Dodge Throws** \ No newline at end of file +- Suffer **-2 Dodge Throws** + +## Related notes +- [[Players/CAPITALISM SON/Shareholder Value Cat|Character sheet]] diff --git a/Players/CAPITALISM SON/Upgrades/Talents.md b/Players/CAPITALISM SON/Upgrades/Talents.md index 64551bc..87cacd7 100644 --- a/Players/CAPITALISM SON/Upgrades/Talents.md +++ b/Players/CAPITALISM SON/Upgrades/Talents.md @@ -130,4 +130,7 @@ ### T30 - **Strategic Bombardment** - Once per combat, you may fire **two rockets with the same shot** - Both rockets **must target the same point**. -- This puts alot of strain onto the NMM. For the rest of the combat, reloading takes twice as long to do. This applies to assisted reloads. \ No newline at end of file +- This puts alot of strain onto the NMM. For the rest of the combat, reloading takes twice as long to do. This applies to assisted reloads. + +## Related notes +- [[Players/CAPITALISM SON/Shareholder Value Cat|Character sheet]] diff --git a/Players/IRONBACK KHAN/IRONBACK KHAN.md b/Players/IRONBACK KHAN/IRONBACK KHAN.md index 79ba365..db31e82 100644 --- a/Players/IRONBACK KHAN/IRONBACK KHAN.md +++ b/Players/IRONBACK KHAN/IRONBACK KHAN.md @@ -70,3 +70,9 @@ Ironbacks are designed to block. [[Players/IRONBACK KHAN/Upgrades/Core Stats|Upgrades]] [[Players/IRONBACK KHAN/Upgrades/Mantras|It's Angy now and it's coming for you]] [[Players/IRONBACK KHAN/Upgrades/Talents|Ooooh now he deals +2 posture damage, oooooh you should be scared]] + +## Related notes +- [[Players/Player Characters|Player Characters]] + +## Character notes +- [[Players/IRONBACK KHAN/Upgrades/The Iron Back Technique]] diff --git a/Players/IRONBACK KHAN/Upgrades/Core Stats.md b/Players/IRONBACK KHAN/Upgrades/Core Stats.md index 3ce424d..c37747f 100644 --- a/Players/IRONBACK KHAN/Upgrades/Core Stats.md +++ b/Players/IRONBACK KHAN/Upgrades/Core Stats.md @@ -4,3 +4,5 @@ Every level up: * Sanity +1 + Willpower Modifier * Ether +1d6 + Willpower Modifier +## Related notes +- [[Players/IRONBACK KHAN/IRONBACK KHAN|Character sheet]] diff --git a/Players/IRONBACK KHAN/Upgrades/Mantras.md b/Players/IRONBACK KHAN/Upgrades/Mantras.md index b647064..84e6716 100644 --- a/Players/IRONBACK KHAN/Upgrades/Mantras.md +++ b/Players/IRONBACK KHAN/Upgrades/Mantras.md @@ -200,4 +200,7 @@ For 3 rounds: **Cooldown:** 4 Rounds After taking damage: - Immediately deal 2d10 Blunt to attacker -- Attacker loses posture equal to your Constitution Modifier + 4. \ No newline at end of file +- Attacker loses posture equal to your Constitution Modifier + 4. + +## Related notes +- [[Players/IRONBACK KHAN/IRONBACK KHAN|Character sheet]] diff --git a/Players/IRONBACK KHAN/Upgrades/Talents.md b/Players/IRONBACK KHAN/Upgrades/Talents.md index 35cd251..185970d 100644 --- a/Players/IRONBACK KHAN/Upgrades/Talents.md +++ b/Players/IRONBACK KHAN/Upgrades/Talents.md @@ -114,4 +114,7 @@ _(Unlocked by level. Packs alternate 1 / 2 / 1 / 2.)_ ### T30 — **Hold the Line** - While you have at least 1 Posture: - You cannot be forcibly displaced by creatures of equal or smaller size. - - The first attack each round against you suffers -10% damage (after mitigation). \ No newline at end of file + - The first attack each round against you suffers -10% damage (after mitigation). + +## Related notes +- [[Players/IRONBACK KHAN/IRONBACK KHAN|Character sheet]] diff --git a/Players/IRONBACK KHAN/Upgrades/The Iron Back Technique.md b/Players/IRONBACK KHAN/Upgrades/The Iron Back Technique.md index 605a8d7..52cd94a 100644 --- a/Players/IRONBACK KHAN/Upgrades/The Iron Back Technique.md +++ b/Players/IRONBACK KHAN/Upgrades/The Iron Back Technique.md @@ -74,3 +74,6 @@ Tier III is unlocked at level 15 - Gain **+3 Posture Regain** next turn. - While you have at least 1 Posture: - You cannot be knocked Prone or forcibly displaced by creatures of Large size or smaller. + +## Related notes +- [[Players/IRONBACK KHAN/IRONBACK KHAN|Character sheet]] diff --git a/Players/Player Characters.md b/Players/Player Characters.md index eb2ae32..0e1eaac 100644 --- a/Players/Player Characters.md +++ b/Players/Player Characters.md @@ -12,4 +12,7 @@ ![[cracked.png]] [[Shareholder Value Cat|Very Trustworthy Shareholder Value Increasing Very Valuable Cat (Scammer)]] -![[iu_.png]] \ No newline at end of file +![[iu_.png]] + +## Related notes +- [[Core]] diff --git a/Players/RADIOACTIVE CRACK RAT/Green Meridian.md b/Players/RADIOACTIVE CRACK RAT/Green Meridian.md index 0b6dc70..739b587 100644 --- a/Players/RADIOACTIVE CRACK RAT/Green Meridian.md +++ b/Players/RADIOACTIVE CRACK RAT/Green Meridian.md @@ -103,4 +103,7 @@ The Skaven beagins with **Variant I**. - Intelligence checks -1 - Dexterity checks -1 -Heart rate increases slightly and breathing becomes faster. It keeps the user alert but does not heavily strain the body. \ No newline at end of file +Heart rate increases slightly and breathing becomes faster. It keeps the user alert but does not heavily strain the body. + +## Related notes +- [[Players/RADIOACTIVE CRACK RAT/RADIOACTIVE CRACK RAT|Character sheet]] diff --git a/Players/RADIOACTIVE CRACK RAT/Notes.md b/Players/RADIOACTIVE CRACK RAT/Notes.md index 9d625e4..49fca9a 100644 --- a/Players/RADIOACTIVE CRACK RAT/Notes.md +++ b/Players/RADIOACTIVE CRACK RAT/Notes.md @@ -11,4 +11,7 @@ * Mantras * Shadow-wizard-money-gang? * Death - * Cancer Touch \ No newline at end of file + * Cancer Touch + +## Related notes +- [[Players/RADIOACTIVE CRACK RAT/RADIOACTIVE CRACK RAT|Character sheet]] diff --git a/Players/RADIOACTIVE CRACK RAT/RADIOACTIVE CRACK RAT.md b/Players/RADIOACTIVE CRACK RAT/RADIOACTIVE CRACK RAT.md index 7d88659..795df61 100644 --- a/Players/RADIOACTIVE CRACK RAT/RADIOACTIVE CRACK RAT.md +++ b/Players/RADIOACTIVE CRACK RAT/RADIOACTIVE CRACK RAT.md @@ -111,3 +111,17 @@ Upon activation: If the target is: - At **≤12.5% HP** The neck snap instantly executes the target + +## Related notes +- [[Players/Player Characters|Player Characters]] + +## Character notes +- [[Players/RADIOACTIVE CRACK RAT/Green Meridian]] +- [[Players/RADIOACTIVE CRACK RAT/Notes]] +- [[Players/RADIOACTIVE CRACK RAT/Super-AIDS]] +- [[Players/RADIOACTIVE CRACK RAT/Upgrades/Big Pharma]] +- [[Players/RADIOACTIVE CRACK RAT/Upgrades/Black Meridian Variants]] +- [[Players/RADIOACTIVE CRACK RAT/Upgrades/Legalize Nuclear Bombs]] +- [[Players/RADIOACTIVE CRACK RAT/Upgrades/Mantras]] +- [[Players/RADIOACTIVE CRACK RAT/Upgrades/Talents]] +- [[Players/RADIOACTIVE CRACK RAT/~Ex-plosion!]] diff --git a/Players/RADIOACTIVE CRACK RAT/Super-AIDS.md b/Players/RADIOACTIVE CRACK RAT/Super-AIDS.md index e6bfd9d..a0e1283 100644 --- a/Players/RADIOACTIVE CRACK RAT/Super-AIDS.md +++ b/Players/RADIOACTIVE CRACK RAT/Super-AIDS.md @@ -193,4 +193,7 @@ At this stage the infection is effectively consuming the remaining body mass to Using too much venom stresses the symbiote-host balance. If all Venom Charges are used in one encounter: - Constitution checks suffer **-1** until combat ends -The body becomes inflamed as the symbiote overproduces reactive fluid. \ No newline at end of file +The body becomes inflamed as the symbiote overproduces reactive fluid. + +## Related notes +- [[Players/RADIOACTIVE CRACK RAT/RADIOACTIVE CRACK RAT|Character sheet]] diff --git a/Players/RADIOACTIVE CRACK RAT/Upgrades/Big Pharma.md b/Players/RADIOACTIVE CRACK RAT/Upgrades/Big Pharma.md index 97e936a..c7211a4 100644 --- a/Players/RADIOACTIVE CRACK RAT/Upgrades/Big Pharma.md +++ b/Players/RADIOACTIVE CRACK RAT/Upgrades/Big Pharma.md @@ -86,4 +86,7 @@ The Skaven now uses crafted toxins instead of biological venom ### New Passive - Clean Blood - Gas AC +10 - Necrotic AC +10 -- Automatically succeed Constitution checks against disease \ No newline at end of file +- Automatically succeed Constitution checks against disease + +## Related notes +- [[Players/RADIOACTIVE CRACK RAT/RADIOACTIVE CRACK RAT|Character sheet]] diff --git a/Players/RADIOACTIVE CRACK RAT/Upgrades/Black Meridian Variants.md b/Players/RADIOACTIVE CRACK RAT/Upgrades/Black Meridian Variants.md index d267efa..0d460fd 100644 --- a/Players/RADIOACTIVE CRACK RAT/Upgrades/Black Meridian Variants.md +++ b/Players/RADIOACTIVE CRACK RAT/Upgrades/Black Meridian Variants.md @@ -119,4 +119,7 @@ At the end of the 3-round duration: - Take **1d8 Necrotic damage** - Gain **+2 additional Toxicity** -All body systems accelerate simultaneously. Muscles and nerves operate far beyond normal limits, which causes internal damage once the effect fades. \ No newline at end of file +All body systems accelerate simultaneously. Muscles and nerves operate far beyond normal limits, which causes internal damage once the effect fades. + +## Related notes +- [[Players/RADIOACTIVE CRACK RAT/RADIOACTIVE CRACK RAT|Character sheet]] diff --git a/Players/RADIOACTIVE CRACK RAT/Upgrades/Legalize Nuclear Bombs.md b/Players/RADIOACTIVE CRACK RAT/Upgrades/Legalize Nuclear Bombs.md index 60ea402..3cb464b 100644 --- a/Players/RADIOACTIVE CRACK RAT/Upgrades/Legalize Nuclear Bombs.md +++ b/Players/RADIOACTIVE CRACK RAT/Upgrades/Legalize Nuclear Bombs.md @@ -82,4 +82,7 @@ Allows remote triggering using ether sparks. * Explosion radius: **4.5 meters** * Damage: - **1d4 Pierce damage (3 separate hits)** -* Each hit resolves separately against armor. \ No newline at end of file +* Each hit resolves separately against armor. + +## Related notes +- [[Players/RADIOACTIVE CRACK RAT/RADIOACTIVE CRACK RAT|Character sheet]] diff --git a/Players/RADIOACTIVE CRACK RAT/Upgrades/Mantras.md b/Players/RADIOACTIVE CRACK RAT/Upgrades/Mantras.md index 8f5754c..55bc262 100644 --- a/Players/RADIOACTIVE CRACK RAT/Upgrades/Mantras.md +++ b/Players/RADIOACTIVE CRACK RAT/Upgrades/Mantras.md @@ -282,4 +282,7 @@ On failure: - Lose **2 Posture** If the target is poisoned: - Damage becomes **Slash + Necrotic** -- Target cannot regain Posture until the start of their next turn \ No newline at end of file +- Target cannot regain Posture until the start of their next turn + +## Related notes +- [[Players/RADIOACTIVE CRACK RAT/RADIOACTIVE CRACK RAT|Character sheet]] diff --git a/Players/RADIOACTIVE CRACK RAT/Upgrades/Talents.md b/Players/RADIOACTIVE CRACK RAT/Upgrades/Talents.md index 96079ed..71dd4c9 100644 --- a/Players/RADIOACTIVE CRACK RAT/Upgrades/Talents.md +++ b/Players/RADIOACTIVE CRACK RAT/Upgrades/Talents.md @@ -156,4 +156,7 @@ When equipped: ### T30 - Apex Scavenger - Movement Speed **+3 meters** - Posture Regain **+1** -- Dodge Throws **+1**** \ No newline at end of file +- Dodge Throws **+1**** + +## Related notes +- [[Players/RADIOACTIVE CRACK RAT/RADIOACTIVE CRACK RAT|Character sheet]] diff --git a/Players/RADIOACTIVE CRACK RAT/~Ex-plosion!.md b/Players/RADIOACTIVE CRACK RAT/~Ex-plosion!.md index 10b7751..572457b 100644 --- a/Players/RADIOACTIVE CRACK RAT/~Ex-plosion!.md +++ b/Players/RADIOACTIVE CRACK RAT/~Ex-plosion!.md @@ -53,3 +53,6 @@ The Skaven can carry: If carrying **5 or more bombs**: - Any critical failure on Dexterity checks or attack rolls causes **one bomb to detonate**. + +## Related notes +- [[Players/RADIOACTIVE CRACK RAT/RADIOACTIVE CRACK RAT|Character sheet]] diff --git a/Players/RAILCAT/RAILCAT.md b/Players/RAILCAT/RAILCAT.md index 505edc7..0fb8765 100644 --- a/Players/RAILCAT/RAILCAT.md +++ b/Players/RAILCAT/RAILCAT.md @@ -69,3 +69,14 @@ While in Feral State: [[Players/RAILCAT/Upgrades/Mantras|I don't know the season,]] [[Mantras - Feral Mode|or what is the reason,]] [[Prosthetic|I'm standing here holding my blade!]] [[Super-Modules|A desolate place (place)]], [[Players/RAILCAT/Upgrades/Talents|Without any trace (trace)]] It's only the cold wind I'm feeling. + +## Related notes +- [[Players/Player Characters|Player Characters]] + +## Character notes +- [[Players/RAILCAT/Summer Company Prosthetic]] +- [[Players/RAILCAT/The Arcblade]] +- [[Players/RAILCAT/Upgrades/Arcblade]] +- [[Players/RAILCAT/Upgrades/Mantras - Feral Mode]] +- [[Players/RAILCAT/Upgrades/Prosthetic]] +- [[Players/RAILCAT/Upgrades/Super-Modules]] diff --git a/Players/RAILCAT/Summer Company Prosthetic.md b/Players/RAILCAT/Summer Company Prosthetic.md index e96c2d1..ccfc55c 100644 --- a/Players/RAILCAT/Summer Company Prosthetic.md +++ b/Players/RAILCAT/Summer Company Prosthetic.md @@ -40,4 +40,7 @@ The Company can: - Suppress Torque gain - Lock offensive modules - Or fully paralyze the arm -They don’t do it casually. But they _can_. \ No newline at end of file +They don’t do it casually. But they _can_. + +## Related notes +- [[Players/RAILCAT/RAILCAT|Character sheet]] diff --git a/Players/RAILCAT/The Arcblade.md b/Players/RAILCAT/The Arcblade.md index 4f487d3..08dc251 100644 --- a/Players/RAILCAT/The Arcblade.md +++ b/Players/RAILCAT/The Arcblade.md @@ -15,4 +15,7 @@ Dash 6 meters in a straight line. - The first target hit takes: - 1d8 Slash - 1d4 Fire -- Applies Burning if it Crits normally. \ No newline at end of file +- Applies Burning if it Crits normally. + +## Related notes +- [[Players/RAILCAT/RAILCAT|Character sheet]] diff --git a/Players/RAILCAT/Upgrades/Arcblade.md b/Players/RAILCAT/Upgrades/Arcblade.md index 46b0809..5676b02 100644 --- a/Players/RAILCAT/Upgrades/Arcblade.md +++ b/Players/RAILCAT/Upgrades/Arcblade.md @@ -133,3 +133,5 @@ Effect: - Ignore 10 Lightning and Fire AC (this stacks with Rail Convergence rules). - Counts toward Static Wake. +## Related notes +- [[Players/RAILCAT/RAILCAT|Character sheet]] diff --git a/Players/RAILCAT/Upgrades/Mantras - Feral Mode.md b/Players/RAILCAT/Upgrades/Mantras - Feral Mode.md index 7b4d799..47f8178 100644 --- a/Players/RAILCAT/Upgrades/Mantras - Feral Mode.md +++ b/Players/RAILCAT/Upgrades/Mantras - Feral Mode.md @@ -125,4 +125,7 @@ Effects: - Target falls prone and gains heavy bleed buildup. - Target loses **3 Posture**. If target is **Burning or Shocked**: -- Add **+1d6 Lightning** or **+1d6 Fire** respectively. \ No newline at end of file +- Add **+1d6 Lightning** or **+1d6 Fire** respectively. + +## Related notes +- [[Players/RAILCAT/RAILCAT|Character sheet]] diff --git a/Players/RAILCAT/Upgrades/Mantras.md b/Players/RAILCAT/Upgrades/Mantras.md index 313591f..cc0eff1 100644 --- a/Players/RAILCAT/Upgrades/Mantras.md +++ b/Players/RAILCAT/Upgrades/Mantras.md @@ -177,4 +177,7 @@ Effect: Both fighters enter a **Blade Lock**. You immediately make a **contested - Target loses **4 Posture** - Target is knocked back 4.5 meters If you lose: -- Lose **2 Posture**. \ No newline at end of file +- Lose **2 Posture**. + +## Related notes +- [[Players/RAILCAT/RAILCAT|Character sheet]] diff --git a/Players/RAILCAT/Upgrades/Prosthetic.md b/Players/RAILCAT/Upgrades/Prosthetic.md index c45f85a..7dff0bb 100644 --- a/Players/RAILCAT/Upgrades/Prosthetic.md +++ b/Players/RAILCAT/Upgrades/Prosthetic.md @@ -81,3 +81,5 @@ Magnetic Recall now: If you Parry the same target twice in 2 rounds: - Their next Dodge is made at disadvantage. +## Related notes +- [[Players/RAILCAT/RAILCAT|Character sheet]] diff --git a/Players/RAILCAT/Upgrades/Super-Modules.md b/Players/RAILCAT/Upgrades/Super-Modules.md index 16af1ad..f9bcbad 100644 --- a/Players/RAILCAT/Upgrades/Super-Modules.md +++ b/Players/RAILCAT/Upgrades/Super-Modules.md @@ -51,4 +51,7 @@ After using Magnetic Recall: Can still be Parried. ### Passive - Duel Focus If only one hostile creature is within 6m: -- Gain +5 Penetration. \ No newline at end of file +- Gain +5 Penetration. + +## Related notes +- [[Players/RAILCAT/RAILCAT|Character sheet]] diff --git a/Players/RAILCAT/Upgrades/Talents.md b/Players/RAILCAT/Upgrades/Talents.md index 85ebcd6..827fdd7 100644 --- a/Players/RAILCAT/Upgrades/Talents.md +++ b/Players/RAILCAT/Upgrades/Talents.md @@ -142,4 +142,7 @@ _(Unlocked by level. Packs alternate 1 / 2 / 1 / 2)_ ### T30 - **Predator Unleashed** - While in **Feral State**: - Gain **+3 Posture damage** - - Gain **+3 meters movement speed**. \ No newline at end of file + - Gain **+3 meters movement speed**. + +## Related notes +- [[Players/RAILCAT/RAILCAT|Character sheet]] diff --git a/Races/Adret.md b/Races/Adret.md index 38613b0..e845894 100644 --- a/Races/Adret.md +++ b/Races/Adret.md @@ -9,4 +9,7 @@ Adrets are a common [[Races|race]] that have blue skin with orange eyes and face * You gain +1 to all non-combat skill checks (Persuasion, Insight, History, etc.) * Your start out with no enemy factions, in allied factions you are regarded as a friend - +2 Willpower -- +2 Charisma \ No newline at end of file +- +2 Charisma + +## Related notes +- [[Races/Races|Races]] diff --git a/Races/Canor.md b/Races/Canor.md index 14334a3..3e8e272 100644 --- a/Races/Canor.md +++ b/Races/Canor.md @@ -9,4 +9,7 @@ Canor are an uncommon [[Races|race]] considered to have the characteristics of a * Allies within 6 meters gain +5 AC. * When an ally within 6 meters is knocked, you gain Advantage on your next attack. * +2 Strength -* +2 Charisma \ No newline at end of file +* +2 Charisma + +## Related notes +- [[Races/Races|Races]] diff --git a/Races/Capra.md b/Races/Capra.md index ea8a2cc..8393e77 100644 --- a/Races/Capra.md +++ b/Races/Capra.md @@ -14,4 +14,7 @@ Once per short rest, you can use one of your religious marks to apply a buff: * "_Mark of Jurik, the Moonseye. A beacon of calm, those in your presence are resistant to insanity._" * Give back 5 sanity to one person they choose around them as long as they are at a campfire or Power 5+ * +2 Intelligence -* +2 Willpower \ No newline at end of file +* +2 Willpower + +## Related notes +- [[Races/Races|Races]] diff --git a/Races/Celtor.md b/Races/Celtor.md index cf2cd79..2775e1d 100644 --- a/Races/Celtor.md +++ b/Races/Celtor.md @@ -13,4 +13,7 @@ Celtors are a common [[Races|race]] with a pale-ish green skin, grey hair and a - Gain **Advantage on Charisma checks** * +2 Intelligence -* +2 Charisma \ No newline at end of file +* +2 Charisma + +## Related notes +- [[Races/Races|Races]] diff --git a/Races/Chrysid.md b/Races/Chrysid.md index 00fc5a4..975c0ba 100644 --- a/Races/Chrysid.md +++ b/Races/Chrysid.md @@ -9,4 +9,7 @@ The Chrysid people are a [[Races|race]] related to moths, inheriting their compo * You are immune to being frightened - Gain Advantage on Insight checks * +2 Dexterity -* +2 Charisma \ No newline at end of file +* +2 Charisma + +## Related notes +- [[Races/Races|Races]] diff --git a/Races/Etrean.md b/Races/Etrean.md index 1607dd4..57457ec 100644 --- a/Races/Etrean.md +++ b/Races/Etrean.md @@ -9,4 +9,7 @@ Etreans are described as a snake-like [[Races|race]], who commonly have pale ski * When in acid rain, throw a dice against DC 14. If the throw is successful you only take half damage per round. * +1 HP * +2 Dexterity -* +2 Intelligence \ No newline at end of file +* +2 Intelligence + +## Related notes +- [[Races/Races|Races]] diff --git a/Races/Felinor.md b/Races/Felinor.md index 9fbc2f4..e4927a1 100644 --- a/Races/Felinor.md +++ b/Races/Felinor.md @@ -11,3 +11,5 @@ One of the most distinct races in the Lumen for their infamous cat ears, Felinor * +2 Dexterity * +2 Charisma +## Related notes +- [[Races/Races|Races]] diff --git a/Races/Ganymede.md b/Races/Ganymede.md index 671efec..a217cef 100644 --- a/Races/Ganymede.md +++ b/Races/Ganymede.md @@ -10,3 +10,6 @@ Ganymedes are a snail-based [[Races|race]] in Lumen that appear with dark skin, * Parasites in layer 2 take 5 rounds longer to kill you. * +2 Intelligence * +2 Willpower + +## Related notes +- [[Races/Races|Races]] diff --git a/Races/Gremor.md b/Races/Gremor.md index fa3ce23..16cfba6 100644 --- a/Races/Gremor.md +++ b/Races/Gremor.md @@ -9,4 +9,7 @@ _Navae's star guides your path, showing you the way forwards. You are less prone * You lose 50% less hunger. * When blinded, you gain 3 meter dark vision instead of becoming blind. * +2 Strength -* +2 Fortitude \ No newline at end of file +* +2 Fortitude + +## Related notes +- [[Races/Races|Races]] diff --git a/Races/Khan.md b/Races/Khan.md index ca41a9b..4065542 100644 --- a/Races/Khan.md +++ b/Races/Khan.md @@ -8,4 +8,7 @@ Khans are a rare [[Races|race]] with light skin, and a monkey-like appearance. K * You have proficiency in most weapon types and can use them in any combination. * You are unable to use guns as they are 'dishonorable'. * +2 Strength -* +2 Agility \ No newline at end of file +* +2 Agility + +## Related notes +- [[Races/Races|Races]] diff --git a/Races/Races.md b/Races/Races.md index e69de29..25ebd60 100644 --- a/Races/Races.md +++ b/Races/Races.md @@ -0,0 +1,16 @@ +[[Adret]] +[[Canor]] +[[Capra]] +[[Celtor]] +[[Chrysid]] +[[Etrean]] +[[Felinor]] +[[Ganymede]] +[[Gremor]] +[[Khan]] +[[Skaven]] +[[Tiran]] +[[Vesperian]] + +## Related notes +- [[Core]] diff --git a/Races/Skaven.md b/Races/Skaven.md index 60f0da5..12fb60c 100644 --- a/Races/Skaven.md +++ b/Races/Skaven.md @@ -11,4 +11,7 @@ Bonuses: * Crowded Instinct: * You gain Advantage on Stealth Throws while in tight, dark, or cluttered areas * +2 Fortitude -* +2 Strength \ No newline at end of file +* +2 Strength + +## Related notes +- [[Races/Races|Races]] diff --git a/Races/Tiran.md b/Races/Tiran.md index 03302bc..7fe9155 100644 --- a/Races/Tiran.md +++ b/Races/Tiran.md @@ -9,4 +9,7 @@ Tirans are an extremely rare bird-like [[Races|race]]. They have special circle- * You start with an unbreakable feathered glider. The descent rate of it is also slightly lower than regular gliders, making you able to travel slightly further. * Gain Advantage on initiative rolls * +2 Willpower -* +2 Agility \ No newline at end of file +* +2 Agility + +## Related notes +- [[Races/Races|Races]] diff --git a/Races/Vesperian.md b/Races/Vesperian.md index accb339..293fa44 100644 --- a/Races/Vesperian.md +++ b/Races/Vesperian.md @@ -8,3 +8,6 @@ Vesperians are described as a beetle themed [[Races|race]] with organically grow * You gain +10 AC against all physical damage types. * +2 Fortitude * +2 Willpower + +## Related notes +- [[Races/Races|Races]] diff --git a/Resonances/Players/Cash Money Cat/Resonances.md b/Resonances/Players/Cash Money Cat/Resonances.md index 5e22459..5546069 100644 --- a/Resonances/Players/Cash Money Cat/Resonances.md +++ b/Resonances/Players/Cash Money Cat/Resonances.md @@ -34,4 +34,8 @@ After causing enough collateral damage you have been promoted to destruction-spe **Corrupted Version:** - You also gain **1 SV token** when allies are damaged by your rockets. -- Spending **3 tokens** also gives the rocket **+2 Posture Damage**. \ No newline at end of file +- Spending **3 tokens** also gives the rocket **+2 Posture Damage**. + +## Related notes +- [[Resonances/Resonances|Resonances]] +- [[Players/CAPITALISM SON/Shareholder Value Cat|Character sheet]] diff --git a/Resonances/Players/Communist Cat/Resonances.md b/Resonances/Players/Communist Cat/Resonances.md index e69de29..d513e59 100644 --- a/Resonances/Players/Communist Cat/Resonances.md +++ b/Resonances/Players/Communist Cat/Resonances.md @@ -0,0 +1,5 @@ + + +## Related notes +- [[Resonances/Resonances|Resonances]] +- [[Players/RAILCAT/RAILCAT|Character sheet]] diff --git a/Resonances/Players/Fuckass Clanker/Resonances.md b/Resonances/Players/Fuckass Clanker/Resonances.md index 5645660..2c0a997 100644 --- a/Resonances/Players/Fuckass Clanker/Resonances.md +++ b/Resonances/Players/Fuckass Clanker/Resonances.md @@ -59,3 +59,7 @@ Axiom may immediately choose one of the following: **Corrupted Version**: * Choose two effects instead. Cannot be the same both times. * If you're below 25% HP, choose three effects. + +## Related notes +- [[Resonances/Resonances|Resonances]] +- [[Players/AXIOM-07/AXIOM-07 “DEVIANTCORE”|Character sheet]] diff --git a/Resonances/Players/Monke/Resonances.md b/Resonances/Players/Monke/Resonances.md index 7b789e1..87c5840 100644 --- a/Resonances/Players/Monke/Resonances.md +++ b/Resonances/Players/Monke/Resonances.md @@ -1,3 +1,7 @@ #### Regalia of the 11th A bloodied piece of cloth, infused with heavily condensed ether. It seems to pulse softly when hovering your hand near it. -**Activation:** Up to three times per long rest. Each use gives you one stack of exhaustion. \ No newline at end of file +**Activation:** Up to three times per long rest. Each use gives you one stack of exhaustion. + +## Related notes +- [[Resonances/Resonances|Resonances]] +- [[Players/IRONBACK KHAN/IRONBACK KHAN|Character sheet]] diff --git a/Resonances/Players/Rat on Crack and Super-AIDS/Resonances.md b/Resonances/Players/Rat on Crack and Super-AIDS/Resonances.md index e69de29..fb4e2f1 100644 --- a/Resonances/Players/Rat on Crack and Super-AIDS/Resonances.md +++ b/Resonances/Players/Rat on Crack and Super-AIDS/Resonances.md @@ -0,0 +1,5 @@ + + +## Related notes +- [[Resonances/Resonances|Resonances]] +- [[Players/RADIOACTIVE CRACK RAT/RADIOACTIVE CRACK RAT|Character sheet]] diff --git a/Resonances/Resonances.md b/Resonances/Resonances.md index c80df7d..a399ec5 100644 --- a/Resonances/Resonances.md +++ b/Resonances/Resonances.md @@ -2,7 +2,7 @@ Resonances are rare, highly individualized supernatural phenomena that emerge when a person's soul, ether, and interaction with the Song become so deeply synchronized that reality itself begins adapting around them. -Unlike [[Mantras]], Resonances are not learned techniques, spells, or abilities that can be taught directly. They are permanent distortions within the Song caused by a person repeatedly imprinting the same concepts, instincts, emotions, and patterns onto reality over long periods of time. Every Resonance is unique to its user and two different users can never have the same Resonance. +Unlike [[Combat/Mantras|Mantras]], Resonances are not learned techniques, spells, or abilities that can be taught directly. They are permanent distortions within the Song caused by a person repeatedly imprinting the same concepts, instincts, emotions, and patterns onto reality over long periods of time. Every Resonance is unique to its user and two different users can never have the same Resonance. --- # The Song & Resonance Theory @@ -10,7 +10,7 @@ The Song can be understood as an invisible metaphysical structure layered over r Most people interact with the Song consciously: - They spend Ether -- Shape the Song through a [[Mantras|Mantra]] +- Shape the Song through a [[Combat/Mantras|Mantra]] - Produce a temporary effect This process is deliberate and temporary. @@ -21,7 +21,7 @@ Instead of manually manipulating reality, reality near the user begins behaving --- # Difference Between Resonances and Mantras ### Mantras -[[Mantras]] are learned expressions of the Song. +[[Combat/Mantras|Mantras]] are learned expressions of the Song. They require Ether expenditure, Intentional activation, Specific Words, motions, or techniques and Conscious control. Mantras temporarily alter reality through direct manipulation of the Song. Examples: - Creating fire @@ -30,7 +30,7 @@ Examples: - Enhancing movement Once the Ether is spent and the effect ends, reality returns to normal. ### Resonances -A Resonance reflects who a person fundamentally is. It is not merely tied to combat style or strength. Two people can master the same Attunement, wield the same weapon, and use the same [[Mantras]], yet develop completely different Resonances. +A Resonance reflects who a person fundamentally is. It is not merely tied to combat style or strength. Two people can master the same Attunement, wield the same weapon, and use the same [[Combat/Mantras|Mantras]], yet develop completely different Resonances. Resonances are believed to occur when a person leaves such a deep imprint upon reality that the Song begins reproducing their influence automatically. The more powerful the person is, the stronger their resonance effect. @@ -47,3 +47,13 @@ In other words: | Learned technique | Emergent phenomenon | | Uses Ether directly | May sustain itself partially | | Can be taught | Cannot truly be taught | + +## Player resonances +- [[Resonances/Players/Cash Money Cat/Resonances|Cash Money Cat]] +- [[Resonances/Players/Communist Cat/Resonances|Communist Cat]] +- [[Resonances/Players/Fuckass Clanker/Resonances|Fuckass Clanker]] +- [[Resonances/Players/Monke/Resonances|Monke]] +- [[Resonances/Players/Rat on Crack and Super-AIDS/Resonances|Rat on Crack and Super-AIDS]] + +## Related notes +- [[Core]] diff --git a/World/Depths/The Depths.md b/World/Depths/The Depths.md index 6162f24..00a5ad3 100644 --- a/World/Depths/The Depths.md +++ b/World/Depths/The Depths.md @@ -36,4 +36,7 @@ Insanity acquired in the Depths manifests as intrusive thoughts, altered percept --- ### Return to the Overworld -Escape from the Depths is not achievable through effort alone. A soul may return only if a sufficiently powerful divine entity restores or recreates a body and permits reintegration into the Overworld. \ No newline at end of file +Escape from the Depths is not achievable through effort alone. A soul may return only if a sufficiently powerful divine entity restores or recreates a body and permits reintegration into the Overworld. + +## Related notes +- [[World/Lumen|Lumen]] diff --git a/World/Lumen.md b/World/Lumen.md index afcb38f..dc1c4b6 100644 --- a/World/Lumen.md +++ b/World/Lumen.md @@ -93,4 +93,7 @@ The world is not unified. Kingdoms, authorities, companies, cults, and ideological movements all compete for influence. Some seek order and control. Others pursue knowledge of the Song, divine favor, or simple profit. -Lumen is **politically unstable**, and the scars of the past are still open. Every major faction believes they are preventing another catastrophe in some way, and that often leads to clashes. \ No newline at end of file +Lumen is **politically unstable**, and the scars of the past are still open. Every major faction believes they are preventing another catastrophe in some way, and that often leads to clashes. + +## Related notes +- [[Core]] diff --git a/World/Overworld/The Overworld.md b/World/Overworld/The Overworld.md index b16a46f..77d537d 100644 --- a/World/Overworld/The Overworld.md +++ b/World/Overworld/The Overworld.md @@ -49,3 +49,6 @@ Much of it was lost during the Tides, including the city of Celtor, which was dr Very little is known about the Northern Luminant. What information exists suggests an **extremely cold** environment, with conditions hostile to most forms of life. Expeditions are rare, and permanent settlements are either nonexistent or extremely isolated. Much of the region remains unexplored, making it a source of speculation, myth, and lost history. + +## Related notes +- [[World/Lumen|Lumen]]