Commit DND files
This commit is contained in:
@@ -4,7 +4,7 @@ He spent most of his early life in the lower districts, living off scraps and th
|
||||
|
||||
Eventually he was caught stealing from a warehouse owned by the Authority. Instead of executing him, they sent him to the mines outside the city. Cheap labor was more useful. The mines produced a strange ore. Workers called it **Black Meridian Ore**. The Authority banned its consumption because miners kept getting sick or unstable after handling it. The Skaven discovered something different.
|
||||
|
||||
If the ore was ground into powder and mixed with other substances, for example alcohol, fungus cultures, certain chemicals used in minings, it produced a stimulant. The raw ore itself did nothing except create strong cravings, but mixtures created powerful temporary effects.
|
||||
If the ore was ground into powder and mixed with other substances, for example alcohol, fungus or certain chemicals used in minings, it produced a stimulant. The raw ore itself did nothing except create strong cravings, but mixtures created powerful temporary effects.
|
||||
|
||||
Miners sometimes traded these mixtures secretly. The Skaven learned how to refine them better than most. That is where his addiction started. Over time he learned to produce multiple **variants** of the drug by mixing the ore with different reagents.
|
||||
|
||||
@@ -51,7 +51,7 @@ Ether Regain per Turn:
|
||||
- Successful Dodge movement increases from **3 -> 4.5 meters**.
|
||||
### Parry Capability
|
||||
- **Parry Throws at Disadvantage.**
|
||||
- Counterattack damage from Parries reduced by **–1**.
|
||||
- Counterattack damage from Parries reduced by **-1**.
|
||||
### Small Frame
|
||||
- Gain **+1.5 meters movement speed** in confined spaces.
|
||||
- **Knockback moves you +1.5 meter further.**
|
||||
@@ -62,10 +62,52 @@ Ether Regain per Turn:
|
||||
- Gain **+1 Posture Regain**
|
||||
- Gain **+1.5 meter Movement Speed**
|
||||
- Withdrawal begins after **24 hours** without a dose.
|
||||
|
||||
### Withdrawal
|
||||
If the Skaven goes **24 hours without consuming a dose**, withdrawal begins.
|
||||
- Movement Speed **-3 meters**
|
||||
- Posture Regain **-2**
|
||||
- Ether Regain **-2**
|
||||
- Lose **1 sanity** every hour.
|
||||
- Lose **1 sanity** every hour.
|
||||
|
||||
---
|
||||
# SIGNATURE MOVE: Forced Adjustment (Neck Snap)
|
||||
> There's a reason why it is called a "**Crack** Rat"
|
||||
|
||||
**Type:** Unique Riposte
|
||||
**Trigger:** Target is Staggered
|
||||
**Action:** Action
|
||||
**Effect:**
|
||||
You leap onto the target’s back, locking your limbs around their torso and wrenching their neck into a lethal angle.
|
||||
Upon activation:
|
||||
- Make a **contested Strength check**
|
||||
**On Success:**
|
||||
- Deal **2d10 Pierce + 2d10 Blood damage**
|
||||
- Apply **+25% Blood Poisoning**
|
||||
- Target suffers:
|
||||
- **-2 Posture Regain for 2 rounds**
|
||||
- Cannot **Parry** until end of their next turn
|
||||
|
||||
**Major Success (Beat by 5 or more):**
|
||||
- Deal **maximum damage (no roll)**
|
||||
- Apply **+40% Blood Poisoning**
|
||||
- Target is **Stunned for 1 round**
|
||||
|
||||
**Partial Success (Tie):**
|
||||
* You fail to fully snap the neck but still injure the target.
|
||||
**Effect:**
|
||||
- Deal **2d6 Pierce damage**
|
||||
- Target suffers **-1 Dodge Throw** for 1 round
|
||||
|
||||
**Failure:**
|
||||
* The target resists and throws you off.
|
||||
**Effect:**
|
||||
- You are pushed **3 meters away**
|
||||
- Throw a dexterity saving throw against DC 10
|
||||
- On failure, you're knocked prone.
|
||||
- Lose **2 Posture**
|
||||
- Target recovers normally from Stagger
|
||||
**Execution Threshold:**
|
||||
|
||||
If the target is:
|
||||
- At **≤12.5% HP**
|
||||
The neck snap instantly executes the target
|
||||
|
||||
+15
-13
@@ -31,17 +31,17 @@ Using a charge represents producing enough infected saliva to coat a weapon.
|
||||
# Infection Stage System
|
||||
|
||||
The plague slowly evolves over time. It has **four stages**, each unlocking stronger venom effects. The Skaven begins at **Stage I (Dormant Carrier)**. Progression is narrative and tied to the campaign.
|
||||
### Stage I - Dormant Carrier
|
||||
## Stage I - Dormant
|
||||
The infection exists but is mostly suppressed by Skaven biology.
|
||||
|
||||
When a venom-coated weapon hits:
|
||||
- Apply **Rot Poison** to the target for **2 rounds**
|
||||
Rot Poison:
|
||||
- Target takes **1 damage at the start of its turn**
|
||||
- Target suffers **–1 Posture Regain**
|
||||
- Target suffers **-1 Posture Regain**
|
||||
|
||||
---
|
||||
## Stage II - Reactive Infection
|
||||
## Stage II - Reactive
|
||||
The pathogen adapts to the host. The saliva becomes more chemically aggressive.
|
||||
|
||||
Venom Charges increase:
|
||||
@@ -49,11 +49,11 @@ Venom Charges increase:
|
||||
|
||||
Rot Poison becomes stronger:
|
||||
- **2 damage per round**
|
||||
- **–1 Posture Regain**
|
||||
- Target suffers **–1 Constitution checks**
|
||||
- **-1 Posture Regain**
|
||||
- Target suffers **-1 Constitution checks**
|
||||
|
||||
---
|
||||
## Stage III - Symbiotic Carrier
|
||||
## Stage III - Symbiotic
|
||||
The infection begins feeding off the host’s bloodstream. At this stage the Skaven can control venom more precisely.
|
||||
|
||||
Venom Charges:
|
||||
@@ -64,22 +64,24 @@ Venom coating lasts:
|
||||
|
||||
Rot Poison now applies:
|
||||
- **2 damage per round**
|
||||
- **–1 Posture Regain**
|
||||
- **–1 Dodge Throw**
|
||||
- **-1 Posture Regain**
|
||||
- **-1 Dodge Throw**
|
||||
- Target suffers **-1 Constitution checks
|
||||
|
||||
The infection interferes with reflexes.
|
||||
|
||||
---
|
||||
## Stage IV - Mutated Strain
|
||||
## Stage IV - Mutated
|
||||
The plague has adapted almost completely to the Skaven. Removing it becomes extremely difficult.
|
||||
|
||||
Venom Charges:
|
||||
- **4 per combat**
|
||||
|
||||
Rot Poison becomes **Virulent Rot**:
|
||||
Rot Poison becomes **Mutated Rot**:
|
||||
- **3 damage per round**
|
||||
- **–2 Posture Regain**
|
||||
- **–1 Dodge Throw**
|
||||
- **-2 Posture Regain**
|
||||
- **-1 Dodge Throw**
|
||||
- Target suffers **-1 Constitution checks
|
||||
- If the target becomes **Staggered**, poison damage doubles for that round.
|
||||
|
||||
---
|
||||
@@ -103,5 +105,5 @@ For most encounters it remains a combat toxin rather than a contagious disease.
|
||||
# Biological Strain
|
||||
Producing venom repeatedly irritates the infection.
|
||||
If the Skaven uses **all venom charges in one encounter**, he suffers:
|
||||
- **–1 Constitution checks until the end of combat**
|
||||
- **-1 to Constitution checks until the end of combat**
|
||||
due to inflammation around infected tissue.
|
||||
@@ -39,4 +39,5 @@ Without the infection interfering:
|
||||
### New Passive - Clean Blood
|
||||
The body is no longer unstable.
|
||||
- Gain **Gas AC +10**
|
||||
- Automatically succeed on Constitution checks against disease**
|
||||
- Gain **Necrotic AC +10**
|
||||
- Automatically succeed on Constitution checks against disease
|
||||
@@ -9,7 +9,7 @@
|
||||
- -1 to parry throws
|
||||
|
||||
Blood thickens slightly and muscles tighten, making the body more resistant to impact but slower to react.
|
||||
# Variant III - Sparkshot
|
||||
# Variant III - Sparks of Lightning
|
||||
**Reagent:** Spark gland or any mantra spark
|
||||
**Effect**:
|
||||
- Attack Throws **+1**
|
||||
@@ -18,7 +18,7 @@ Blood thickens slightly and muscles tighten, making the body more resistant to i
|
||||
- Lightning AC becomes 0
|
||||
|
||||
The nervous system becomes overstimulated. Reaction speed increases, but the body becomes sensitive to electrical shocks.
|
||||
# Variant IV - Grave Dust
|
||||
# Variant IV - Gravedust
|
||||
**Reagent:** Animal blood or corpse residue
|
||||
**Effect**:
|
||||
- Regain **+10 HP immediately**
|
||||
@@ -37,8 +37,8 @@ The mixture slows blood flow and reduces pain response. The body becomes tougher
|
||||
**Drawback**
|
||||
- Movement Speed **–1.5 meters**
|
||||
Body temperature drops slightly. Muscles stiffen but become resistant to cold.
|
||||
# Variant VI - Smoke Lung
|
||||
**Reagent:** Industrial solvent
|
||||
# Variant VI - Smoked Lung
|
||||
**Reagent:** Artificial Solvent
|
||||
**Effect**:
|
||||
- Gas AC **+20**
|
||||
- Gain **Advantage on Constitution saving throws**
|
||||
@@ -47,7 +47,7 @@ Body temperature drops slightly. Muscles stiffen but become resistant to cold.
|
||||
|
||||
The lungs fill with irritating vapors that temporarily harden the respiratory system but make breathing uncomfortable.
|
||||
# Variant VII - Bloodrush
|
||||
**Reagent:** Vial of Blood
|
||||
**Reagent:** Vial of Humanoid Blood
|
||||
**Effect**:
|
||||
- Strength **+2**
|
||||
- Melee damage **+1**
|
||||
@@ -57,13 +57,13 @@ The lungs fill with irritating vapors that temporarily harden the respiratory sy
|
||||
- Blood AC **becomes 0**
|
||||
|
||||
Adrenal glands overproduce stress hormones. Muscles become stronger but blood vessels weaken.
|
||||
# Variant VIII - Gale Step
|
||||
# Variant VIII - Galetrip
|
||||
**Reagent:** Stratus orb or galestone (powder)
|
||||
**Effect**:
|
||||
- Movement Speed **+3 meters**
|
||||
- Dodge Throws gain **+1**
|
||||
**Drawback**
|
||||
- Physical AC **–5**
|
||||
- Physical AC **-10**
|
||||
|
||||
Muscles twitch constantly, forcing rapid movement but reducing the ability to brace against attacks.
|
||||
# Variant IX - Etherwake
|
||||
@@ -76,7 +76,7 @@ Muscles twitch constantly, forcing rapid movement but reducing the ability to br
|
||||
- Willpower -1
|
||||
|
||||
The brain becomes highly sensitive to etheric currents, improving control but stressing the mind.
|
||||
# Variant X - Gravefire
|
||||
# Variant X - Bonfire
|
||||
**Reagent:** Charred bone dust
|
||||
**Effect**:
|
||||
- Necrotic AC **+30**
|
||||
@@ -86,14 +86,14 @@ The brain becomes highly sensitive to etheric currents, improving control but st
|
||||
**Drawback**
|
||||
- **All elemental AC except necrotic drops to 0
|
||||
|
||||
Cell regeneration accelerates slightly but makes tissue unstable when exposed to heat.
|
||||
# Variant XI - Predator Instinct
|
||||
Cell regeneration accelerates slightly but makes tissue unstable when exposed to other elements.
|
||||
# Variant XI - Primal Instinct
|
||||
**Reagent:** Alpha/Crimson megalodaunt hide/blood or gland extract
|
||||
**Effect**:
|
||||
- Dexterity **+2**
|
||||
- Advantage on Stealth Throws
|
||||
**Drawback**
|
||||
- Charisma **–2**
|
||||
- Charisma **-2**
|
||||
|
||||
Heightens aggression and predatory instincts. The user becomes socially hostile and erratic.
|
||||
# Variant XII - Black Pulse
|
||||
@@ -116,7 +116,7 @@ This mixture was never used in the mines. It was developed by smugglers experime
|
||||
- Max Posture **+3**
|
||||
**Drawback**:
|
||||
At the end of the 3-round duration:
|
||||
- Take **1d6 Necrotic damage**
|
||||
- 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.
|
||||
@@ -38,6 +38,7 @@ Allows stabilizing gases and volatile compounds.
|
||||
- Placed on the ground
|
||||
- Detonates when stepped on
|
||||
- Requires **1 Action to place**
|
||||
- Sticks to most surfaces once placed
|
||||
### Bombs Unlocked
|
||||
**Gas Bomb**
|
||||
* Crafting
|
||||
@@ -72,6 +73,7 @@ Allows remote triggering using ether sparks.
|
||||
- Detonate using **Bonus Action**
|
||||
- Costs **2 Ether**
|
||||
- Maximum distance: **12 meters**
|
||||
- Sticks to most surfaces once thrown or placed.
|
||||
### Bomb Unlocked
|
||||
**Scatter Bomb**
|
||||
* Crafting:
|
||||
|
||||
@@ -0,0 +1,163 @@
|
||||
### 1-Star Mantras
|
||||
Available from **Level 1**
|
||||
### 2-Star Mantras
|
||||
Begin appearing at **Level 5**
|
||||
### 3-Star Mantras
|
||||
Begin appearing at **Level 9
|
||||
|
||||
---
|
||||
# 1-Star Mantras
|
||||
---
|
||||
## Capillary Cut
|
||||
**Type:** Combat
|
||||
**Cost:** 2 Ether
|
||||
**Action:** Action
|
||||
**Cooldown:** 2 rounds
|
||||
**Effect:**
|
||||
* Slash at a target within 1.5 meters
|
||||
- Deal **1d8 Blood damage**
|
||||
- Apply **+15% Blood Poisoning**
|
||||
If the target is already poisoned (venom/toxin):
|
||||
- Apply an additional **+5% Blood Poisoning**
|
||||
|
||||
---
|
||||
## Platelet Disruption
|
||||
**Type:** Support
|
||||
**Cost:** 2 Ether
|
||||
**Action:** Bonus Action
|
||||
**Cooldown:** 3 rounds
|
||||
**Effect:**
|
||||
* Mark a target you have hit with an attack in the last or current round.
|
||||
- Target suffers **-1 Posture Regain** for **2 rounds**
|
||||
- If target has ≥25% Blood Poisoning:
|
||||
- Effect becomes **-2 Posture Regain**
|
||||
Applies **+10% Blood Poisoning**
|
||||
|
||||
---
|
||||
## Vein Tap
|
||||
**Type:** Combat
|
||||
**Cost:** 3 Ether
|
||||
**Action:** Action
|
||||
**Cooldown:** 3 rounds
|
||||
**Effect:**
|
||||
* Fire a thin needle at a target within 6 meters
|
||||
- Deal **1d6 Blood damage**
|
||||
- Heal for **half the damage dealt**
|
||||
- Apply **+10% Blood Poisoning**
|
||||
If target is ≥50% Blood Poisoning:
|
||||
- Healing increases to **full damage dealt**
|
||||
|
||||
---
|
||||
## Microclot
|
||||
**Type:** Support
|
||||
**Cost:** 2 Ether
|
||||
**Action:** Reaction
|
||||
**Cooldown:** 3 rounds
|
||||
**Trigger:** When you take damage
|
||||
**Effect:**
|
||||
- Reduce incoming damage by **1d6**
|
||||
- Gain **+1 Posture**
|
||||
Applies **+5% Blood Poisoning** to the attacker
|
||||
|
||||
---
|
||||
# 2-Star Mantras
|
||||
---
|
||||
## Hemorrhage Line
|
||||
**Type:** Combat
|
||||
**Cost:** 4 Ether
|
||||
**Action:** Action
|
||||
**Cooldown:** 4 rounds
|
||||
**Effect:**
|
||||
- Fire a thin red line in a **6-meter line**
|
||||
- Deal **2d6 Blood damage to all targets hit**
|
||||
Targets hit:
|
||||
- Gain **+20% Blood Poisoning**
|
||||
- If already ≥40%, take **+2 additional damage**
|
||||
|
||||
---
|
||||
## Viscosity Shift
|
||||
**Type:** Support
|
||||
**Cost:** 3 Ether
|
||||
**Action:** Bonus Action
|
||||
**Cooldown:** 4 rounds
|
||||
**Effect:**
|
||||
Your blood briefly darkens and thickens under the skin.
|
||||
- For **2 rounds**:
|
||||
- Your attacks apply **+5% additional Blood Poisoning**
|
||||
- Gain **+1 Dodge Throw**
|
||||
Drawback:
|
||||
- Posture Regain **-1** during duration
|
||||
|
||||
---
|
||||
## Arterial Pin
|
||||
**Type:** Combat
|
||||
**Cost:** 4 Ether
|
||||
**Action:** Action
|
||||
**Cooldown:** 4 rounds
|
||||
**Effect:**
|
||||
Fire a piercing stake of blood at a target within 9 meters.
|
||||
- Deal **2d4 Blood damage**
|
||||
- Target must make a **Constitution check**
|
||||
Failure:
|
||||
- Movement Speed **-3 meters** for 1 round
|
||||
Applies **+20% Blood Poisoning**
|
||||
If target is ≥60%:
|
||||
- Movement Speed becomes **0** for 1 round
|
||||
|
||||
---
|
||||
## Transfusion Spike
|
||||
**Type:** Support
|
||||
**Cost:** 4 Ether
|
||||
**Action:** Action
|
||||
**Cooldown:** 5 rounds
|
||||
**Effect:**
|
||||
Rip a thread of blood forcefully from a target's arm and into yours.
|
||||
- Heal yourself for **15% Blood Poisoning** of a target (Rounded Down)
|
||||
- e.g. if a target has 50% blood poisoning, you heal for 7 HP
|
||||
- Deal **1d8 Blood damage**
|
||||
|
||||
---
|
||||
# 3-Star Mantras
|
||||
---
|
||||
## Systemic Collapse
|
||||
**Type:** Combat
|
||||
**Cost:** 6 Ether
|
||||
**Action:** Action
|
||||
**Cooldown:** 6 rounds
|
||||
**Effect:**
|
||||
Cause a surge of blood in a 4.5 meter radius around yourself. Enemies have their arteries and veins damaged, causing internal bleeding.
|
||||
- Deal **3d6 Blood damage**
|
||||
If target is ≥50% Blood Poisoning:
|
||||
- Deal **+3 additional damage**
|
||||
- Target suffers **-2 Posture Regain for 2 rounds**
|
||||
Applies **+25% Blood Poisoning**
|
||||
|
||||
---
|
||||
## Gruesome Extraction
|
||||
**Type:** Combat
|
||||
**Cost:** 6 Ether
|
||||
**Action:** Action
|
||||
**Cooldown:** 6 rounds
|
||||
**Effect:**
|
||||
Target an enemy within 9 meters and violently extract blood outward, before snapping it back.
|
||||
- Deal **2d8 Blood damage**
|
||||
- Heal for **half damage dealt**
|
||||
If target is ≥70% Blood Poisoning:
|
||||
- Heal for **full damage dealt**
|
||||
- Reduce target Blood Poisoning by **20%**
|
||||
Applies **+15% Blood Poisoning**
|
||||
|
||||
---
|
||||
## Terminal Coagulation
|
||||
**Type:** Combat
|
||||
**Cost:** 7 Ether
|
||||
**Action:** Action
|
||||
**Cooldown:** 7 rounds
|
||||
**Effect:**
|
||||
Tug at the enemy's heartstrings. Literally.
|
||||
Move 3 meters towards an enemy and slam your knife into their chest, starting to violently infuse poison.
|
||||
- Deal **2d4 Blood damage**
|
||||
- Deal **2d4 Poison damage**
|
||||
If target is ≥80% Blood Poisoning:
|
||||
- Immediately trigger **90% threshold effect for 1 round**
|
||||
Applies **+20% Blood Poisoning**
|
||||
@@ -51,6 +51,5 @@ Different bomb types use different casing and filler mixtures.
|
||||
The Skaven can carry:
|
||||
* **Maximum 4 bombs**
|
||||
|
||||
Carrying more increases instability.
|
||||
If carrying **5 or more bombs**:
|
||||
- Any critical failure on Dexterity checks or attack rolls causes **one bomb to detonate**.
|
||||
|
||||
Reference in New Issue
Block a user