Commit DND files

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@@ -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
@@ -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**.