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
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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.
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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.
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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.
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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.
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@@ -51,7 +51,7 @@ Ether Regain per Turn:
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- Successful Dodge movement increases from **3 -> 4.5 meters**.
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### Parry Capability
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- **Parry Throws at Disadvantage.**
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- Counterattack damage from Parries reduced by **–1**.
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- Counterattack damage from Parries reduced by **-1**.
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### Small Frame
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- Gain **+1.5 meters movement speed** in confined spaces.
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- **Knockback moves you +1.5 meter further.**
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@@ -62,10 +62,52 @@ Ether Regain per Turn:
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- Gain **+1 Posture Regain**
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- Gain **+1.5 meter Movement Speed**
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- Withdrawal begins after **24 hours** without a dose.
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### Withdrawal
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If the Skaven goes **24 hours without consuming a dose**, withdrawal begins.
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- Movement Speed **-3 meters**
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- Posture Regain **-2**
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- Ether Regain **-2**
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- Lose **1 sanity** every hour.
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- Lose **1 sanity** every hour.
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---
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# SIGNATURE MOVE: Forced Adjustment (Neck Snap)
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> There's a reason why it is called a "**Crack** Rat"
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**Type:** Unique Riposte
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**Trigger:** Target is Staggered
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**Action:** Action
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**Effect:**
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You leap onto the target’s back, locking your limbs around their torso and wrenching their neck into a lethal angle.
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Upon activation:
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- Make a **contested Strength check**
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**On Success:**
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- Deal **2d10 Pierce + 2d10 Blood damage**
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- Apply **+25% Blood Poisoning**
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- Target suffers:
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- **-2 Posture Regain for 2 rounds**
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- Cannot **Parry** until end of their next turn
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**Major Success (Beat by 5 or more):**
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- Deal **maximum damage (no roll)**
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- Apply **+40% Blood Poisoning**
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- Target is **Stunned for 1 round**
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**Partial Success (Tie):**
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* You fail to fully snap the neck but still injure the target.
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**Effect:**
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- Deal **2d6 Pierce damage**
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- Target suffers **-1 Dodge Throw** for 1 round
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**Failure:**
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* The target resists and throws you off.
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**Effect:**
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- You are pushed **3 meters away**
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- Throw a dexterity saving throw against DC 10
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- On failure, you're knocked prone.
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- Lose **2 Posture**
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- Target recovers normally from Stagger
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**Execution Threshold:**
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If the target is:
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- At **≤12.5% HP**
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The neck snap instantly executes the target
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