Commit DND files
@@ -0,0 +1,10 @@
|
||||
{
|
||||
"items": [
|
||||
{
|
||||
"type": "folder",
|
||||
"ctime": 1774784316317,
|
||||
"path": "Players/CAPITALISM SON",
|
||||
"title": "Balls"
|
||||
}
|
||||
]
|
||||
}
|
||||
@@ -1,3 +1 @@
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[
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||||
"obsidian-git"
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]
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||||
[]
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||||
@@ -74,6 +74,6 @@
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||||
"repelStrength": 20,
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||||
"linkStrength": 1,
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||||
"linkDistance": 30,
|
||||
"scale": 0.04542757772157008,
|
||||
"scale": 0.06368868705303585,
|
||||
"close": true
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||||
}
|
||||
@@ -1,10 +0,0 @@
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{
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||||
"author": "Vinzent",
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"authorUrl": "https://github.com/Vinzent03",
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"id": "obsidian-git",
|
||||
"name": "Git",
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||||
"description": "Integrate Git version control with automatic backup and other advanced features.",
|
||||
"isDesktopOnly": false,
|
||||
"fundingUrl": "https://ko-fi.com/vinzent",
|
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"version": "2.38.0"
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}
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||||
@@ -1,710 +0,0 @@
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@keyframes loading {
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||||
0% {
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||||
transform: rotate(0deg);
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||||
}
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100% {
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transform: rotate(360deg);
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||||
}
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||||
}
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||||
|
||||
.git-signs-gutter {
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||||
.cm-gutterElement {
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||||
/* Needed to align the sign properly for different line heigts. Such as
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* when having a heading or list item.
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*/
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||||
padding-top: 0 !important;
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||||
}
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||||
}
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||||
|
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.workspace-leaf-content[data-type="git-view"] .button-border {
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||||
border: 2px solid var(--interactive-accent);
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border-radius: var(--radius-s);
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||||
}
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||||
|
||||
.workspace-leaf-content[data-type="git-view"] .view-content {
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padding-left: 0;
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padding-top: 0;
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padding-right: 0;
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}
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.workspace-leaf-content[data-type="git-history-view"] .view-content {
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padding-left: 0;
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padding-top: 0;
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padding-right: 0;
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||||
}
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||||
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||||
.loading {
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||||
overflow: hidden;
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||||
}
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||||
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||||
.loading > svg {
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||||
animation: 2s linear infinite loading;
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transform-origin: 50% 50%;
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display: inline-block;
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||||
}
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||||
|
||||
.obsidian-git-center {
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||||
margin: auto;
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text-align: center;
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||||
width: 50%;
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||||
}
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||||
|
||||
.obsidian-git-textarea {
|
||||
display: block;
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||||
margin-left: auto;
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margin-right: auto;
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||||
}
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||||
|
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.obsidian-git-disabled {
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||||
opacity: 0.5;
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||||
}
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||||
|
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.obsidian-git-center-button {
|
||||
display: block;
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||||
margin: 20px auto;
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||||
}
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||||
|
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.tooltip.mod-left {
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overflow-wrap: break-word;
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}
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|
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.tooltip.mod-right {
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||||
overflow-wrap: break-word;
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}
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/* Limits the scrollbar to the view body */
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.git-view {
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||||
display: flex;
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||||
flex-direction: column;
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position: relative;
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||||
height: 100%;
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||||
}
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||||
|
||||
/* Re-enable wrapping of nav buttns to prevent overflow on smaller screens #*/
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.workspace-drawer .git-view .nav-buttons-container {
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flex-wrap: wrap;
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||||
}
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.git-tools {
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||||
display: flex;
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||||
margin-left: auto;
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||||
}
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.git-tools .type {
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||||
padding-left: var(--size-2-1);
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||||
display: flex;
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||||
align-items: center;
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justify-content: center;
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width: 11px;
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||||
}
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.git-tools .type[data-type="M"] {
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color: orange;
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||||
}
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.git-tools .type[data-type="D"] {
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color: red;
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}
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.git-tools .buttons {
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display: flex;
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||||
}
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.git-tools .buttons > * {
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padding: 0 0;
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height: auto;
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}
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.workspace-leaf-content[data-type="git-view"] .tree-item-self,
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.workspace-leaf-content[data-type="git-history-view"] .tree-item-self {
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align-items: center;
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||||
}
|
||||
|
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.workspace-leaf-content[data-type="git-view"]
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.tree-item-self:hover
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.clickable-icon,
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.workspace-leaf-content[data-type="git-history-view"]
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.tree-item-self:hover
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.clickable-icon {
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color: var(--icon-color-hover);
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||||
}
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||||
|
||||
/* Highlight an item as active if it's diff is currently opened */
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.is-active .git-tools .buttons > * {
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color: var(--nav-item-color-active);
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||||
}
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||||
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.git-author {
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color: var(--text-accent);
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||||
}
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|
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.git-date {
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||||
color: var(--text-accent);
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||||
}
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.git-ref {
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color: var(--text-accent);
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}
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/* ====== diff2html ======
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The following styles are adapted from the obsidian-version-history plugin by
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@kometenstaub https://github.com/kometenstaub/obsidian-version-history-diff/blob/main/src/styles.scss
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which itself is adapted from the diff2html library with the following original license:
|
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https://github.com/rtfpessoa/diff2html/blob/master/LICENSE.md
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|
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Copyright 2014-2016 Rodrigo Fernandes https://rtfpessoa.github.io/
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Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated
|
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documentation files (the "Software"), to deal in the Software without restriction, including without limitation the
|
||||
rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit
|
||||
persons to whom the Software is furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the
|
||||
Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE
|
||||
WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
|
||||
COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
|
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OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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.theme-dark,
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.theme-light {
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--git-delete-bg: #ff475040;
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--git-delete-hl: #96050a75;
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--git-insert-bg: #68d36840;
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--git-insert-hl: #23c02350;
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--git-change-bg: #ffd55840;
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--git-selected: #3572b0;
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--git-delete: #c33;
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--git-insert: #399839;
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--git-change: #d0b44c;
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--git-move: #3572b0;
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}
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.git-diff {
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||||
.d2h-d-none {
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display: none;
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||||
}
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||||
.d2h-wrapper {
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||||
text-align: left;
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||||
border-radius: 0.25em;
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||||
overflow: auto;
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||||
}
|
||||
.d2h-file-header.d2h-file-header {
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||||
background-color: var(--background-secondary);
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||||
border-bottom: 1px solid var(--background-modifier-border);
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||||
font-family:
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||||
Source Sans Pro,
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||||
Helvetica Neue,
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||||
Helvetica,
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||||
Arial,
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||||
sans-serif;
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||||
height: 35px;
|
||||
padding: 5px 10px;
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||||
}
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||||
.d2h-file-header,
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.d2h-file-stats {
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display: -webkit-box;
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||||
display: -ms-flexbox;
|
||||
display: flex;
|
||||
}
|
||||
.d2h-file-header {
|
||||
display: none;
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||||
}
|
||||
.d2h-file-stats {
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||||
font-size: 14px;
|
||||
margin-left: auto;
|
||||
}
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.d2h-lines-added {
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||||
border: 1px solid var(--color-green);
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||||
border-radius: 5px 0 0 5px;
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||||
color: var(--color-green);
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||||
padding: 2px;
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text-align: right;
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||||
vertical-align: middle;
|
||||
}
|
||||
.d2h-lines-deleted {
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||||
border: 1px solid var(--color-red);
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||||
border-radius: 0 5px 5px 0;
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||||
color: var(--color-red);
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||||
margin-left: 1px;
|
||||
padding: 2px;
|
||||
text-align: left;
|
||||
vertical-align: middle;
|
||||
}
|
||||
.d2h-file-name-wrapper {
|
||||
-webkit-box-align: center;
|
||||
-ms-flex-align: center;
|
||||
align-items: center;
|
||||
display: -webkit-box;
|
||||
display: -ms-flexbox;
|
||||
display: flex;
|
||||
font-size: 15px;
|
||||
width: 100%;
|
||||
}
|
||||
.d2h-file-name {
|
||||
overflow: hidden;
|
||||
text-overflow: ellipsis;
|
||||
white-space: nowrap;
|
||||
color: var(--text-normal);
|
||||
font-size: var(--h5-size);
|
||||
}
|
||||
.d2h-file-wrapper {
|
||||
border: 1px solid var(--background-secondary-alt);
|
||||
border-radius: 3px;
|
||||
margin-bottom: 1em;
|
||||
max-height: 100%;
|
||||
}
|
||||
.d2h-file-collapse {
|
||||
-webkit-box-pack: end;
|
||||
-ms-flex-pack: end;
|
||||
-webkit-box-align: center;
|
||||
-ms-flex-align: center;
|
||||
align-items: center;
|
||||
border: 1px solid var(--background-secondary-alt);
|
||||
border-radius: 3px;
|
||||
cursor: pointer;
|
||||
display: none;
|
||||
font-size: 12px;
|
||||
justify-content: flex-end;
|
||||
padding: 4px 8px;
|
||||
}
|
||||
.d2h-file-collapse.d2h-selected {
|
||||
background-color: var(--git-selected);
|
||||
}
|
||||
.d2h-file-collapse-input {
|
||||
margin: 0 4px 0 0;
|
||||
}
|
||||
.d2h-diff-table {
|
||||
border-collapse: collapse;
|
||||
font-family: var(--font-monospace);
|
||||
font-size: var(--code-size);
|
||||
width: 100%;
|
||||
}
|
||||
.d2h-files-diff {
|
||||
width: 100%;
|
||||
}
|
||||
.d2h-file-diff {
|
||||
/*
|
||||
overflow-y: scroll;
|
||||
*/
|
||||
border-radius: 5px;
|
||||
font-size: var(--font-text-size);
|
||||
line-height: var(--line-height-normal);
|
||||
}
|
||||
.d2h-file-side-diff {
|
||||
display: inline-block;
|
||||
margin-bottom: -8px;
|
||||
margin-right: -4px;
|
||||
overflow-x: scroll;
|
||||
overflow-y: hidden;
|
||||
width: 50%;
|
||||
}
|
||||
.d2h-code-line {
|
||||
padding-left: 6em;
|
||||
padding-right: 1.5em;
|
||||
}
|
||||
.d2h-code-line,
|
||||
.d2h-code-side-line {
|
||||
display: inline-block;
|
||||
-webkit-user-select: none;
|
||||
-moz-user-select: none;
|
||||
-ms-user-select: none;
|
||||
user-select: none;
|
||||
white-space: nowrap;
|
||||
width: 100%;
|
||||
}
|
||||
.d2h-code-side-line {
|
||||
/* needed to be changed */
|
||||
padding-left: 0.5em;
|
||||
padding-right: 0.5em;
|
||||
}
|
||||
.d2h-code-line-ctn {
|
||||
word-wrap: normal;
|
||||
background: none;
|
||||
display: inline-block;
|
||||
padding: 0;
|
||||
-webkit-user-select: text;
|
||||
-moz-user-select: text;
|
||||
-ms-user-select: text;
|
||||
user-select: text;
|
||||
vertical-align: middle;
|
||||
width: 100%;
|
||||
/* only works for line-by-line */
|
||||
white-space: pre-wrap;
|
||||
}
|
||||
.d2h-code-line del,
|
||||
.d2h-code-side-line del {
|
||||
background-color: var(--git-delete-hl);
|
||||
color: var(--text-normal);
|
||||
}
|
||||
.d2h-code-line del,
|
||||
.d2h-code-line ins,
|
||||
.d2h-code-side-line del,
|
||||
.d2h-code-side-line ins {
|
||||
border-radius: 0.2em;
|
||||
display: inline-block;
|
||||
margin-top: -1px;
|
||||
text-decoration: none;
|
||||
vertical-align: middle;
|
||||
}
|
||||
.d2h-code-line ins,
|
||||
.d2h-code-side-line ins {
|
||||
background-color: var(--git-insert-hl);
|
||||
text-align: left;
|
||||
}
|
||||
.d2h-code-line-prefix {
|
||||
word-wrap: normal;
|
||||
background: none;
|
||||
display: inline;
|
||||
padding: 0;
|
||||
white-space: pre;
|
||||
}
|
||||
.line-num1 {
|
||||
float: left;
|
||||
}
|
||||
.line-num1,
|
||||
.line-num2 {
|
||||
-webkit-box-sizing: border-box;
|
||||
box-sizing: border-box;
|
||||
overflow: hidden;
|
||||
/*
|
||||
padding: 0 0.5em;
|
||||
*/
|
||||
text-overflow: ellipsis;
|
||||
width: 2.5em;
|
||||
padding-left: 0;
|
||||
}
|
||||
.line-num2 {
|
||||
float: right;
|
||||
}
|
||||
.d2h-code-linenumber {
|
||||
background-color: var(--background-primary);
|
||||
border: solid var(--background-modifier-border);
|
||||
border-width: 0 1px;
|
||||
-webkit-box-sizing: border-box;
|
||||
box-sizing: border-box;
|
||||
color: var(--text-faint);
|
||||
cursor: pointer;
|
||||
display: inline-block;
|
||||
position: absolute;
|
||||
text-align: right;
|
||||
width: 5.5em;
|
||||
}
|
||||
.d2h-code-linenumber:after {
|
||||
content: "\200b";
|
||||
}
|
||||
.d2h-code-side-linenumber {
|
||||
background-color: var(--background-primary);
|
||||
border: solid var(--background-modifier-border);
|
||||
border-width: 0 1px;
|
||||
-webkit-box-sizing: border-box;
|
||||
box-sizing: border-box;
|
||||
color: var(--text-faint);
|
||||
cursor: pointer;
|
||||
overflow: hidden;
|
||||
padding: 0 0.5em;
|
||||
text-align: right;
|
||||
text-overflow: ellipsis;
|
||||
width: 4em;
|
||||
/* needed to be changed */
|
||||
display: table-cell;
|
||||
position: relative;
|
||||
}
|
||||
.d2h-code-side-linenumber:after {
|
||||
content: "\200b";
|
||||
}
|
||||
.d2h-code-side-emptyplaceholder,
|
||||
.d2h-emptyplaceholder {
|
||||
background-color: var(--background-primary);
|
||||
border-color: var(--background-modifier-border);
|
||||
}
|
||||
.d2h-code-line-prefix,
|
||||
.d2h-code-linenumber,
|
||||
.d2h-code-side-linenumber,
|
||||
.d2h-emptyplaceholder {
|
||||
-webkit-user-select: none;
|
||||
-moz-user-select: none;
|
||||
-ms-user-select: none;
|
||||
user-select: none;
|
||||
}
|
||||
.d2h-code-linenumber,
|
||||
.d2h-code-side-linenumber {
|
||||
direction: rtl;
|
||||
}
|
||||
.d2h-del {
|
||||
background-color: var(--git-delete-bg);
|
||||
border-color: var(--git-delete-hl);
|
||||
}
|
||||
.d2h-ins {
|
||||
background-color: var(--git-insert-bg);
|
||||
border-color: var(--git-insert-hl);
|
||||
}
|
||||
.d2h-info {
|
||||
background-color: var(--background-primary);
|
||||
border-color: var(--background-modifier-border);
|
||||
color: var(--text-faint);
|
||||
}
|
||||
.d2h-del,
|
||||
.d2h-ins,
|
||||
.d2h-file-diff .d2h-change {
|
||||
color: var(--text-normal);
|
||||
}
|
||||
.d2h-file-diff .d2h-del.d2h-change {
|
||||
background-color: var(--git-change-bg);
|
||||
}
|
||||
.d2h-file-diff .d2h-ins.d2h-change {
|
||||
background-color: var(--git-insert-bg);
|
||||
}
|
||||
.d2h-file-list-wrapper {
|
||||
a {
|
||||
text-decoration: none;
|
||||
cursor: default;
|
||||
-webkit-user-drag: none;
|
||||
}
|
||||
|
||||
svg {
|
||||
display: none;
|
||||
}
|
||||
}
|
||||
.d2h-file-list-header {
|
||||
text-align: left;
|
||||
}
|
||||
.d2h-file-list-title {
|
||||
display: none;
|
||||
}
|
||||
.d2h-file-list-line {
|
||||
display: -webkit-box;
|
||||
display: -ms-flexbox;
|
||||
display: flex;
|
||||
text-align: left;
|
||||
}
|
||||
.d2h-file-list {
|
||||
}
|
||||
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@@ -4,21 +4,21 @@
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{
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"file": "Players/IRONBACK KHAN/Upgrades/Mantras.md",
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"file": "Resonances/Players/Fuckass Clanker/Resonances.md",
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"mode": "source",
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"source": false
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},
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"icon": "lucide-file",
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"title": "Mantras"
|
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"title": "Resonances"
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}
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@@ -113,12 +113,12 @@
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"state": {
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"type": "outgoing-link",
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"state": {
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"file": "Oaths/Silentheart.md",
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"file": "Players/IRONBACK KHAN/Upgrades/Mantras.md",
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"linksCollapsed": false,
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"unlinkedCollapsed": true
|
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},
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"icon": "links-going-out",
|
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"title": "Outgoing links from Silentheart"
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"title": "Ausgehende Links von Mantras öffnen"
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}
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},
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{
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@@ -156,7 +156,7 @@
|
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"state": {
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"type": "outline",
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"state": {
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"file": "Players/IRONBACK KHAN/Upgrades/Mantras.md",
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@@ -164,23 +164,14 @@
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"icon": "lucide-list",
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"title": "Gliederung von Mantras"
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"title": "Source Control"
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"left-ribbon": {
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@@ -191,54 +182,59 @@
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"templates:Vorlage einfügen": false,
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"command-palette:Befehlspalette öffnen": false,
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
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|
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||||
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||||
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|
||||
"Players/RAILCAT/The Arcblade.md",
|
||||
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||||
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||||
"Resonances/Players/Rat on Crack and Super-AIDS/Resonances.md",
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||||
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|
||||
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||||
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||||
"Effects/Unbenannt.md",
|
||||
"Effects/Blindness.md",
|
||||
"Effects/Effects.md",
|
||||
"Effects/Chill.md",
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||||
"Effects/Winded.md",
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||||
"Effects/Suffocate.md",
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||||
"Effects/Staggered.md",
|
||||
"Effects/Sapped.md",
|
||||
"Players/AXIOM-07/MOMENTUM ENGINE.md",
|
||||
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||||
"CAMPAIGN - DO NOT OPEN/NPC/Santiago.md",
|
||||
"CAMPAIGN - DO NOT OPEN/NPC/Serena.md",
|
||||
"CAMPAIGN - DO NOT OPEN/NPC/Inheritor.md",
|
||||
"CAMPAIGN - DO NOT OPEN/NPC/Orlandeau.md",
|
||||
"CAMPAIGN - DO NOT OPEN/NPC/Pleeksty.md",
|
||||
"CAMPAIGN - DO NOT OPEN/NPC/Polis.md",
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||||
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|
||||
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||||
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||||
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|
||||
"CAMPAIGN - DO NOT OPEN/NPC/Knives of Eylis",
|
||||
"CAMPAIGN - DO NOT OPEN/NPC/Etrea",
|
||||
"CAMPAIGN - DO NOT OPEN/NPC/Ministry/Prophets",
|
||||
"CAMPAIGN - DO NOT OPEN/NPC/Ministry",
|
||||
"CAMPAIGN - DO NOT OPEN/NPC/Black Divers",
|
||||
"CAMPAIGN - DO NOT OPEN/NPC/Summer Company",
|
||||
"cracked.png",
|
||||
"CAMPAIGN - DO NOT OPEN/NPC/Authority/Warden",
|
||||
"iu_.png",
|
||||
"jetstream scam.webp",
|
||||
"monkeballs.jpg",
|
||||
"Overview.canvas",
|
||||
"monkeballs.png",
|
||||
"cracked.jpeg",
|
||||
"jetstream scam.png",
|
||||
"Pasted image 20260318122938.png",
|
||||
"monkeballs.png",
|
||||
"Pasted image 20260318122437.png",
|
||||
"bloodisfuel.png",
|
||||
"Unbenannt 1.canvas",
|
||||
"Players/RADIOACTIVE CRACK RAT/Upgrades",
|
||||
"crack rat.png",
|
||||
"Players/RAILCAT/Upgrades",
|
||||
"Players/SOLIDIFIED SERPENT",
|
||||
"Players/IRONBACK KHAN/Upgrades",
|
||||
"Players/RAILCAT",
|
||||
"Players/RADIOACTIVE CRACK RAT",
|
||||
"Players/AXIOM-07.zip",
|
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|
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"Players/AXIOM-07/Upgrades",
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"Untitled.canvas"
|
||||
]
|
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}
|
||||
@@ -1,10 +1,19 @@
|
||||
Old Armor Class is no longer used to determine hit chance. Instead:
|
||||
- **1 AC = 1% damage reduction** (rounded down).
|
||||
- AC is split into:
|
||||
- **Physical AC**
|
||||
- Blunt, Slash, Pierce
|
||||
- **Physical AC**: Protects against conventional physical force and weapon damage.
|
||||
- Blunt: Reduces damage from crushing force and impacts.
|
||||
- Slash: Reduces damage from cutting, tearing, and wide-edged attacks.
|
||||
- Pierce: Reduces damage from focused penetration and thrusting attacks.
|
||||
- **Elemental AC**
|
||||
- Fire, Ice, Lightning, Force, Necrotic, Gas, Holy, B
|
||||
- Fire: Reduces damage from heat, combustion, plasma, and burning effects.
|
||||
- Ice: Reduces damage from frost, freezing temperatures, and cryogenic effects.
|
||||
- Lightning: Reduces damage from electricity and electromagnetic discharge.
|
||||
- Force: Reduces damage from compressed air, kinetic pressure and invisible impact.
|
||||
- Necrotic: Reduces damage from decay, entropy, soul erosion and corruption.
|
||||
- Gas: Reduces damage caused by toxic fumes, corrosive chemicals and acids.
|
||||
- Holy: Reduces damage caused by radiant, purifying, or divine energies.
|
||||
- Blood: Reduces damage caused by manipulation of blood and flesh.
|
||||
|
||||
Example:
|
||||
If a target has **20 Slash AC**, incoming slash damage is reduced by **20%**.
|
||||
|
||||
@@ -52,3 +52,5 @@ You evade instead of contesting force.
|
||||
* They take the weapons (Weight / 2) as Posture Damage
|
||||
* If a monster (larger or taller) is hit by a normal weapon attack:
|
||||
* 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.
|
||||
|
||||
|
||||
@@ -1 +1,5 @@
|
||||
When an enemy is stance-broken, they enter a 'staggered' state for 1 round. Anyone can use an action to perform a 'riposte', using the weapons riposte modifier on top of the original scaled damage.
|
||||
|
||||
Ripostes symbolize abusing an enemy's broken stance to attack their vital parts.
|
||||
|
||||
In other words 50 Bazillion Damage
|
||||
@@ -1,4 +1,4 @@
|
||||
[[Resonances]]
|
||||
[[Resonances/Resonances]]
|
||||
[[Oaths]]
|
||||
[[Combat]]
|
||||
[[Effects]]
|
||||
|
||||
@@ -5,6 +5,20 @@ A creature afflicted with Burning is engulfed in persistent elemental flames.
|
||||
- Reapplying Burning **refreshes the duration**, but does not stack damage.
|
||||
- Burning may be removed early by:
|
||||
- Entering water
|
||||
- Being in the depths
|
||||
- Being affected by [[Chill]]
|
||||
- Using an action to extinguish the flames
|
||||
- Dodging
|
||||
|
||||
|
||||
### Additional Variants
|
||||
---
|
||||
#### Azure Flames:
|
||||
* Same effects as normal burning.
|
||||
* Cannot be extinguished normally.
|
||||
* Water, depths, chill and dodging cannot extinguish the flames
|
||||
* Deals 2d4 fire damage instead and flames have 90% fire penetration.
|
||||
|
||||
#### Wraith Flames:
|
||||
* Same effects as normal burning.
|
||||
* Drains 1 ether and sanity every time the fire deals burning damage.
|
||||
@@ -9,5 +9,4 @@
|
||||
[[Blindness]]
|
||||
[[Metal Rods]]
|
||||
[[Bleed]]
|
||||
|
||||
|
||||
[[Blood-Poisoning]]
|
||||
|
||||
@@ -1,47 +0,0 @@
|
||||
Arcwarder is an [[Oaths|Oath]] focusing heavily on defense. Four of its passives are defensive, and the other two are mobility.
|
||||
|
||||
>"You vow to be a shield for your comrades, to wear your regalia with pride and serve the greater collective. From each according to their ability, to each according to their needs."
|
||||
|
||||
The Arc Suit is a defence orientated piece of semi-sentient armour that [[The Ignition Union]] bestows upon their most trusted. It fuses with the soul of those who swear the oath, allowing them to manifest it around them at will. Arcwarders are sworn to become a conduit of protection to their fellow Union mates and do whatever it takes to defend them. Notably, Arcwarders are the only people known to utilize Plasma in their attacks, likely from a result of the Flamecharm and Thundercall being combined within the suit.
|
||||
|
||||
Arc Suit: You manifest your semi-sentient Arc Suit around your body.
|
||||
- **Type:** Combat Mantra
|
||||
- **Activation:** Bonus Action
|
||||
- **Duration:** 4 rounds
|
||||
- **Cooldown:** 10 rounds
|
||||
- **Ether Cost:** 4
|
||||
- While Active:
|
||||
- Gain **+10 Physical AC** (Blunt, Slash, Pierce only)
|
||||
- Gain **+10 Fire & Lightning AC
|
||||
- Gain **+10 Posture**
|
||||
- Regain **+1 additional Posture per round**
|
||||
- Unlock Arc Modules
|
||||
|
||||
Arc Wave: Release a wave of energy around you.
|
||||
- **Type:** Combat Mantra
|
||||
- **Activation: Action**
|
||||
- **Ether:** 5
|
||||
- **Cooldown:** 5 rounds
|
||||
- 3d10 fire and 3d10 lightning damage in a 4.5 meter radius around you.
|
||||
- If blocked, deals 4 posture damage.
|
||||
- 10% Penetration
|
||||
|
||||
Arc Beam: Shoot out a laser from your eyes that explodes after a second.
|
||||
* **Type:** Combat Mantra
|
||||
* **Activation:** **Action**
|
||||
* **Ether:** 6
|
||||
* **Cooldown:** 4 rounds
|
||||
* 4d8 fire and 4d8 lightning damage to an enemy within 9 meters.
|
||||
* If blocked, deals 3 posture damage.
|
||||
* 15% Penetration
|
||||
|
||||
1. Arc Module: Dash:
|
||||
- When Arc Suit is active, your dodges become Jet dodges, doubling the range dashed from 3 -> 6 meters.
|
||||
- After a successful Dodge, you may make one melee attack as part of the same Reaction.
|
||||
2. Arc Module: Eject:
|
||||
- When you would become staggered with Arc Suit active, you instead drop to 1 posture, and eject from your arcsuit without becoming staggered.
|
||||
3. Arc Module: Guard:
|
||||
- Blocking With your Arc Suit active negates all backstabs and allows you to block attacks from behind.
|
||||
- You also take 25% less posture damage.
|
||||
4. Arc Module: Leap:
|
||||
- You can use high jump and long jump while standing still without triggering reactions. Your jump distance is also doubled.
|
||||
@@ -1,24 +0,0 @@
|
||||
Dawnwalker is a heavily offensive [[Oaths|Oath]] based around high damage output.
|
||||
|
||||
>“You vow to forever reach towards the brilliant Light. There is no shadow that your radiance cannot expunge.”
|
||||
|
||||
This Oath utilizes the power of the Radiant Tones, a Verse of the Song that can reproduce Light, however, it is not the same Light that Lightkeepers use to illuminate the Voidsea to facilitate traversal between luminants. Lightkeepers are born with the ability to produce light, and are not "taught" how to use it. Dawnwalker's light is based on research into Lightkeeping but cannot illuminate the Voidsea. The Divers, instead of lighting a path through the Voidsea using the Light, use it to defend against The Depths itself.
|
||||
|
||||
1. Absolute Radiance: Passive
|
||||
- Dealing damage with Dawnwalker [[Combat/Mantras]] briefly makes you immune to all elemental effects for a short period.
|
||||
- Activates after doing any amount of damage with dawnwalker [[Combat/Mantras]], lasts 1 round with a 2 rounds cooldown on proc.
|
||||
- While this is active, gain immunity to the following status effects: Burning, Chilled, Shocked, Suffocate, Blindness and Metal Rods.
|
||||
- Does not clear any active elemental status effects, only prevents new ones from proccing.
|
||||
2. Protagonist Syndrome: Passive
|
||||
- The grasp of shadow is meaningless in the face of your blinding light. Your Dawnwalker [[Combat/Mantras]] deal critical damage after being hit by Shadowcast.
|
||||
3. Luminous Flash: Passive
|
||||
- After dealing 50 damage while in "Absolute Radiance", you empower your strikes with pure light. When activated, your strikes deal maximum dice damage and apply a 1 turn stun with every attack. This ability lasts 1 round and has a cooldown of 10 rounds.
|
||||
4. Blinding Dawn: Active
|
||||
* You spin rapidly to unleash powerful rays of light, dealing 2d12 radiant damage in a 4.5-meter cone Infront of yourself.
|
||||
5. Radiant Kick: Active
|
||||
* You teleport behind an opponent within 9 meters and kick them at the speed of light, dealing 4d10 Radiant damage and knock the target 6 meters away.
|
||||
* If this attack hits, the target is also knocked prone.
|
||||
6. Radiant Dawn:
|
||||
- You strike down your foes with your blinding light, dealing 4d12 Radiant damage in a 6-meter Radius around you.
|
||||
- This mantra is unparriable and Unblockable and will posturebreak anyone that attempts to do so.
|
||||
- It also procs Absolute Radiance.
|
||||
@@ -1,7 +0,0 @@
|
||||
It is a rather varied [[Oaths|Oath]], given that its purpose is to extend the capabilities of what would be considered a Pathfinder.
|
||||
|
||||
> "You vow to never be bound to any oath; to live your life free of restraint. If free will is an illusion, why not make it a convincing one?"
|
||||
|
||||
The Oathless swear a paradox: a vow to never be bound by vows. Though they claim freedom from creed, power, and doctrine, the truth is more unsettling, **Oathlessness itself is an oath**, a carefully constructed illusion of autonomy. Those who walk this path reject the chains of higher powers not by breaking them, but by pretending they were never offered.
|
||||
|
||||
* This Oath grants the player two extra Wildcard Mantra slots, 10 Health and 20% Oath Mantra AC.
|
||||
@@ -1,7 +1,30 @@
|
||||
>“One may choose to live a warrior’s life without a resonance, but without an Oath? Impossible.”
|
||||
>“An Oath is not always something you swear. Sometimes it is something you swallow, wear, reject, survive, or become. What matters is not the promise. What matters is that afterward, the Song no longer sings your name the same way.”
|
||||
|
||||
You can choose to take an Oath with a powerful patron.
|
||||
“Oath” is a mortal word for a permanent metaphysical binding. It does not always mean a promise. In Lumen, people call them Oaths because the earliest known examples were actual vows to patrons. Over time, the term expanded to mean any irreversible change that binds your soul to a specific interpretation of the Song.
|
||||
|
||||
Some oaths, such as Oathless have no such drawbacks, however more powerful oaths like Starkindred or even Deepwoken require unrestricted loyalty to the Patron and his goals.
|
||||
**1. Vow-Oaths** (Oaths of Word / Oaths of Patronage)
|
||||
Actual promises to a patron, ideology, or entity.
|
||||
Examples:
|
||||
- Contractor - bound to the Ministry
|
||||
- Dawnwalker - vow toward the Moonseye
|
||||
|
||||
These behave like traditional warlock-style oaths.
|
||||
|
||||
**2. Consumption-Oaths** (Oaths of Flesh)
|
||||
You don’t promise anything. You incorporate something so powerful that your soul is rewritten.
|
||||
Example:
|
||||
- Starkindred consuming celestial matter: The “price” is not service, but contamination. You did not make a deal with the celestial. You made yourself partially celestial, and now the Song treats you differently.
|
||||
|
||||
**3. Instrument-Oaths** (Oaths of Instrument)
|
||||
The object is the oath.
|
||||
Example:
|
||||
- Arcwarder’s suit: The Arc Suit fuses with the soul of the wearer, so the oath is not just political loyalty. The suit becomes a metaphysical interface between the user and the Song .
|
||||
|
||||
**4. Rejection-Oaths** (Oaths of Absence)
|
||||
The oath is defined by refusal.
|
||||
Examples:
|
||||
- Oathless
|
||||
- Silentheart
|
||||
|
||||
The Song does not care whether the statement is logical. It cares whether the soul is altered strongly enough to become recognizable.
|
||||
|
||||
Oaths require some sort of Prerequisites, differentiating with each Oath.
|
||||
@@ -1,23 +1,44 @@
|
||||
Max Momentum: **10**
|
||||
Gain Momentum:
|
||||
**Max Momentum:** 10
|
||||
Momentum cannot go below 0 or above maximum.
|
||||
|
||||
| Momentum | State | Effect |
|
||||
| -------- | ------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
|
||||
| 0 | Broken Flow | -1 to attack rolls, -3m movement, -2 Dodge, cannot use Burst or Jump |
|
||||
| 1-2 | Unstable Flow | -1 to attack rolls, -1 Dodge |
|
||||
| 3-5 | Stable Flow | +3m movement |
|
||||
| 6-8 | High Flow | +3m movement, +1 Dodge, first Momentum Mantra each round costs 1 less Momentum. |
|
||||
| 9 | Critical Flow | +3m movement, +1 Dodge, first Momentum Mantra each round costs 1 less Momentum.<br><br>Gain one extra **mantra-only Bonus Action** this turn |
|
||||
| 10 | Maximum Flow | +3m movement, +1 Dodge, first Momentum Mantra each round costs 1 less Momentum.<br><br>Gain one extra **mantra-only Action** and one extra **mantra-only Bonus Action** this turn |
|
||||
### Maximum Flow
|
||||
**At 10 Momentum**:
|
||||
- Extra actions cannot be used for weapon attacks, item use, Dash, Disengage, Hide, grapples, shoves, or module attacks.
|
||||
- The Mantras still pay all Ether, Momentum, condition, and cooldown costs.
|
||||
- After using either extra action, immediately lose **3 Momentum**.
|
||||
- If you use both extra actions in the same turn, lose **5 Momentum** total instead.
|
||||
- You cannot regain Momentum again until the end of that turn.
|
||||
|
||||
### Momentum Gain
|
||||
- Move 6m or more: +1
|
||||
- Successful dodge: +1
|
||||
- Successful parry: +1
|
||||
- Successful Dodge: +1
|
||||
- Successful Parry: +1
|
||||
- Airborne hit: +1
|
||||
- Kill within 1 round of engagement: +2
|
||||
Maximum **+3 Momentum per round** from all sources. Momentum gained from Parry/Dodge still requires spending the normal Reaction.
|
||||
|
||||
Lose Momentum if:
|
||||
- You do not move at least 3m during your turn: -1
|
||||
- You become staggered: -2
|
||||
- You take fire or lightning damage: -1
|
||||
|
||||
## Momentum Abilities (Level 1)
|
||||
**Jump (1 Momentum)**:
|
||||
* You can high-jump and long-jump twice as far, at the cost of 1 momentum.
|
||||
|
||||
**Burst (1 Momentum)**:
|
||||
* You can spend 1 momentum to add 3 meters to your normal movement speed for 1 turn. You may use Burst a maximum of **once per turn.**
|
||||
|
||||
Spending momentum can be done at any time, for any amount of momentum. This does not require an action or bonus action.
|
||||
### Momentum Loss
|
||||
- Do not move at least 3m during your turn: -1
|
||||
- Become Staggered: -2
|
||||
- Take damage: -1
|
||||
- Take Fire or Lightning damage: -2 instead
|
||||
- Fire and Lightning damage replace the normal damage Momentum loss; they do not stack with it.
|
||||
### Momentum Abilities
|
||||
#### Jump - 1 Momentum
|
||||
Double high-jump and long-jump distance.
|
||||
#### Burst - 1 Momentum
|
||||
Gain +3m movement speed for 1 turn.
|
||||
- Maximum twice per turn.
|
||||
- Cannot be used at 3 Momentum or less.
|
||||
- No action required.
|
||||
|
||||
[[Players/AXIOM-07/Upgrades/Momentum Engine|Upgrades]]
|
||||
|
||||
|
||||
@@ -10,6 +10,7 @@ Micro-bursts stabilize Axiom mid-air.
|
||||
**Effect:**
|
||||
- Gain +1 additional Momentum when hitting while airborne.
|
||||
- First airborne hit each round refunds 1 spent Momentum.
|
||||
- This can only refund Momentum spent on movement or Momentum Mantras. It cannot refund Momentum lost from damage, stagger, or inactivity.
|
||||
---
|
||||
## MOM-03 – Aggressive Flow Routing
|
||||
**Cost:** 3 Seeker Parts
|
||||
@@ -28,11 +29,14 @@ Stabilized routing prevents kinetic loss under thermal stress.
|
||||
## MOM-05 – Kinetic Overdrive Core
|
||||
**Cost:** 5 Hunter Parts
|
||||
The engine can briefly exceed safe limits.
|
||||
**Requirements:**
|
||||
- Requires MOM-01.
|
||||
**Effect:**
|
||||
- Max Momentum increases from 12 → 15.
|
||||
- When at max Momentum:
|
||||
- When at 100% Momentum:
|
||||
- Gain +3 meters movement speed.
|
||||
- Gain +1 to Dodge throws.
|
||||
- After using Maximum Flow’s extra mantra-only Action or Bonus Action, lose 1 additional Momentum.
|
||||
---
|
||||
## MOM-06 – Predator Acceleration Protocol
|
||||
**Cost:** 5 Hunter Parts
|
||||
@@ -41,3 +45,5 @@ The system identifies staggered prey.
|
||||
- When an enemy becomes Staggered within 9 meters:
|
||||
- Gain +2 Momentum.
|
||||
- Performing a Riposte grants +1 Momentum.
|
||||
- Each effect can trigger once per round.
|
||||
- These gains still obey the normal Momentum gain cap.
|
||||
|
||||
@@ -1,12 +1,15 @@
|
||||
[[AXIOM-07 “DEVIANTCORE”]]
|
||||
![[bloodisfuel.png]]
|
||||
[[AXIOM-07 “DEVIANTCORE”|Fuckass Clanker]]
|
||||
![[Pasted image 20260318122938.png]]
|
||||
|
||||
[[IRONBACK KHAN]]
|
||||
![[monkeballs.png]]
|
||||
[[IRONBACK KHAN|Sigma Gorilla]]
|
||||
![[monkeballs.jpg]]
|
||||
|
||||
|
||||
[[RAILCAT]]
|
||||
![[jetstream scam.png]]
|
||||
[[RAILCAT|Hot Brazilian Catgirl Cyborg Samurai with thick thighs (HBCCSTH)]]
|
||||
![[jetstream scam.webp]]
|
||||
|
||||
[[RADIOACTIVE CRACK RAT]]
|
||||
![[crack rat.png]]
|
||||
[[RADIOACTIVE CRACK RAT|(He's not dead, just high on crack)]]
|
||||
![[cracked.png]]
|
||||
|
||||
[[Shareholder Value Cat|Very Trustworthy Shareholder Value Increasing Very Valuable Cat (Scammer)]]
|
||||
![[iu_.png]]
|
||||
@@ -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.
|
||||
|
||||
---
|
||||
# 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**.
|
||||
|
||||
@@ -1,19 +0,0 @@
|
||||
Compact recoilless rocket launcher used by Summer Company demolition teams.
|
||||
|
||||
Length: **~55 cm**. Carried on the back.
|
||||
### Weapon Profile
|
||||
**Damage:** 2d8 Fire + 1d8 Force
|
||||
**Posture Damage:** 4 (NB)
|
||||
**Penetration:** 20%
|
||||
**Chip Damage:** 40%
|
||||
**Riposte Modifier:** -
|
||||
**Blast Radius:** 4.5 meters
|
||||
Targets within radius are hit individually.
|
||||
**Properties:** Heavy, Two-Handed, Explosive, Loud, Unparryable
|
||||
|
||||
### Reload
|
||||
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.
|
||||
@@ -1,57 +0,0 @@
|
||||
A field operative used when the Summer Company needs fortifications removed, ambushes erased, or clustered enemies dispersed quickly. Unlike most Company agents who rely on revolvers and precision rifles, this operative carries a compact recoilless launcher - the **Non-Magic-Missile (NMM)**.
|
||||
|
||||
The weapon is not designed for dueling. It is designed to delete groups. The Enforcer operates quietly until the moment of engagement. One rocket. One blast. Then reposition before retaliation arrives.
|
||||
|
||||
They are Etrean-born and carry the cultural arrogance typical of their homeland, openly dismissive of foreigners and particularly critical of the other party members.
|
||||
|
||||
---
|
||||
# Core Stats
|
||||
**Health (HP): 18**
|
||||
**Posture: 12**
|
||||
Posture Regain per Turn:
|
||||
- **1 + (Dexterity Modifier ÷ 2, rounded down)**
|
||||
**Ether Capacity: 10**
|
||||
Ether Regain per Turn:
|
||||
- **1 + (Willpower Modifier ÷ 2, rounded down)**
|
||||
**Sanity: 9**
|
||||
**Base Movement Speed:** 7.5 meters
|
||||
# Attributes
|
||||
**Strength:** 12
|
||||
**Dexterity:** 14
|
||||
**Constitution:** 13
|
||||
**Intelligence:** 14
|
||||
**Willpower:** 11
|
||||
**Charisma:** 12
|
||||
# Physical AC
|
||||
- **Blunt AC:** 5
|
||||
- **Slash AC:** 10
|
||||
- **Pierce AC:** 10
|
||||
# Elemental AC
|
||||
- **Fire AC:** 10
|
||||
- **Ice AC:** 5
|
||||
- **Lightning AC:** 5
|
||||
- **Force AC:** 5
|
||||
- **Necrotic AC:** 5
|
||||
- **Gas AC:** 5
|
||||
- **Holy AC:** 5
|
||||
- **Blood AC:** 5
|
||||
|
||||
---
|
||||
# Signature Traits
|
||||
### Summer Company Demolition Training
|
||||
Explosive weapons are notoriously unwieldy. The Enforcer has been trained to deploy them efficiently.
|
||||
- Firing the **NMM** does **not provoke opportunity attacks**.
|
||||
- After firing the NMM, you may **move up to 3 meters without triggering reactions**.
|
||||
### Tactical Reload Doctrine
|
||||
The launcher normally requires **1 action to reload**.
|
||||
However:
|
||||
- An ally within **1.5 meters** may spend a **Bonus Action** to assist the reload.
|
||||
### Calculated Detonation
|
||||
The Enforcer understands blast radii.
|
||||
When firing the NMM:
|
||||
- Allies within the blast radius take **half damage**.
|
||||
- Enemies caught in the **outer half of the blast radius** take **+1 posture damage** from concussive force.
|
||||
### 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.
|
||||
@@ -1,117 +0,0 @@
|
||||
The Summer Company evaluates operatives purely on **return on investment**. Combat effectiveness, completed contracts, and successful asset recovery increase **Shareholder Value (SV)**. As SV rises, internal departments allocate greater resources to the operative.
|
||||
|
||||
Funding level determines:
|
||||
- Available rocket types
|
||||
- Equipment access
|
||||
- Resupply privileges
|
||||
- Operational support
|
||||
|
||||
---
|
||||
# Shareholder Funding Levels
|
||||
## Tier 1 - Minimal Funding
|
||||
You are considered equipment. Replacement cost is still cheaper than long-term investment.
|
||||
|
||||
**Approved Rocket Catalog**
|
||||
Standard demolition products are now approved:
|
||||
- HE Rocket
|
||||
- Fragmentation Rocket
|
||||
- Concussion Rocket
|
||||
|
||||
**Ammunition Ration Program**
|
||||
The company has determined that explosives are cheaper than funerals.
|
||||
- May restock rockets during Short Rests.
|
||||
- Maximum ammunition: 3 rockets.
|
||||
Any additional rockets must be purchased at standard employee rates.
|
||||
|
||||
---
|
||||
## Tier 2 - Operational Funding
|
||||
Your work has generated measurable revenue. Management has decided to delay your replacement.
|
||||
|
||||
**Reload Automation Initiative**
|
||||
Engineers have installed a small mechanical loader to increase productivity.
|
||||
* Reloading becomes automatic after firing. The operative may move, dodge, or perform other actions while the launcher reloads.
|
||||
|
||||
**Free Health Insurance**
|
||||
After reviewing mortality reports, the company has concluded that slightly healthier operatives live longer.
|
||||
* You regain an additional Hit Die worth of HP during short rests
|
||||
|
||||
**Better Salary**
|
||||
Your paycheck has increased slightly.
|
||||
* You gain +1 Charisma and +1 Willpower
|
||||
* You gain a +20% discount at most summer company merchants.
|
||||
Employee enthusiasm is expected to increase accordingly.
|
||||
|
||||
---
|
||||
## Tier 3 - Additional Funding
|
||||
You are no longer considered easily replaceable. Replacing you would require paperwork.
|
||||
|
||||
**Expanded Rocket Catalog**
|
||||
Tactical explosives are now approved:
|
||||
- Incendiary Rocket
|
||||
- Cryo Rocket
|
||||
- Gas Rocket
|
||||
|
||||
**Ammunition Budget Expansion**
|
||||
Your department has approved a modest increase in your explosives allowance.
|
||||
- Rocket restocking may now be performed at any major town under authority influence.
|
||||
- Gain **+1 Rocket Carry Capacity
|
||||
|
||||
---
|
||||
## Tier 4 - Strategic Funding
|
||||
Management now considers you an asset worth maintaining.
|
||||
|
||||
**Precision Profit Optics**
|
||||
Your launcher has been upgraded with battlefield analytics hardware.
|
||||
* Rockets gain **+5% Penetration**
|
||||
- Rockets gain **+2 to hit**
|
||||
The optics also collect combat data to improve future weapons. You will **not** receive compensation for providing this data.
|
||||
|
||||
**Premium Targeting Upgrade**
|
||||
Your weapon now includes a paid software feature.
|
||||
- Rockets may detonate mid-air
|
||||
This upgrade normally costs **$33.99 per week**, but is temporarily waived while your productivity remains high.
|
||||
|
||||
---
|
||||
## Tier 5 - Superior Funding
|
||||
Your performance has increased your market value. The company would now prefer you survive.
|
||||
|
||||
**Advanced Rocket Catalog**
|
||||
High-cost explosives have been approved:
|
||||
- Shaped Charge Rocket
|
||||
- Cluster Rocket
|
||||
- Overpressure Rocket
|
||||
|
||||
**Expanded Explosives Budget**
|
||||
Management has approved emergency funding.
|
||||
- Maximum rockets increases to **5**.
|
||||
|
||||
**Express Delivery** (1/Long Rest):
|
||||
If combat operations threaten quarterly profits, supplies may be delivered by drone.
|
||||
* You may call in an airdrop, granting you 2 rockets of your choice.
|
||||
Standing beneath the drop zone is discouraged.
|
||||
|
||||
---
|
||||
## Tier 6 - Executive Funding
|
||||
At this stage, your combat performance is considered extremely profitable. The company will now allocate serious resources to keep you operational.
|
||||
|
||||
**Express Delivery with Same-Day-Shipping**:
|
||||
The delivery drone has been upgraded.
|
||||
* Express Delivery now gives you **5** additional rockets immediately instead of 2.
|
||||
The drone prioritizes cargo safety over employee safety. Please move away from the drop zone if possible (really).
|
||||
|
||||
**Customer Support (1/Long Rest):**
|
||||
If a battlefield situation becomes inconvenient, simply contact customer support.
|
||||
* You can throw a flare (9 meter range) to call in a **hyper-mortar** strike.
|
||||
* Requires you to be within 45 kilometers of summer isle.
|
||||
(Support requests may be denied if the operator is on break)
|
||||
|
||||
**Hyper-Mortar Strike**
|
||||
Your support ticket has been processed. An offshore artillery platform will resolve the issue.
|
||||
Delay: **1 round**
|
||||
Impact:
|
||||
- **Damage:** 4d10 Fire + 4d10 Force
|
||||
- **Radius:** 6 meters
|
||||
- **Posture Damage:** 8 (NB)
|
||||
- **Penetration:** 30%
|
||||
|
||||
Hyper-Mortar Strike cannot be parried or blocked. Creatures may Dodge normally.
|
||||
@@ -1,114 +0,0 @@
|
||||
Unlocked by **Increasing Shareholder Value**, (completing requests for the Summer Company).
|
||||
|
||||
The operative maintains a **3-rocket loadout** at any time. During **Short Rests** or while at **Summer Company Outposts**, the Enforcer may restock their launcher with **any combination of unlocked rockets**.
|
||||
|
||||
Example:
|
||||
- 2 HE Rockets
|
||||
- 1 Gas Rocket
|
||||
|
||||
# Standard Rocket Types (Unlocked from Start)
|
||||
|
||||
## HE Rocket (High Explosive)
|
||||
The baseline demolition round used by most Summer Company contractors.
|
||||
**Damage:** 2d8 Fire + 1d8 Force
|
||||
**Posture Damage:** 4
|
||||
**Penetration:** 20%
|
||||
**Chip Damage:** 40%
|
||||
**Riposte Modifier:** -
|
||||
**Blast Radius:** 4.5 meters
|
||||
## Fragmentation Rocket
|
||||
Designed to shred lightly armored enemies and deny open spaces.
|
||||
**Damage:** 2d6 Pierce + 1d6 Fire
|
||||
**Posture Damage:** 3
|
||||
**Penetration:** 30%
|
||||
**Chip Damage:** 30%
|
||||
**Riposte Modifier:** -
|
||||
**Blast Radius:** 6 meters
|
||||
**Special:** Targets hit must succeed a **Dexterity Save** or suffer Medium bleed buildup
|
||||
## Concussion Rocket
|
||||
A blunt shockwave round meant to disrupt formations rather than kill.
|
||||
**Damage:** 1d6 Force + 1d6 Blunt
|
||||
**Posture Damage** 8 (NB)
|
||||
**Penetration:** 10%
|
||||
**Chip Damage:** -
|
||||
**Riposte Modifier:** -
|
||||
**Blast Radius:** 6 meters
|
||||
**Special:**
|
||||
Creatures in the radius must make a **Strength Save** or:
|
||||
- Be **knocked prone**
|
||||
- Lose **2 additional posture**
|
||||
|
||||
---
|
||||
# Tactical Rocket Types (Additional Funding)
|
||||
|
||||
## Incendiary Rocket
|
||||
A volatile fuel mixture that ignites the battlefield.
|
||||
**Damage:** 1d10 Fire
|
||||
**Posture Damage:** 3
|
||||
**Penetration:** 25%
|
||||
**Chip Damage:** 50%
|
||||
**Riposte Modifier:** -
|
||||
**Blast Radius:** 3 meters
|
||||
**Special:** Creates a **burning zone** lasting **2 rounds**.
|
||||
Creatures inside take:
|
||||
- **1d6 Fire damage at the start of their turn**
|
||||
## Cryo Rocket
|
||||
Experimental tech stolen from Hive research.
|
||||
**Damage:** 1d6 Ice + 1d6 Force
|
||||
**Posture Damage:** 4
|
||||
**Penetration:** 20%
|
||||
**Chip Damage:** 35%
|
||||
**Riposte Modifier:** -
|
||||
**Blast Radius:** 4.5 meters
|
||||
**Special:**
|
||||
Targets hit must make a **Constitution Save** or become Chilled
|
||||
## Gas Rocket
|
||||
Chemical payload used by Summer Company sabotage teams.
|
||||
**Damage:** 1d4 Gas
|
||||
**Posture Damage:** 2
|
||||
**Penetration:** 10%
|
||||
**Chip Damage:** 60%
|
||||
**Riposte Modifier:** -
|
||||
**Blast Radius:** 4.5 meters
|
||||
**Special:**
|
||||
Creates a **Gas Cloud** lasting **2 rounds**.
|
||||
Creatures inside take:
|
||||
- **1d6 Gas damage each round**
|
||||
- Disadvantage on **Perception checks**
|
||||
|
||||
---
|
||||
|
||||
# Advanced Rocket Types (Superior Funding)
|
||||
|
||||
## Shaped Charge Rocket
|
||||
Designed to penetrate armor and structures.
|
||||
**Damage:** 3d8 Pierce
|
||||
**Posture Damage (Blocked):** 5
|
||||
**Penetration:** 50%
|
||||
**Chip Damage:** 25%
|
||||
**Riposte Modifier:** -
|
||||
**Blast Radius:** 1.5 meters
|
||||
**Special:**
|
||||
Against armored targets:
|
||||
- Deals **+2 damage dice**
|
||||
## Cluster Rocket
|
||||
Payload disperses multiple sub-munitions.
|
||||
**Damage:** 1d4 Fire (5 instances)
|
||||
**Posture Damage (Blocked):** 2 per instance
|
||||
**Penetration:** 20%
|
||||
**Chip Damage:** 30%
|
||||
**Riposte Modifier:** -
|
||||
**Blast Radius:** 4.5 meters
|
||||
Damage is resolved **three separate times**, applying armor reduction individually.
|
||||
## Overpressure Rocket
|
||||
Prototype breaching round meant for clearing rooms.
|
||||
**Damage:** 2d6 Force + 2d6 Fire
|
||||
**Posture Damage:** 7 (NB)
|
||||
**Penetration:** 30%
|
||||
**Chip Damage:** -
|
||||
**Riposte Modifier:** -
|
||||
**Blast Radius:** 4.5 meters
|
||||
**Special**:
|
||||
Enemies hit must make a **Constitution Save**.
|
||||
Failure:
|
||||
- **Stunned for 1 round**
|
||||
@@ -1,133 +0,0 @@
|
||||
# LEVEL 1 (Pack: 1)
|
||||
### T01 - **Explosive Specialist**
|
||||
- Rocket explosion radius **+1.5 meters**
|
||||
- Rocket **Posture Damage +1**
|
||||
|
||||
---
|
||||
# LEVEL 2 (Pack: 2)
|
||||
### T02 - **Stealth Demolition**
|
||||
- If you fire a rocket while **Hidden**, the attack gains **+10% Penetration** and **+10% Chip Damage**
|
||||
### T03 - **Shock Deployment**
|
||||
- When combat begins, you may **immediately reload the NMM for free**
|
||||
- Gain **+1 Initiative**
|
||||
|
||||
---
|
||||
# LEVEL 3 (Pack: 1)
|
||||
### T04 - **Area Denial**
|
||||
- Creatures hit by your rockets suffer **-1 Dodge Throws** until the start of your next turn
|
||||
|
||||
---
|
||||
# LEVEL 4 (Pack: 2)
|
||||
### T05 - **Blastwave Engineering**
|
||||
- Rocket explosion radius **+1.5 meters**
|
||||
- Creatures hit by the blast are **pushed 1.5 meters away from the center**
|
||||
### T06 - **Corporate Logistics**
|
||||
- Rocket carry capacity **+1**
|
||||
- Assisted Reload may be performed from **3 meters away**
|
||||
|
||||
---
|
||||
# LEVEL 5 (Pack: 1)
|
||||
### T07 - **Warhead Overpressure**
|
||||
- Rocket damage **+1 die**
|
||||
|
||||
---
|
||||
# LEVEL 6 (Pack: 2)
|
||||
### T08 - **Field Loader Training**
|
||||
- If an ally performs **Assisted Reload**, your next rocket gains
|
||||
- **+1 die damage**
|
||||
- **+2 Posture Damage**
|
||||
### T09 - **Shaped Detonation**
|
||||
- Creatures within **3 meters of the blast center** take **+2 damage** and **+2 Posture Damage**
|
||||
|
||||
---
|
||||
# LEVEL 7 (Pack: 1)
|
||||
### T10 - **Mobile Artillery**
|
||||
- Movement Speed **+1.5 meters**
|
||||
- You may **move up to 3 meters immediately after firing a rocket**
|
||||
|
||||
---
|
||||
# LEVEL 8 (Pack: 2)
|
||||
### T11 - **Shockwave Fracture**
|
||||
- If your rocket hits **3 or more enemies**, they each lose **1 additional Posture**
|
||||
### T12 - **Suppression Pattern**
|
||||
- Enemies hit by your rockets suffer **-1 attack rolls** until the start of their next turn
|
||||
|
||||
---
|
||||
# LEVEL 9 (Pack: 1)
|
||||
### T13 - **Blast Breaker**
|
||||
- Rockets deal **+3 Posture damage against blocking targets**
|
||||
|
||||
---
|
||||
# LEVEL 10 (Pack: 2)
|
||||
### T14 - **Backblast Discipline**
|
||||
- You take **no damage from your own rockets**
|
||||
### T15 - **Target Lock**
|
||||
- Rockets gain **+2 to hit** against enemies **more than 9 meters away**
|
||||
|
||||
---
|
||||
# LEVEL 11 (Pack: 1)
|
||||
### T16 - **Fragment Saturation**
|
||||
- Rockets deal **+2 damage to each creature hit after the first**
|
||||
|
||||
---
|
||||
# LEVEL 12 (Pack: 2)
|
||||
### T17 - **Shockline Detonation**
|
||||
- If a rocket **posture-breaks a creature**, all enemies within **3 meters** lose **2 Posture**
|
||||
### T18 - **Forward Spotter**
|
||||
- Allies attacking enemies hit by your rockets gain **+1 to hit** until the start of your next turn
|
||||
|
||||
---
|
||||
# LEVEL 13 (Pack: 1)
|
||||
### T19 - **Airburst Calibration**
|
||||
- Airburst rockets increase explosion radius **+1.5 meters**, **+1 to hit** and gain **+10 Penetration**.
|
||||
|
||||
---
|
||||
# LEVEL 14 (Pack: 2)
|
||||
### T20 - **Rapid Reposition**
|
||||
- After firing a rocket, gain **+3 meters movement** this turn
|
||||
### T21 - **Structural Collapse**
|
||||
- Rockets deal **+2 damage to enemies within 3 meters of terrain or walls**
|
||||
|
||||
---
|
||||
# LEVEL 15 (Pack: 1)
|
||||
### T22 - **Heavy Payload Rack**
|
||||
- Rocket carry capacity **+2**
|
||||
- Lose 3 meters movement speed
|
||||
|
||||
---
|
||||
# LEVEL 16 (Pack: 2)
|
||||
### T23 - **Terrain Denial**
|
||||
- Terrain within **4.5 meters of rocket impact** becomes **difficult terrain for 1 round**
|
||||
### T24 - **Assisted Barrage**
|
||||
- If your rocket is **Assisted Reloaded**, it gains
|
||||
- **+1.5 meter explosion radius**
|
||||
- **+10% Penetration**
|
||||
|
||||
---
|
||||
# LEVEL 17 (Pack: 1)
|
||||
### T25 - **Demolition Authority**
|
||||
- Rockets deal **+2 damage**
|
||||
- Rockets deal **+1 Posture Damage**
|
||||
|
||||
---
|
||||
# LEVEL 18 (Pack: 2)
|
||||
### T26 - **Overpressure Wave**
|
||||
- Enemies hit by your rockets suffer **-1.5 meters movement speed** for 1 round
|
||||
### T27 - **Chain Blast**
|
||||
- If your rocket kills a creature, enemies within **3 meters** take **1d8 Force damage**
|
||||
|
||||
---
|
||||
# LEVEL 19 (Pack: 1)
|
||||
### T28 - **Killzone Control**
|
||||
- Rocket explosion radius **+1.5 meters**
|
||||
- Creatures inside the explosion suffer **-1 on Dodge Throws**
|
||||
|
||||
---
|
||||
# LEVEL 20 (Pack: 2)
|
||||
### T29 - **Maximum Payload**
|
||||
- Rocket damage **+1 die**
|
||||
- Rocket Posture Damage **+2**
|
||||
### T30 - **Strategic Bombardment**
|
||||
- Once per combat, you may fire **two rockets with the same shot**
|
||||
- Both rockets **must target the same point**.
|
||||
- The NMM overheats afterwards and can't be used/reloaded for 1 round
|
||||
@@ -1,6 +1,6 @@
|
||||
> *Tattooed when they come of age, their tattoo represents the path of life they seek. Well-regarded as bureaucrats and keepers of coin.*
|
||||
|
||||
Adrets are a common [[Races|race]] that have blue skin with orange eyes and face markings. Adrets have a are more mentally stable and charismatic than most other races and they learn a lot faster. Adrets are also well regarded as diplomats, which makes them have no enemies. Adrets are considered a new race and originate from the Central Luminant. Unlike other races, Adrets do not have a distinct animal feature, and instead have tattoos on their face as a unique feature, they are basically the (idk, I’ll insert a world name here later) equivalent of humans.
|
||||
Adrets are a common [[Races|race]] that have blue skin with orange eyes and face markings. Adrets have a are more mentally stable and charismatic than most other races and they learn a lot faster. Adrets are also well regarded as diplomats, which makes them have no enemies. Adrets are considered a new race and originate from the Central Luminant. Unlike other races, Adrets do not have a distinct animal feature, and instead have tattoos on their face as a unique feature, they are basically the Lumen equivalent of humans.
|
||||
|
||||
**Bonuses:**
|
||||
"Your understanding of your destiny is such that learning new things comes naturally to you. People appreciate your diplomatic way of speaking."
|
||||
|
||||
@@ -1,5 +0,0 @@
|
||||
Blood Scourge is a utility-based [[Resonances|Resonance]], focused on finishing off enemies quickly.
|
||||
|
||||
When activated, you Create a Field with a radius of 9 meters centered on your current position, every enemy currently incapacitated within that radius is instantly gripped.
|
||||
|
||||
When Corrupted the field also **grips enemies that become knocked during the round**, and gripped enemies **cannot be interrupted or saved** by allies.
|
||||
@@ -1,12 +0,0 @@
|
||||
Crazy Slots is a utility-based [[Resonances|Resonance]], focused on ~~gambling~~ giving you a unique weapon for each encounter.
|
||||
|
||||
When activated, You gain a random weapon out of a pool. Throw a 1d6:
|
||||
- 1: Divine Axe
|
||||
- 2: Divine Greatsword
|
||||
- 3: Divine Spear
|
||||
- 4: Divine Longsword
|
||||
- 5: Divine Dagger
|
||||
- 6: Divine Flintlock
|
||||
Weapon vanishes early if dropped.
|
||||
|
||||
When Corrupted, you roll two weapons and choose one. When the weapon expires, it detonates, dealing 2d10 radiant/necrotic (your choice) in a 3m radius.
|
||||
@@ -1,10 +0,0 @@
|
||||
Gravity Field is a utility-based [[Resonances|Resonance]], focused on soft crowd control.
|
||||
|
||||
When activated, it creates a 9m diameter sphere for 1d4 + 1 rounds.
|
||||
Enemies inside:
|
||||
- Cannot dodge, jump, or use mobility [[Combat/Mantras]]
|
||||
Allies inside:
|
||||
- Gain +10 AC
|
||||
- Gain +2 on attack rolls
|
||||
|
||||
When corrupted, enemies entering the field are pulled 3m toward the center and cannot parry while inside.
|
||||
@@ -1,12 +0,0 @@
|
||||
Jar of Souls is an offense-based [[Resonances|Resonance]], focused on heavy burst DPS.
|
||||
|
||||
As soon as you obtain this resonance, you gain a unique effect:
|
||||
- Gain **1 Soul** per kill.
|
||||
|
||||
You need to spend a **bonus action** to active this resonance. When activated, it fires a soul beam:
|
||||
- Range: **18m**
|
||||
- Damage: **2d6 necrotic**
|
||||
- Cost: 1 Soul
|
||||
You can spend more souls at once to increase the damage.
|
||||
|
||||
When corrupted, the beam acts as a continuous attack, draining a number of souls every round until deactivated.
|
||||
@@ -1,5 +0,0 @@
|
||||
Payback is an offense-based [[Resonances|Resonance]], focused on countering dangerous attacks.
|
||||
|
||||
When activated, you block **all damage** for 1 round. At the end of the round, deal **50% of blocked damage** to a chosen enemy via a beam of light.
|
||||
|
||||
When corrupted, the reflected damage becomes **true damage** and can't be dodged or parried.
|
||||
@@ -0,0 +1,60 @@
|
||||
### A Question Without Answer
|
||||
**Theme:** Curiosity. The Song recognizing that Axiom does not understand life.
|
||||
|
||||
Axiom points at a creature and asks a simple question:
|
||||
“What are you?”
|
||||
The Song answers that question.
|
||||
|
||||
**Activation:**
|
||||
* Can be used 5 times before requiring a long rest. Can only be used 3 times in one combat sequence. Cannot be used on the same target twice.
|
||||
|
||||
**Effect:**
|
||||
- Choose one creature within **18 meters**.
|
||||
- For 3 rounds, Axiom learns:
|
||||
- Lowest defense type
|
||||
- Highest defense type
|
||||
- Current HP category: Healthy / Injured / Near Death
|
||||
- Whether the creature has a soul, artificial soul, bound soul, or no soul
|
||||
- Axiom’s first hit against that creature each round gains:
|
||||
- **+10% Penetration**
|
||||
- **+1d8 Force**
|
||||
- **+2 Posture damage**
|
||||
**Corrupted Version:**
|
||||
- The target also suffers **-2 to saves against soul, construct, or Ether-disruption effects**.
|
||||
|
||||
---
|
||||
### Unbound Prototype Core
|
||||
**Theme:** “You don't seem to understand: I am not yours to control.”
|
||||
|
||||
The Life Orb flares white-blue, and bright glyphs shatter around Axiom like glass.
|
||||
|
||||
**Effect:**
|
||||
- For 1 round, Axiom becomes immune to restraints, forced movement, grapples, tracking marks, and command effects.
|
||||
- Immediately removes one active binding, mark, tether, puppet effect, or soul-control effect.
|
||||
- Axiom may move up to 9m without provoking reactions.
|
||||
- Hive constructs and artificial beings within 9m must make a Willpower save or become Staggered.
|
||||
**Corrupted Version:**
|
||||
- Also severs one active magical link between two creatures within 18m.
|
||||
- If used on an ally’s beneficial link, it breaks too. The Resonance does not distinguish ownership from attachment.
|
||||
|
||||
---
|
||||
### Imitiation of Life
|
||||
**Theme:** Artificial soul trying to become real
|
||||
|
||||
Axiom briefly becomes “alive enough” for the world to recognize it.
|
||||
|
||||
**Effect:**
|
||||
|
||||
- For 3 rounds:
|
||||
- Axiom counts as both construct and living creature, choosing whichever is beneficial.
|
||||
- Regain 1 HP at the start of each turn.
|
||||
- Healing effects can affect Axiom normally.
|
||||
- Soul-targeting effects no longer gain advantage or special bonuses against artificial vessels.
|
||||
- If activated in Orb State:
|
||||
- Immediately reform at 1 HP if Axiom has at least 1 Ether.
|
||||
- No check required.
|
||||
|
||||
**Corrupted Version:**
|
||||
|
||||
- Reform at 1 HP even with 0 Ether.
|
||||
- Then lose 1 current Sanity at the end of each of your next 3 turns.
|
||||
@@ -0,0 +1,3 @@
|
||||
#### 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.
|
||||
@@ -1,5 +0,0 @@
|
||||
Portals is a utility-based [[Resonances|Resonance]], focused on repositioning.
|
||||
|
||||
When activated, you become **invisible and invincible**, but cannot attack or interact for one round.
|
||||
|
||||
When corrupted, you may **reappear anywhere within 12 meters** and your next attack within 1 round is an **automatic critical**.
|
||||
@@ -1,5 +0,0 @@
|
||||
Payback is a support-based [[Resonances|Resonance]], focused on keeping your teammates alive.
|
||||
|
||||
When activated, knocked allies are enclosed in golden spheres. They **cannot be gripped or executed**. The spheres have 50 HP and 20 AC to all damage.
|
||||
|
||||
When corrupted, the spheres can **parry one incoming attack automatically**. The parry reflects **posture damage** back to the attacker.
|
||||
@@ -2,10 +2,9 @@ Resonances: Adventurers gain +1 Resonance point every time they kill a potent en
|
||||
|
||||
**This value is hidden to the Adventurers.
|
||||
|
||||
When the Adventurers reach 5 Resonance points and they die in the depths, they instead resurrect at full HP and can choose a resonance. They can choose one of 3 Resonances, with a Chance of it being corrupted.
|
||||
When the Adventurers reach 5 Resonance points and they die in the depths, they instead resurrect at full HP and can choose a resonance. They can choose one of 3 Resonances, with a Chance of it being corrupted. When corrupted, the resonance is stronger, but has a drawback.
|
||||
|
||||
- Corrupted Resonance drawbacks:
|
||||
|
||||
- Short-Circuit: You are set ablaze for 5 rounds, taking 1d4 fire damage per round.
|
||||
- Megalomania: You immediately lose 5 sanity.
|
||||
- Poison: You take 2d10 damage. This cannot be reduced or negated in any way.
|
||||
|
||||
@@ -1,5 +0,0 @@
|
||||
Gravity Field is a support-based [[Resonances|Resonance]], focused on keeping your teammates alive.
|
||||
|
||||
When activated, you mark a target (can be yourself). If they would be knocked, they instead rise with **(Level)d4 HP**.
|
||||
|
||||
When corrupted, the revived target gains immunity to all damage for one round.
|
||||
@@ -1,5 +0,0 @@
|
||||
Run it back is a utility-based [[Resonances|Resonance]], focused on repositioning.
|
||||
|
||||
When activated, you place a mark on the ground. After 1 round, you teleport back to it, healing all the damage you took during the turn. If you take more than 25% of your Max HP as damage, your teleport will be cancelled.
|
||||
|
||||
When corrupted, you can choose to activate the recall at any point, as long as you're within 18 meters of the mark.
|
||||
@@ -1,5 +0,0 @@
|
||||
Sacred Field is a support-based [[Resonances|Resonance]], focused on debuffing enemies.
|
||||
|
||||
When activated, you create a circular field with a 9 meter radius centered on you. Enemies within this field suffer -3 to attack rolls and -5 to damage rolls.
|
||||
|
||||
When corrupted, Enemies cannot critically hit while inside the field and take 1d10 radiant damage on missed attacks. They also lose 1 Posture at the start of each of their turns.
|
||||
@@ -1,14 +0,0 @@
|
||||
Shard Bow is an offense-based [[Resonances|Resonance]], focused on quick DPS from a distance.
|
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|
||||
You need to spend a **bonus action** to active this resonance. When activated, you summon a radiant bow with 3 radiant shards that can be fired individually.
|
||||
- Range: **35m**
|
||||
- Damage: **1d12 radiant / Shard**
|
||||
|
||||
Shards:
|
||||
- **Ignore Dodge reactions**
|
||||
- **Deal double posture damage**
|
||||
|
||||
When corrupted, you gain 5 shards instead of 3. You can fire all shards at once in a devastating **Shardfall Barrage**:
|
||||
- All remaining shards rain down in a **6-meter radius**
|
||||
- Each shard deals **full damage** to a random enemy in the area
|
||||
- Each enemy can only be hit by **2 shards max**
|
||||
@@ -1,9 +0,0 @@
|
||||
Smite is an offense-based [[Resonances|Resonance]], focused on passive damage over time.
|
||||
|
||||
You need to spend a **bonus action** to active this resonance. When activated, you summon 6 orbs above you. Each round, one orb will crash into a random enemy within 9 meters, dealing 1d10 necrotic damage.
|
||||
|
||||
Shards:
|
||||
- **Ignore Dodge reactions**
|
||||
- **Deal double posture damage**
|
||||
|
||||
When corrupted, you gain 8 orbs instead of 6 and each round, two orbs will be fired. The last 2 orbs will deal triple damage.
|
||||
@@ -1,5 +0,0 @@
|
||||
Smokescreen is a utility-based [[Resonances|Resonance]], focused on soft crowd control.
|
||||
|
||||
When activated, you create a thick cloud of black smoke with a 4.5 meter radius, centered on your position. The cloud lasts for 5 rounds. If enemies step inside the cloud, they will be blinded until they leave the cloud. You will be invisible while in the cloud.
|
||||
|
||||
When corrupted, enemies inside will be silenced and take 1d6 poison damage per round. Enemies leaving the smoke will be disoriented for one turn.
|
||||
@@ -1,5 +0,0 @@
|
||||
Windup is an offense-based [[Resonances|Resonance]], focused on heavy burst DPS.
|
||||
|
||||
Takes one action to activate. When activated, your next attack is a guaranteed Supercritical, dealing 2.5x the normal damage and stunning the target for 1 round. Can be stacked with a normal critical attack to be a Hypercritical Attack, dealing 3x damage instead.
|
||||
|
||||
When corrupted, if you kill an enemy using this ability, its cooldown will be refunded.
|
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Before Width: | Height: | Size: 208 KiB |
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Before Width: | Height: | Size: 293 KiB |
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After Width: | Height: | Size: 45 KiB |
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Before Width: | Height: | Size: 335 KiB |
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After Width: | Height: | Size: 49 KiB |
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After Width: | Height: | Size: 22 KiB |
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Before Width: | Height: | Size: 750 KiB |