Connect Obsidian vault notes with meaningful links
This commit is contained in:
@@ -18,4 +18,7 @@ Old Armor Class is no longer used to determine hit chance. Instead:
|
|||||||
Example:
|
Example:
|
||||||
If a target has **20 Slash AC**, incoming slash damage is reduced by **20%**.
|
If a target has **20 Slash AC**, incoming slash damage is reduced by **20%**.
|
||||||
|
|
||||||
Damage is reduced **after** all other modifiers (crits, posture effects, etc.).
|
Damage is reduced **after** all other modifiers (crits, posture effects, etc.).
|
||||||
|
|
||||||
|
## Related notes
|
||||||
|
- [[Combat/Combat|Combat]]
|
||||||
|
|||||||
+4
-1
@@ -7,4 +7,7 @@
|
|||||||
[[Combat/Mantras]]
|
[[Combat/Mantras]]
|
||||||
[[Damage]]
|
[[Damage]]
|
||||||
[[Weapons]]
|
[[Weapons]]
|
||||||
[[Armor Class]]
|
[[Armor Class]]
|
||||||
|
|
||||||
|
## Related notes
|
||||||
|
- [[Core]]
|
||||||
|
|||||||
+4
-1
@@ -80,4 +80,7 @@ A weapon with **15 Chip Damage** causes **15% of its final HP damage** to be dea
|
|||||||
If an attack deals damage multiple times:
|
If an attack deals damage multiple times:
|
||||||
- Each instance is resolved separately
|
- Each instance is resolved separately
|
||||||
- Armor reduction applies to each instance individually
|
- Armor reduction applies to each instance individually
|
||||||
- Posture damage is applied per hit, not per attack
|
- Posture damage is applied per hit, not per attack
|
||||||
|
|
||||||
|
## Related notes
|
||||||
|
- [[Combat/Combat|Combat]]
|
||||||
|
|||||||
@@ -43,4 +43,7 @@ Some conditions bypass the incapacitation grace period.
|
|||||||
If an incapacitated creature:
|
If an incapacitated creature:
|
||||||
- **Is burning**
|
- **Is burning**
|
||||||
- **Is submerged in water**
|
- **Is submerged in water**
|
||||||
They die after **2 rounds** if not picked up or removed from the hazard.
|
They die after **2 rounds** if not picked up or removed from the hazard.
|
||||||
|
|
||||||
|
## Related notes
|
||||||
|
- [[Combat/Combat|Combat]]
|
||||||
|
|||||||
@@ -18,4 +18,7 @@ Heavy weapons focus on overwhelming force, posture destruction, and decisive blo
|
|||||||
- **No Chip Damage by default**
|
- **No Chip Damage by default**
|
||||||
- Heavy weapons rely on posture, not attrition
|
- Heavy weapons rely on posture, not attrition
|
||||||
- **High Posture Cost on Block**
|
- **High Posture Cost on Block**
|
||||||
- Blocking while using a Heavy weapon causes +1 Posture loss
|
- Blocking while using a Heavy weapon causes +1 Posture loss
|
||||||
|
|
||||||
|
## Related notes
|
||||||
|
- [[Combat/Combat|Combat]]
|
||||||
|
|||||||
@@ -12,4 +12,7 @@ Light weapons favor speed, precision, and pressure through repeated actions rath
|
|||||||
- **Low Weapon Weight**
|
- **Low Weapon Weight**
|
||||||
- Deals reduced Posture damage
|
- Deals reduced Posture damage
|
||||||
- **Lower Penetration**
|
- **Lower Penetration**
|
||||||
- Typically 0–5 Penetration
|
- Typically 0–5 Penetration
|
||||||
|
|
||||||
|
## Related notes
|
||||||
|
- [[Combat/Combat|Combat]]
|
||||||
|
|||||||
+4
-1
@@ -31,4 +31,7 @@ You may know more Mantras than you can equip, but only equipped Mantras can be u
|
|||||||
- **Wildcard Mantra (1)**
|
- **Wildcard Mantra (1)**
|
||||||
Can hold **any** Mantra type (Combat, Support, or Mobility).
|
Can hold **any** Mantra type (Combat, Support, or Mobility).
|
||||||
|
|
||||||
Unlike spell slots in D&D, these aren't expended after using the mantra, instead the mantra is put on a cooldown.
|
Unlike spell slots in D&D, these aren't expended after using the mantra, instead the mantra is put on a cooldown.
|
||||||
|
|
||||||
|
## Related notes
|
||||||
|
- [[Combat/Combat|Combat]]
|
||||||
|
|||||||
@@ -15,4 +15,7 @@ Medium weapons are the **baseline** and most versatile category, balancing offen
|
|||||||
- **Limited Chip Damage**
|
- **Limited Chip Damage**
|
||||||
- Usually 0–5%
|
- Usually 0–5%
|
||||||
- **Average Mobility**
|
- **Average Mobility**
|
||||||
- No dodge or movement bonuses
|
- No dodge or movement bonuses
|
||||||
|
|
||||||
|
## Related notes
|
||||||
|
- [[Combat/Combat|Combat]]
|
||||||
|
|||||||
@@ -54,3 +54,5 @@ You evade instead of contesting force.
|
|||||||
* They take the full weapon weight as Posture Damage.
|
* 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.
|
* If there is no specified weapon weight, the enemy takes half of the taken damage as posture damage.
|
||||||
|
|
||||||
|
## Related notes
|
||||||
|
- [[Combat/Combat|Combat]]
|
||||||
|
|||||||
+4
-1
@@ -2,4 +2,7 @@ When an enemy is stance-broken, they enter a 'staggered' state for 1 round. Anyo
|
|||||||
|
|
||||||
Ripostes symbolize abusing an enemy's broken stance to attack their vital parts.
|
Ripostes symbolize abusing an enemy's broken stance to attack their vital parts.
|
||||||
|
|
||||||
In other words 50 Bazillion Damage
|
In other words 50 Bazillion Damage
|
||||||
|
|
||||||
|
## Related notes
|
||||||
|
- [[Combat/Combat|Combat]]
|
||||||
|
|||||||
@@ -8,4 +8,7 @@ Insanity has 4 Stages:
|
|||||||
|
|
||||||
You lose Sanity by being in the depths. There are other sources of Sanity loss, but the depths are the main one.
|
You lose Sanity by being in the depths. There are other sources of Sanity loss, but the depths are the main one.
|
||||||
|
|
||||||
Sanity can be restored by resting, certain talents or [[Combat/Mantras]] and being in safe places.
|
Sanity can be restored by resting, certain talents or [[Combat/Mantras]] and being in safe places.
|
||||||
|
|
||||||
|
## Related notes
|
||||||
|
- [[Combat/Combat|Combat]]
|
||||||
|
|||||||
+4
-1
@@ -6,4 +6,7 @@ Mastery Points can be invested into the following trait and only up to 6 times p
|
|||||||
- Vitality: You gain 10 HP
|
- Vitality: You gain 10 HP
|
||||||
- Erudition: Max Ether increases by 3 and max Posture by 0.5. Also increases Posture regain by 0.25 per point.
|
- Erudition: Max Ether increases by 3 and max Posture by 0.5. Also increases Posture regain by 0.25 per point.
|
||||||
- Proficiency: Weapon Attack and Parry Proficiency increases by 1 every point. Weapons gain 3 AC Penetration per point.
|
- Proficiency: Weapon Attack and Parry Proficiency increases by 1 every point. Weapons gain 3 AC Penetration per point.
|
||||||
- Songchant: Weapon Attack and Parry Proficiency increases by 1.5 every point. [[Combat/Mantras]] gain 5 AC Penetration per point.
|
- Songchant: Weapon Attack and Parry Proficiency increases by 1.5 every point. [[Combat/Mantras]] gain 5 AC Penetration per point.
|
||||||
|
|
||||||
|
## Related notes
|
||||||
|
- [[Combat/Combat|Combat]]
|
||||||
|
|||||||
@@ -6,3 +6,6 @@ Weapon choice determines **combat philosophy**, not just numbers.
|
|||||||
[[Light Weapons]]
|
[[Light Weapons]]
|
||||||
[[Medium Weapons]]
|
[[Medium Weapons]]
|
||||||
[[Heavy Weapons]]
|
[[Heavy Weapons]]
|
||||||
|
|
||||||
|
## Related notes
|
||||||
|
- [[Combat/Combat|Combat]]
|
||||||
|
|||||||
@@ -82,4 +82,7 @@ Talent slot capacity increases as the character grows:
|
|||||||
| 11–15 | 9 |
|
| 11–15 | 9 |
|
||||||
| 16+ | 10 |
|
| 16+ | 10 |
|
||||||
|
|
||||||
The total number of known Talents will exceed equipped slots. Build expression comes from selecting which Talents are active.
|
The total number of known Talents will exceed equipped slots. Build expression comes from selecting which Talents are active.
|
||||||
|
|
||||||
|
## Related notes
|
||||||
|
- [[Combat/Combat|Combat]]
|
||||||
|
|||||||
@@ -22,3 +22,5 @@ If a creature does not gain Bleed Buildup for **1 full round**:
|
|||||||
- Bleed Buildup is reduced by **20% of the Bleed Threshold** at the end of that round
|
- Bleed Buildup is reduced by **20% of the Bleed Threshold** at the end of that round
|
||||||
Bleed Buildup can never drop below 0.
|
Bleed Buildup can never drop below 0.
|
||||||
|
|
||||||
|
## Related notes
|
||||||
|
- [[Effects/Effects|Effects]]
|
||||||
|
|||||||
@@ -5,4 +5,7 @@ Blindness robs the target of visual perception.
|
|||||||
- Attack rolls against the creature are at **advantage**.
|
- Attack rolls against the creature are at **advantage**.
|
||||||
- The creature automatically fails any ability check requiring sight.
|
- The creature automatically fails any ability check requiring sight.
|
||||||
- Blindness does not prevent Parrying, but Parry checks are made at **disadvantage**.
|
- Blindness does not prevent Parrying, but Parry checks are made at **disadvantage**.
|
||||||
- Blindness lasts for **2 rounds**, unless otherwise specified.
|
- Blindness lasts for **2 rounds**, unless otherwise specified.
|
||||||
|
|
||||||
|
## Related notes
|
||||||
|
- [[Effects/Effects|Effects]]
|
||||||
|
|||||||
@@ -65,4 +65,7 @@ The blood is fully compromised.
|
|||||||
- Cannot regain Posture
|
- Cannot regain Posture
|
||||||
- Movement Speed reduced to **0**
|
- Movement Speed reduced to **0**
|
||||||
After this:
|
After this:
|
||||||
- Blood Poisoning resets to **50%**
|
- Blood Poisoning resets to **50%**
|
||||||
|
|
||||||
|
## Related notes
|
||||||
|
- [[Effects/Effects|Effects]]
|
||||||
|
|||||||
+4
-1
@@ -21,4 +21,7 @@ A creature afflicted with Burning is engulfed in persistent elemental flames.
|
|||||||
|
|
||||||
#### Wraith Flames:
|
#### Wraith Flames:
|
||||||
* Same effects as normal burning.
|
* Same effects as normal burning.
|
||||||
* Drains 1 ether and sanity every time the fire deals burning damage.
|
* Drains 1 ether and sanity every time the fire deals burning damage.
|
||||||
|
|
||||||
|
## Related notes
|
||||||
|
- [[Effects/Effects|Effects]]
|
||||||
|
|||||||
+4
-1
@@ -5,4 +5,7 @@ Chill numbs the body with freezing ether, slowing movement and reactions.
|
|||||||
- The creature’s jump distance is halved.
|
- The creature’s jump distance is halved.
|
||||||
- Chill lasts for **2 rounds**.
|
- Chill lasts for **2 rounds**.
|
||||||
- If a Chilled creature is afflicted by Chill again, it becomes [[Frozen]] instead.
|
- If a Chilled creature is afflicted by Chill again, it becomes [[Frozen]] instead.
|
||||||
- Chill immediately ends [[Burning]].
|
- Chill immediately ends [[Burning]].
|
||||||
|
|
||||||
|
## Related notes
|
||||||
|
- [[Effects/Effects|Effects]]
|
||||||
|
|||||||
@@ -10,3 +10,6 @@
|
|||||||
[[Metal Rods]]
|
[[Metal Rods]]
|
||||||
[[Bleed]]
|
[[Bleed]]
|
||||||
[[Blood-Poisoning]]
|
[[Blood-Poisoning]]
|
||||||
|
|
||||||
|
## Related notes
|
||||||
|
- [[Core]]
|
||||||
|
|||||||
+4
-1
@@ -9,4 +9,7 @@ Your body is completely encased in solid ice, immobilized and helpless.
|
|||||||
- At the **end of your turn**, you may attempt to break free by making a **Strength saving throw**.
|
- At the **end of your turn**, you may attempt to break free by making a **Strength saving throw**.
|
||||||
- On a success, Frozen ends immediately.
|
- On a success, Frozen ends immediately.
|
||||||
- Taking **fire damage** while Frozen immediately ends the effect after the damage is resolved.
|
- Taking **fire damage** while Frozen immediately ends the effect after the damage is resolved.
|
||||||
- If Frozen ends early due to damage or escape, the creature is **Chilled** until the end of its next turn.
|
- If Frozen ends early due to damage or escape, the creature is **Chilled** until the end of its next turn.
|
||||||
|
|
||||||
|
## Related notes
|
||||||
|
- [[Effects/Effects|Effects]]
|
||||||
|
|||||||
@@ -1,4 +1,7 @@
|
|||||||
Metal Rods are metallic spikes forcibly embedded into a creature’s body, inflicted by **Ironsing [[Combat/Mantras]]** and **Ignition Deepcrusher** basic attacks.
|
Metal Rods are metallic spikes forcibly embedded into a creature’s body, inflicted by **Ironsing [[Combat/Mantras]]** and **Ignition Deepcrusher** basic attacks.
|
||||||
|
|
||||||
**While afflicted with Metal Rods:**
|
**While afflicted with Metal Rods:**
|
||||||
- Metal Rods have **no innate effect** until activated.
|
- Metal Rods have **no innate effect** until activated.
|
||||||
|
|
||||||
|
## Related notes
|
||||||
|
- [[Effects/Effects|Effects]]
|
||||||
|
|||||||
+4
-1
@@ -7,4 +7,7 @@ Your ether flow is forcibly destabilized, leaving your reserves sluggish and pri
|
|||||||
- The Shock applied when Sapped ends:
|
- The Shock applied when Sapped ends:
|
||||||
- Follows all normal **Shock** rules.
|
- Follows all normal **Shock** rules.
|
||||||
- Occurs even if the creature is immune to lightning damage.
|
- Occurs even if the creature is immune to lightning damage.
|
||||||
- Sapped does **not stack**; reapplication refreshes duration.
|
- Sapped does **not stack**; reapplication refreshes duration.
|
||||||
|
|
||||||
|
## Related notes
|
||||||
|
- [[Effects/Effects|Effects]]
|
||||||
|
|||||||
+4
-1
@@ -8,4 +8,7 @@ Shock disrupts the nervous system with violent electrical discharge.
|
|||||||
|
|
||||||
**While Shocked:**
|
**While Shocked:**
|
||||||
- Movement speed is reduced by **25%** until the end of the creature’s next turn.
|
- Movement speed is reduced by **25%** until the end of the creature’s next turn.
|
||||||
- Shock does **not** stack; reapplication refreshes duration.
|
- Shock does **not** stack; reapplication refreshes duration.
|
||||||
|
|
||||||
|
## Related notes
|
||||||
|
- [[Effects/Effects|Effects]]
|
||||||
|
|||||||
@@ -7,4 +7,7 @@ While a creature is Staggered, **anyone** may use an action to perform a **Criti
|
|||||||
A Critical:
|
A Critical:
|
||||||
- Deals normal scaled damage
|
- Deals normal scaled damage
|
||||||
- Adds the weapon’s **Critical Modifier**
|
- Adds the weapon’s **Critical Modifier**
|
||||||
- Ignores blocking and parrying
|
- Ignores blocking and parrying
|
||||||
|
|
||||||
|
## Related notes
|
||||||
|
- [[Effects/Effects|Effects]]
|
||||||
|
|||||||
@@ -3,4 +3,7 @@ Suffocation deprives the body of ether flow and breathable air.
|
|||||||
- The creature **cannot cast [[Combat/Mantras]] or spells**.
|
- The creature **cannot cast [[Combat/Mantras]] or spells**.
|
||||||
- The creature takes **1 damage at the start of each of its turns**.
|
- The creature takes **1 damage at the start of each of its turns**.
|
||||||
- Suffocate lasts for **2 rounds**, unless otherwise specified.
|
- Suffocate lasts for **2 rounds**, unless otherwise specified.
|
||||||
- Suffocate does not prevent attacking, dodging, or parrying.
|
- Suffocate does not prevent attacking, dodging, or parrying.
|
||||||
|
|
||||||
|
## Related notes
|
||||||
|
- [[Effects/Effects|Effects]]
|
||||||
|
|||||||
+4
-1
@@ -4,4 +4,7 @@ Your breath is violently forced from your lungs, disrupting balance, timing, and
|
|||||||
- Your parry and attack throws suffer a penalty of -1.
|
- Your parry and attack throws suffer a penalty of -1.
|
||||||
- Winded does **not** prevent attacking, parrying, dodging, or casting [[Combat/Mantras]].
|
- Winded does **not** prevent attacking, parrying, dodging, or casting [[Combat/Mantras]].
|
||||||
- Winded lasts for **2 rounds**, unless otherwise specified.
|
- Winded lasts for **2 rounds**, unless otherwise specified.
|
||||||
- Reapplying Winded **refreshes the duration**, but does not stack its penalties unless explicitly stated by a feature.
|
- Reapplying Winded **refreshes the duration**, but does not stack its penalties unless explicitly stated by a feature.
|
||||||
|
|
||||||
|
## Related notes
|
||||||
|
- [[Effects/Effects|Effects]]
|
||||||
|
|||||||
@@ -8,3 +8,6 @@
|
|||||||
[[The Kingdom of Etrea]]
|
[[The Kingdom of Etrea]]
|
||||||
[[The Divers]]
|
[[The Divers]]
|
||||||
[[The Hive]]
|
[[The Hive]]
|
||||||
|
|
||||||
|
## Related notes
|
||||||
|
- [[Core]]
|
||||||
|
|||||||
@@ -8,4 +8,7 @@ Rather than relying solely on its own forces, the Authority contracts outside gr
|
|||||||
|
|
||||||
Publicly, the Authority claims its ultimate goal is to unite the Luminants against existential threats such as the Tides. In practice, stability is maintained through surveillance and intimidation. Inquisitors silence dissent, Shock Corps suppress unrest, and when probslems cannot be addressed openly, the Knives are quietly deployed.
|
Publicly, the Authority claims its ultimate goal is to unite the Luminants against existential threats such as the Tides. In practice, stability is maintained through surveillance and intimidation. Inquisitors silence dissent, Shock Corps suppress unrest, and when probslems cannot be addressed openly, the Knives are quietly deployed.
|
||||||
|
|
||||||
The Authority’s ongoing war with [[The Kingdom of Etrea]] and [[The Ministry]] has grown beyond a simple territorial conflict. What began as a political struggle is now framed by the Authority as a fight for survival, a justification increasingly used to defend harsher policies.
|
The Authority’s ongoing war with [[The Kingdom of Etrea]] and [[The Ministry]] has grown beyond a simple territorial conflict. What began as a political struggle is now framed by the Authority as a fight for survival, a justification increasingly used to defend harsher policies.
|
||||||
|
|
||||||
|
## Related notes
|
||||||
|
- [[Factions/Factions|Factions]]
|
||||||
|
|||||||
@@ -2,4 +2,7 @@ The Children of Navae are a nomadic people who live in cold, remote regions far
|
|||||||
|
|
||||||
Much of their early history is unclear, passed down through stories rather than written records. What _is_ known is that they created **The Way of Navae**, a unique martial art that blends frost, shadow, and unarmed combat into fluid, deliberate movements. The tribe has always wandered, following old routes through frozen lands. Recently, however, a group has settled on Meteor Isle. This decision has caused tension within the tribe, as many see permanent settlement as a rejection of their traditional way of life.
|
Much of their early history is unclear, passed down through stories rather than written records. What _is_ known is that they created **The Way of Navae**, a unique martial art that blends frost, shadow, and unarmed combat into fluid, deliberate movements. The tribe has always wandered, following old routes through frozen lands. Recently, however, a group has settled on Meteor Isle. This decision has caused tension within the tribe, as many see permanent settlement as a rejection of their traditional way of life.
|
||||||
|
|
||||||
The Children of Navae avoid politics whenever possible, but the world has not left them alone. [[The Ministry]], [[The Knives of Eylis]], and [[The Central Authority]] all treat them as enemies. The Children themselves do not understand this hostility, viewing their attackers as ignorant outsiders who refuse to respect Navae’s path. On Meteor Isle, they have begun cooperating with [[The Hive]], hoping the jungle and its people will offer protection against forces that would see them wiped out.
|
The Children of Navae avoid politics whenever possible, but the world has not left them alone. [[The Ministry]], [[The Knives of Eylis]], and [[The Central Authority]] all treat them as enemies. The Children themselves do not understand this hostility, viewing their attackers as ignorant outsiders who refuse to respect Navae’s path. On Meteor Isle, they have begun cooperating with [[The Hive]], hoping the jungle and its people will offer protection against forces that would see them wiped out.
|
||||||
|
|
||||||
|
## Related notes
|
||||||
|
- [[Factions/Factions|Factions]]
|
||||||
|
|||||||
@@ -8,4 +8,7 @@ Joining the Divers is extremely dangerous. The majority of recruits do not survi
|
|||||||
|
|
||||||
Black Divers are the organization’s most capable operatives. Some are renowned for their skill, others for their insight, and many for their ability to endure conditions that break most people. Figures such as Chaser, Klaris, and Carrion are well known, though far more Divers die without recognition. A small number manage to retire, including Sophodon Surad, who survived decades of exposure to the Depths before stepping away from active duty.
|
Black Divers are the organization’s most capable operatives. Some are renowned for their skill, others for their insight, and many for their ability to endure conditions that break most people. Figures such as Chaser, Klaris, and Carrion are well known, though far more Divers die without recognition. A small number manage to retire, including Sophodon Surad, who survived decades of exposure to the Depths before stepping away from active duty.
|
||||||
|
|
||||||
Divers rely on a mix of technology and dangerous magic. They make use of attunements like Ironsing and Flamecharm, adapted monster abilities, and mechanical systems such as elevators to move between layers. In some cases, young initiates are trained early, a practice that has drawn criticism but continues due to necessity.
|
Divers rely on a mix of technology and dangerous magic. They make use of attunements like Ironsing and Flamecharm, adapted monster abilities, and mechanical systems such as elevators to move between layers. In some cases, young initiates are trained early, a practice that has drawn criticism but continues due to necessity.
|
||||||
|
|
||||||
|
## Related notes
|
||||||
|
- [[Factions/Factions|Factions]]
|
||||||
|
|||||||
@@ -8,4 +8,7 @@ For a long time, the Hive maintained strict control over Ironsing, eliminating a
|
|||||||
|
|
||||||
Hive society functions with extreme specialization. Drones handle labor and maintenance, Adjudicators resolve internal balance and disputes, and Tacticians coordinate warfare and large-scale operations. Their massive Hive Constructs, while outdated in Aratel, are still effective tools for defense and intimidation.
|
Hive society functions with extreme specialization. Drones handle labor and maintenance, Adjudicators resolve internal balance and disputes, and Tacticians coordinate warfare and large-scale operations. Their massive Hive Constructs, while outdated in Aratel, are still effective tools for defense and intimidation.
|
||||||
|
|
||||||
Currently, the Hive is engaged in a quiet conflict with [[The Kingdom of Etrea]], driven by the Lord Regent’s interest in Lifeweave artifacts. Greathive territory contains numerous green-lit structures and relics believed to be fragments of the Forge, which sustain the Hive’s core systems. Tensions with [[The Central Authority]] are also rising, with clashes becoming more frequent despite the lack of an official war declaration. At the same time, the Hive has begun reaching out to [[The Children of Navae]]. This move is not based on shared belief, but on strategic compatibility.
|
Currently, the Hive is engaged in a quiet conflict with [[The Kingdom of Etrea]], driven by the Lord Regent’s interest in Lifeweave artifacts. Greathive territory contains numerous green-lit structures and relics believed to be fragments of the Forge, which sustain the Hive’s core systems. Tensions with [[The Central Authority]] are also rising, with clashes becoming more frequent despite the lack of an official war declaration. At the same time, the Hive has begun reaching out to [[The Children of Navae]]. This move is not based on shared belief, but on strategic compatibility.
|
||||||
|
|
||||||
|
## Related notes
|
||||||
|
- [[Factions/Factions|Factions]]
|
||||||
|
|||||||
@@ -4,4 +4,7 @@ Legionnaires wear bronze armor inspired by ancient western empires, designed for
|
|||||||
|
|
||||||
The Hundred Legions are known for their strict training and emphasis on martial skill. They developed **Legion Kata**, a close-combat fighting style focused on control, precision, and overwhelming pressure. Access to this technique is limited and must be earned through recognition by Centurions. The Legions rarely involve themselves directly in foreign wars, preferring to observe, evaluate, and intervene only when it serves their long-term interests.
|
The Hundred Legions are known for their strict training and emphasis on martial skill. They developed **Legion Kata**, a close-combat fighting style focused on control, precision, and overwhelming pressure. Access to this technique is limited and must be earned through recognition by Centurions. The Legions rarely involve themselves directly in foreign wars, preferring to observe, evaluate, and intervene only when it serves their long-term interests.
|
||||||
|
|
||||||
Respect within the Legions is everything. Those who earn it are treated as equals, regardless of origin. Those who lose it are dismissed entirely, their word and presence carrying no weight. The Hundred Legions do not seek conquest or territory, they exist to be ready. When they move as one, it is because a decision has already been made.
|
Respect within the Legions is everything. Those who earn it are treated as equals, regardless of origin. Those who lose it are dismissed entirely, their word and presence carrying no weight. The Hundred Legions do not seek conquest or territory, they exist to be ready. When they move as one, it is because a decision has already been made.
|
||||||
|
|
||||||
|
## Related notes
|
||||||
|
- [[Factions/Factions|Factions]]
|
||||||
|
|||||||
@@ -4,4 +4,7 @@ Union members are trained in Flamecharm, Thundercall, and the rare attunement kn
|
|||||||
|
|
||||||
The Union presents itself as a workers’ movement built on unity and shared struggle, but reality is more complicated. Their conflict with [[The Summer Company]] has escalated into open violence, and their treatment of [[The Divers]] often contradicts their stated ideals. They are openly hostile toward [[The Ministry]], seeing them not just as enemies, but as a fundamental threat to the world. Internal writings and speeches emphasize collective strength and sacrifice, though those principles are not always applied evenly.
|
The Union presents itself as a workers’ movement built on unity and shared struggle, but reality is more complicated. Their conflict with [[The Summer Company]] has escalated into open violence, and their treatment of [[The Divers]] often contradicts their stated ideals. They are openly hostile toward [[The Ministry]], seeing them not just as enemies, but as a fundamental threat to the world. Internal writings and speeches emphasize collective strength and sacrifice, though those principles are not always applied evenly.
|
||||||
|
|
||||||
The Ignition Union has pushed deeper into the Depths than most groups, establishing outposts in the Second Layer ahead of rival factions. Their elite fighters, known as Deepdelvers, are chosen not only for combat skill but for acts of self-sacrifice and loyalty to the group.
|
The Ignition Union has pushed deeper into the Depths than most groups, establishing outposts in the Second Layer ahead of rival factions. Their elite fighters, known as Deepdelvers, are chosen not only for combat skill but for acts of self-sacrifice and loyalty to the group.
|
||||||
|
|
||||||
|
## Related notes
|
||||||
|
- [[Factions/Factions|Factions]]
|
||||||
|
|||||||
@@ -4,4 +4,7 @@ The Kingdom of Etrea lies within the Etrean Luminant, a windswept region known f
|
|||||||
|
|
||||||
Two figures are widely associated with Etrea’s stability. The first is the **Lord Regent**, who rules from the palace in Etris and is rarely seen in public, delegating authority through trusted officials. His leadership is generally viewed as calm, decisive, and effective. The second is **Maestro Evengarde Rest**, the master of the Vigil Swordsmen on the Isle of Vigils. Known across the Luminants as one of the greatest living swordsmen, Evengarde is a symbol of Etrea’s martial tradition and discipline.
|
Two figures are widely associated with Etrea’s stability. The first is the **Lord Regent**, who rules from the palace in Etris and is rarely seen in public, delegating authority through trusted officials. His leadership is generally viewed as calm, decisive, and effective. The second is **Maestro Evengarde Rest**, the master of the Vigil Swordsmen on the Isle of Vigils. Known across the Luminants as one of the greatest living swordsmen, Evengarde is a symbol of Etrea’s martial tradition and discipline.
|
||||||
|
|
||||||
Etrea is currently engaged in open war with [[The Central Authority]] a conflict that has reinforced the kingdom’s inward focus and strict governance. Within Etrea, life continues under a strong sense of order and control. Records, traditions, and public narratives present the current era as one of continuity rather than change, and most citizens regard the kingdom as stable, if tightly governed.
|
Etrea is currently engaged in open war with [[The Central Authority]] a conflict that has reinforced the kingdom’s inward focus and strict governance. Within Etrea, life continues under a strong sense of order and control. Records, traditions, and public narratives present the current era as one of continuity rather than change, and most citizens regard the kingdom as stable, if tightly governed.
|
||||||
|
|
||||||
|
## Related notes
|
||||||
|
- [[Factions/Factions|Factions]]
|
||||||
|
|||||||
@@ -6,4 +6,7 @@ Members of the Knives swear a strange Oath that grants them limited control over
|
|||||||
|
|
||||||
The Knives are known to work for [[The Central Authority]] in secret, disrupting Etrean movements and capturing members of [[The Children of Navae]] for transport to Fort Merit. Despite this cooperation, they are not truly loyal to the Authority and are treated more as disposable assets than allies. Rumors about their past vary, some claim they were once whalers in an earlier age, others believe their “hunt” has simply grown larger over time.
|
The Knives are known to work for [[The Central Authority]] in secret, disrupting Etrean movements and capturing members of [[The Children of Navae]] for transport to Fort Merit. Despite this cooperation, they are not truly loyal to the Authority and are treated more as disposable assets than allies. Rumors about their past vary, some claim they were once whalers in an earlier age, others believe their “hunt” has simply grown larger over time.
|
||||||
|
|
||||||
Whether they are guided by a higher power or driven by obsession is unclear. What _is_ clear is that encounters with the Knives of Eylis rarely leave witnesses behind.
|
Whether they are guided by a higher power or driven by obsession is unclear. What _is_ clear is that encounters with the Knives of Eylis rarely leave witnesses behind.
|
||||||
|
|
||||||
|
## Related notes
|
||||||
|
- [[Factions/Factions|Factions]]
|
||||||
|
|||||||
@@ -4,4 +4,7 @@ The Ministry believes the world above is flawed and must be brought down into th
|
|||||||
|
|
||||||
Rather than acting openly, the Ministry works through pressure and corruption. They destabilize regions, turn allies against each other, and let disasters unfold while guiding events from the shadows. Their leadership is said to consist of **Nine Prophets**, beings who wield immense influence and no longer think like ordinary mortals. Ministry operatives include Shadowcasters, blood cultists, and creatures altered beyond recognition. Their presence is often marked by the Krulian Knife, a weapon also found among abyssal entities such as the Ferryman, hinting at how deeply their reach extends. Some claim a Prophet has infiltrated leadership somewhere.
|
Rather than acting openly, the Ministry works through pressure and corruption. They destabilize regions, turn allies against each other, and let disasters unfold while guiding events from the shadows. Their leadership is said to consist of **Nine Prophets**, beings who wield immense influence and no longer think like ordinary mortals. Ministry operatives include Shadowcasters, blood cultists, and creatures altered beyond recognition. Their presence is often marked by the Krulian Knife, a weapon also found among abyssal entities such as the Ferryman, hinting at how deeply their reach extends. Some claim a Prophet has infiltrated leadership somewhere.
|
||||||
|
|
||||||
The Ministry is hostile to nearly every major power, but they do not wage war in the traditional sense. They collapse systems rather than confront them, offering power to the desperate and silence to the curious. Those who serve the Ministry are not celebrated or remembered. When they are no longer useful, they simply vanish, leaving behind no records, no graves, and no one willing to speak their names.
|
The Ministry is hostile to nearly every major power, but they do not wage war in the traditional sense. They collapse systems rather than confront them, offering power to the desperate and silence to the curious. Those who serve the Ministry are not celebrated or remembered. When they are no longer useful, they simply vanish, leaving behind no records, no graves, and no one willing to speak their names.
|
||||||
|
|
||||||
|
## Related notes
|
||||||
|
- [[Factions/Factions|Factions]]
|
||||||
|
|||||||
@@ -6,4 +6,7 @@ That balance has started to fall apart. [[The Ignition Union]], once another con
|
|||||||
|
|
||||||
Internally, patience is wearing thin. Scope, one of the Company’s senior officers, has made it clear that their cooperation with the Authority has limits. If the contracts stop being worth the cost, the Summer Company will look elsewhere for allies and buyers.
|
Internally, patience is wearing thin. Scope, one of the Company’s senior officers, has made it clear that their cooperation with the Authority has limits. If the contracts stop being worth the cost, the Summer Company will look elsewhere for allies and buyers.
|
||||||
|
|
||||||
They are not a nation, and they do not claim moral authority. The Summer Company exists to build weapons, sell them, and stay alive in a world that is quickly learning how dangerous those weapons can be.
|
They are not a nation, and they do not claim moral authority. The Summer Company exists to build weapons, sell them, and stay alive in a world that is quickly learning how dangerous those weapons can be.
|
||||||
|
|
||||||
|
## Related notes
|
||||||
|
- [[Factions/Factions|Factions]]
|
||||||
|
|||||||
@@ -6,3 +6,5 @@ Overhaul Bosses and Campaign
|
|||||||
Don't overplan
|
Don't overplan
|
||||||
Don't underplan
|
Don't underplan
|
||||||
|
|
||||||
|
## Related notes
|
||||||
|
- [[Core]]
|
||||||
|
|||||||
@@ -136,4 +136,7 @@ The most famous paradox. An Oathless individual swears never to be bound by an O
|
|||||||
Ironically:
|
Ironically:
|
||||||
> The refusal to take an Oath becomes an Oath.
|
> The refusal to take an Oath becomes an Oath.
|
||||||
|
|
||||||
The result is increased flexibility and freedom because the Song now recognizes them as fundamentally unbound.
|
The result is increased flexibility and freedom because the Song now recognizes them as fundamentally unbound.
|
||||||
|
|
||||||
|
## Related notes
|
||||||
|
- [[Oaths/Oaths|Oaths]]
|
||||||
|
|||||||
@@ -28,3 +28,6 @@ Examples:
|
|||||||
|
|
||||||
The Song does not care whether the statement is logical. It cares whether the soul is altered strongly enough to become recognizable.
|
The Song does not care whether the statement is logical. It cares whether the soul is altered strongly enough to become recognizable.
|
||||||
|
|
||||||
|
## Related notes
|
||||||
|
- [[Oaths/How to Oath (Part 1 of 27) NO CLICKBAIT 100% REAL|How to Oath]]
|
||||||
|
- [[Core]]
|
||||||
|
|||||||
@@ -10,3 +10,6 @@
|
|||||||
->Curiosity-driven processing core. Social subroutines underdeveloped.
|
->Curiosity-driven processing core. Social subroutines underdeveloped.
|
||||||
|
|
||||||
[[Players/AXIOM-07/Upgrades/Attribute Frame|Upgrades]]
|
[[Players/AXIOM-07/Upgrades/Attribute Frame|Upgrades]]
|
||||||
|
|
||||||
|
## Related notes
|
||||||
|
- [[Players/AXIOM-07/AXIOM-07 “DEVIANTCORE”|Character sheet]]
|
||||||
|
|||||||
@@ -12,3 +12,16 @@ Now Axiom-07 travels Lumen freely, curious, cheerful, dangerous and independent,
|
|||||||
[[Players/AXIOM-07/WEAPON SYSTEMS]] -> Mechanics related to weapons
|
[[Players/AXIOM-07/WEAPON SYSTEMS]] -> Mechanics related to weapons
|
||||||
[[Players/AXIOM-07/Upgrades/Talents]] -> More Be an annoying fuck
|
[[Players/AXIOM-07/Upgrades/Talents]] -> More Be an annoying fuck
|
||||||
[[Players/AXIOM-07/Upgrades/Mantras|Mantras]] -> Be an annoying fuck
|
[[Players/AXIOM-07/Upgrades/Mantras|Mantras]] -> Be an annoying fuck
|
||||||
|
|
||||||
|
## Related notes
|
||||||
|
- [[Players/Player Characters|Player Characters]]
|
||||||
|
|
||||||
|
## Character notes
|
||||||
|
- [[Players/AXIOM-07/Upgrades/Attribute Frame]]
|
||||||
|
- [[Players/AXIOM-07/Upgrades/Chassis Configuration]]
|
||||||
|
- [[Players/AXIOM-07/Upgrades/Core Stats]]
|
||||||
|
- [[Players/AXIOM-07/Upgrades/Defensive Plating System]]
|
||||||
|
- [[Players/AXIOM-07/Upgrades/Momentum Engine]]
|
||||||
|
- [[Players/AXIOM-07/Upgrades/More Weapons]]
|
||||||
|
- [[Players/AXIOM-07/Upgrades/Soul Sub-Systems]]
|
||||||
|
- [[Players/AXIOM-07/Upgrades/Weapon Systems]]
|
||||||
|
|||||||
@@ -17,3 +17,5 @@ Regain **2 Ether** at the start of your next turn if:
|
|||||||
[[Players/AXIOM-07/Upgrades/Chassis Configuration|Upgrades]]
|
[[Players/AXIOM-07/Upgrades/Chassis Configuration|Upgrades]]
|
||||||
[[Players/AXIOM-07/Upgrades/Core Stats|More Upgrades]]
|
[[Players/AXIOM-07/Upgrades/Core Stats|More Upgrades]]
|
||||||
|
|
||||||
|
## Related notes
|
||||||
|
- [[Players/AXIOM-07/AXIOM-07 “DEVIANTCORE”|Character sheet]]
|
||||||
|
|||||||
@@ -17,3 +17,6 @@
|
|||||||
The Ether Battery architecture makes the chassis highly volatile when exposed to thermal overload and electrical discharge.
|
The Ether Battery architecture makes the chassis highly volatile when exposed to thermal overload and electrical discharge.
|
||||||
|
|
||||||
[[Players/AXIOM-07/Upgrades/Defensive Plating System|Upgrades]]
|
[[Players/AXIOM-07/Upgrades/Defensive Plating System|Upgrades]]
|
||||||
|
|
||||||
|
## Related notes
|
||||||
|
- [[Players/AXIOM-07/AXIOM-07 “DEVIANTCORE”|Character sheet]]
|
||||||
|
|||||||
@@ -42,3 +42,5 @@ Gain +3m movement speed for 1 turn.
|
|||||||
|
|
||||||
[[Players/AXIOM-07/Upgrades/Momentum Engine|Upgrades]]
|
[[Players/AXIOM-07/Upgrades/Momentum Engine|Upgrades]]
|
||||||
|
|
||||||
|
## Related notes
|
||||||
|
- [[Players/AXIOM-07/AXIOM-07 “DEVIANTCORE”|Character sheet]]
|
||||||
|
|||||||
@@ -84,3 +84,6 @@ Result:
|
|||||||
- No check required.
|
- No check required.
|
||||||
|
|
||||||
[[Players/AXIOM-07/Upgrades/Soul Sub-Systems|Upgrades]]
|
[[Players/AXIOM-07/Upgrades/Soul Sub-Systems|Upgrades]]
|
||||||
|
|
||||||
|
## Related notes
|
||||||
|
- [[Players/AXIOM-07/AXIOM-07 “DEVIANTCORE”|Character sheet]]
|
||||||
|
|||||||
@@ -27,4 +27,7 @@ Cognitive threads split into dual-processing lanes.
|
|||||||
Improved mimicry routines and adaptive tonal modulation.
|
Improved mimicry routines and adaptive tonal modulation.
|
||||||
**Effect:**
|
**Effect:**
|
||||||
- Gain proficiency in Persuasion or Deception (choose once).
|
- Gain proficiency in Persuasion or Deception (choose once).
|
||||||
- When speaking to constructs or artificial beings, you gain advantage on social checks.
|
- When speaking to constructs or artificial beings, you gain advantage on social checks.
|
||||||
|
|
||||||
|
## Related notes
|
||||||
|
- [[Players/AXIOM-07/AXIOM-07 “DEVIANTCORE”|Character sheet]]
|
||||||
|
|||||||
@@ -47,4 +47,7 @@ Reduces erratic behavioral spikes under stress.
|
|||||||
Fragments of previous data-states are backed up into hardened memory coils.
|
Fragments of previous data-states are backed up into hardened memory coils.
|
||||||
**Effect:**
|
**Effect:**
|
||||||
- When entering Orb State, you do not lose Sanity from Critical Destabilization for the first round.
|
- When entering Orb State, you do not lose Sanity from Critical Destabilization for the first round.
|
||||||
- Once per long rest, if you would permanently die due to Sanity reaching 0, remain at 1 Sanity instead.
|
- Once per long rest, if you would permanently die due to Sanity reaching 0, remain at 1 Sanity instead.
|
||||||
|
|
||||||
|
## Related notes
|
||||||
|
- [[Players/AXIOM-07/AXIOM-07 “DEVIANTCORE”|Character sheet]]
|
||||||
|
|||||||
@@ -12,4 +12,7 @@ Increase by:
|
|||||||
Base: 2 per round
|
Base: 2 per round
|
||||||
Increase by:
|
Increase by:
|
||||||
+1 at level 8
|
+1 at level 8
|
||||||
+1 at level 15
|
+1 at level 15
|
||||||
|
|
||||||
|
## Related notes
|
||||||
|
- [[Players/AXIOM-07/AXIOM-07 “DEVIANTCORE”|Character sheet]]
|
||||||
|
|||||||
@@ -52,4 +52,7 @@ A thin fluctuating field disperses high-energy impact before contact.
|
|||||||
**Effect:**
|
**Effect:**
|
||||||
- Once per round, when you take Elemental damage:
|
- Once per round, when you take Elemental damage:
|
||||||
- Reduce it by 5 after mitigation.
|
- Reduce it by 5 after mitigation.
|
||||||
- Does stack with Reactive Impact Bracing.
|
- Does stack with Reactive Impact Bracing.
|
||||||
|
|
||||||
|
## Related notes
|
||||||
|
- [[Players/AXIOM-07/AXIOM-07 “DEVIANTCORE”|Character sheet]]
|
||||||
|
|||||||
@@ -146,4 +146,7 @@ Engage traction spikes and run along a vertical surface for up to **9 meters**.
|
|||||||
- You must end on a valid surface (wall, floor, or ledge).
|
- You must end on a valid surface (wall, floor, or ledge).
|
||||||
If you attack during the wallrun:
|
If you attack during the wallrun:
|
||||||
- Gain +1 Momentum.
|
- Gain +1 Momentum.
|
||||||
- Your attack gains +2 Posture damage.
|
- Your attack gains +2 Posture damage.
|
||||||
|
|
||||||
|
## Related notes
|
||||||
|
- [[Players/AXIOM-07/AXIOM-07 “DEVIANTCORE”|Character sheet]]
|
||||||
|
|||||||
@@ -47,3 +47,6 @@ The system identifies staggered prey.
|
|||||||
- Performing a Riposte grants +1 Momentum.
|
- Performing a Riposte grants +1 Momentum.
|
||||||
- Each effect can trigger once per round.
|
- Each effect can trigger once per round.
|
||||||
- These gains still obey the normal Momentum gain cap.
|
- These gains still obey the normal Momentum gain cap.
|
||||||
|
|
||||||
|
## Related notes
|
||||||
|
- [[Players/AXIOM-07/AXIOM-07 “DEVIANTCORE”|Character sheet]]
|
||||||
|
|||||||
@@ -91,4 +91,7 @@ While marked:
|
|||||||
- Attacks against the marked enemy gain +5% Penetration.
|
- Attacks against the marked enemy gain +5% Penetration.
|
||||||
- First hit against the marked enemy each round deals +1 Posture Damage.
|
- First hit against the marked enemy each round deals +1 Posture Damage.
|
||||||
- These effects apply to anyone, not just you.
|
- These effects apply to anyone, not just you.
|
||||||
Drone has 10 HP and can be destroyed.
|
Drone has 10 HP and can be destroyed.
|
||||||
|
|
||||||
|
## Related notes
|
||||||
|
- [[Players/AXIOM-07/AXIOM-07 “DEVIANTCORE”|Character sheet]]
|
||||||
|
|||||||
@@ -75,4 +75,7 @@ The chassis rebuilds in a surge of Ether discharge.
|
|||||||
- When successfully reassembling:
|
- When successfully reassembling:
|
||||||
- Return at **1 HP + 1d6 temporary HP**
|
- Return at **1 HP + 1d6 temporary HP**
|
||||||
- Gain +1 Momentum.
|
- Gain +1 Momentum.
|
||||||
- 1/long rest.
|
- 1/long rest.
|
||||||
|
|
||||||
|
## Related notes
|
||||||
|
- [[Players/AXIOM-07/AXIOM-07 “DEVIANTCORE”|Character sheet]]
|
||||||
|
|||||||
@@ -143,4 +143,7 @@ _(Unlocked by level. Packs alternate 1 / 2 / 1 / 2.)_
|
|||||||
- The first time each long rest you would be **Executed**, you instead:
|
- The first time each long rest you would be **Executed**, you instead:
|
||||||
- Survive with **1 HP**,
|
- Survive with **1 HP**,
|
||||||
- Gain **+6 Ether**,
|
- Gain **+6 Ether**,
|
||||||
- And your recovery timer does **not** reset from the triggering hit.
|
- And your recovery timer does **not** reset from the triggering hit.
|
||||||
|
|
||||||
|
## Related notes
|
||||||
|
- [[Players/AXIOM-07/AXIOM-07 “DEVIANTCORE”|Character sheet]]
|
||||||
|
|||||||
@@ -51,4 +51,7 @@ Full Hive-Pattern integration.
|
|||||||
- Choose one equipped module each long rest:
|
- Choose one equipped module each long rest:
|
||||||
- That module gains +5% Penetration and +1 Posture damage for the day.
|
- That module gains +5% Penetration and +1 Posture damage for the day.
|
||||||
- Special Modules gain:
|
- Special Modules gain:
|
||||||
- -1 Turn Cooldown (minimum 1).
|
- -1 Turn Cooldown (minimum 1).
|
||||||
|
|
||||||
|
## Related notes
|
||||||
|
- [[Players/AXIOM-07/AXIOM-07 “DEVIANTCORE”|Character sheet]]
|
||||||
|
|||||||
@@ -48,3 +48,6 @@ Cannot target self two rounds in a row.
|
|||||||
|
|
||||||
[[More Weapons]]
|
[[More Weapons]]
|
||||||
[[Players/AXIOM-07/Upgrades/Weapon Systems|Upgrades]]
|
[[Players/AXIOM-07/Upgrades/Weapon Systems|Upgrades]]
|
||||||
|
|
||||||
|
## Related notes
|
||||||
|
- [[Players/AXIOM-07/AXIOM-07 “DEVIANTCORE”|Character sheet]]
|
||||||
|
|||||||
@@ -16,4 +16,7 @@ After firing:
|
|||||||
- The launcher must be **reloaded for 1 round** before firing again.
|
- The launcher must be **reloaded for 1 round** before firing again.
|
||||||
- Reloading normally consumes the **entire turn**.
|
- Reloading normally consumes the **entire turn**.
|
||||||
|
|
||||||
The Enforcer begins encounters with 3 Rockets. More are gained from summer company outposts or during short rests.
|
The Enforcer begins encounters with 3 Rockets. More are gained from summer company outposts or during short rests.
|
||||||
|
|
||||||
|
## Related notes
|
||||||
|
- [[Players/CAPITALISM SON/Shareholder Value Cat|Character sheet]]
|
||||||
|
|||||||
@@ -54,4 +54,14 @@ When firing the NMM:
|
|||||||
### ==Etrean Supremacy==
|
### ==Etrean Supremacy==
|
||||||
==Raised under Etrean doctrine of cultural superiority, the Enforcer has little patience for outsiders.==
|
==Raised under Etrean doctrine of cultural superiority, the Enforcer has little patience for outsiders.==
|
||||||
- ==**+2 on Intimidation checks** against non-Etreans.==
|
- ==**+2 on Intimidation checks** against non-Etreans.==
|
||||||
- ==**-2 on Persuasion checks** when dealing with non-Etrean allies or factions.==
|
- ==**-2 on Persuasion checks** when dealing with non-Etrean allies or factions.==
|
||||||
|
|
||||||
|
## Related notes
|
||||||
|
- [[Players/Player Characters|Player Characters]]
|
||||||
|
|
||||||
|
## Character notes
|
||||||
|
- [[Players/CAPITALISM SON/Non-Magic-Missile (NMM)]]
|
||||||
|
- [[Players/CAPITALISM SON/Upgrades/Increase Shareholder Value]]
|
||||||
|
- [[Players/CAPITALISM SON/Upgrades/Legalize Nuclear Bombs (Slowed & Reverb)]]
|
||||||
|
- [[Players/CAPITALISM SON/Upgrades/Mantras]]
|
||||||
|
- [[Players/CAPITALISM SON/Upgrades/Talents]]
|
||||||
|
|||||||
@@ -114,4 +114,7 @@ Impact:
|
|||||||
- **Posture Damage:** 8 (NB)
|
- **Posture Damage:** 8 (NB)
|
||||||
- **Penetration:** 30%
|
- **Penetration:** 30%
|
||||||
|
|
||||||
Hyper-Mortar Strike cannot be parried or blocked. Creatures may Dodge normally.
|
Hyper-Mortar Strike cannot be parried or blocked. Creatures may Dodge normally.
|
||||||
|
|
||||||
|
## Related notes
|
||||||
|
- [[Players/CAPITALISM SON/Shareholder Value Cat|Character sheet]]
|
||||||
|
|||||||
@@ -111,4 +111,7 @@ Prototype breaching round meant for clearing rooms.
|
|||||||
**Special**:
|
**Special**:
|
||||||
Enemies hit must make a **Constitution Save**.
|
Enemies hit must make a **Constitution Save**.
|
||||||
Failure:
|
Failure:
|
||||||
- **Stunned for 1 round**
|
- **Stunned for 1 round**
|
||||||
|
|
||||||
|
## Related notes
|
||||||
|
- [[Players/CAPITALISM SON/Shareholder Value Cat|Character sheet]]
|
||||||
|
|||||||
@@ -178,4 +178,7 @@ Cooldown: 5 rounds
|
|||||||
Electrify a **6 meter radius** area for **2 rounds**.
|
Electrify a **6 meter radius** area for **2 rounds**.
|
||||||
Enemies inside:
|
Enemies inside:
|
||||||
- Lose **1 Posture at the start of their turn**
|
- Lose **1 Posture at the start of their turn**
|
||||||
- Suffer **-2 Dodge Throws**
|
- Suffer **-2 Dodge Throws**
|
||||||
|
|
||||||
|
## Related notes
|
||||||
|
- [[Players/CAPITALISM SON/Shareholder Value Cat|Character sheet]]
|
||||||
|
|||||||
@@ -130,4 +130,7 @@
|
|||||||
### T30 - **Strategic Bombardment**
|
### T30 - **Strategic Bombardment**
|
||||||
- Once per combat, you may fire **two rockets with the same shot**
|
- Once per combat, you may fire **two rockets with the same shot**
|
||||||
- Both rockets **must target the same point**.
|
- Both rockets **must target the same point**.
|
||||||
- This puts alot of strain onto the NMM. For the rest of the combat, reloading takes twice as long to do. This applies to assisted reloads.
|
- This puts alot of strain onto the NMM. For the rest of the combat, reloading takes twice as long to do. This applies to assisted reloads.
|
||||||
|
|
||||||
|
## Related notes
|
||||||
|
- [[Players/CAPITALISM SON/Shareholder Value Cat|Character sheet]]
|
||||||
|
|||||||
@@ -70,3 +70,9 @@ Ironbacks are designed to block.
|
|||||||
[[Players/IRONBACK KHAN/Upgrades/Core Stats|Upgrades]]
|
[[Players/IRONBACK KHAN/Upgrades/Core Stats|Upgrades]]
|
||||||
[[Players/IRONBACK KHAN/Upgrades/Mantras|It's Angy now and it's coming for you]]
|
[[Players/IRONBACK KHAN/Upgrades/Mantras|It's Angy now and it's coming for you]]
|
||||||
[[Players/IRONBACK KHAN/Upgrades/Talents|Ooooh now he deals +2 posture damage, oooooh you should be scared]]
|
[[Players/IRONBACK KHAN/Upgrades/Talents|Ooooh now he deals +2 posture damage, oooooh you should be scared]]
|
||||||
|
|
||||||
|
## Related notes
|
||||||
|
- [[Players/Player Characters|Player Characters]]
|
||||||
|
|
||||||
|
## Character notes
|
||||||
|
- [[Players/IRONBACK KHAN/Upgrades/The Iron Back Technique]]
|
||||||
|
|||||||
@@ -4,3 +4,5 @@ Every level up:
|
|||||||
* Sanity +1 + Willpower Modifier
|
* Sanity +1 + Willpower Modifier
|
||||||
* Ether +1d6 + Willpower Modifier
|
* Ether +1d6 + Willpower Modifier
|
||||||
|
|
||||||
|
## Related notes
|
||||||
|
- [[Players/IRONBACK KHAN/IRONBACK KHAN|Character sheet]]
|
||||||
|
|||||||
@@ -200,4 +200,7 @@ For 3 rounds:
|
|||||||
**Cooldown:** 4 Rounds
|
**Cooldown:** 4 Rounds
|
||||||
After taking damage:
|
After taking damage:
|
||||||
- Immediately deal 2d10 Blunt to attacker
|
- Immediately deal 2d10 Blunt to attacker
|
||||||
- Attacker loses posture equal to your Constitution Modifier + 4.
|
- Attacker loses posture equal to your Constitution Modifier + 4.
|
||||||
|
|
||||||
|
## Related notes
|
||||||
|
- [[Players/IRONBACK KHAN/IRONBACK KHAN|Character sheet]]
|
||||||
|
|||||||
@@ -114,4 +114,7 @@ _(Unlocked by level. Packs alternate 1 / 2 / 1 / 2.)_
|
|||||||
### T30 — **Hold the Line**
|
### T30 — **Hold the Line**
|
||||||
- While you have at least 1 Posture:
|
- While you have at least 1 Posture:
|
||||||
- You cannot be forcibly displaced by creatures of equal or smaller size.
|
- You cannot be forcibly displaced by creatures of equal or smaller size.
|
||||||
- The first attack each round against you suffers -10% damage (after mitigation).
|
- The first attack each round against you suffers -10% damage (after mitigation).
|
||||||
|
|
||||||
|
## Related notes
|
||||||
|
- [[Players/IRONBACK KHAN/IRONBACK KHAN|Character sheet]]
|
||||||
|
|||||||
@@ -74,3 +74,6 @@ Tier III is unlocked at level 15
|
|||||||
- Gain **+3 Posture Regain** next turn.
|
- Gain **+3 Posture Regain** next turn.
|
||||||
- While you have at least 1 Posture:
|
- While you have at least 1 Posture:
|
||||||
- You cannot be knocked Prone or forcibly displaced by creatures of Large size or smaller.
|
- You cannot be knocked Prone or forcibly displaced by creatures of Large size or smaller.
|
||||||
|
|
||||||
|
## Related notes
|
||||||
|
- [[Players/IRONBACK KHAN/IRONBACK KHAN|Character sheet]]
|
||||||
|
|||||||
@@ -12,4 +12,7 @@
|
|||||||
![[cracked.png]]
|
![[cracked.png]]
|
||||||
|
|
||||||
[[Shareholder Value Cat|Very Trustworthy Shareholder Value Increasing Very Valuable Cat (Scammer)]]
|
[[Shareholder Value Cat|Very Trustworthy Shareholder Value Increasing Very Valuable Cat (Scammer)]]
|
||||||
![[iu_.png]]
|
![[iu_.png]]
|
||||||
|
|
||||||
|
## Related notes
|
||||||
|
- [[Core]]
|
||||||
|
|||||||
@@ -103,4 +103,7 @@ The Skaven beagins with **Variant I**.
|
|||||||
- Intelligence checks -1
|
- Intelligence checks -1
|
||||||
- Dexterity checks -1
|
- Dexterity checks -1
|
||||||
|
|
||||||
Heart rate increases slightly and breathing becomes faster. It keeps the user alert but does not heavily strain the body.
|
Heart rate increases slightly and breathing becomes faster. It keeps the user alert but does not heavily strain the body.
|
||||||
|
|
||||||
|
## Related notes
|
||||||
|
- [[Players/RADIOACTIVE CRACK RAT/RADIOACTIVE CRACK RAT|Character sheet]]
|
||||||
|
|||||||
@@ -11,4 +11,7 @@
|
|||||||
* Mantras
|
* Mantras
|
||||||
* Shadow-wizard-money-gang?
|
* Shadow-wizard-money-gang?
|
||||||
* Death
|
* Death
|
||||||
* Cancer Touch
|
* Cancer Touch
|
||||||
|
|
||||||
|
## Related notes
|
||||||
|
- [[Players/RADIOACTIVE CRACK RAT/RADIOACTIVE CRACK RAT|Character sheet]]
|
||||||
|
|||||||
@@ -111,3 +111,17 @@ Upon activation:
|
|||||||
If the target is:
|
If the target is:
|
||||||
- At **≤12.5% HP**
|
- At **≤12.5% HP**
|
||||||
The neck snap instantly executes the target
|
The neck snap instantly executes the target
|
||||||
|
|
||||||
|
## Related notes
|
||||||
|
- [[Players/Player Characters|Player Characters]]
|
||||||
|
|
||||||
|
## Character notes
|
||||||
|
- [[Players/RADIOACTIVE CRACK RAT/Green Meridian]]
|
||||||
|
- [[Players/RADIOACTIVE CRACK RAT/Notes]]
|
||||||
|
- [[Players/RADIOACTIVE CRACK RAT/Super-AIDS]]
|
||||||
|
- [[Players/RADIOACTIVE CRACK RAT/Upgrades/Big Pharma]]
|
||||||
|
- [[Players/RADIOACTIVE CRACK RAT/Upgrades/Black Meridian Variants]]
|
||||||
|
- [[Players/RADIOACTIVE CRACK RAT/Upgrades/Legalize Nuclear Bombs]]
|
||||||
|
- [[Players/RADIOACTIVE CRACK RAT/Upgrades/Mantras]]
|
||||||
|
- [[Players/RADIOACTIVE CRACK RAT/Upgrades/Talents]]
|
||||||
|
- [[Players/RADIOACTIVE CRACK RAT/~Ex-plosion!]]
|
||||||
|
|||||||
@@ -193,4 +193,7 @@ At this stage the infection is effectively consuming the remaining body mass to
|
|||||||
Using too much venom stresses the symbiote-host balance.
|
Using too much venom stresses the symbiote-host balance.
|
||||||
If all Venom Charges are used in one encounter:
|
If all Venom Charges are used in one encounter:
|
||||||
- Constitution checks suffer **-1** until combat ends
|
- Constitution checks suffer **-1** until combat ends
|
||||||
The body becomes inflamed as the symbiote overproduces reactive fluid.
|
The body becomes inflamed as the symbiote overproduces reactive fluid.
|
||||||
|
|
||||||
|
## Related notes
|
||||||
|
- [[Players/RADIOACTIVE CRACK RAT/RADIOACTIVE CRACK RAT|Character sheet]]
|
||||||
|
|||||||
@@ -86,4 +86,7 @@ The Skaven now uses crafted toxins instead of biological venom
|
|||||||
### New Passive - Clean Blood
|
### New Passive - Clean Blood
|
||||||
- Gas AC +10
|
- Gas AC +10
|
||||||
- Necrotic AC +10
|
- Necrotic AC +10
|
||||||
- Automatically succeed Constitution checks against disease
|
- Automatically succeed Constitution checks against disease
|
||||||
|
|
||||||
|
## Related notes
|
||||||
|
- [[Players/RADIOACTIVE CRACK RAT/RADIOACTIVE CRACK RAT|Character sheet]]
|
||||||
|
|||||||
@@ -119,4 +119,7 @@ At the end of the 3-round duration:
|
|||||||
- Take **1d8 Necrotic damage**
|
- Take **1d8 Necrotic damage**
|
||||||
- Gain **+2 additional Toxicity**
|
- 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.
|
All body systems accelerate simultaneously. Muscles and nerves operate far beyond normal limits, which causes internal damage once the effect fades.
|
||||||
|
|
||||||
|
## Related notes
|
||||||
|
- [[Players/RADIOACTIVE CRACK RAT/RADIOACTIVE CRACK RAT|Character sheet]]
|
||||||
|
|||||||
@@ -82,4 +82,7 @@ Allows remote triggering using ether sparks.
|
|||||||
* Explosion radius: **4.5 meters**
|
* Explosion radius: **4.5 meters**
|
||||||
* Damage:
|
* Damage:
|
||||||
- **1d4 Pierce damage (3 separate hits)**
|
- **1d4 Pierce damage (3 separate hits)**
|
||||||
* Each hit resolves separately against armor.
|
* Each hit resolves separately against armor.
|
||||||
|
|
||||||
|
## Related notes
|
||||||
|
- [[Players/RADIOACTIVE CRACK RAT/RADIOACTIVE CRACK RAT|Character sheet]]
|
||||||
|
|||||||
@@ -282,4 +282,7 @@ On failure:
|
|||||||
- Lose **2 Posture**
|
- Lose **2 Posture**
|
||||||
If the target is poisoned:
|
If the target is poisoned:
|
||||||
- Damage becomes **Slash + Necrotic**
|
- Damage becomes **Slash + Necrotic**
|
||||||
- Target cannot regain Posture until the start of their next turn
|
- Target cannot regain Posture until the start of their next turn
|
||||||
|
|
||||||
|
## Related notes
|
||||||
|
- [[Players/RADIOACTIVE CRACK RAT/RADIOACTIVE CRACK RAT|Character sheet]]
|
||||||
|
|||||||
@@ -156,4 +156,7 @@ When equipped:
|
|||||||
### T30 - Apex Scavenger
|
### T30 - Apex Scavenger
|
||||||
- Movement Speed **+3 meters**
|
- Movement Speed **+3 meters**
|
||||||
- Posture Regain **+1**
|
- Posture Regain **+1**
|
||||||
- Dodge Throws **+1****
|
- Dodge Throws **+1****
|
||||||
|
|
||||||
|
## Related notes
|
||||||
|
- [[Players/RADIOACTIVE CRACK RAT/RADIOACTIVE CRACK RAT|Character sheet]]
|
||||||
|
|||||||
@@ -53,3 +53,6 @@ The Skaven can carry:
|
|||||||
|
|
||||||
If carrying **5 or more bombs**:
|
If carrying **5 or more bombs**:
|
||||||
- Any critical failure on Dexterity checks or attack rolls causes **one bomb to detonate**.
|
- Any critical failure on Dexterity checks or attack rolls causes **one bomb to detonate**.
|
||||||
|
|
||||||
|
## Related notes
|
||||||
|
- [[Players/RADIOACTIVE CRACK RAT/RADIOACTIVE CRACK RAT|Character sheet]]
|
||||||
|
|||||||
@@ -69,3 +69,14 @@ While in Feral State:
|
|||||||
[[Players/RAILCAT/Upgrades/Mantras|I don't know the season,]] [[Mantras - Feral Mode|or what is the reason,]] [[Prosthetic|I'm standing here holding my blade!]]
|
[[Players/RAILCAT/Upgrades/Mantras|I don't know the season,]] [[Mantras - Feral Mode|or what is the reason,]] [[Prosthetic|I'm standing here holding my blade!]]
|
||||||
[[Super-Modules|A desolate place (place)]], [[Players/RAILCAT/Upgrades/Talents|Without any trace (trace)]]
|
[[Super-Modules|A desolate place (place)]], [[Players/RAILCAT/Upgrades/Talents|Without any trace (trace)]]
|
||||||
It's only the cold wind I'm feeling.
|
It's only the cold wind I'm feeling.
|
||||||
|
|
||||||
|
## Related notes
|
||||||
|
- [[Players/Player Characters|Player Characters]]
|
||||||
|
|
||||||
|
## Character notes
|
||||||
|
- [[Players/RAILCAT/Summer Company Prosthetic]]
|
||||||
|
- [[Players/RAILCAT/The Arcblade]]
|
||||||
|
- [[Players/RAILCAT/Upgrades/Arcblade]]
|
||||||
|
- [[Players/RAILCAT/Upgrades/Mantras - Feral Mode]]
|
||||||
|
- [[Players/RAILCAT/Upgrades/Prosthetic]]
|
||||||
|
- [[Players/RAILCAT/Upgrades/Super-Modules]]
|
||||||
|
|||||||
@@ -40,4 +40,7 @@ The Company can:
|
|||||||
- Suppress Torque gain
|
- Suppress Torque gain
|
||||||
- Lock offensive modules
|
- Lock offensive modules
|
||||||
- Or fully paralyze the arm
|
- Or fully paralyze the arm
|
||||||
They don’t do it casually. But they _can_.
|
They don’t do it casually. But they _can_.
|
||||||
|
|
||||||
|
## Related notes
|
||||||
|
- [[Players/RAILCAT/RAILCAT|Character sheet]]
|
||||||
|
|||||||
@@ -15,4 +15,7 @@ Dash 6 meters in a straight line.
|
|||||||
- The first target hit takes:
|
- The first target hit takes:
|
||||||
- 1d8 Slash
|
- 1d8 Slash
|
||||||
- 1d4 Fire
|
- 1d4 Fire
|
||||||
- Applies Burning if it Crits normally.
|
- Applies Burning if it Crits normally.
|
||||||
|
|
||||||
|
## Related notes
|
||||||
|
- [[Players/RAILCAT/RAILCAT|Character sheet]]
|
||||||
|
|||||||
@@ -133,3 +133,5 @@ Effect:
|
|||||||
- Ignore 10 Lightning and Fire AC (this stacks with Rail Convergence rules).
|
- Ignore 10 Lightning and Fire AC (this stacks with Rail Convergence rules).
|
||||||
- Counts toward Static Wake.
|
- Counts toward Static Wake.
|
||||||
|
|
||||||
|
## Related notes
|
||||||
|
- [[Players/RAILCAT/RAILCAT|Character sheet]]
|
||||||
|
|||||||
@@ -125,4 +125,7 @@ Effects:
|
|||||||
- Target falls prone and gains heavy bleed buildup.
|
- Target falls prone and gains heavy bleed buildup.
|
||||||
- Target loses **3 Posture**.
|
- Target loses **3 Posture**.
|
||||||
If target is **Burning or Shocked**:
|
If target is **Burning or Shocked**:
|
||||||
- Add **+1d6 Lightning** or **+1d6 Fire** respectively.
|
- Add **+1d6 Lightning** or **+1d6 Fire** respectively.
|
||||||
|
|
||||||
|
## Related notes
|
||||||
|
- [[Players/RAILCAT/RAILCAT|Character sheet]]
|
||||||
|
|||||||
@@ -177,4 +177,7 @@ Effect: Both fighters enter a **Blade Lock**. You immediately make a **contested
|
|||||||
- Target loses **4 Posture**
|
- Target loses **4 Posture**
|
||||||
- Target is knocked back 4.5 meters
|
- Target is knocked back 4.5 meters
|
||||||
If you lose:
|
If you lose:
|
||||||
- Lose **2 Posture**.
|
- Lose **2 Posture**.
|
||||||
|
|
||||||
|
## Related notes
|
||||||
|
- [[Players/RAILCAT/RAILCAT|Character sheet]]
|
||||||
|
|||||||
@@ -81,3 +81,5 @@ Magnetic Recall now:
|
|||||||
If you Parry the same target twice in 2 rounds:
|
If you Parry the same target twice in 2 rounds:
|
||||||
- Their next Dodge is made at disadvantage.
|
- Their next Dodge is made at disadvantage.
|
||||||
|
|
||||||
|
## Related notes
|
||||||
|
- [[Players/RAILCAT/RAILCAT|Character sheet]]
|
||||||
|
|||||||
@@ -51,4 +51,7 @@ After using Magnetic Recall:
|
|||||||
Can still be Parried.
|
Can still be Parried.
|
||||||
### Passive - Duel Focus
|
### Passive - Duel Focus
|
||||||
If only one hostile creature is within 6m:
|
If only one hostile creature is within 6m:
|
||||||
- Gain +5 Penetration.
|
- Gain +5 Penetration.
|
||||||
|
|
||||||
|
## Related notes
|
||||||
|
- [[Players/RAILCAT/RAILCAT|Character sheet]]
|
||||||
|
|||||||
@@ -142,4 +142,7 @@ _(Unlocked by level. Packs alternate 1 / 2 / 1 / 2)_
|
|||||||
### T30 - **Predator Unleashed**
|
### T30 - **Predator Unleashed**
|
||||||
- While in **Feral State**:
|
- While in **Feral State**:
|
||||||
- Gain **+3 Posture damage**
|
- Gain **+3 Posture damage**
|
||||||
- Gain **+3 meters movement speed**.
|
- Gain **+3 meters movement speed**.
|
||||||
|
|
||||||
|
## Related notes
|
||||||
|
- [[Players/RAILCAT/RAILCAT|Character sheet]]
|
||||||
|
|||||||
+4
-1
@@ -9,4 +9,7 @@ Adrets are a common [[Races|race]] that have blue skin with orange eyes and face
|
|||||||
* You gain +1 to all non-combat skill checks (Persuasion, Insight, History, etc.)
|
* You gain +1 to all non-combat skill checks (Persuasion, Insight, History, etc.)
|
||||||
* Your start out with no enemy factions, in allied factions you are regarded as a friend
|
* Your start out with no enemy factions, in allied factions you are regarded as a friend
|
||||||
- +2 Willpower
|
- +2 Willpower
|
||||||
- +2 Charisma
|
- +2 Charisma
|
||||||
|
|
||||||
|
## Related notes
|
||||||
|
- [[Races/Races|Races]]
|
||||||
|
|||||||
+4
-1
@@ -9,4 +9,7 @@ Canor are an uncommon [[Races|race]] considered to have the characteristics of a
|
|||||||
* Allies within 6 meters gain +5 AC.
|
* Allies within 6 meters gain +5 AC.
|
||||||
* When an ally within 6 meters is knocked, you gain Advantage on your next attack.
|
* When an ally within 6 meters is knocked, you gain Advantage on your next attack.
|
||||||
* +2 Strength
|
* +2 Strength
|
||||||
* +2 Charisma
|
* +2 Charisma
|
||||||
|
|
||||||
|
## Related notes
|
||||||
|
- [[Races/Races|Races]]
|
||||||
|
|||||||
+4
-1
@@ -14,4 +14,7 @@ Once per short rest, you can use one of your religious marks to apply a buff:
|
|||||||
* "_Mark of Jurik, the Moonseye. A beacon of calm, those in your presence are resistant to insanity._"
|
* "_Mark of Jurik, the Moonseye. A beacon of calm, those in your presence are resistant to insanity._"
|
||||||
* Give back 5 sanity to one person they choose around them as long as they are at a campfire or Power 5+
|
* Give back 5 sanity to one person they choose around them as long as they are at a campfire or Power 5+
|
||||||
* +2 Intelligence
|
* +2 Intelligence
|
||||||
* +2 Willpower
|
* +2 Willpower
|
||||||
|
|
||||||
|
## Related notes
|
||||||
|
- [[Races/Races|Races]]
|
||||||
|
|||||||
+4
-1
@@ -13,4 +13,7 @@ Celtors are a common [[Races|race]] with a pale-ish green skin, grey hair and a
|
|||||||
|
|
||||||
- Gain **Advantage on Charisma checks**
|
- Gain **Advantage on Charisma checks**
|
||||||
* +2 Intelligence
|
* +2 Intelligence
|
||||||
* +2 Charisma
|
* +2 Charisma
|
||||||
|
|
||||||
|
## Related notes
|
||||||
|
- [[Races/Races|Races]]
|
||||||
|
|||||||
+4
-1
@@ -9,4 +9,7 @@ The Chrysid people are a [[Races|race]] related to moths, inheriting their compo
|
|||||||
* You are immune to being frightened
|
* You are immune to being frightened
|
||||||
- Gain Advantage on Insight checks
|
- Gain Advantage on Insight checks
|
||||||
* +2 Dexterity
|
* +2 Dexterity
|
||||||
* +2 Charisma
|
* +2 Charisma
|
||||||
|
|
||||||
|
## Related notes
|
||||||
|
- [[Races/Races|Races]]
|
||||||
|
|||||||
+4
-1
@@ -9,4 +9,7 @@ Etreans are described as a snake-like [[Races|race]], who commonly have pale ski
|
|||||||
* When in acid rain, throw a dice against DC 14. If the throw is successful you only take half damage per round.
|
* When in acid rain, throw a dice against DC 14. If the throw is successful you only take half damage per round.
|
||||||
* +1 HP
|
* +1 HP
|
||||||
* +2 Dexterity
|
* +2 Dexterity
|
||||||
* +2 Intelligence
|
* +2 Intelligence
|
||||||
|
|
||||||
|
## Related notes
|
||||||
|
- [[Races/Races|Races]]
|
||||||
|
|||||||
@@ -11,3 +11,5 @@ One of the most distinct races in the Lumen for their infamous cat ears, Felinor
|
|||||||
* +2 Dexterity
|
* +2 Dexterity
|
||||||
* +2 Charisma
|
* +2 Charisma
|
||||||
|
|
||||||
|
## Related notes
|
||||||
|
- [[Races/Races|Races]]
|
||||||
|
|||||||
@@ -10,3 +10,6 @@ Ganymedes are a snail-based [[Races|race]] in Lumen that appear with dark skin,
|
|||||||
* Parasites in layer 2 take 5 rounds longer to kill you.
|
* Parasites in layer 2 take 5 rounds longer to kill you.
|
||||||
* +2 Intelligence
|
* +2 Intelligence
|
||||||
* +2 Willpower
|
* +2 Willpower
|
||||||
|
|
||||||
|
## Related notes
|
||||||
|
- [[Races/Races|Races]]
|
||||||
|
|||||||
+4
-1
@@ -9,4 +9,7 @@ _Navae's star guides your path, showing you the way forwards. You are less prone
|
|||||||
* You lose 50% less hunger.
|
* You lose 50% less hunger.
|
||||||
* When blinded, you gain 3 meter dark vision instead of becoming blind.
|
* When blinded, you gain 3 meter dark vision instead of becoming blind.
|
||||||
* +2 Strength
|
* +2 Strength
|
||||||
* +2 Fortitude
|
* +2 Fortitude
|
||||||
|
|
||||||
|
## Related notes
|
||||||
|
- [[Races/Races|Races]]
|
||||||
|
|||||||
+4
-1
@@ -8,4 +8,7 @@ Khans are a rare [[Races|race]] with light skin, and a monkey-like appearance. K
|
|||||||
* You have proficiency in most weapon types and can use them in any combination.
|
* You have proficiency in most weapon types and can use them in any combination.
|
||||||
* You are unable to use guns as they are 'dishonorable'.
|
* You are unable to use guns as they are 'dishonorable'.
|
||||||
* +2 Strength
|
* +2 Strength
|
||||||
* +2 Agility
|
* +2 Agility
|
||||||
|
|
||||||
|
## Related notes
|
||||||
|
- [[Races/Races|Races]]
|
||||||
|
|||||||
@@ -0,0 +1,16 @@
|
|||||||
|
[[Adret]]
|
||||||
|
[[Canor]]
|
||||||
|
[[Capra]]
|
||||||
|
[[Celtor]]
|
||||||
|
[[Chrysid]]
|
||||||
|
[[Etrean]]
|
||||||
|
[[Felinor]]
|
||||||
|
[[Ganymede]]
|
||||||
|
[[Gremor]]
|
||||||
|
[[Khan]]
|
||||||
|
[[Skaven]]
|
||||||
|
[[Tiran]]
|
||||||
|
[[Vesperian]]
|
||||||
|
|
||||||
|
## Related notes
|
||||||
|
- [[Core]]
|
||||||
|
|||||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user