From 8bb808b16261b76b625ac064670aeaf6c12ef069 Mon Sep 17 00:00:00 2001 From: fretuks Date: Wed, 13 May 2026 20:04:30 +0200 Subject: [PATCH] Commit DND files --- .obsidian/workspace.json | 46 +-- Effects/Blood-Poisoning.md | 29 +- Players/RADIOACTIVE CRACK RAT/Super-AIDS.md | 247 ++++++++---- .../Upgrades/Big Pharma.md | 114 ++++-- .../RADIOACTIVE CRACK RAT/Upgrades/Mantras.md | 360 ++++++++++++------ .../Players/Cash Money Cat/Resonances.md | 38 ++ Resonances/Resonances.md | 56 ++- 7 files changed, 613 insertions(+), 277 deletions(-) diff --git a/.obsidian/workspace.json b/.obsidian/workspace.json index 4b198d9..8651f7f 100644 --- a/.obsidian/workspace.json +++ b/.obsidian/workspace.json @@ -4,21 +4,21 @@ "type": "split", "children": [ { - "id": "cfde8ae5c4579b69", + "id": "60de519b9f6bc0e5", "type": "tabs", "children": [ { - "id": "9350b1ac6793c505", + "id": "9283770b53b26007", "type": "leaf", "state": { "type": "markdown", "state": { - "file": "Resonances/Players/Fuckass Clanker/Resonances.md", + "file": "Players/RADIOACTIVE CRACK RAT/Upgrades/Mantras.md", "mode": "source", "source": false }, "icon": "lucide-file", - "title": "Resonances" + "title": "Mantras" } } ] @@ -185,35 +185,38 @@ "publish:Änderungen veröffentlichen": false } }, - "active": "9350b1ac6793c505", + "active": "9283770b53b26007", "lastOpenFiles": [ - "Resonances/Players/Monke/Resonances.md", + "Players/RADIOACTIVE CRACK RAT/Upgrades/Talents.md", + "Players/RADIOACTIVE CRACK RAT/Upgrades/Mantras.md", + "Players/RADIOACTIVE CRACK RAT/Upgrades/Legalize Nuclear Bombs.md", + "Players/RADIOACTIVE CRACK RAT/Upgrades/Big Pharma.md", + "Players/RADIOACTIVE CRACK RAT/Upgrades/Black Meridian Variants.md", + "Resonances/Resonances.md", + "Resonances/Players/Fuckass Clanker/Resonances.md", "Resonances/Players/Rat on Crack and Super-AIDS/Resonances.md", + "Oaths/Oaths.md", + "Combat/Mantras.md", + "CAMPAIGN - DO NOT OPEN/Session 1/Sidequest 1.md", + "CAMPAIGN - DO NOT OPEN/Unbenannt", + "CAMPAIGN - DO NOT OPEN/PLAYER SPECIFIC EVENTS", + "Resonances/Players/Communist Cat/Resonances.md", + "Resonances/Players/Monke/Resonances.md", + "cracked.png", + "Players/RADIOACTIVE CRACK RAT/Super-AIDS.md", + "Players/RADIOACTIVE CRACK RAT/RADIOACTIVE CRACK RAT.md", + "Effects/Blood-Poisoning.md", "Resonances/Players/Cash Money Cat/Resonances.md", "Players/Player Characters.md", "Players/AXIOM-07/CHASSIS CONFIGURATION.md", "Effects/Bleed.md", "Effects/Burning.md", - "Effects/Blood-Poisoning.md", "Effects/Unbenannt.md", "Effects/Blindness.md", "Effects/Effects.md", "Effects/Chill.md", "Effects/Winded.md", - "Effects/Suffocate.md", - "Effects/Staggered.md", - "Effects/Sapped.md", - "Players/AXIOM-07/MOMENTUM ENGINE.md", - "CAMPAIGN - DO NOT OPEN/Session 1/Sidequest 1.md", - "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", - "CAMPAIGN - DO NOT OPEN/NPC/Asher Vendet.md", "CAMPAIGN - DO NOT OPEN/NPC/Children of Navae", - "CAMPAIGN - DO NOT OPEN/NPC/C.md", "CAMPAIGN - DO NOT OPEN/NPC/Hive", "CAMPAIGN - DO NOT OPEN/NPC/Ignition Union", "CAMPAIGN - DO NOT OPEN/NPC/Knives of Eylis", @@ -221,9 +224,6 @@ "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", diff --git a/Effects/Blood-Poisoning.md b/Effects/Blood-Poisoning.md index 0a8bbed..d26cb46 100644 --- a/Effects/Blood-Poisoning.md +++ b/Effects/Blood-Poisoning.md @@ -7,49 +7,56 @@ When Blood Poisoning is applied: - Thresholds unlock **passive debuffs** or **active effects** --- -# Threshold Effects -## 20% - Vasculitis (Passive) +### Threshold Effects +**20% - Vasculitis (Passive)** Blood vessels become inflamed and unstable. **Effect:** - Target suffers **-1 Posture Regain** - Taking Posture damage applies **+1 additional Posture damage (once per hit)** -## 25% - Hemolysis (Passive) + +**25% - Hemolysis (Passive)** Red blood cells begin breaking down. **Effect:** - Target takes **+1 damage from all sources** -## 40% - Healing Suppression (Passive) + +**40% - Healing Suppression (Passive)** Blood loses its ability to properly regenerate. **Effect:** - Target receives **25% less healing** -## 50% - Systemic Weakness (Passive) +**50% - Systemic Weakness (Passive)** The body begins failing under internal stress. **Effect:** - Target deals **–12.5% damage (rounded down)** -## 60% - Circulatory Collapse (Passive) + +**60% - Circulatory Collapse (Passive)** Blood flow becomes inefficient and uneven. **Effect:** - Target suffers **-1 Dodge Throw** - Movement Speed **-1.5 meters** -## 70% - Gruesome Harvest (Active) -Bloodrend Users can choose to cause hemmoraging to a target within 6 meters, rupturing their vessels. + +**70% - Gruesome Harvest (Active)** +Bloodrend Users can choose to cause hemmoraging to the target within 6 meters, rupturing their vessels. **Activation:** Action **Condition:** Target must be ≥70% Blood Poisoning **Effect:** - Deal **bonus 2d6 Blood damage** - Heal for **50% of damage dealt** - Reduce target Blood Poisoning by **20%** -## 80% - Coagulation Failure (Passive) + +**80% - Coagulation Failure (Passive)** Blood fails to clot properly. **Effect:** - Target takes **+2 damage from all sources** - Bleed deals double damage -## 90% - Organ Stress (Passive) + +**90% - Organ Stress (Passive)** Internal organs begin failing. **Effect:** - At the start of each turn: - Take **2 unavoidable Blood damage** - Posture Regain becomes **0** -## 100% - Total Blood Corruption (Passive + Trigger) + +**100% - Total Blood Corruption (Passive + Trigger)** The blood is fully compromised. **Immediate Effect:** - Target becomes **Staggered** diff --git a/Players/RADIOACTIVE CRACK RAT/Super-AIDS.md b/Players/RADIOACTIVE CRACK RAT/Super-AIDS.md index c6621f6..9596fec 100644 --- a/Players/RADIOACTIVE CRACK RAT/Super-AIDS.md +++ b/Players/RADIOACTIVE CRACK RAT/Super-AIDS.md @@ -1,109 +1,198 @@ -The Skaven carries a rare infection known among miners as **Meridian Rot**. It is believed to originate from contaminated biological material that was exposed to Black Meridian ore deposits deep in Authority mines. +Meridian Rot is not a normal disease. The miners originally believed it was a contaminant created when biological matter mixed with Black Meridian Ore deep underground. That assumption was only partially correct. The infection is better understood as a **parasitic symbiote**, an adaptive colony of microscopic organisms that reacts to nervous systems, Ether exposure, and emotional stress. Black Meridian Ore does not create the organism, but it appears to accelerate its development. Most infected hosts die quickly because the symbiote consumes too much of the body too fast. Skaven survive longer because of their unusually resilient metabolism and aggressive immune response. -The disease spreads only through **highly concentrated bodily fluids**. Casual contact is not enough. Infection requires open wounds and a significant amount of contaminated fluid. - -For most races the infection progresses quickly and kills within weeks. Skaven physiology slows its progression significantly. The disease remains in an **early dormant stage**, allowing the Skaven to survive while still carrying the pathogen. - -The Skaven’s long-term motivation is to eventually **remove or cure the infection**. Until then, the infection changes how his body chemistry behaves. - -One side effect is that his saliva becomes chemically unstable. When exposed to air it reacts with oxygen and biological tissue, allowing him to produce **reactive venom**. +The infection adapts to the host instead of immediately overwhelming it. Over time, the symbiote becomes less like a disease and more like a second nervous system. The symbiote keeps the host alive because it depends on the host to survive, but it is also slowly killing him. --- -# Core Mechanic - Venom Coating -The Skaven can coat his weapon using infected saliva. -### Apply Venom +## Infection Behavior +Meridian Rot is almost impossible to spread naturally. The symbiote rapidly dies outside of a compatible host and cannot survive normal environmental exposure. + +Transmission requires: +- direct bloodstream exposure +- large quantities of living infected fluid +- biological compatibility +- prolonged exposure + +Even then, infection success is extremely rare. Most exposed victims either reject the infection entirely, die before stabilization or develop temporary poisoning symptoms only. The Skaven himself is effectively a statistical anomaly. + +For practical purposes: +- venom coating is toxic +- Meridian Rot itself is not realistically contagious during normal combat + +The disease is treated more like a cursed biological condition than a plague outbreak. + +--- +## Symbiote Effects +The symbiote continuously alters the Skaven’s body. + +Positive effects: +- accelerated reflexes +- toxin production +- heightened survival response +- increased physical adaptation + +Negative effects: +- organ degradation +- insomnia +- paranoia +- appetite suppression +- involuntary muscle activity +- cognitive instability + +The stronger the symbiote becomes, the stronger the venom becomes. But the host weakens over time. + +--- +## Core Mechanic - Venom Coating +The Skaven can weaponize infected saliva produced by the symbiote. When exposed to air, the saliva becomes chemically unstable and aggressively reactive against living tissue. +## Apply Venom **Action:** Bonus Action -**Target:** One weapon currently held -The venom remains active for: +**Target:** One held weapon + +Venom remains active for: - **3 successful hits** -- or **3 rounds**, whichever comes first -After that the coating breaks down and must be reapplied. Only **one weapon** may be coated at a time. Applying venom does not cost Ether. -### Venom Charges -The Skaven can produce a limited number of coatings before the infection becomes unstable. +- or **3 rounds** -**Venom Charges:** -- Base charges: **2 per combat** -- Charges refresh after **Short Rest** +Only one weapon may be coated at a time. -Using a charge represents producing enough infected saliva to coat a weapon. +Applying venom: +- costs no Ether +- consumes 1 Venom Charge +## Venom Charges +The symbiote can only produce a limited amount of reactive fluid before becoming unstable. +### Base Charges +- **2 charges per combat** + +Charges refresh after: +- Short Rest --- # Infection Stage System +The symbiote evolves over time. +Each stage: +- strengthens venom production +- improves biological adaptation +- worsens physical degeneration -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 -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** +The Skaven begins at: +### Stage I - Dormant Host +The symbiote is weak and mostly hidden within the bloodstream. +The host experiences: +- mild insomnia +- occasional twitching +- increased appetite +### Venom Effect +Apply **Rot Poison** for 2 rounds. Rot Poison: -- Target takes **1 damage at the start of its turn** -- Target suffers **-1 Posture Regain** +- 1 damage per round +- –1 Posture Regain +### Host Effect +- No major penalties --- -## Stage II - Reactive -The pathogen adapts to the host. The saliva becomes more chemically aggressive. - -Venom Charges increase: -- **3 charges per combat** - -Rot Poison becomes stronger: -- **2 damage per round** -- **-1 Posture Regain** -- Target suffers **-1 Constitution checks** - ---- -## Stage III - Symbiotic -The infection begins feeding off the host’s bloodstream. At this stage the Skaven can control venom more precisely. - +### Stage II - Reactive Host +The symbiote begins responding actively to stress and combat. +The host experiences: +- muscle spasms +- elevated heartbeat +- emotional instability +### Changes Venom Charges: - **3 per combat** -Venom coating lasts: -- **4 hits instead of 3** - -Rot Poison now applies: -- **2 damage per round** -- **-1 Posture Regain** -- **-1 Dodge Throw** -- Target suffers **-1 Constitution checks - -The infection interferes with reflexes. +Rot Poison: +- 2 damage per round +- –1 Posture Regain +- –1 Constitution checks +### Host Penalties +- Healing received reduced by 25% +- Sleep becomes difficult without stimulant use --- -## Stage IV - Mutated -The plague has adapted almost completely to the Skaven. Removing it becomes extremely difficult. +### Stage III - Symbiotic State +The symbiote has integrated into the nervous system. The host begins unconsciously reacting faster to danger. +### Changes +Venom Coating: +- lasts 4 hits instead of 3 +Rot Poison: +- 2 damage per round +- –1 Posture Regain +- –1 Dodge Throw +- –1 Constitution checks +### Host Penalties +- Max HP reduced by 2 +- Sanity loss effects occur 1 threshold earlier +- The host occasionally hears involuntary thoughts or impulses from the symbiote + +At this stage the Skaven realizes the infection is thinking. + +--- +### Stage IV - Mutated Symbiosis +The symbiote has spread throughout most of the body. The host is physically stronger in combat situations but visibly deteriorating. + +Symptoms: +- blackened veins +- coughing blood +- involuntary aggression +- severe insomnia +### Changes Venom Charges: - **4 per combat** -Rot Poison becomes **Mutated Rot**: -- **3 damage per round** -- **-2 Posture Regain** -- **-1 Dodge Throw** -- Target suffers **-1 Constitution checks -- If the target becomes **Staggered**, poison damage doubles for that round. +Rot Poison becomes **Mutated Rot** +Effects: +- 3 damage per round +- –2 Posture Regain +- –1 Dodge Throw +- –1 Constitution checks + +If target becomes Staggered: +- poison damage doubles for that round +### Host Penalties +- Max HP reduced by 5 +- Constitution checks suffer –1 +- Gain 1 level of exhaustion after every Long Rest unless suppressant drugs are consumed + +Removing the infection at this stage is extremely difficult. --- -# Infection Risk +### Stage V - Terminal Integration +The host is barely alive. The symbiote is sustaining essential body functions directly. +The Skaven: +- drifts in and out of consciousness +- struggles to recognize people +- experiences organ shutdown +- suffers constant internal pain +The body is no longer functioning properly without the symbiote compensating for it. +### Venom Changes +Mutated Rot: +- 5 damage per round +- –3 Posture Regain +- –3 Dodge Throw +- –3 Constitution checks -Because the venom comes from a living infection, it can theoretically spread. -However transmission requires: -- Open wound -- Repeated exposure -- Large quantity of infected fluid +If target becomes Staggered: +- poison damage triples for that round +### Host State +The host immediately gains: +- **Exhaustion Level 5** -In combat this rarely happens. -DMs may choose to apply infection if: -- The Skaven deliberately infects someone -- Someone consumes the venom -- A character is exposed repeatedly +Effects: +- Movement speed becomes 0 +- Severe physical weakness +- Barely conscious -For most encounters it remains a combat toxin rather than a contagious disease. +The host will die within: +- **Several hours** + +No natural recovery is possible. +The symbiote has reached the point where: +- either it is removed +- or the host fully collapses +At this stage the infection is effectively consuming the remaining body mass to sustain itself. --- -# Biological Strain -Producing venom repeatedly irritates the infection. -If the Skaven uses **all venom charges in one encounter**, he suffers: -- **-1 to Constitution checks until the end of combat** -due to inflammation around infected tissue. \ No newline at end of file +### Biological Strain +Using too much venom stresses the symbiote-host balance. +If all Venom Charges are used in one encounter: +- Constitution checks suffer **–1** until combat ends +The body becomes inflamed as the symbiote overproduces reactive fluid. \ No newline at end of file diff --git a/Players/RADIOACTIVE CRACK RAT/Upgrades/Big Pharma.md b/Players/RADIOACTIVE CRACK RAT/Upgrades/Big Pharma.md index 189c67a..97e936a 100644 --- a/Players/RADIOACTIVE CRACK RAT/Upgrades/Big Pharma.md +++ b/Players/RADIOACTIVE CRACK RAT/Upgrades/Big Pharma.md @@ -1,43 +1,89 @@ -Luckily, there's a cure for Meridian Rot. The cure removes the infection completely. The body is no longer producing reactive venom, and the disease no longer progresses. However, you have lived with the infection for a long time. Once it is removed, the body stabilizes and recovers. Muscles, lungs, and nervous system function more efficiently. +The cure and stabilizer are medical creations originating from the Hive. The Hive discovered something horrifying: Meridian Rot is not truly a disease. + +It is an incomplete symbiotic organism attempting forced adaptation with incompatible hosts. Most people die because the body rejects integration. The Skaven survived because Skaven biology is unusually resilient and adaptive. + +The Hive eventually produced: +- a **Purge Serum** +- a **Stabilization Serum** +Both are experimental. --- -Upon curing the disease: +# The Stabilizer +The stabilizer does not remove the symbiote. It completes the adaptation process. The symbiote and host stop fighting. Instead they synchronize. + +--- +## Stabilized Symbiosis +The organism permanently integrates into the Skaven’s biology. +The disease: +- no longer progresses +- no longer causes degeneration +- no longer risks Stage V death + +Both the symbiote and the skaven survive. +## Mechanical Changes ### Removed -- Venom Coating (spit-based system) - Infection Stage progression -### Replaced With "Refined Toxin System" -The Skaven can no longer generate poison biologically, but instead uses **crafted toxin vials**. -#### Apply Toxin -**Action:** Bonus Action -**Cost:** 1 Toxin Charge -**Target:** One weapon -Effect duration: -- **3 hits or 3 rounds** -Functionally replaces venom coating. -#### Toxin Charges -- Base: **2 charges per Short Rest** -All “venom” talents now refer to **Toxin** instead. - -**Toxin Effect:** -- **2 damage per round** -- **-1 Posture Regain** -- **-1 Dodge Throw** +- Terminal degeneration +- Biological strain penalties +### Venom System Upgrade +Venom becomes Symbiotic Secretion. The Skaven no longer “forces” venom production. The symbiote produces it naturally. +### Changes +- Venom Charges become unlimited +- Applying venom no longer costs charges +- Venom duration: + - 3 hits / 3 rounds +However: +- only one weapon may still be coated at once +### New Passive - Perfected Host +The body has fully adapted. +- Posture Regain +2 +- Movement Speed +1.5 meters +- +1 Constitution +- +1 Dexterity +### New Passive - Symbiotic Reflex +The organism reacts before conscious thought. +Once per combat: +- automatically succeed one Dodge Throw +### New Passive - Shared Survival +When reduced to 0 HP: +- immediately regain 25% Posture +- stand back up at 1 HP +The symbiote forcibly restarts bodily function. --- +# The Cure +The cure aggressively kills the symbiote. The process is agonizing because the organism resists removal violently. + +The symbiote understands: +- this will kill it +- the host chose this willingly + +It panics. + +--- +## Cured State +The body finally stabilizes naturally. Without the symbiote: +- organs recover +- breathing improves +- nervous system calms +- muscles function efficiently +### Removed +- Venom Coating +- Infection Stage progression +- Symbiote interactions +### Replaced with Refined Toxin System +The Skaven now uses crafted toxins instead of biological venom ### New Passive - Stabilized Physiology -The body is no longer under constant internal strain. -- **Posture Regain +1** -- **Movement Speed +1.5 meters** -- Gain **+1 Constitution** -- Gain **+1 Strength** +- Posture Regain +1 +- Movement Speed +1.5 meters +- +1 Constitution +- +1 Strength ### New Passive - Controlled Metabolism -Without the infection interfering: -- Toxicity penalties apply **one threshold later** -- Withdrawal penalties are reduced: - - Movement penalty removed - - Posture Regain penalty removed +- Toxicity thresholds delayed by 1 stage +- Withdrawal penalties reduced: + - no movement penalty + - no posture regain penalty ### New Passive - Clean Blood -The body is no longer unstable. -- Gain **Gas AC +10** -- Gain **Necrotic AC +10** -- Automatically succeed on Constitution checks against disease \ No newline at end of file +- Gas AC +10 +- Necrotic AC +10 +- Automatically succeed Constitution checks against disease \ No newline at end of file diff --git a/Players/RADIOACTIVE CRACK RAT/Upgrades/Mantras.md b/Players/RADIOACTIVE CRACK RAT/Upgrades/Mantras.md index ddf0e2f..d19f362 100644 --- a/Players/RADIOACTIVE CRACK RAT/Upgrades/Mantras.md +++ b/Players/RADIOACTIVE CRACK RAT/Upgrades/Mantras.md @@ -1,163 +1,285 @@ -### 1-Star Mantras -Available from **Level 1** -### 2-Star Mantras -Begin appearing at **Level 5** -### 3-Star Mantras -Begin appearing at **Level 9 +These mantras come from the Meridian Rot symbiote learning to move through the Skaven’s body. They are not clean Song techniques. They are half-cast, half-biological reactions. All mentioned checks go against DC (Your Level + 5). --- # 1-Star Mantras +Available from **Level 1** + --- -## Capillary Cut +### Tendril Jab +**Type:** Combat +**Cost:** 2 Ether +**Action:** Action +**Cooldown:** 2 rounds +A thin black tendril shoots from the wrist or mouth. +**Effect:** +- Make a melee mantra attack at **4.5 meters** +- Deals **1d8 Pierce** +- Applies current venom effect if the Skaven has venom available +- If target is already poisoned, pull them **1.5 meters** toward you + +--- +### Hook Gut +**Type:** Combat +**Cost:** 3 Ether +**Action:** Action +**Cooldown:** 3 rounds +A tendril hooks into the target and tears backward. +**Effect:** +- Range **6 meters** +- Deals **1d6 Slash** +- Target must make a Strength check +- On failure: + - Pulled **3 meters** + - Loses **2 Posture** + +--- +### Black Spit +**Type:** Combat +**Cost:** 2 Ether +**Action:** Bonus Action +**Cooldown:** 3 rounds +The Skaven spits concentrated venom. +**Effect:** +- Range **6 meters** +- Applies **Rot Poison** +- If the target is already poisoned, extend poison duration by **1 round** + +--- +### Rib Needle **Type:** Combat **Cost:** 2 Ether **Action:** Action **Cooldown:** 2 rounds +The symbiote hardens saliva into a short black spike. **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** +- Range **9 meters** +- Deals **1d6 Pierce** +- Gains **+5 Penetration** +- If used against a poisoned target, deals **+1 damage** --- -## Platelet Disruption -**Type:** Support -**Cost:** 2 Ether +### Panic Lash +**Type:** Reaction +**Cost:** 3 Ether +**Action:** Reaction +**Cooldown:** 4 rounds +When an enemy enters melee range, the symbiote lashes out automatically. +**Effect:** +- Trigger: enemy moves within **1.5 meters** +- Enemy must make a Dexterity check +- On failure: + - Takes **1d6 Slash** + - Cannot make reactions until end of turn + +--- +### Wall Skitter +**Type:** Mobility +**Cost:** 3 Ether **Action:** Bonus Action **Cooldown:** 3 rounds +Tendrils cling to walls, beams, pipes, or ceilings. **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 +- Move up to **6 meters** +- This movement may go along walls or ceilings +- Does not provoke reactions +- Must end on a surface you can reasonably cling to --- # 2-Star Mantras +Begin appearing at **Level 5** + --- -## Hemorrhage Line +### Split Maw **Type:** Combat **Cost:** 4 Ether **Action:** Action **Cooldown:** 4 rounds +The symbiote opens a temporary second jaw from the shoulder or throat. **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** +- Melee range +- Deals **2d6 Slash** +- If target is poisoned: + - Heal **2 HP** + - Target loses **2 Posture** --- -## 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 +### Tendril Tripwire **Type:** Combat **Cost:** 4 Ether **Action:** Action **Cooldown:** 4 rounds +A tendril line snaps across the ground. **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 +- Create a **6-meter line** for 2 rounds. +- Enemies crossing it for the first time must make a Dexterity check +- On failure: + - Takes **1d8 Blunt** + - Knocked Prone if they have **0 Posture** + - Otherwise loses **3 Posture** --- -## Transfusion Spike -**Type:** Support -**Cost:** 4 Ether +### Meat Anchor +**Type:** Combat +**Cost:** 5 Ether **Action:** Action **Cooldown:** 5 rounds +The symbiote anchors itself into both the Skaven and the target. **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** +- Range **6 meters** +- Deals **1d10 Pierce** +- Target is tethered for **1 round** +- While tethered: + - Target cannot move more than **6 meters** away from you. + +--- +### Rot Bloom +**Type:** Combat +**Cost:** 5 Ether +**Action:** Action +**Cooldown:** 5 rounds +The Skaven coughs out a wet clump of infected tissue that bursts open. +**Effect:** +- Range **6 meters** +- Radius **3 meters** +- Deals **1d6 Gas** +- Applies current venom effect to enemies who fail a Constitution check + +--- +### Tendon Counter +**Type:** Combat +**Cost:** 4 Ether +**Action:** Reaction +**Cooldown:** 4 rounds +The symbiote catches an incoming limb or weapon. +**Effect:** +- Trigger: you successfully Dodge a melee attack +- Make a tendril counterattack +- Deals **1d8 Blunt** +- Target loses **2 Posture** +- You may move **1.5 meters** after the counter + +--- +### Parasite Step +**Type:** Mobility +**Cost:** 5 Ether +**Action:** Bonus Action +**Cooldown:** 5 rounds +A tendril stabs into terrain and yanks the Skaven forward. +**Effect:** +- Move **9 meters** in a straight line +- May pass through enemy spaces +- First enemy passed through takes **1d6 Slash** +- If that enemy is poisoned, they also suffer **-1 Dodge Throw** until next turn + +--- +### Suture Reflex +**Type:** Support +**Cost:** 5 Ether +**Action:** Reaction +**Cooldown:** 6 rounds +The symbiote forcibly seals wounds. +**Effect:** +- Trigger: you take damage +- Reduce incoming damage by **3** +- If poisoned by your own plague stage or suffering biological strain, remove one minor physical penalty until end of turn +- Does not remove disease progression --- # 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** +Begin appearing at **Level 9** --- -## 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 +### Carrion Harpoon **Type:** Combat **Cost:** 7 Ether **Action:** Action -**Cooldown:** 7 rounds +**Cooldown:** 6 rounds +A thick tendril launches like a barbed spear. **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** \ No newline at end of file +- Range **9 meters** +- Deals **2d8 Pierce** +- Pulls target **4.5 meters** +- If target collides with terrain or another creature: + - They take **1d8 Blunt** + - Lose **4 Posture** + +--- +### Uroboros Cage +**Type:** Combat +**Cost:** 8 Ether +**Action:** Action +**Cooldown:** 7 rounds +Several tendrils form a tightening ring around the target. +**Effect:** +- Range **6 meters** +- Target must make a Strength or Dexterity check +- On failure: + - Restrained for **1 round** + - Takes **2d6 Slash** + - Poison duration increases by **1 round** +- On success: + - Takes half damage + - Not restrained + +--- +### Organ Thread +**Type:** Combat +**Cost:** 7 Ether +**Action:** Action +**Cooldown:** 6 rounds +A thin tendril pierces into a weak point and tugs internally. +**Effect:** +- Melee range +- Deals **2d6 Necrotic** +- If target is poisoned: + - They suffer **-2 Constitution checks** for 1 round + - Their next healing received is reduced by **50%** + +--- +### Uroboros Grasp +**Type:** Combat +**Cost:** 8 Ether +**Action:** Action +**Cooldown:** 7 rounds +**Effect:** +A mass of tendrils erupts outward and grabs up to **3 creatures** within **6 meters**.Each target makes a Strength check. +On failure: +- Restrained for 1 round +- Takes **1d8 Necrotic damage** +- Takes **+1d8 damage** if poisoned +At the start of your next turn: +- You may release all restrained targets or pull them **3 meters** toward you + +While maintaining the grasp, your movement speed is reduced by **3 meters** + +--- +### Tendril Bloom +**Type:** Combat +**Cost:** 8 Ether +**Action:** Action +**Cooldown:** 7 rounds +Tendrils burst outward from the Skaven in several directions. +**Effect:** +- Radius **4.5 meters** +- All enemies in range must Dodge +- On failure: + - Take **2d6 Slash** + - Lose **3 Posture** +- Poisoned enemies take **+2 damage** + +--- +### Living Guillotine +**Type:** Combat +**Cost:** 8 Ether +**Action:** Action +**Cooldown:** 7 rounds +**Effect:** +Two tendrils anchor to opposite surfaces and snap together like a wire trap. +Choose a **6-meter line** within **9 meters**. Targets in the line must Dodge. +On failure: +- Take **3d8 Slash damage** +- Become knocked prone +- Lose **2 Posture** +If the target is poisoned: +- Damage becomes **Slash + Necrotic** +- Target cannot regain Posture until the start of their next turn \ No newline at end of file diff --git a/Resonances/Players/Cash Money Cat/Resonances.md b/Resonances/Players/Cash Money Cat/Resonances.md index e69de29..09ba274 100644 --- a/Resonances/Players/Cash Money Cat/Resonances.md +++ b/Resonances/Players/Cash Money Cat/Resonances.md @@ -0,0 +1,38 @@ +### 3-D Printer +**Theme:** "I may be out of shells, but I'm not out of spells." + +Summon an additional rocket out of thin air. Where did it come from? Your ass? Who knows? + +**Activation:** Once per short or long rest. + +**Effect:** +- Immediately conjure **1 temporary rocket** of any unlocked rarity. +- This rocket must be fired before the end of combat or it will be lost. +- Temporary rockets cannot be restocked or saved. + +**Corrupted Version:** +- Conjure **2 temporary rockets** instead. +- If both rockets hit at least one enemy, regain **2 Ether**. + +--- +### Quarterly Returns +**Theme:** “Friendly fire actually isn't friendly at all.” + +**Description:** +After causing enough collateral damage you have been promoted to destruction-specialist. + +**Activation:** Once per combat. + +**Effect:** + +- Activate after a rocket hits **2 or more enemies**. +- Gain **+1 SV token** for each enemy hit after the first. +- Spend SV tokens during the same combat: + - **1 token:** +5% Penetration on next rocket + - **2 tokens:** +1.5 meter rocket radius + - **3 tokens:** +1 damage die on next rocket + +**Corrupted Version:** + +- You also gain **1 SV token** when allies are damaged by your rockets. +- Spending **3 tokens** also gives the rocket **+2 Posture Damage**. \ No newline at end of file diff --git a/Resonances/Resonances.md b/Resonances/Resonances.md index ce748d6..c80df7d 100644 --- a/Resonances/Resonances.md +++ b/Resonances/Resonances.md @@ -1,15 +1,49 @@ -Resonances: Adventurers gain +1 Resonance point every time they kill a potent enemy. +>“A Mantra is a Word spoken into the Song. A Resonance is when the Song begins speaking in your voice.” -**This value is hidden to the Adventurers. +Resonances are rare, highly individualized supernatural phenomena that emerge when a person's soul, ether, and interaction with the Song become so deeply synchronized that reality itself begins adapting around them. -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. +Unlike [[Mantras]], Resonances are not learned techniques, spells, or abilities that can be taught directly. They are permanent distortions within the Song caused by a person repeatedly imprinting the same concepts, instincts, emotions, and patterns onto reality over long periods of time. Every Resonance is unique to its user and two different users can never have the same Resonance. -- 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.   - - Physical Vampirism: Make a Fortitude saving throw, if you fail, you’re stunned for one round after the resonance ends. +--- +# The Song & Resonance Theory +The Song can be understood as an invisible metaphysical structure layered over reality itself. Through Ether, living beings interact with this structure, manipulating portions of it to produce supernatural effects. -**All Resonances activate instantly unless stated otherwise.** -Unless specified, Resonances do not cost actions and cannot be interrupted. -All Resonances can be activated once per long rest unless stated otherwise. \ No newline at end of file +Most people interact with the Song consciously: +- They spend Ether +- Shape the Song through a [[Mantras|Mantra]] +- Produce a temporary effect +This process is deliberate and temporary. + +A Resonance is fundamentally different. A Resonance forms when repeated interaction with the Song causes the Song itself to permanently adapt around a person. + +Instead of manually manipulating reality, reality near the user begins behaving differently by default. The individual effectively becomes a fixed point within the Song, a stable distortion that continuously influences nearby “coordinates” of reality. + +--- +# Difference Between Resonances and Mantras +### Mantras +[[Mantras]] are learned expressions of the Song. +They require Ether expenditure, Intentional activation, Specific Words, motions, or techniques and Conscious control. Mantras temporarily alter reality through direct manipulation of the Song. +Examples: +- Creating fire +- Manipulating wind +- Forming ice +- Enhancing movement +Once the Ether is spent and the effect ends, reality returns to normal. +### Resonances +A Resonance reflects who a person fundamentally is. It is not merely tied to combat style or strength. Two people can master the same Attunement, wield the same weapon, and use the same [[Mantras]], yet develop completely different Resonances. + +Resonances are believed to occur when a person leaves such a deep imprint upon reality that the Song begins reproducing their influence automatically. The more powerful the person is, the stronger their resonance effect. + +Resonances are not cast. They are passive or semi-passive laws that reality has learned from the user. A Resonance does not function like a spell and cannot usually be replicated through training. It requires far less conscious control and may partially function without Ether expenditure. + +The user no longer fully “commands” the phenomenon. Instead, the Song begins anticipating the user’s intent automatically. + +In other words: + +| Mantra | Resonance | +| ----------------------- | ---------------------------- | +| You manipulate the Song | The Song adapts to you | +| Temporary effect | Persistent distortion | +| Learned technique | Emergent phenomenon | +| Uses Ether directly | May sustain itself partially | +| Can be taught | Cannot truly be taught |