Commit DND files
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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.
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The cure and stabilizer are medical creations originating from the Hive. The Hive discovered something horrifying: Meridian Rot is not truly a disease.
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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.
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The Hive eventually produced:
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- a **Purge Serum**
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- a **Stabilization Serum**
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Both are experimental.
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---
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Upon curing the disease:
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# The Stabilizer
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The stabilizer does not remove the symbiote. It completes the adaptation process. The symbiote and host stop fighting. Instead they synchronize.
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---
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## Stabilized Symbiosis
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The organism permanently integrates into the Skaven’s biology.
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The disease:
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- no longer progresses
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- no longer causes degeneration
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- no longer risks Stage V death
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Both the symbiote and the skaven survive.
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## Mechanical Changes
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### Removed
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- Venom Coating (spit-based system)
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- Infection Stage progression
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### Replaced With "Refined Toxin System"
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The Skaven can no longer generate poison biologically, but instead uses **crafted toxin vials**.
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#### Apply Toxin
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**Action:** Bonus Action
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**Cost:** 1 Toxin Charge
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**Target:** One weapon
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Effect duration:
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- **3 hits or 3 rounds**
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Functionally replaces venom coating.
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#### Toxin Charges
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- Base: **2 charges per Short Rest**
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All “venom” talents now refer to **Toxin** instead.
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**Toxin Effect:**
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- **2 damage per round**
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- **-1 Posture Regain**
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- **-1 Dodge Throw**
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- Terminal degeneration
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- Biological strain penalties
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### Venom System Upgrade
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Venom becomes Symbiotic Secretion. The Skaven no longer “forces” venom production. The symbiote produces it naturally.
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### Changes
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- Venom Charges become unlimited
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- Applying venom no longer costs charges
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- Venom duration:
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- 3 hits / 3 rounds
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However:
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- only one weapon may still be coated at once
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### New Passive - Perfected Host
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The body has fully adapted.
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- Posture Regain +2
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- Movement Speed +1.5 meters
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- +1 Constitution
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- +1 Dexterity
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### New Passive - Symbiotic Reflex
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The organism reacts before conscious thought.
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Once per combat:
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- automatically succeed one Dodge Throw
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### New Passive - Shared Survival
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When reduced to 0 HP:
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- immediately regain 25% Posture
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- stand back up at 1 HP
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The symbiote forcibly restarts bodily function.
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---
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# The Cure
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The cure aggressively kills the symbiote. The process is agonizing because the organism resists removal violently.
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The symbiote understands:
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- this will kill it
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- the host chose this willingly
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It panics.
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---
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## Cured State
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The body finally stabilizes naturally. Without the symbiote:
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- organs recover
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- breathing improves
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- nervous system calms
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- muscles function efficiently
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### Removed
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- Venom Coating
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- Infection Stage progression
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- Symbiote interactions
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### Replaced with Refined Toxin System
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The Skaven now uses crafted toxins instead of biological venom
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### New Passive - Stabilized Physiology
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The body is no longer under constant internal strain.
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- **Posture Regain +1**
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- **Movement Speed +1.5 meters**
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- Gain **+1 Constitution**
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- Gain **+1 Strength**
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- Posture Regain +1
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- Movement Speed +1.5 meters
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- +1 Constitution
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- +1 Strength
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### New Passive - Controlled Metabolism
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Without the infection interfering:
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- Toxicity penalties apply **one threshold later**
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- Withdrawal penalties are reduced:
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- Movement penalty removed
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- Posture Regain penalty removed
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- Toxicity thresholds delayed by 1 stage
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- Withdrawal penalties reduced:
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- no movement penalty
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- no posture regain penalty
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### New Passive - Clean Blood
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The body is no longer unstable.
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- Gain **Gas AC +10**
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- Gain **Necrotic AC +10**
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- Automatically succeed on Constitution checks against disease
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- Gas AC +10
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- Necrotic AC +10
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- Automatically succeed Constitution checks against disease
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@@ -1,163 +1,285 @@
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### 1-Star Mantras
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Available from **Level 1**
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### 2-Star Mantras
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Begin appearing at **Level 5**
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### 3-Star Mantras
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Begin appearing at **Level 9
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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).
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---
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# 1-Star Mantras
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Available from **Level 1**
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---
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## Capillary Cut
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### Tendril Jab
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**Type:** Combat
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**Cost:** 2 Ether
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**Action:** Action
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**Cooldown:** 2 rounds
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A thin black tendril shoots from the wrist or mouth.
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**Effect:**
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- Make a melee mantra attack at **4.5 meters**
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- Deals **1d8 Pierce**
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- Applies current venom effect if the Skaven has venom available
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- If target is already poisoned, pull them **1.5 meters** toward you
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---
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### Hook Gut
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**Type:** Combat
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**Cost:** 3 Ether
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**Action:** Action
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**Cooldown:** 3 rounds
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A tendril hooks into the target and tears backward.
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**Effect:**
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- Range **6 meters**
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- Deals **1d6 Slash**
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- Target must make a Strength check
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- On failure:
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- Pulled **3 meters**
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- Loses **2 Posture**
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---
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### Black Spit
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**Type:** Combat
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**Cost:** 2 Ether
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**Action:** Bonus Action
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**Cooldown:** 3 rounds
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The Skaven spits concentrated venom.
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**Effect:**
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- Range **6 meters**
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- Applies **Rot Poison**
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- If the target is already poisoned, extend poison duration by **1 round**
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---
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### Rib Needle
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**Type:** Combat
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**Cost:** 2 Ether
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**Action:** Action
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**Cooldown:** 2 rounds
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The symbiote hardens saliva into a short black spike.
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**Effect:**
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* Slash at a target within 1.5 meters
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- Deal **1d8 Blood damage**
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- Apply **+15% Blood Poisoning**
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If the target is already poisoned (venom/toxin):
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- Apply an additional **+5% Blood Poisoning**
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- Range **9 meters**
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- Deals **1d6 Pierce**
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- Gains **+5 Penetration**
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- If used against a poisoned target, deals **+1 damage**
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---
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## Platelet Disruption
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**Type:** Support
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**Cost:** 2 Ether
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### Panic Lash
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**Type:** Reaction
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**Cost:** 3 Ether
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**Action:** Reaction
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**Cooldown:** 4 rounds
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When an enemy enters melee range, the symbiote lashes out automatically.
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**Effect:**
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- Trigger: enemy moves within **1.5 meters**
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- Enemy must make a Dexterity check
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- On failure:
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- Takes **1d6 Slash**
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- Cannot make reactions until end of turn
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---
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### Wall Skitter
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**Type:** Mobility
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**Cost:** 3 Ether
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**Action:** Bonus Action
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**Cooldown:** 3 rounds
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Tendrils cling to walls, beams, pipes, or ceilings.
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**Effect:**
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* Mark a target you have hit with an attack in the last or current round.
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- Target suffers **-1 Posture Regain** for **2 rounds**
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- If target has ≥25% Blood Poisoning:
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- Effect becomes **-2 Posture Regain**
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Applies **+10% Blood Poisoning**
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---
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## Vein Tap
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**Type:** Combat
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**Cost:** 3 Ether
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**Action:** Action
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**Cooldown:** 3 rounds
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**Effect:**
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* Fire a thin needle at a target within 6 meters
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- Deal **1d6 Blood damage**
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- Heal for **half the damage dealt**
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- Apply **+10% Blood Poisoning**
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If target is ≥50% Blood Poisoning:
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- Healing increases to **full damage dealt**
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---
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## Microclot
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**Type:** Support
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**Cost:** 2 Ether
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**Action:** Reaction
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**Cooldown:** 3 rounds
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**Trigger:** When you take damage
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**Effect:**
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- Reduce incoming damage by **1d6**
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- Gain **+1 Posture**
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Applies **+5% Blood Poisoning** to the attacker
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- Move up to **6 meters**
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- This movement may go along walls or ceilings
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- Does not provoke reactions
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- Must end on a surface you can reasonably cling to
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---
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# 2-Star Mantras
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Begin appearing at **Level 5**
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---
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## Hemorrhage Line
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### Split Maw
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**Type:** Combat
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**Cost:** 4 Ether
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**Action:** Action
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**Cooldown:** 4 rounds
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The symbiote opens a temporary second jaw from the shoulder or throat.
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**Effect:**
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- Fire a thin red line in a **6-meter line**
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- Deal **2d6 Blood damage to all targets hit**
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Targets hit:
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- Gain **+20% Blood Poisoning**
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- If already ≥40%, take **+2 additional damage**
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- Melee range
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- Deals **2d6 Slash**
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- If target is poisoned:
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- Heal **2 HP**
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- Target loses **2 Posture**
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---
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## Viscosity Shift
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**Type:** Support
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**Cost:** 3 Ether
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**Action:** Bonus Action
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**Cooldown:** 4 rounds
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**Effect:**
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Your blood briefly darkens and thickens under the skin.
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- For **2 rounds**:
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- Your attacks apply **+5% additional Blood Poisoning**
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- Gain **+1 Dodge Throw**
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Drawback:
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- Posture Regain **-1** during duration
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---
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## Arterial Pin
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### Tendril Tripwire
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**Type:** Combat
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**Cost:** 4 Ether
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**Action:** Action
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**Cooldown:** 4 rounds
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A tendril line snaps across the ground.
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**Effect:**
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Fire a piercing stake of blood at a target within 9 meters.
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- Deal **2d4 Blood damage**
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- Target must make a **Constitution check**
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Failure:
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- Movement Speed **-3 meters** for 1 round
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Applies **+20% Blood Poisoning**
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If target is ≥60%:
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- Movement Speed becomes **0** for 1 round
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- Create a **6-meter line** for 2 rounds.
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- Enemies crossing it for the first time must make a Dexterity check
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- On failure:
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- Takes **1d8 Blunt**
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- Knocked Prone if they have **0 Posture**
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- Otherwise loses **3 Posture**
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---
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## Transfusion Spike
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**Type:** Support
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**Cost:** 4 Ether
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### Meat Anchor
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**Type:** Combat
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**Cost:** 5 Ether
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**Action:** Action
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**Cooldown:** 5 rounds
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The symbiote anchors itself into both the Skaven and the target.
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**Effect:**
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Rip a thread of blood forcefully from a target's arm and into yours.
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- Heal yourself for **15% Blood Poisoning** of a target (Rounded Down)
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- e.g. if a target has 50% blood poisoning, you heal for 7 HP
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- Deal **1d8 Blood damage**
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- Range **6 meters**
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- Deals **1d10 Pierce**
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- Target is tethered for **1 round**
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- While tethered:
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- Target cannot move more than **6 meters** away from you.
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---
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### Rot Bloom
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**Type:** Combat
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**Cost:** 5 Ether
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**Action:** Action
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**Cooldown:** 5 rounds
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The Skaven coughs out a wet clump of infected tissue that bursts open.
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**Effect:**
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- Range **6 meters**
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- Radius **3 meters**
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- Deals **1d6 Gas**
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- Applies current venom effect to enemies who fail a Constitution check
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---
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### Tendon Counter
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**Type:** Combat
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**Cost:** 4 Ether
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**Action:** Reaction
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**Cooldown:** 4 rounds
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The symbiote catches an incoming limb or weapon.
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**Effect:**
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- Trigger: you successfully Dodge a melee attack
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- Make a tendril counterattack
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- Deals **1d8 Blunt**
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- Target loses **2 Posture**
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- You may move **1.5 meters** after the counter
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---
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### Parasite Step
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**Type:** Mobility
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**Cost:** 5 Ether
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**Action:** Bonus Action
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**Cooldown:** 5 rounds
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A tendril stabs into terrain and yanks the Skaven forward.
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**Effect:**
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- Move **9 meters** in a straight line
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- May pass through enemy spaces
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- First enemy passed through takes **1d6 Slash**
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- If that enemy is poisoned, they also suffer **-1 Dodge Throw** until next turn
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---
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### Suture Reflex
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**Type:** Support
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**Cost:** 5 Ether
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**Action:** Reaction
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**Cooldown:** 6 rounds
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The symbiote forcibly seals wounds.
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**Effect:**
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- Trigger: you take damage
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- Reduce incoming damage by **3**
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- If poisoned by your own plague stage or suffering biological strain, remove one minor physical penalty until end of turn
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- Does not remove disease progression
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---
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# 3-Star Mantras
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---
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## Systemic Collapse
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**Type:** Combat
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**Cost:** 6 Ether
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**Action:** Action
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**Cooldown:** 6 rounds
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**Effect:**
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Cause a surge of blood in a 4.5 meter radius around yourself. Enemies have their arteries and veins damaged, causing internal bleeding.
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- Deal **3d6 Blood damage**
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If target is ≥50% Blood Poisoning:
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- Deal **+3 additional damage**
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- Target suffers **-2 Posture Regain for 2 rounds**
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Applies **+25% Blood Poisoning**
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Begin appearing at **Level 9**
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---
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## Gruesome Extraction
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**Type:** Combat
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**Cost:** 6 Ether
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**Action:** Action
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**Cooldown:** 6 rounds
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**Effect:**
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Target an enemy within 9 meters and violently extract blood outward, before snapping it back.
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- Deal **2d8 Blood damage**
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- Heal for **half damage dealt**
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If target is ≥70% Blood Poisoning:
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- Heal for **full damage dealt**
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- Reduce target Blood Poisoning by **20%**
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Applies **+15% Blood Poisoning**
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||||
---
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## Terminal Coagulation
|
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### Carrion Harpoon
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**Type:** Combat
|
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**Cost:** 7 Ether
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**Action:** Action
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||||
**Cooldown:** 7 rounds
|
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**Cooldown:** 6 rounds
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A thick tendril launches like a barbed spear.
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**Effect:**
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||||
Tug at the enemy's heartstrings. Literally.
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Move 3 meters towards an enemy and slam your knife into their chest, starting to violently infuse poison.
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- Deal **2d4 Blood damage**
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- Deal **2d4 Poison damage**
|
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If target is ≥80% Blood Poisoning:
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||||
- Immediately trigger **90% threshold effect for 1 round**
|
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Applies **+20% Blood Poisoning**
|
||||
- Range **9 meters**
|
||||
- Deals **2d8 Pierce**
|
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- Pulls target **4.5 meters**
|
||||
- If target collides with terrain or another creature:
|
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- They take **1d8 Blunt**
|
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- Lose **4 Posture**
|
||||
|
||||
---
|
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### Uroboros Cage
|
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**Type:** Combat
|
||||
**Cost:** 8 Ether
|
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**Action:** Action
|
||||
**Cooldown:** 7 rounds
|
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Several tendrils form a tightening ring around the target.
|
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**Effect:**
|
||||
- Range **6 meters**
|
||||
- Target must make a Strength or Dexterity check
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- On failure:
|
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- Restrained for **1 round**
|
||||
- Takes **2d6 Slash**
|
||||
- Poison duration increases by **1 round**
|
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- On success:
|
||||
- Takes half damage
|
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- Not restrained
|
||||
|
||||
---
|
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### Organ Thread
|
||||
**Type:** Combat
|
||||
**Cost:** 7 Ether
|
||||
**Action:** Action
|
||||
**Cooldown:** 6 rounds
|
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A thin tendril pierces into a weak point and tugs internally.
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**Effect:**
|
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- Melee range
|
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- 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**
|
||||
|
||||
---
|
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### 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
|
||||
Reference in New Issue
Block a user