Commit DND files

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2026-05-13 20:04:30 +02:00
parent 273a98d8e3
commit 8bb808b162
7 changed files with 613 additions and 277 deletions
+23 -23
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@@ -4,21 +4,21 @@
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+18 -11
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@@ -7,49 +7,56 @@ When Blood Poisoning is applied:
- Thresholds unlock **passive debuffs** or **active effects** - Thresholds unlock **passive debuffs** or **active effects**
--- ---
# Threshold Effects ### Threshold Effects
## 20% - Vasculitis (Passive) **20% - Vasculitis (Passive)**
Blood vessels become inflamed and unstable. Blood vessels become inflamed and unstable.
**Effect:** **Effect:**
- Target suffers **-1 Posture Regain** - Target suffers **-1 Posture Regain**
- Taking Posture damage applies **+1 additional Posture damage (once per hit)** - Taking Posture damage applies **+1 additional Posture damage (once per hit)**
## 25% - Hemolysis (Passive)
**25% - Hemolysis (Passive)**
Red blood cells begin breaking down. Red blood cells begin breaking down.
**Effect:** **Effect:**
- Target takes **+1 damage from all sources** - Target takes **+1 damage from all sources**
## 40% - Healing Suppression (Passive)
**40% - Healing Suppression (Passive)**
Blood loses its ability to properly regenerate. Blood loses its ability to properly regenerate.
**Effect:** **Effect:**
- Target receives **25% less healing** - Target receives **25% less healing**
## 50% - Systemic Weakness (Passive) **50% - Systemic Weakness (Passive)**
The body begins failing under internal stress. The body begins failing under internal stress.
**Effect:** **Effect:**
- Target deals **–12.5% damage (rounded down)** - Target deals **–12.5% damage (rounded down)**
## 60% - Circulatory Collapse (Passive)
**60% - Circulatory Collapse (Passive)**
Blood flow becomes inefficient and uneven. Blood flow becomes inefficient and uneven.
**Effect:** **Effect:**
- Target suffers **-1 Dodge Throw** - Target suffers **-1 Dodge Throw**
- Movement Speed **-1.5 meters** - 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 **Activation:** Action
**Condition:** Target must be ≥70% Blood Poisoning **Condition:** Target must be ≥70% Blood Poisoning
**Effect:** **Effect:**
- Deal **bonus 2d6 Blood damage** - Deal **bonus 2d6 Blood damage**
- Heal for **50% of damage dealt** - Heal for **50% of damage dealt**
- Reduce target Blood Poisoning by **20%** - Reduce target Blood Poisoning by **20%**
## 80% - Coagulation Failure (Passive)
**80% - Coagulation Failure (Passive)**
Blood fails to clot properly. Blood fails to clot properly.
**Effect:** **Effect:**
- Target takes **+2 damage from all sources** - Target takes **+2 damage from all sources**
- Bleed deals double damage - Bleed deals double damage
## 90% - Organ Stress (Passive)
**90% - Organ Stress (Passive)**
Internal organs begin failing. Internal organs begin failing.
**Effect:** **Effect:**
- At the start of each turn: - At the start of each turn:
- Take **2 unavoidable Blood damage** - Take **2 unavoidable Blood damage**
- Posture Regain becomes **0** - Posture Regain becomes **0**
## 100% - Total Blood Corruption (Passive + Trigger)
**100% - Total Blood Corruption (Passive + Trigger)**
The blood is fully compromised. The blood is fully compromised.
**Immediate Effect:** **Immediate Effect:**
- Target becomes **Staggered** - Target becomes **Staggered**
+168 -79
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@@ -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. 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.
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**.
--- ---
# Core Mechanic - Venom Coating ## Infection Behavior
The Skaven can coat his weapon using infected saliva. Meridian Rot is almost impossible to spread naturally. The symbiote rapidly dies outside of a compatible host and cannot survive normal environmental exposure.
### Apply Venom
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 **Action:** Bonus Action
**Target:** One weapon currently held **Target:** One held weapon
The venom remains active for:
Venom remains active for:
- **3 successful hits** - **3 successful hits**
- or **3 rounds**, whichever comes first - or **3 rounds**
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.
**Venom Charges:** Only one weapon may be coated at a time.
- Base charges: **2 per combat**
- Charges refresh after **Short Rest**
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 # 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. The Skaven begins at:
## Stage I - Dormant ### Stage I - Dormant Host
The infection exists but is mostly suppressed by Skaven biology. The symbiote is weak and mostly hidden within the bloodstream.
The host experiences:
When a venom-coated weapon hits: - mild insomnia
- Apply **Rot Poison** to the target for **2 rounds** - occasional twitching
- increased appetite
### Venom Effect
Apply **Rot Poison** for 2 rounds.
Rot Poison: Rot Poison:
- Target takes **1 damage at the start of its turn** - 1 damage per round
- Target suffers **-1 Posture Regain** - –1 Posture Regain
### Host Effect
- No major penalties
--- ---
## Stage II - Reactive ### Stage II - Reactive Host
The pathogen adapts to the host. The saliva becomes more chemically aggressive. The symbiote begins responding actively to stress and combat.
The host experiences:
Venom Charges increase: - muscle spasms
- **3 charges per combat** - elevated heartbeat
- emotional instability
Rot Poison becomes stronger: ### Changes
- **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.
Venom Charges: Venom Charges:
- **3 per combat** - **3 per combat**
Venom coating lasts: Rot Poison:
- **4 hits instead of 3** - 2 damage per round
- –1 Posture Regain
Rot Poison now applies: - –1 Constitution checks
- **2 damage per round** ### Host Penalties
- **-1 Posture Regain** - Healing received reduced by 25%
- **-1 Dodge Throw** - Sleep becomes difficult without stimulant use
- Target suffers **-1 Constitution checks
The infection interferes with reflexes.
--- ---
## Stage IV - Mutated ### Stage III - Symbiotic State
The plague has adapted almost completely to the Skaven. Removing it becomes extremely difficult. 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: Venom Charges:
- **4 per combat** - **4 per combat**
Rot Poison becomes **Mutated Rot**: Rot Poison becomes **Mutated Rot**
- **3 damage per round** Effects:
- **-2 Posture Regain** - 3 damage per round
- **-1 Dodge Throw** - –2 Posture Regain
- Target suffers **-1 Constitution checks - –1 Dodge Throw
- If the target becomes **Staggered**, poison damage doubles for that round. - –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. If target becomes Staggered:
However transmission requires: - poison damage triples for that round
- Open wound ### Host State
- Repeated exposure The host immediately gains:
- Large quantity of infected fluid - **Exhaustion Level 5**
In combat this rarely happens. Effects:
DMs may choose to apply infection if: - Movement speed becomes 0
- The Skaven deliberately infects someone - Severe physical weakness
- Someone consumes the venom - Barely conscious
- A character is exposed repeatedly
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 ### Biological Strain
Producing venom repeatedly irritates the infection. Using too much venom stresses the symbiote-host balance.
If the Skaven uses **all venom charges in one encounter**, he suffers: If all Venom Charges are used in one encounter:
- **-1 to Constitution checks until the end of combat** - Constitution checks suffer **–1** until combat ends
due to inflammation around infected tissue. The body becomes inflamed as the symbiote overproduces reactive fluid.
@@ -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 ### Removed
- Venom Coating (spit-based system)
- Infection Stage progression - Infection Stage progression
### Replaced With "Refined Toxin System" - Terminal degeneration
The Skaven can no longer generate poison biologically, but instead uses **crafted toxin vials**. - Biological strain penalties
#### Apply Toxin ### Venom System Upgrade
**Action:** Bonus Action Venom becomes Symbiotic Secretion. The Skaven no longer “forces” venom production. The symbiote produces it naturally.
**Cost:** 1 Toxin Charge ### Changes
**Target:** One weapon - Venom Charges become unlimited
Effect duration: - Applying venom no longer costs charges
- **3 hits or 3 rounds** - Venom duration:
Functionally replaces venom coating. - 3 hits / 3 rounds
#### Toxin Charges However:
- Base: **2 charges per Short Rest** - only one weapon may still be coated at once
All “venom” talents now refer to **Toxin** instead. ### New Passive - Perfected Host
The body has fully adapted.
**Toxin Effect:** - Posture Regain +2
- **2 damage per round** - Movement Speed +1.5 meters
- **-1 Posture Regain** - +1 Constitution
- **-1 Dodge Throw** - +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 ### New Passive - Stabilized Physiology
The body is no longer under constant internal strain. - Posture Regain +1
- **Posture Regain +1** - Movement Speed +1.5 meters
- **Movement Speed +1.5 meters** - +1 Constitution
- Gain **+1 Constitution** - +1 Strength
- Gain **+1 Strength**
### New Passive - Controlled Metabolism ### New Passive - Controlled Metabolism
Without the infection interfering: - Toxicity thresholds delayed by 1 stage
- Toxicity penalties apply **one threshold later** - Withdrawal penalties reduced:
- Withdrawal penalties are reduced: - no movement penalty
- Movement penalty removed - no posture regain penalty
- Posture Regain penalty removed
### New Passive - Clean Blood ### New Passive - Clean Blood
The body is no longer unstable. - Gas AC +10
- Gain **Gas AC +10** - Necrotic AC +10
- Gain **Necrotic AC +10** - Automatically succeed Constitution checks against disease
- Automatically succeed on Constitution checks against disease
+241 -119
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@@ -1,163 +1,285 @@
### 1-Star Mantras 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).
Available from **Level 1**
### 2-Star Mantras
Begin appearing at **Level 5**
### 3-Star Mantras
Begin appearing at **Level 9
--- ---
# 1-Star Mantras # 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 **Type:** Combat
**Cost:** 2 Ether **Cost:** 2 Ether
**Action:** Action **Action:** Action
**Cooldown:** 2 rounds **Cooldown:** 2 rounds
The symbiote hardens saliva into a short black spike.
**Effect:** **Effect:**
* Slash at a target within 1.5 meters - Range **9 meters**
- Deal **1d8 Blood damage** - Deals **1d6 Pierce**
- Apply **+15% Blood Poisoning** - Gains **+5 Penetration**
If the target is already poisoned (venom/toxin): - If used against a poisoned target, deals **+1 damage**
- Apply an additional **+5% Blood Poisoning**
--- ---
## Platelet Disruption ### Panic Lash
**Type:** Support **Type:** Reaction
**Cost:** 2 Ether **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 **Action:** Bonus Action
**Cooldown:** 3 rounds **Cooldown:** 3 rounds
Tendrils cling to walls, beams, pipes, or ceilings.
**Effect:** **Effect:**
* Mark a target you have hit with an attack in the last or current round. - Move up to **6 meters**
- Target suffers **-1 Posture Regain** for **2 rounds** - This movement may go along walls or ceilings
- If target has ≥25% Blood Poisoning: - Does not provoke reactions
- Effect becomes **-2 Posture Regain** - Must end on a surface you can reasonably cling to
Applies **+10% Blood Poisoning**
---
## Vein Tap
**Type:** Combat
**Cost:** 3 Ether
**Action:** Action
**Cooldown:** 3 rounds
**Effect:**
* Fire a thin needle at a target within 6 meters
- Deal **1d6 Blood damage**
- Heal for **half the damage dealt**
- Apply **+10% Blood Poisoning**
If target is ≥50% Blood Poisoning:
- Healing increases to **full damage dealt**
---
## Microclot
**Type:** Support
**Cost:** 2 Ether
**Action:** Reaction
**Cooldown:** 3 rounds
**Trigger:** When you take damage
**Effect:**
- Reduce incoming damage by **1d6**
- Gain **+1 Posture**
Applies **+5% Blood Poisoning** to the attacker
--- ---
# 2-Star Mantras # 2-Star Mantras
Begin appearing at **Level 5**
--- ---
## Hemorrhage Line ### Split Maw
**Type:** Combat **Type:** Combat
**Cost:** 4 Ether **Cost:** 4 Ether
**Action:** Action **Action:** Action
**Cooldown:** 4 rounds **Cooldown:** 4 rounds
The symbiote opens a temporary second jaw from the shoulder or throat.
**Effect:** **Effect:**
- Fire a thin red line in a **6-meter line** - Melee range
- Deal **2d6 Blood damage to all targets hit** - Deals **2d6 Slash**
Targets hit: - If target is poisoned:
- Gain **+20% Blood Poisoning** - Heal **2 HP**
- If already ≥40%, take **+2 additional damage** - Target loses **2 Posture**
--- ---
## Viscosity Shift ### Tendril Tripwire
**Type:** Support
**Cost:** 3 Ether
**Action:** Bonus Action
**Cooldown:** 4 rounds
**Effect:**
Your blood briefly darkens and thickens under the skin.
- For **2 rounds**:
- Your attacks apply **+5% additional Blood Poisoning**
- Gain **+1 Dodge Throw**
Drawback:
- Posture Regain **-1** during duration
---
## Arterial Pin
**Type:** Combat **Type:** Combat
**Cost:** 4 Ether **Cost:** 4 Ether
**Action:** Action **Action:** Action
**Cooldown:** 4 rounds **Cooldown:** 4 rounds
A tendril line snaps across the ground.
**Effect:** **Effect:**
Fire a piercing stake of blood at a target within 9 meters. - Create a **6-meter line** for 2 rounds.
- Deal **2d4 Blood damage** - Enemies crossing it for the first time must make a Dexterity check
- Target must make a **Constitution check** - On failure:
Failure: - Takes **1d8 Blunt**
- Movement Speed **-3 meters** for 1 round - Knocked Prone if they have **0 Posture**
Applies **+20% Blood Poisoning** - Otherwise loses **3 Posture**
If target is ≥60%:
- Movement Speed becomes **0** for 1 round
--- ---
## Transfusion Spike ### Meat Anchor
**Type:** Support **Type:** Combat
**Cost:** 4 Ether **Cost:** 5 Ether
**Action:** Action **Action:** Action
**Cooldown:** 5 rounds **Cooldown:** 5 rounds
The symbiote anchors itself into both the Skaven and the target.
**Effect:** **Effect:**
Rip a thread of blood forcefully from a target's arm and into yours. - Range **6 meters**
- Heal yourself for **15% Blood Poisoning** of a target (Rounded Down) - Deals **1d10 Pierce**
- e.g. if a target has 50% blood poisoning, you heal for 7 HP - Target is tethered for **1 round**
- Deal **1d8 Blood damage** - 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 # 3-Star Mantras
--- Begin appearing at **Level 9**
## Systemic Collapse
**Type:** Combat
**Cost:** 6 Ether
**Action:** Action
**Cooldown:** 6 rounds
**Effect:**
Cause a surge of blood in a 4.5 meter radius around yourself. Enemies have their arteries and veins damaged, causing internal bleeding.
- Deal **3d6 Blood damage**
If target is ≥50% Blood Poisoning:
- Deal **+3 additional damage**
- Target suffers **-2 Posture Regain for 2 rounds**
Applies **+25% Blood Poisoning**
--- ---
## Gruesome Extraction ### Carrion Harpoon
**Type:** Combat
**Cost:** 6 Ether
**Action:** Action
**Cooldown:** 6 rounds
**Effect:**
Target an enemy within 9 meters and violently extract blood outward, before snapping it back.
- Deal **2d8 Blood damage**
- Heal for **half damage dealt**
If target is ≥70% Blood Poisoning:
- Heal for **full damage dealt**
- Reduce target Blood Poisoning by **20%**
Applies **+15% Blood Poisoning**
---
## Terminal Coagulation
**Type:** Combat **Type:** Combat
**Cost:** 7 Ether **Cost:** 7 Ether
**Action:** Action **Action:** Action
**Cooldown:** 7 rounds **Cooldown:** 6 rounds
A thick tendril launches like a barbed spear.
**Effect:** **Effect:**
Tug at the enemy's heartstrings. Literally. - Range **9 meters**
Move 3 meters towards an enemy and slam your knife into their chest, starting to violently infuse poison. - Deals **2d8 Pierce**
- Deal **2d4 Blood damage** - Pulls target **4.5 meters**
- Deal **2d4 Poison damage** - If target collides with terrain or another creature:
If target is ≥80% Blood Poisoning: - They take **1d8 Blunt**
- Immediately trigger **90% threshold effect for 1 round** - Lose **4 Posture**
Applies **+20% Blood Poisoning**
---
### 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
@@ -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**.
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@@ -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.  # The Song & Resonance Theory
- Megalomania: You immediately lose 5 sanity.  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.
- 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.
**All Resonances activate instantly unless stated otherwise.** Most people interact with the Song consciously:
Unless specified, Resonances do not cost actions and cannot be interrupted. - They spend Ether
All Resonances can be activated once per long rest unless stated otherwise. - 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 |