285 lines
7.3 KiB
Markdown
285 lines
7.3 KiB
Markdown
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). All mentions of 'tendrils' assume long, thin, needle-like tendrils formed from infected flesh, manipulated by the meridian rot parasite and amplified by the song.
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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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### 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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- 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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### Panic Lash
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**Type:** Support
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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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- 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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### 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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- 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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### 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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- 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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### 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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- 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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Begin appearing at **Level 9**
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---
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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:** 6 rounds
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A thick tendril launches like a barbed spear.
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**Effect:**
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- Range **9 meters**
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- Deals **2d8 Pierce**
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- Pulls target **4.5 meters**
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- 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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---
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### Uroboros Cage
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**Type:** Combat
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**Cost:** 8 Ether
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**Action:** Action
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**Cooldown:** 7 rounds
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Several tendrils form a tightening ring around the target.
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**Effect:**
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- Range **6 meters**
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- Target must make a Strength or Dexterity check
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- On failure:
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- Restrained for **1 round**
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- Takes **2d6 Slash**
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- Poison duration increases by **1 round**
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- On success:
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- Takes half damage
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- Not restrained
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---
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### Organ Thread
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**Type:** Combat
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**Cost:** 7 Ether
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**Action:** Action
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**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**
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- If target is poisoned:
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- They suffer **-2 Constitution checks** for 1 round
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- Their next healing received is reduced by **50%**
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---
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### Uroboros Grasp
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**Type:** Combat
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**Cost:** 8 Ether
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**Action:** Action
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**Cooldown:** 7 rounds
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**Effect:**
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A mass of tendrils erupts outward and grabs up to **3 creatures** within **6 meters**.Each target makes a Strength check.
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On failure:
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- Restrained for 1 round
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- Takes **1d8 Necrotic damage**
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- Takes **+1d8 damage** if poisoned
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At the start of your next turn:
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- You may release all restrained targets or pull them **3 meters** toward you
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While maintaining the grasp, your movement speed is reduced by **3 meters**
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---
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### Tendril Bloom
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**Type:** Combat
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**Cost:** 8 Ether
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**Action:** Action
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**Cooldown:** 7 rounds
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Tendrils burst outward from the Skaven in several directions.
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**Effect:**
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- Radius **4.5 meters**
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- All enemies in range must Dodge
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- On failure:
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- Take **2d6 Slash**
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- Lose **3 Posture**
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- Poisoned enemies take **+2 damage**
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---
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### Living Guillotine
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**Type:** Combat
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**Cost:** 8 Ether
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**Action:** Action
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**Cooldown:** 7 rounds
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**Effect:**
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Two tendrils anchor to opposite surfaces and snap together like a wire trap.
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Choose a **6-meter line** within **9 meters**. Targets in the line must Dodge.
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On failure:
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- Take **3d8 Slash damage**
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- Become knocked prone
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- Lose **2 Posture**
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If the target is poisoned:
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- Damage becomes **Slash + Necrotic**
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- Target cannot regain Posture until the start of their next turn |