Difference between revisions of "Nature"

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There are many different kinds of creatures which may be encountered in the Immortal Legacy game. A creature's '''Nature''' details its immunities and vulnerabilities. Creatures which do not eat cannot be starved. Creatures which do not breathe cannot be suffocated. Creatures which do not sleep are productive. Creatures without notable intelligence cannot be reasoned with and are typically immune to spells and effects that target the mind.
 
There are many different kinds of creatures which may be encountered in the Immortal Legacy game. A creature's '''Nature''' details its immunities and vulnerabilities. Creatures which do not eat cannot be starved. Creatures which do not breathe cannot be suffocated. Creatures which do not sleep are productive. Creatures without notable intelligence cannot be reasoned with and are typically immune to spells and effects that target the mind.
  
;Amorphous
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====Bestial====
:An amorphous creature has no discernible anatomy and no discernible intelligence. Their Intellect may not be higher than 1. They automatically pass Mind Control, Sanity, Guts, and Virtue checks. Their Disposition cannot be affected with Negotiate or Seduce. They're immune to bleed damage, poison, paralysis, and knockout. They do not sleep. They have no vital areas for the purposes of Called Shots. They are always considered ''blinded'' and ''deafened'', so they are immune to any threat which relies on sight or sound. They have tremor sense, meaning they can perceive any creature in contact with the same surface.
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A bestial creature is a common animal: vertebrate or invertebrate. Their Intellect is usually 1, definitely no higher than 2. They can be influenced using [[Animal Control]] and [[Intimidate]].  
;Bestial
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:A beastial creature is a common animal: vertebrate or invertebrate. Their Intellect is usually 1, definitely no higher than 2. Disposition can only be affected with [[Animal Control]], not [[Negotiate]] or [[Seduce]]. They lack MP entirely.
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====Elemental====
;Elemental
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An elemental creature is artificial intelligence composed of a pure element. When killed, elementals return to the [[Sea of Thought]]. Magic attacks of the opposite element deal Tainted Damage.
:An elemental creature is spirit composed of a pure element. They are immune to bleed damage, poison, paralysis, disease, and knockout. Any death effect instead banishes the creature, just as the [[Banish]] spell would. Elemental creatures do not eat, breathe, or sleep. They have no vital areas for the purposes of Called Shots. Magic attacks of the opposite element deal tainted damage.
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;Fabricated
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Immune to the following conditions: ''dehydrated'', ''exposed'', ''paralyzed'', ''starving'', ''suffocating'', ''unconscious''. Immune to Knockout Track penalties and Stamina Drain. Immune to bleeding damage, illness, and contaminants. Immune to [[Called Shot]]s.
:A fabricated creature is a nonliving, moving object. Many fabrications are ''programmed'' with responses to certain stimuli. They are immune to bleed damage, poison, paralysis, disease, knockout, and death effects. They do not eat, breathe, or sleep. They do not naturally heal damage, but they can be repaired. ''Some'' fabrications cannot regenerate MP naturally, but many have a pool of MP "installed" at their creation. This pool may or may not be rechargeable. If the fabrication has an Intellect of 1, it automatically passes Mind Control, Sanity, Guts, and Virtue checks, and its Disposition cannot be affected with Negotiate or Seduce. A sentient fabricated creature is eligible to have SP.
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;Humanoid
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====Fabricated====
:A humanoid creature is roughly person-shaped, but can vary in size. They usually have few or no magical abilities. Humanoids are eligible to have SP.
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A fabricated creature is a nonliving, moving object. Many fabrications are ''programmed'' with responses to certain stimuli. They do not naturally heal damage, but they can be repaired. ''Some'' fabrications cannot regenerate MP naturally, but many have a pool of MP "installed" at their creation. This pool may or may not be rechargeable. If the fabrication has an Intellect of 1, it gains the ''mindless'' condition.
;Legendary
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:A legendary creature is a flesh-and-blood supernatural or extraordinary being with magical powers. All legendary creatures, regardless of appearance, have intelligence greater than that of beasts, therefore Animal Control is not used to influence Disposition. Legendary creatures are eligible to have SP.
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Immune to the following conditions: ''dehydrated'', ''exposed'', ''paralyzed'', ''starving'', ''suffocating'', ''unconscious''. Immune to Knockout Track penalties and Stamina Drain. Immune to bleeding damage, illness, and contaminants. Immune to death effects.
;Plantlike
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:A plantlike creature is one which grows, often rooted and engaging in photosynthesis. They automatically pass Mind Control, Guts, Sanity, and Virtue checks. They're immune to paralysis and knockout. Their Disposition cannot be affected with Negotiate or Seduce, unless the creature has an Intellect score higher than 1 and is capable of speech. They cannot be suffocated, but will die if left in an airless environment for too long (aquatic plants do not breathe air, but need to be submerged). They do not sleep. They have no vital areas for the purposes of Called Shots. Some plantlike creatures have MP, and consuming one would replenish one's own MP. A sentient fabricated creature is eligible to have SP.
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====Humanoid====
;Undead
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A humanoid creature is roughly person-shaped, but can vary in size. Every race detailed in ''Chapter 5: Races'' is humanoid. They usually have few or no magical abilities.
:An undead creature was formerly-alive. They are immune to bleed damage, tainted damage, poison, paralysis, disease, knockout, and death effects. They automatically pass Mind Control, Guts, Sanity, and Virtue checks. Creatures with an Intellect of 1 cannot have their Disposition affected with Negotiate or Seduce, but those with an Intellect of 2 or higher can. They do not need to eat or sleep. They do not naturally heal damage (unless it possesses Regeneration), but can be repaired. They may or may not breathe, but cannot be suffocated. They have no vital areas for the purposes of Called Shots. They cannot regenerate MP, but may acquire them by other means (e.g. feeding on the living).
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====Legendary====
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A legendary creature is a flesh-and-blood supernatural or extraordinary being with magical powers. All legendary creatures, regardless of appearance, have intelligence greater than that of beasts, therefore Animal Control is not used to influence them.
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 +
====Plantlike====
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A plantlike creature is one which grows, often rooted and engaging in photosynthesis. If the plant has an Intellect of 1, it gains the ''mindless'' condition. They can be suffocated in an airless environment, but their physiology doesn't allow for strangulation. They do not sleep.
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Immune to the following conditions: ''paralyzed'', ''unconscious''. Immune to Knockout Track penalties except for ''lethal'' Stamina Drain.
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====Undead====
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An undead creature was formerly-alive. Undead creatures with an Intellect of 1 gain the ''mindless'' condition. They do not naturally heal damage (unless they possess Regeneration), but can be repaired. They cannot regenerate MP, but may acquire them by other means (e.g. feeding on the living).
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Immune to the following conditions: ''dehydrated'', ''exposed'', ''paralyzed'', ''starving'', ''suffocating'', ''unconscious''. Immune to Knockout Track penalties and Stamina Drain. Immune to Tainted Damage. Immune to bleeding damage, illness, and contaminants. Immune to Called Shots. Immune to death effects.
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Latest revision as of 16:56, 3 January 2021

There are many different kinds of creatures which may be encountered in the Immortal Legacy game. A creature's Nature details its immunities and vulnerabilities. Creatures which do not eat cannot be starved. Creatures which do not breathe cannot be suffocated. Creatures which do not sleep are productive. Creatures without notable intelligence cannot be reasoned with and are typically immune to spells and effects that target the mind.

Bestial

A bestial creature is a common animal: vertebrate or invertebrate. Their Intellect is usually 1, definitely no higher than 2. They can be influenced using Animal Control and Intimidate.

Elemental

An elemental creature is artificial intelligence composed of a pure element. When killed, elementals return to the Sea of Thought. Magic attacks of the opposite element deal Tainted Damage.

Immune to the following conditions: dehydrated, exposed, paralyzed, starving, suffocating, unconscious. Immune to Knockout Track penalties and Stamina Drain. Immune to bleeding damage, illness, and contaminants. Immune to Called Shots.

Fabricated

A fabricated creature is a nonliving, moving object. Many fabrications are programmed with responses to certain stimuli. They do not naturally heal damage, but they can be repaired. Some fabrications cannot regenerate MP naturally, but many have a pool of MP "installed" at their creation. This pool may or may not be rechargeable. If the fabrication has an Intellect of 1, it gains the mindless condition.

Immune to the following conditions: dehydrated, exposed, paralyzed, starving, suffocating, unconscious. Immune to Knockout Track penalties and Stamina Drain. Immune to bleeding damage, illness, and contaminants. Immune to death effects.

Humanoid

A humanoid creature is roughly person-shaped, but can vary in size. Every race detailed in Chapter 5: Races is humanoid. They usually have few or no magical abilities.

Legendary

A legendary creature is a flesh-and-blood supernatural or extraordinary being with magical powers. All legendary creatures, regardless of appearance, have intelligence greater than that of beasts, therefore Animal Control is not used to influence them.

Plantlike

A plantlike creature is one which grows, often rooted and engaging in photosynthesis. If the plant has an Intellect of 1, it gains the mindless condition. They can be suffocated in an airless environment, but their physiology doesn't allow for strangulation. They do not sleep.

Immune to the following conditions: paralyzed, unconscious. Immune to Knockout Track penalties except for lethal Stamina Drain.

Undead

An undead creature was formerly-alive. Undead creatures with an Intellect of 1 gain the mindless condition. They do not naturally heal damage (unless they possess Regeneration), but can be repaired. They cannot regenerate MP, but may acquire them by other means (e.g. feeding on the living).

Immune to the following conditions: dehydrated, exposed, paralyzed, starving, suffocating, unconscious. Immune to Knockout Track penalties and Stamina Drain. Immune to Tainted Damage. Immune to bleeding damage, illness, and contaminants. Immune to Called Shots. Immune to death effects.