Difference between revisions of "Nature"

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This is a description of different kinds of creatures which may be encountered in the Elysium game. These categories describe the immunities and vulnerabilities of the different kinds of creatures. 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.
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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.
;Amorphous
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:No discernible anatomy. Intellect no higher than 1. Immune to bleed damage, poisons, and paralysis. Automatically passes Mind Control, Sanity, Guts, and Virtue checks. Disposition cannot be affected. Does not sleep. No vital areas for the purposes of called shots. Blind; immune to any threat which relies on sight. Has tremor sense (can perceive any creature in contact with the same surface). Deaf; immune to any threat which relies on sound.
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====Bestial====
;Bestial
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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]].  
:A common animal incapable of speech. Intellect no higher than 2. Disposition can be affected with [[Animal Control]], not [[Negotiate]] or [[Seduce]].
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;Elemental
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====Elemental====
:A creature comprised of a pure element which appears in many forms. Immune to bleed damage, poisons, paralysis, diseases, and Knockout. Death effects act as a [[Banish]] spell. Does not eat, breathe, or sleep. No vital areas for the purposes of called shots. Magic attacks of the opposite element deal tainted damage.
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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.
;Fabricated
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:An nonliving, moving object. Intellect no higher than 1 (but most fabrications are ''programmed'' with responses to certain stimuli). Immune to bleed damage, poisons, paralysis, diseases, Knockout, and death effects. Automatically passes Mind Control, Sanity, Guts, and Virtue checks. Disposition cannot be affected. Does not eat, breathe, or sleep. No vital areas for the purposes of called shots. Fabrications which are made out of rock cannot be Petrified.
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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.
;Humanoid
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:Roughly person-shaped, but can vary in size. Usually with few or no magical abilities.
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====Fabricated====
;Legendary
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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.
:A supernatural or extraordinary creature with magical powers. Creatures with an Intellect of 1 or 2 can have their Disposition affected by Animal Control, Intellect of 3 or higher are Negotiate or Seduce as usual.
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;Plantlike
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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.
:Creatures which grow, often rooted and engaging in photosynthesis. Automatically passes Mind Control, Guts, Sanity, and Virtue checks. Immune to poisons, paralysis, and Knockout. Disposition cannot be affected unless the creature has an Intellect score higher than 1 and is capable of speech. 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). Does not sleep. No vital areas for the purposes of called shots.
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;Undead
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====Humanoid====
:Formerly-alive. Immune to bleed damage, poisons, paralysis, diseases, Knockout, and death effects. Automatically passes Mind Control, Guts, Sanity, and Virtue checks. Creatures with an Intellect of 1 or 2 cannot have their Disposition affected, Intellect of 3 or higher can. Does not eat or sleep. Do not naturally heal damage (unless it possesses Regeneration), but can be repaired. May or may not breathe, but cannot be killed by suffocation. No vital areas for the purposes of called shots.
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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.
;(Yet-unnamed creepy-crawlies)
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:Unintelligent arthropods, worms, some mollusks, and similar invertebrates. Intellect no higher than 1. Automatically passes Mind Control, Sanity, Guts, and Virtue checks. Disposition cannot be affected.
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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.