Difference between revisions of "Nature"

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This is a description of different kinds of creatures which may be encountered in the Immortal Legacy 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.
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;Amorphous
 
;Amorphous
: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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: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.
 
;Bestial
 
;Bestial
:A common animal: vertebrate or invertebrate. Intellect usually 1, definitely no higher than 2. Disposition can only be affected with [[Animal Control]], not [[Negotiate]] or [[Seduce]]. Lack MP.
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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.
 
;Elemental
 
;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 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.
 
;Fabricated
 
;Fabricated
:A nonliving, moving object. Many fabrications are ''programmed'' with responses to certain stimuli. Immune to bleed damage, poisons, paralysis, diseases, Knockout, and death effects. Does not eat, breathe, or sleep. Do not naturally heal damage, but 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.
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: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.
 
;Humanoid
 
;Humanoid
:Roughly person-shaped, but can vary in size. Usually with few or no magical abilities.
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: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.
 
;Legendary
 
;Legendary
:A supernatural or extraordinary creature 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.
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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.
 
;Plantlike
 
;Plantlike
: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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: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.
 
;Undead
 
;Undead
:Formerly-alive. Immune to bleed damage, tainted damage, poisons, paralysis, diseases, Knockout, and death effects. Automatically passes Mind Control, Guts, Sanity, and Virtue checks. Creatures with an Intellect of 1 cannot have their Disposition affected, Intellect of 2 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 suffocated. No vital areas for the purposes of called shots. Cannot regenerate MP, but may acquire them by other means (e.g. feeding on the living).
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: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).

Revision as of 17:13, 1 January 2019

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
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.
Bestial
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.
Elemental
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.
Fabricated
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.
Humanoid
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.
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 Disposition. Legendary creatures are eligible to have SP.
Plantlike
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.
Undead
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).