Difference between revisions of "Nature"
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;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. | :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. | ||
+ | ;Primitive | ||
+ | :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. | ||
;Undead | ;Undead | ||
: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. | :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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Revision as of 19:19, 28 January 2012
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.
- 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.
- Bestial
- A common animal incapable of speech. Intellect no higher than 2. Disposition can be affected with Animal Control, not Negotiate or Seduce.
- 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.
- Fabricated
- 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.
- Humanoid
- Roughly person-shaped, but can vary in size. Usually with few or no magical abilities.
- Legendary
- 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.
- 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.
- Primitive
- 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.
- Undead
- 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.