Custom Skill Knack: Stout Constitution
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Stout Immune System
Skill: Stout Constitution
Rank: 9
Strain: 2 permanent (see text)
The character must spend 2 permanent points of damage to gain this ability. In return the character gains a relative immunity to poisons they have experienced in the past. Once per downtime a player may declare that their character is attempting to build an immunity to a particular poison. Make a Stout Immune System test against the target number of the poison. Success grants the player a permanent antivenom/toxin appropriate to the poison/toxin in question. This typically grants an antitoxin/venom specific to the actual creature (+3 to resistance tests where applicable). Three or more successes grants an antitoxin/venom specific to the general type of creature (+1 to resistance tests where applicable). See the Player’s Guide pg. 296 for more guidance. The character must have sufficient access to the poison/toxin in order to build up the immunity. At the Gamemaster's discretion poison/toxins in which the character has reduced to zero effect step with Stout Constitution may also trigger a Stout Immune System check.
I built this ability using the Tier Abilities for Warden / Master Tier characters from the Player's Companion as a reference. The Skill Knack uses tier ability terminology for taking permanent damage like the Investigators Warden tier capstone In Dolor Veritas (Player's Companion pg. 22) or the Tribal Warriors Master tier Fearsome Reputation (pg. 35) both of which cost 2 permanent strain. Thus it seems this ability should be Warden tier at the minimum (rank 9). Looking over the Skill Knacks there doesn’t seem to be any Skill Knacks that require a rank above 10 (although I could be wrong). That said, I think giving the knack at rank 9 when a character would hit Warden makes sense in reference to the other abilities present in 1879. And honestly the tier abilities are basically skill knacks that grant bonuses in certain situations anyway. As for the mechanics of the Knack itself I figured using the rules already there for antitoxin/venom makes sense. Another consideration for balance might be considering requiring karma or the more deadly requiring 2 permanent damage per poison (gasp!).
Skill: Stout Constitution
Rank: 9
Strain: 2 permanent (see text)
The character must spend 2 permanent points of damage to gain this ability. In return the character gains a relative immunity to poisons they have experienced in the past. Once per downtime a player may declare that their character is attempting to build an immunity to a particular poison. Make a Stout Immune System test against the target number of the poison. Success grants the player a permanent antivenom/toxin appropriate to the poison/toxin in question. This typically grants an antitoxin/venom specific to the actual creature (+3 to resistance tests where applicable). Three or more successes grants an antitoxin/venom specific to the general type of creature (+1 to resistance tests where applicable). See the Player’s Guide pg. 296 for more guidance. The character must have sufficient access to the poison/toxin in order to build up the immunity. At the Gamemaster's discretion poison/toxins in which the character has reduced to zero effect step with Stout Constitution may also trigger a Stout Immune System check.
I built this ability using the Tier Abilities for Warden / Master Tier characters from the Player's Companion as a reference. The Skill Knack uses tier ability terminology for taking permanent damage like the Investigators Warden tier capstone In Dolor Veritas (Player's Companion pg. 22) or the Tribal Warriors Master tier Fearsome Reputation (pg. 35) both of which cost 2 permanent strain. Thus it seems this ability should be Warden tier at the minimum (rank 9). Looking over the Skill Knacks there doesn’t seem to be any Skill Knacks that require a rank above 10 (although I could be wrong). That said, I think giving the knack at rank 9 when a character would hit Warden makes sense in reference to the other abilities present in 1879. And honestly the tier abilities are basically skill knacks that grant bonuses in certain situations anyway. As for the mechanics of the Knack itself I figured using the rules already there for antitoxin/venom makes sense. Another consideration for balance might be considering requiring karma or the more deadly requiring 2 permanent damage per poison (gasp!).
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Re: Custom Skill Knack: Stout Constitution
An alternate approach would be a cheaper knack (maybe rank 5?) that can be purchased multiple times, each time for a different poison.
Mithridatism
Mithridatism
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Re: Custom Skill Knack: Stout Constitution
I'm fine with the knack as written.
Re: Custom Skill Knack: Stout Constitution
I absolutely agree in this case.ChrisDDickey wrote: ↑Sun Oct 24, 2021 10:49 pmAn alternate approach would be a cheaper knack (maybe rank 5?) that can be purchased multiple times, each time for a different poison. Mithridatism
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Re: Custom Skill Knack: Stout Constitution
Both options could be viable for balancing the ability
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Re: Custom Skill Knack: Stout Constitution
It may be bought repeatedly by the same buyergeometry dash lite. Absolutely, I concur
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Re: Custom Skill Knack: Stout Constitution
In light of the other talents available in 1879, I believe it makes reasonable todordle provide the knack at level 9, when a character would reach Warden.
Re: Custom Skill Knack: Stout Constitution
Another option is to buy a cheaper knack hat more than once and use it with different poisonsMario Games
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Re: Custom Skill Knack: Stout Constitution
I really want to learn new things. I can read on age of war
Re: Custom Skill Knack: Stout Constitution
The "Stout Constitution" custom skill knack seems like a game-changer, enhancing resilience and fortitude. Its potential to withstand challenges and endure adversity adds depth to character development. Whether in a fantasy realm or real-life scenarios, this skill opens up intriguing possibilities, making characters more robust and engaging in their journeys.