Difference between revisions of "Template:Apparatus Trait WoodBlessed"

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* '''Wood-Blessed''': Wood-blessed creatures struggle to attune to their environment, but once attuned can gain significant advantages. This trait includes:
* '''Wood-Blessed''': Wood-blessed creatures struggle to attune to their environment, but once attuned can gain significant advantages. This trait includes:
** Skin of wood provides significant protection. Wood-blessed creatures are considered wearing Medium Armor, even when not wearing armor.
** Skin of wood provides significant protection. Wood-blessed creatures are considered wearing Medium Armor, even when not wearing armor.
** Greatly impacted by their environment, they can attune to an environment by spending 3 long rests in that environment.
** Greatly impacted by their environment, they gain -1 Might and -1 Agility in an unattuned environment. After one long rest, they may choose to begin attuning to the environment, losing the -1 Might and -1 Agility penalty. After three long rests, they gain +1 Might and +1 Agility for as long as they are attuned to their current environment. They can only be attuned to a single environment at a time. Environment types include (urban environments cannot be chosen for attunement):
*** They gain -1 Might and -1 Agility in an unattuned environment. After one long rest, they may choose to begin attuning to the environment, losing the -1 Might and -1 Agility penalty. After three long rests, they gain +1 Might and +1 Agility for as long as they are attuned to their current environment. They can only be attuned to a single environment at a time. Environment types include (urban environments cannot be chosen for attunement):
*** Warm, dry, and dense (scrub)
**** Warm, dry, and dense (scrub)
*** Warm, dry, and sparse (desert)
**** Warm, dry, and sparse (desert)
*** Warm, wet, and dense (jungle, swamp)
**** Warm, wet, and dense (jungle, swamp)
*** Warm, wet, and sparse (bog, moor)
**** Warm, wet, and sparse (bog, moor)
*** Cool, dry, and dense (alpine)
**** Cool, dry, and dense (alpine)
*** Cool, dry, and sparse (tundra)
**** Cool, dry, and sparse (tundra)
*** Cool, wet, and dense (forest)
**** Cool, wet, and dense (forest)
*** Cool, wet, and sparse (grassland, subterranean)
**** Cool, wet, and sparse (grassland, subterranean)
** They must eat food, drink water, and breath air, but at 0.5x the normal rate. They also suffer half the normal amount of Fatigue from hunger, thirst, or asphyxiation.
** They must eat food, drink water, and breath air, but at 0.5x the normal rate. They also suffer half the normal amount of Fatigue from hunger, thirst, or asphyxiation.
** They recover from [[Wounds]] at twice the normal rate and can even regrow lost limbs.
** They recover from [[Wounds]] at twice the normal rate and can even regrow lost limbs.

Latest revision as of 19:18, 19 May 2022

  • Wood-Blessed: Wood-blessed creatures struggle to attune to their environment, but once attuned can gain significant advantages. This trait includes:
    • Skin of wood provides significant protection. Wood-blessed creatures are considered wearing Medium Armor, even when not wearing armor.
    • Greatly impacted by their environment, they gain -1 Might and -1 Agility in an unattuned environment. After one long rest, they may choose to begin attuning to the environment, losing the -1 Might and -1 Agility penalty. After three long rests, they gain +1 Might and +1 Agility for as long as they are attuned to their current environment. They can only be attuned to a single environment at a time. Environment types include (urban environments cannot be chosen for attunement):
      • Warm, dry, and dense (scrub)
      • Warm, dry, and sparse (desert)
      • Warm, wet, and dense (jungle, swamp)
      • Warm, wet, and sparse (bog, moor)
      • Cool, dry, and dense (alpine)
      • Cool, dry, and sparse (tundra)
      • Cool, wet, and dense (forest)
      • Cool, wet, and sparse (grassland, subterranean)
    • They must eat food, drink water, and breath air, but at 0.5x the normal rate. They also suffer half the normal amount of Fatigue from hunger, thirst, or asphyxiation.
    • They recover from Wounds at twice the normal rate and can even regrow lost limbs.