Proselytize: Difference between revisions

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{{DisambigMsg|the skill proselytize|the effect|Proselytized}}
{{Skill
{{Skill
| image={{skill page image}}
| class=Persuasion
| class=Persuasion
| req=23 Ego
| req=23 Ego
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| id=Persuasion_Proselytize
| id=Persuasion_Proselytize
}}{{tocright}}
}}{{tocright}}
{{name}} is a power which allows its users to attempt to recruit creatures to their side.
{{name}} is a skill which allows its users to attempt to recruit creatures to their side.


Using the skill takes 1000 [[action cost]], a full turn.  
Using the skill takes 1000 [[action cost]], a full turn.  


When the player uses it, they will be asked for a direction, then attempt to proselytize the creature standing next to them in that direction. A successful usage will convince that creature to join the proselytizer indefinitely. Only 1 creature can be proselytized at a time.  
When the player uses it, they will be asked for a direction, then attempt to proselytize the creature standing next to them in that direction. A successful usage will convince that creature to join the proselytizer indefinitely. Only one creature can be proselytized at a time, but a {{favilink|social coprocessor}} allows a second proselytized follower.  


Proselytize is an [[Ego]] stat based attack that is defended against by [[Mental Armor]]. However, a failed proselytize attempt will not make creatures hostile, unlike failing an attempt to [[Beguile]].
Mechanically, proselytize is an [[Ego]]-based attack versus the target creature's [[Mental Armor]]. However, a failed attempt will not make the target hostile, unlike failing an attempt at {{F|Beguiling}}.


Unlike beguiling, it is possible to proselytize creatures that have [[Mental shield|Mental shields]].
Unlike beguiling, it is possible to proselytize creatures that have [[Mental shield|mental shields]].


Proselytize can be learned through[[water ritual]] with legendary [[Mechanimists]]; this includes {{favilink|Eschelstadt II, High Priest of the Stilt}}, who is guaranteed to exist at the {{favilink|six day stilt}}.
It is not possible to proselytize [[confused]] creatures.
 
Proselytize can be learned through [[water ritual]] with legendary [[Mechanimists]]; this includes {{favilink|Eschelstadt II, High Priest of the Stilt}}, who can be found on every run at the {{favilink|Six Day Stilt}}.


==Proselytizing with Glotrot==
==Proselytizing with Glotrot==
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==Technical details==
==Technical details==
There are two separate checks against MA, and both must succeed in order to successfully proselytize a creature.
Proselytization functions as a mental attack against the creature that the player is attempting to proselytize{{Code Reference|namespace=XRL.World.Parts.Skill|class=Persuasion_Proselytize|method=AttemptProselytization}}. If the attack penetrates at least once (and the creature is able to be proselytized), then it succeeds and the creature is [[proselytized]]{{Code Reference|namespace=XRL.World.Parts.Skill|class=Persuasion_Proselytize|method=Proselytize}}.
 
Proselytize's attack uses a '''singlet die''' of <math alt="1d8">1d8</math>. Additionally, it uses the player's [[Ego]] modifier -6 to determine PV. The defending creature gets +1 to its defense modifier if it is already proselytized or has been [[Rebuke Robot|rebuked]], and an additional defense modifier (equal to the effect level) if it has been [[Beguile|beguiled]]. Additionally, the creature gains a defense modifier equal to the amount of levels higher it is than you, with a minimum of 0. Thus the penetration roll against the creature has a PV of
 
<math alt="player's ego modifier -6">\text{Player's Ego Modifier}-6</math>
 
against the defence of


<math alt="1d8 minus 6 plus player's ego modifier is greater than or equal to the target's mental armor. If they are already proselytized, they get +1 MA for this check.">1d8 - 6 + \text{Player's Ego Modifier} \ge \text{Target's MA (if already proselytized by another creature, +1 MA)}</math>
<math alt="Target's mental armor (MA) plus defense modifier">\text{Target MA} + \text{defense modifier}</math>


AND
See the [[Penetration]] page for more details, as the above is a simplification for the purpose of explanation.


<math alt="Player's level plus 1d8 minus 6 plus their ego modifier, greater than or equal to the target's level plus their MA, and if they're already proselytized, +1 bonus MA">\text{Player's LV} + 1d8 - 6 + \text{Player's Ego Modifier} \ge \text{Target's Level} + \text{Target's MA (+1 if already Proselytized)}</math>
==Immunity==


If both of these are true, the target is [[proselytized]].
Certain creatures are explicitly unable to be proselytized by the player; this immunity is unrelated to creature stats or [[mental shield]], but is rather a special exemption due to their nature. These include:
 
* Clones of the player character or their currently controlled body, such as those produced by {{F|Evil Twin}}, {{F|gelatinous prism|plural}} or {{F|gelatinous antiprism|plural}}, {{F|hexagonal crystal|plural}}, and {{F|Temporal Fugue}}. Clones budded from the use of {{F|cloning draught}} lack this property and may be proselytized.
* {{F|Wraith-Knight Templar}}
* All [[Templar]] mecha, such as {{F|Temple mecha mk II|plural}}, {{F|Temple mecha mk Ia|plural}} and {{F|Temple mecha mk Ib|plural}}.


== Ability Cooldown ==
== Ability Cooldown ==
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{{Creatures with the skill}}
{{Creatures with the skill}}


{{Skills and Powers Navbox}}
== References ==
<references />
 
{{Skills Navbox}}