Proselytize: Difference between revisions

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| req=23 Ego
| req=23 Ego
| cost=300
| cost=300
| cd=25
| desc=You persuade an intelligent creature to join you.
| desc=You persuade an intelligent creature to join you.
| id=Persuasion_Proselytize
| id=Persuasion_Proselytize
}}
}}{{tocright}}
This skill takes 1000 [[action cost]], or a full turn. Using it successfully on a creature convinces that creature to join you. You can only have one creature proselytized at a time. Proselytize is an [[ego]] stat based attack that is defended against by [[Mental Armor]].
{{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.  
 
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.  
 
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]].
 
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==
If your tongue has rotted away due to [[Glotrot]], you will get this message.
If the player’s tongue has rotted away due to [[Glotrot]], they will get this message when attempting to use {{name}}:
 
{{qud quote|You cannot proselytize without a tongue.}}
{{qud quote|You cannot proselytize without a tongue.}}


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There are two separate checks against MA, and both must succeed in order to successfully proselytize a creature.
There are two separate checks against MA, and both must succeed in order to successfully proselytize a creature.


<math>1d8 - 6 + \text{Player's Ego Modifier} \ge \text{Target's MA (if already proselytized by another creature, +1 MA)}</math>
<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>


AND
AND


<math>\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>
<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>


If both of these are true, the target is [[proselytized]].
If both of these are true, the target is [[proselytized]].
{{Skills and Powers Navbox}}
 
==Immunity==
 
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 ==
{{willpower cooldown table | 25 }}
 
{{Factions that teach the skill}}
 
{{Creatures with the skill}}
 
{{Skills Navbox}}