Psychic meridian: Difference between revisions

Updated by egocarib with game version 2.0.206.57 using QBE v1.0rc2
(Updated by egocarib with game version 2.0.202.92 using QBE v1.0rc2)
(Updated by egocarib with game version 2.0.206.57 using QBE v1.0rc2)
 
(9 intermediate revisions by 4 users not shown)
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| renderstr = ]
| renderstr = ]
| inheritingfrom = BaseHelmet
| inheritingfrom = BaseHelmet
| dynamictable = {{Dynamic object|Headwear|Psychic Meridian}} </br>{{Dynamic object|Items|Psychic Meridian}}
| wornon = Head
| wornon = Head
| supportedmods = HelmetMods,HeadwearMods,CommonMods
| supportedmods = HelmetMods,HeadwearMods,CommonMods
| desc = Airy thoughtstuff was deposited by the pressure of the material realm into a jellified substance and curled into a cirlet. It's bejeweled with crystalline microlife, symbiotes hatched in the thick of the psychic sea.
| desc = Airy thoughtstuff was deposited by the pressure of the material realm into a jellified substance and curled into a cirlet. It's bejeweled with crystalline microlife, symbiotes hatched in the thick of the psychic sea.


{{Qud shader|rules|{{(}}+4 MA{{)}}}}
{{Qud shader|rules|{{(}}Failed psychic attacks against you cause the attacker to hemorrhage.{{)}}}}
{{Qud shader|rules|{{(}}Failed psychic attacks against you cause the attacker to hemorrhage.{{)}}}}
| categories = Helmets
| categories = Helmets
| gameversion = 2.0.202.92
| gameversion = 2.0.206.57
}}
}}
<!-- END QBE -->
<!-- END QBE -->
In addition to providing a sizable +4 [[MA]], a {{name}} inflicts severe [[bleeding|nosebleeds]] on any psychic attacker who fails to penetrate the wearer's mental armor, dealing 5-6 damage per turn until the bleeding stops.{{Code Reference | class = PsychicMeridian }} Creatures without a face will hemorrhage instead of getting a nosebleed; the difference is purely cosmetic.
{{Head Equipment Navbox}}
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