Carapace: Difference between revisions

Jump to navigation Jump to search
268 bytes removed ,  22:01, 7 October 2020
m
no edit summary
No edit summary
mNo edit summary
Line 11: Line 11:
| desc = You are protected by a durable carapace.\n\n+&C(level based)&y AV\n-2 DV\n+&C(level based)&y Heat Resistance\n+&C(level based)&y Cold Resistance\nYou may tighten your carapace to receieve double the AV bonus at a -2 DV penalty as long as you remain still.\nCannot wear armor.\n+400 reputation with {{qud text|&wtortoises&y}}
| desc = You are protected by a durable carapace.\n\n+&C(level based)&y AV\n-2 DV\n+&C(level based)&y Heat Resistance\n+&C(level based)&y Cold Resistance\nYou may tighten your carapace to receieve double the AV bonus at a -2 DV penalty as long as you remain still.\nCannot wear armor.\n+400 reputation with {{qud text|&wtortoises&y}}
| realitydistort = no
| realitydistort = no
}}Tightening one's carapace is an action that takes one standard turn length, doubling the AV bonus the carapace gives (at the base level, this will add an additional 3 AV, while at mutation level 10, this will add 8 AV); however, most non-mental actions (e.g. moving, attacking, using [[Stinger (Poisoning Venom)|Sting]] or applying injectors; oddly, beginning sprinting is excluded from this) and some mental actions (including but not limited to use of [[Teleportation]]) will loosen the carapace, as will waiting more than one turn.
}}'''Carapace''' is a physical mutation that grants the {{favilink|Carapace}} Tightening one's carapace is an action that takes one standard turn length, doubling the AV bonus the carapace gives (at the base level, this will add an additional 3 AV, while at mutation level 10, this will add 8 AV); however, most non-mental actions (e.g. moving, attacking, using [[Stinger (Poisoning Venom)|Sting]] or applying injectors; oddly, beginning sprinting is excluded from this) and some mental actions (including but not limited to use of [[Teleportation]]) will loosen the carapace, as will waiting more than one turn.
 
When one is knocked prone, one has a chance to be immobilized instead, which prevents the player from moving or standing up (which is to say alleviating the penalties imposed by the prone status); recovering from Immobilized requires the player to succeed at an Agility [[save]] with a target of 20; this target is reduced by 1 every 5 turns.
== Advancement Table ==
== Advancement Table ==
{| class="wikitable"
{| class="wikitable"

Navigation menu