Homebrew Arachomonid Species Details
doc code: 1DmQc0axV27kQlxSAdeAaVdql4sMl7yQYHRV1-VDW6EY/edit?usp=sharing
******* READ DUMBASS
Arachomonid Traits
Venomous, Clawed Climbers, Agile, Dexterous, Silk Weaving, ChitinousVenomous Saliva
Arachomonids are capable of producing a unique venom from their saliva which reacts differently depending on the individual's mood. Mood cannot fluctuate without taking a turn.
Venom can be inflicted by biting targets for a melee attack roll or spitting with a ranged roll.
Artificial beings made of inorganic material are completely immune to venom entirely, and arachomonids are resistant by half an envenoming roll. Poison immune characters are also immune.
Happy/Excited: Adrenaline, advantage on strength and athletics to afflicted. Non-arachomonids are afflicted with hallucinations and lowers hitrolls and decreases perception.
Potency and benefits depend on the roll number, if below ten, deal only negative effects. Effect boosts or detriments depend on number, the lower below ten, the worse the negative effects, the higher the number above ten, the better the boosts.
Calm: Venom acts as a sedative of sorts. If below ten, decrease agility, strength, and perception by roll amount. If ten or above, knock the opponent out for a turn. If 15 or above, knock out for two turns and rest. If 20, deep long rest for four turns. There are no positive effects so roll number does not matter.
Annoyed/Sad/Tired: Venom causes painful stinging and irritation but is harmless. Increases intimidation rolls by the amount rolled and lowers perception, agility, and strength by amount rolled over 15 unless the target has some sort of damage immunity active. There are no positive effects so roll number does not matter.
Stressed/Afraid/Angry/Hungry: Venom causes necrosis, fever, lung, heart failure, high blood pressure, excessive bleeding from wounds and orifices. Bodily fluids and flesh liquify for consumption. If an arachomonid injects a target with another venom over 5, the effects will be cancelled. There are no positive effects so roll number does not matter. Deals poison damage per turn with increasing severity based on the number rolled. Lasts for half as many turns as the number rolled for the effect.
Loving/Caring/Passionate: Venom acts as aphrodisiac and immune boosting anti-venom which prevents diseases, poisons, and bleeding. Rolls of five or below lessen damage taken by poison, disease, or bleeding by rolled amount. Amounts above 5 to 10 do the same but also remove turns taken by damaging effects by half the rolled amount. 15 and above cures any bleeding, disease, or poison immediately.
Comments