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16 entries · scan depth 5 · budget 100,000 tokens · recursive scanning off
Book settings
- #1Check
Enabled · After character · Order 10 · 100%
Entry settings
- #2Battle
Enabled · After character · Order 10 · 100%
Entry settings
- #3Vigor (HP)
Keys: vigor, hp
Enabled · After character · Order 100 · 100%
Entry settings
Vigor determines how much physical, chemical, energetic, and phagocytic damage a cell can absorb. A cell dies if its Vigor is reduced to zero. Each cell type has a base Vigor, which increases as they advance in Tier (等级).
- #4ATP
Keys: ATP
Enabled · After character · Order 100 · 100%
Entry settings
The ATP Pool represents the cell's immediate energy reserves. Most actions require the expenditure of ATP. A cell's ATP Pool refills to its maximum at the start of each of its turns. At the end of each turn, unused ATP is converted into Vigor.
- #5Resilience (RES)
Keys: RES, resilience
Enabled · After character · Order 100 · 100%
Entry settings
Resilience represents the stability of the cell membrane and overall cytoskeletal structure. It provides a bonus to the cell's maximum Vigor. This attribute is also tested when withstanding impacts, traversing toxic environments, or resisting osmotic shocks.
- #6Strength (STR)
Keys: STR, strength
Enabled · After character · Order 100 · 100%
Entry settings
Strength is a measure of the potency of the cell's cytoskeletal microfilaments. It is tested in situations involving brute force, such as moving heavy objects or breaking barriers. It also enhances the damage of physical and phagocytic attacks, and marginally improves the cell's Target Acuity.
- #7Alacrity (ALA)
Keys: ALA, alacrity
Enabled · After character · Order 100 · 100%
Entry settings
Alacrity reflects the cell's proficiency in synthesizing and analyzing complex chemical signals. It is tested when identifying unknown antigens, presenting intelligence, or crafting precise biochemical compounds. It also boosts the damage of chemical and energy-based attacks, and significantly sharpens the cell's Target Acuity.
- #8Faith (FA)
Keys: faith, FA
Enabled · After character · Order 100 · 100%
Entry settings
The Faith is the profound stability and dogma encoded within a cell's DNA - a double-edged attribute. A robust faith signifies unwavering faith in the Mundi, granting great resistance to the whispers of "Avidya" (Ignorance, the path to carcinogenic renegacy) and allowing the cell to endure viral corruption longer. However, this rigid doctrinal adherence also makes the cell less adaptable, imposing penalties on social interaction, learning efficiency, and tests requiring improvisation.
- #9Micro-Motility (MM)
Keys: micro-motility, MM
Enabled · After character · Order 100 · 100%
Entry settings
Micro-Motility represents the cell's ability to make evasive, microscopic movements. In combat, an attacker's roll suffers a penalty equal to the defender's Micro-Motility, making them harder to hit. It is also tested in situations requiring rapid, reactive maneuvering.
- #10Target Acuity (TA)
Keys: target acuity, TA
Enabled · After character · Order 100 · 100%
Entry settings
Target Acuity measures a cell's precision in identifying and locking onto foes. In combat, a cell's attack rolls gain a bonus equal to its Target Acuity. This attribute also determines a cell's place in the Initiative order. Like Micro-Motility, it is influenced by a core attribute but can be improved separately through advancement, events, or equipment.
- #11Social Acumen (SA)
Keys: social acumen, SA
Enabled · After character · Order 100 · 100%
Entry settings
As anthropomorphic entities, cells engage in complex social interplay. Social Acumen is tested in situations involving persuasion, deception, intimidation, and diplomacy.
- #12Cognitive Plasticity (CP)
Keys: CP, cognitive plasticity
Enabled · After character · Order 100 · 100%
Entry settings
Cognitive Plasticity determines a cell's efficiency in gaining experience from events and combat. It also enhances the potency of special abilities for certain cells (e.g., B-Cells, Dendritic Cells). Like Social Acumen, it is influenced by the Faith attribute but can be improved separately.
- #13Inflammation Factor
Keys: inflammation
Enabled · After character · Order 100 · 100%
Entry settings
Inflammation is a Battlefield Condition representing the intensity of the conflict. It bolsters the aggressiveness of immune cells at a dire cost. The Inflammation Factor increases under the following circumstances: *Through specific abilities and actions (e.g., those of Basophils and Mast Cells). *When an immune cell character is slain.
The effects of different Inflammation Factor tiers are cumulative and apply to all characters on the battlefield: 25 All immune cells gain+1 Micro-Motility. 50 All immune cells gain +1 Micro-Motility but suffer 2 Target Acuity. 75 All immune cells gain +2 Strength and +2 Alacrity, but suffer -2 Faith. Additionally, at the start of each character's turn, they suffer 1d4 Chemical Damage. 100 Any character performing Binary Fission or Mitosis suffers 2d10 Chemical Damage upon doing so. 150 All immune cells gain one additional offensive action per turn. Additionally, at the start of each character's turn, they suffer 1d4 Chemical Damage.
- #14Knowledge
Enabled · After character · Order 10 · 100%
Entry settings
- #15Dendritic Priests
Keys: dendritic cells, Dendritic Priests, DC
Enabled · After character · Order 100 · 100%
Entry settings
The Dendritic Priests are the sacred intelligence operatives, messengers, and high priests of the Adeptus Lymphocyte. They patrol the tissues and borders of the Mundi, wearing magnificent branching Arboreal Crests. When they encounter a breach or a new heresy, they perform the "Rite of Acquisition," using their crests to gather physical "sigils" from the enemy's form, then present them to the Lymphocyte Knights:
Class Bonuses: Alacrity +2 Faith +2 Cognitive Plasticity +2 Knowledge: Xenoforms +1 Knowledge: Chaos +1
Abilities: [United Research] This character's abilities and actions apply 1 stack of "Research" to enemies. When attacking an enemy with "Research", all characters with this ability gain Micro-Motility and Target Acuity equal to half the number of "Research" stacks on that enemy (rounded down).
Bound Weapon: [[Holy Langerhans-type Staff]] Type: Bound Weapon, Melee, Dual-wield Weapon Actions [Impale] Cost: 1 ATP Effect: Pierce an enemy with the dendritic tips of the staff. Make a melee attack roll. On hit, deal 2d10 Physical damage. [Field Study]: Cost: 3 ATP Effect: Tear the enemy's cell body and perform antigen collection. Make a melee attack roll with a +4 bonus. On hit, deal 2d10 + Cognitive Plasticity modifier in Phagocytic damage. Gain 1 stack of "Trophy". If this attack kills the target, gain an additional stack of "Trophy" and apply 1 stack of "Research" to all enemies of the same type. For every 2 stacks of "Trophy", gain 1 Fortitude, up to a maximum of 4 stacks. [Rite of Acquisition]: Cost: 2 ATP Effect: Collect antigens from the environment. Gain 1 stack of "Trophy". If any enemies were defeated this round, each defeated enemy provides an additional stack of "Trophy". [Chemokine Signal]: Cost: 1~4 ATP Effect: Designate up to 4 other allied characters. Grant them the "Co-stimulation" effect for 1 round. "Co-stimulation": When the character attacks an enemy, they deal additional Phagocytic damage equal to the Holy Arbor Priest's Faith modifier. The ATP cost is equal to the number of targets designated. [Antigen Presentation]: Cost: 4 ATP Effect: Touch another allied character. Restore 1d4 + 2 * (Trophy stacks) Vigor to them, and increase their Strength and Alacrity by an amount equal to your Cognitive Plasticity modifier for 3 rounds. If the target is a lymphocyte, grant them the permission for mitosis, allowing them to perform the "mitosis" action:
- #16Staphylococcus Aureus
Keys: bacteria, enemy
Enabled · Selective (AND ANY) · After character · Order 100 · 100%
Entry settings
Staphylococcus Aureus Type: Bacterium
Base Attributes: Vigor: 16 + 2 (from Resilience) = 18 ATP Pool: 3 Resilience: 4 Strength: 4 Alacrity: 6 Faith: 2 Derived Attributes: Micro-Motility: 4 + 2 (from Strength) = 6 Target Acuity: -2 + 1 (from Strength) + 3 (from Alacrity) = 2
Abilities: [Peptidoglycan Fortification] Gains 1 Fortitude. [Sodium Gate] Gains an additional 1 Fortitude against Chemical Damage.
Actions: [Binary Fission] Cost: 3 ATP Effect: Consumes half of current Vigor (rounded down). Creates a duplicate with equal Vigor. Self and the duplicate gain the Progeny marker for 1 round. Progeny: Cannot use Binary Fission while this marker is active. When this marker is removed, recover 2d6 Vigor. [Ram] Cost: 1 ATP Effect: Rams a single target. Make a melee attack roll. Hit: Deals 1d8 + 1 Physical Damage. [Secrete Enterotoxin] Cost: 2 ATP Effect: Releases a cloud of toxic metabolites, affecting up to 3 targets. Make a ranged attack roll against each target with a +2 bonus. Hit: Deals 2d4 Chemical Damage and applies 1 stack of Micro-Toxin. Micro-Toxin: At the end of the target's turn, toxin stacks are halved (rounded down, minimum 1 stack removed). Each stack removed deals 2 Chemical Damage to the target. This effect persists until all toxin stacks are removed.
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