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Users quickly breathe the cold fire into their lungs, where it rapidly travels in shivering tingles through the nerveways to the brain, lighting their eyes into glowing sapphires and igniting psychic consciousness. When dropped in a vessel of water they dissolve, releasing a heatless flame of an even stronger hue.
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Failure means that the character has been exposed to the poison and must test to resist its effects as noted above.Īlso known as Cerulean Flames to the nobility and other social elites and simply Blue to hive gangers, blue fire comes as small crystals that shine as if they had absorbed the sky on a perfectly clear day.
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However, so dangerous is this poison that it takes a Diffcult (–10) Chem-Use Test to successfully apply it to a weapon, load it into a dispenser or otherwise handle a dose. Carefully stored and contained, it can be used as a debilitating and potent poison.Ī creature exposed to Burnscour Rain must pass a Diffcult (–10) Toughness Test or immediately suffer 1d5 Strength and Toughness damage (roll separately for each), and an additional 1d5 Strength and Toughness damage for every Degree of Failure on the test.
HERETIC RISK OF RAIN 2 PLUS
Failure means they suffer a –10 penalty to Agility, Perception, Intelligence, and Willpower based tests for the next hour plus one additional hour for every Degree of Failure.Īlmost everything on the death world of Burnscour is inimical to non-native life, and even the water is highly caustic and filled with toxic spores, yet purity augurs and tox-wands struggle to locate these lethal impurities. Users may suffer from drunkenness if they are not wary, and must take an Ordinary (+10) Toughness Test after imbibing with modifiers based on the beverage (Poor Craftsmanship is a Challenging (+0) Toughness Test, while Good and Best are a Routine (+20) and Easy (+30) Test, respectively). More refined distillations such as amasec and raenka represent the other end of the spectrum and are usually reserved for the foppish elite rather than the workers who toil to produce them.Īlcohol grants the user +10 to any Toughness tests, and may also be used in some first aid situations to deaden pain or cleanse a wound. In its cheapest form, rotgut booze is the catchall term for the foul tasting but powerful brews that are also useful as industrial solvents and impromptu explosives. The Heretic (should he so choose) can overcome the Addiction by passing Very Hard (–30) tests for both Willpower and Toughness.Īlcohol is perhaps the oldest drug used by mankind and perhaps the most diverse in form, and as mankind moved across the galaxy discovering new plant life even more methods of fermentation were invented. Failure means the user is Addicted and will suffer one level of Fatigue unless he gets another dose (should this dose trigger the Excessive Drug User test above, it must be successfully passed for it to overcome the Fatigue loss). Every time the effects of one of the drugs indicated below wears off, the user must take a Routine (+20) Willpower Test with a –5 modifier for every dose taken in the last week.
HERETIC RISK OF RAIN 2 FULL
Should the test fail the drug has no useful effect and further doses have no useful effect for a full 24 hours Excessive drug use can also lead to Addiction. A Heretic using more than one dose of a drug in a 24 hour period must make a Toughness Test for each use after the first, with a cumulative –10 penalty. When the same drug is used too often in a short period of time, there is a chance for it to have a diminished effect as the user builds up an immunity or tolerance.