E.G.O (Project Moon Setting)

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Creating E.G.O. They were originally extracted by the Extraction Team of Lobotomy Corporation, utilizing their Singularity "Cogito" from abnormalities.

Ever since after the White Nights and Dark Days, the Seed of Light was spread throughout the City, and some denizens gained the ability to manifest their own E.G.O. If one fails to manifest their E.G.O. and gives in to their negative emotions, they may become a Distortion instead.

Although E.G.O. are manifested from a specific individual, anyone who can use E.G.O. can use another individual or abnormality's E.G.O. This comes with a risk, as using another person's E.G.O. is akin to putting the shell of another individual's ego around oneself. This can cause one to lose oneself to the E.G.O., or risk not being able to draw out the equipment's true potential. This does not apply to Limbus Company's Sinners.

On the other hand, Distortions are powerful, monstrous entities in the City whom are former humans who have been overcome by their emotions, especially when they have their E.G.O. The process by which humans Distort is referred to as the Distortion Phenomenon, and it has been graded as an Urban Nightmare-class threat, becoming the priority topic of investigation for many groups and individuals in the City, though individual Distortions are rarely graded higher than Urban Plague.

Distortions are similar to Abnormalities, with the difference being that Distortions are ultimately willingly manifested from their hosts' desires, while the Abnormalities come from the collective unconsciousness of humanity and were also in large part artificially created from experimentation.

In Limbus Company, there is a term "E.G.O Corrosion" used. It is a distortion affected by a user using an abnormality's E.G.O, which in the case of the N Corp Inquisition, were forcing an unnamed abnormality (which was later to be shown as "Nothing There" due to the Subject Number matching similar to said abnormality) effect on their inquisitors willingly, distorting them by the abnormality.

E.G.O. Attacks E.G.O. Attack can be gained more easily, but come with higher risks in using. This being said their raw power may be enough to turn the tides of battle. Use the below traits while working with your DM to determine the traits of your E.G.O. Attack.

Creating an E.G.O. Attack

Firstly: The E.G.O you gain must fall under a danger ranking, those being Zayin, Teth, He, Waw, and Aleph. You must first determine what danger ranking your E.G.O. attack is. If you already have an E.G.O. Attack of the same ranking as one you already possess unless you have a feature that states otherwise (Ex: You may only have one Zayin, Teth, He, ect.).

You may choose any danger ranking so long as you meet the level requirements.

4th level Fixer: Zayin 8th level Fixer and above: Up to Teth 12th level Fixer and above: Up to He 16th level Fixer and above: Up to Waw 20th level Fixer and above: Up to Aleph Secondly: After determining your danger ranking, you may now determine what your E.G.O is based off of. For E.G.O. Attacks, there is a trend. Your first Zayin ranked E.G.O must be based off of your own character, however it must be based off of trauma or a moral wrong of some kind. For example, if your character suffered the loss of a loved one, their Zayin may take the form of a body sack which they then attack the target with. E.G.O. based off of the user are referred to as “Personal E.G.O.”. The symbolism of whatever is manifested may be as literal or obscure as you would like. Traditionally, E.G.O is always Accompanied with a quote of some kind that the user will say when using it, however this is not necessary if you do not wish it to be. Some examples of personal E.G.O. quotes can be seen below:

“I couldn’t change a thing…” “You’ll… get shoved in this bag too!” “Gallop on Rocinante! Justice shall prevail!”

However, anything above Zayin will take from an Abnormality, a creature created from desires, beliefs, or ideals. You may find an abnormality you’d like to base your E.G.O. off of from the bestiary, or by consulting any of Project Moons databases. It should be noted that while abnormalities themselves do have danger rankings, your E.G.O attack does not need to match the abnormality’s ranking (Ex: You choose to have an E.G.O. attack based off of the Brazen Bull Abnormality. Brazen Bull is a Teth ranked abnormality, however your E.G.O attack may be any other danger ranking you may so choose). Just note that the general theme to choose what danger ranking to make your E.G.O. attack, use this idea as a baseline: How dangerous would this ideal be in the hands of my character. Just like the personal E.G.O. attacks, these attacks may also have quotes to go with them, however once again, they are not integral to gameplay. Here are some examples:

Fourth Match Flame, based off of Scorched Girl “This flame, too, is artful ecstasy.” Screwloose Wallop, based off of Get Beat Hurtly “Eliminating targets under procedure.” Blind Obsession, based off of Dream Devouring Slit Current “All hands, full speed toward where the lights flicker. The waves... will lay waste to everything in our way.” In addition to this, E.G.O. based off of an abnormality will have a Corrosion. This is when the E.G.O. itself takes over the user and causes them to attack indiscriminately. This means that every single E.G.O. attack you have that is based off of an abnormality, will have an awakened and a corroded state (Awakened meaning you have full control, Corroded meaning you have lost control). Finally These Abnormality based E.G.O. will have an additional quote if you so choose. Here are some examples:

Fourth Match Flame Corrosion, based off of Scorched Girl “The all-consuming fire...” Screwloose Wallop Corrosion, based off of Get Beat Hurtly “Obstacles will be quelled.” Blind Obsession Corrosion, based off of Dream Devouring Slit Current “To the sea, to the sea. All hands, abandon ship and descend. Into the flickering depths we sink.” Thirdly: Now that you have what your E.G.O. attack is, now you must determine what it does. Here are some general examples of what E.G.O. attacks should look like.

Bodysack (Zayin): On E.G.O. melee attack hit, deal 3d10 bludgeoning damage. At the start of your next turn you may upgrade your dice tier and increase your movement speed by half of its maximum until the end of the turn. Fourth Match Flame (He): On targets failed E.G.O. Dexterity saving throw, deal 3d10 slashing damage in a 15ft cone and cause the target to take 4d4 fire damage next turn. Deal an additional dice of slashing damage equal to (total fire damage deal to target last turn from all sources/10 rounded down). Screwloose Wallop (Teth): On E.G.O. Attack hit, deal 6d10 bludgeoning damage to one target within 15ft. You may translate an existing E.G.O. attack from the game, however you will still need to follow the effects setup in the next step.


Fourthly: You may now begin assigning effect with a predetermined number of points. Depending on the danger ranking of your EGO, depends on how many points you may allocate. Below is listed the point division for each danger ranking

Zayin: 3 Teth: 4 He: 5 Waw: 6 Aleph: 7 Corrosions gain +1 point. But be careful, they attack the nearest target, fried or foe. As a reminder Zayin does not have a corroded state.


With these points, you may allocate them to any of the below listed effects. You may take the same modifier multiple times. As a note, corrosions must be allocated the same way as awakened versions, the only differences can be an increase to an existing modifier, or adding either a Criterial Effect or an On Kill Effect.


EGO starts out with the following stats before any points are allocated Damage: 2d10+Wisdom or Charisma Modifier Slashing, Piercing, or Bludgeoning damage. When making an ego, the damage type cannot be changed once it is decided Range: 15ft It is your choice whether the attack happens from a range or places you within 5ft of the target, however once you make this decision it cannot be changed later. Attack Type: Choose between an attack roll using your strength, dexterity, or constitution modifier.

Additional damage dice: 1 point Ex: 2d10 -> 3d10

Upgraded damage dice: 1 point Ex: 1d4 -> 1d6, 1d8->1d10, 1d12-> 2d6 This upgraded dice tier counts for status damage dealt by this EGO as well such as bleed

Increase Range: 1 point +15ft per point spent

Spread: 2 points Attack’s reach becomes a cone equal to its range, or your choice of a strength, dexterity, or constitution saving throw. On a successful save, targets would take half damage.

Inflict 4 stacks of 1 negative effect: 1 point Target gains 1 bleed stack or takes 1d4 bleed (necrotic) damage at the beginning of it’s next turn

Inflict 1 stack of 1 debuff: 1 point Target gains 1 bleed stack or takes 1d4 bleed (necrotic) damage at the beginning of it’s next turn

Gain 4 stacks of 1 positive effect: 1 point Ex: Gain 4 charge

Gain 1 stack of 1 buff: 1 point Ex: Gain 1 protection

Give criterial effect: 1 point Ex: if the target is bleeding, damage is increased by two dice

Give effect to allies: 1 point per 2 allies affected

Give effect to targets: 1 point per 2 targets affected

Healing: 1 point Healing is equal to 2d4+2 per point put into this stat

On Kill Effect: 1 point A conditional that procs on kill

Now that these effects are laid out, here is a list of every possible effect that you can add to an EGO attack.


Negative Effects

Bleed: 1d4 necrotic damage per stack If your affiliation inflicts bleed naturally such as bloodfiend or kurokumo clan, you may choose to have bleed be inflicted in those fashions or as stated here.

Rupture: target takes 1d4 non-negatable damage per stack inflicted when they are next hit

Sinking: target suffers a -1d4 to their next roll per stack

Tremor: target’s AC is reduced by 1 per stack. At the beginning of every turn the target loses half their current tremor, meaning their AC will raise by 1, until tremor is fully removed. For example: Target has 14 AC, they are then inflicted with 4 tremor. Their AC drops to 10. At the beginning of their next turn their AC goes to 12, then 13, and then 14 at the end of the third turn

Burn: deal 1d4 fire damage per stack If your affiliation inflicts burn such as the liu association, the fire damage will be added to any burning you inflict or have going.

Debuffs

Bind: Target’s movement speed is reduced by half until the end of their next turn. Additional stacks either halves their movement speed again, negates them from dashing, negates them from disengaging, or negates them from making opportunity attacks.

Fragile: Damage dice dealt to this target upgrades the damage dice by one tier Ex: 1d10 -> 1d12, 4d6 -> 4d8, 5d12 -> 10d6

Attack Power Down: reduce the dice tier of the target's attacks by one tier until the end of your next turn. If the damage dice tier was a d4, instead remove 1d4 from that instance of damage. Ex: 1d10 -> 1d8, 4d6 -> 4d4, 4d4 -> 3d4

Positive Effects

Charge: Used in W-Corp and R-Corp Affiliations. It is useless otherwise.

Poise: Increase critical range by count until a critical is landed.

Buffs

Haste: Increase movement speed by half your maximum until the end of your next turn. Additional stacks either increase your movement speed by half of your maximum again, allows you to disengage as a free action, or allows you to make an additional reaction until the end of your next turn.

Protection: Reduce all damage dealt to you by one dice tier until the end of your next turn. If the damage dice tier was a d4, instead remove 1d4 from that instance of damage. Ex: 1d10 -> 1d8, 4d6 -> 4d4, 4d4 -> 3d4

Attack Power Up: Increase the dice tier of the target's attacks by one tier until the end of your next turn. Ex: 1d10 -> 1d12, 4d6 -> 4d8, 5d12 -> 10d6

Conditionals These statuses are unique in the sense that they occur whenever you want, and count as two points in another category if they go off. Here is an example. Ex: This EGO weapon deals 2d10 Bludgeoning damage and has a conditional stating that if it hits an already bleeding target, add an additional 2d10 damage. In this instance the conditional counted for 2 points in additional damage dice. Now that you see an easy example, here's a more complicated one Ex: This EGO weapon deals 5d10 Slashing Damage, and 4d4 Fire damage. It has a conditional stating that if the target was burning before this attack landed, increase the dice tier by 1 from all sources and grant the user 1 Attack power up next turn. In this instance if the conditional was met, the damage would be 5d12 slashing damage and 4d6 fire damage and it would make it so all of the users damage is increased by one dice tier for their next turn.

On Kill Effects On kill effects are just like conditionals in the sense that they count as two points in another category, however the condition is always “did you kill the target”

On Kill effects can only grant the user a buff or positive effect unless at least one of the points was put into “Give Effect to Targets”

Fifth: Now we can put it all together. Below is the order in which the effects will proc depending on what is added.

1st: the attack lands 2nd: check for and apply any conditionals that were met 3rd: deal the damage 4th: apply any status effects, buffs, or debuffs 5th: check for and apply any on kill effects Let's Put it all together John is making a He EGO, meaning he has 5 points to spend. He chooses the following improvements

1 damage dice increase 1 on kill effect Spread 1 debuff In total John spent all 5 of his points meaning he cannot allocate any more. This is what his EGO weapon looks like after creation.

Name: Red Eyes Damage: 3d10+5 Slashing Damage Range: 15ft Cone Attack Type: Dexterity Saving Throw Debuff: Bind On Kill Effect -Give Effect To Targets: 2 targets -Debuff: Bind Here is how this EGO would play out John attacks 3 targets within a 15ft cone. Two of the three targets succeed the saving throw. John deals 20 damage to the target that failed the save, and 10 to the ones that succeeded, successfully killing the target who failed the save. Because of this, the other two targets suffer the first Bind from the initial hit and the second Bind from the on kill effect. John chooses to have them become unable to make opportunity attacks. Afterwards, the ego is considered concluded and John can go on to use any other features he may have.


What About Corrosions? Corrosions work exactly the same, however they have one small twist being that they can attack anything in sight. When making a corrosion, roll a 1d4. This is the means in which it will target.

1. The closest target to you 2. The highest health creature in range 3. The lowest health creature in range 4. The nearest ally Once this is rolled you are unable to change it no matter what. When deciding to use your EGO, make a Wisdom or Charisma saving throw with a DC of 10. On success, the attack comes out in its awakened, non corroded state, however on failure your EGO will corrode, using the targeting path rolled.


Finally You may only use each EGO weapon you have once per long rest and you may only have one EGO weapon of each danger ranking. With this knowledge, use your EGO cautiously and good luck.

(I am sorry but it felt weird not having this here as this was the last thing from the gmbinder thing I saw missing)