Normality

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This information is reliable as of patch 2.0.201.49. If this is no longer the current patch, you can help by updating it.
As of Patch This information is reliable as of patch 2.0.201.49.

Normality, also known as reality stabilization, suppresses effects and abilities that manipulate reality or spacetime. This includes forcefields, Teleportation, and various mental mutations.[1]

Normality can be caused by either normality gas or a projected normality field, as well as by the ambient astral friction found in the higher floors of the Tomb of the Eaters.

While under the effects of normality, creatures have the astrally burdened effect if affected by a lower-strength gas or field, such as a lower density cloud of normality gas, or the astrally tethered effect if completely restricted.[2] These effects show up when looking at oneself or other creatures.

Normality-inducing phenomena can be nullified by a nullray pistol. For example, the pistol destroys normality gas.

Sources of Normality Gas

Sources of Normality Fields

Phenomena affected

Phenomenon Fashion affected
agolfly Blocks projectiles; prevents ranged attack from replenishing
amaranthine prism Dazes wearer
anti-gravity boots Disables
blood-gradient hand vacuum Blocks projectiles; prevents health transfer to wielder
ceremonial vibrokhopesh Disables built-in power supply
Clairvoyance Contests activation; prevents from seeing individual cells
Extradimensional items Occasionally rusts
Fitted with suspensors Disables
forcefields, force barriers, and stasis fields Destroys; an electrical arc is released that can do 1d6 damage
gelatinous antiprism Prevents cloning
gelatinous prism Prevents cloning
hypertractor Blocks tractor beam
Morphogenetic Contests activation; prevents acting on particular targets
onboard recoiler Contests programming and activation
phase cannon Blocks projectiles
phase webs Converts to normal webs
phase shift grenade mk I Prevents activation; prevents affecting particular cells
Phased Removes effect; if this results in the subject being in phase, they take 2d6 damage
Phasing Contests activation
Precognition Contests activation
programmable recoiler Contests programming and activation
Psychometry Contests use
quantum rippler Causes to implode, generating a neutron explosion
reprogrammable recoiler Contests programming and activation
Schrodinger page from the Annals of Qud Prevents activation
small sphere of negative weight Disables (changing weight from -10 to 10)
spacetime vortex Destroys
sphynx salt injector Prevents use for precognition
Stopsvalinn Disables
Syphon Vim Contests activation; prevents ongoing effect
Teleportation of all kinds Contests
Temporal Fugue Contests activation; destroys clones
Time Dilation Contests activation; removes effect
twinning lamprey Contests twinning
timecube Contests activation; removes effect

Contests

When normality contests a process, if that process is generated by a mutation or similar inherent power, the person acting may be given the option to try to push through the normality lattice, and will be given an estimate of how likely they are to succeed. If they try and fail, they will take 1d6 damage, and will be dazed for 1d6 turns unless they make a difficulty 20 Willpower save. NPCs attempt to contest normality if two prospective rolls against their estimated chance of prevailing are successful.

If the process is generated by a device, contesting automatically takes place, and if it fails the device will emit a shower of sparks that does 1d6 electrical damage to its user and consumes 10d100 charge from the device.

References

  1. XRL.World.Parts.RealityStabilization
  2. XRL.World.Effects.RealityStabilized