Ad20r:Tags:Buff

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:''Modifiers'':
:''Modifiers'':
* (2 points) Double both bonuses.
* (2 points) Double both bonuses.
-
* (1 point) Your beauty is considered statueesque - the +1 bonus to beings with some appreciation for beauty becomes +2.
+
* (1 point) Your beauty is considered statuesque - the +1 bonus to beings with some appreciation for beauty becomes +2.
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* (1 point) Your beauty is a little more obviously sexual - the +2 bonus to things who would be attracted to you becomes +3. You can't take this and the statuesque Modifiers together.
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=== Aura of Guidance ===
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:''Cost'': 4 points
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:''Benefit'': You have a talent for being the eye in a storm, able to direct people in dangerous situations. You can mobilize entire crowds of people, or direct them in a storm. This has a few benefits:
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* In a situation where there is mass panic, you can attempt to calm the crowd by making a Diplomacy check. If a Fear effect (magical or otherwise) caused the panic, the DC is equal to the Save DC of that fear effect plus five. A crowd successfully calmed by this effect is considered Friendly to the user.
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* A crowd that listens to you can be inspired to action by your words. While getting them to take actions that are dangerous to them are difficult (Diplomacy DC 20, increase for increased danger, if they're not already Friendly, or both), you can easily direct them to safety, motivate them to build fortifications, or the like.
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:''Modifiers'':
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* (1 point) You gain a +4 to Diplomacy checks for the use of Aura of Guidance.
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* (1 point) You're especially good at riling people up into an angry mob. Successful checks to inspire action may cause the crowd to pull pitchforks and torches seemingly out of nowhere.
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* (1 point) After inspiring action, you can stick around to guide that action and make it work more efficiently. (Precise effects are up to the GM and depend on the action inspired.)
== B ==
== B ==
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* (1 point, repeatable) Add one more point of Cold Resistance.
* (1 point, repeatable) Add one more point of Cold Resistance.
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=== Contamination ===
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:''Cost'': 6 points
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:''Benefit'': Your species' nature is infectious in one or another form, able to transform other beings into creatures like you.
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: Contamination requires the victim be willing, unconscious, or restrained, or the target might have to do something unusual to cause it to take effect.
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: The transformation occurs over several weeks - This could represent the infection gestating before suddenly, "explosively" taking effect, or the creature slowly transforming.
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: The end results of the contamination, however, are fairly stable - the creature acquires a series of new Tags, representing new advantages and weaknesses of their new form. (Common ones would include Cursed, Marked, Permanent (for powers now locked in place), and Owned.) The creature must have Nerf tags equal in value to at least half the value of Buff tags, but ''can'' gain character points overall from the transformation. If the results have the Nerf value ''exceeding'' the Buff value, the character gains Character Points equal to the difference times two, which they can use at a reasonable juncture.
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: The character may need to be reclassified as an NPC. Recollection of their former existence may vary by the effect.
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: An alternative use of this attribute can be used to represent inflicting the target with diseases or curses - rapid aging or weakness to a specific element.
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:''Modifiers'':
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* (4 points) Contamination is easier - a bite, scratch, or other attack could be enough to do it.
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* (4 points, repeatable) Contamination is faster - from weeks to days. If repeated, go to hours, minutes, rounds, one round, or even instantaneously.
== D ==
== D ==
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== H ==
== H ==
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=== Healthy ===
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:''Cost'': 3 points
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:''Benefit'': You are tougher than most, gaining 4+CON HP. (This does ''not'' count for your Hit Dice or any other effects.)
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:''Modifiers'':
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* (1 point, repeatable) Gain another 1 HP.
=== Heat Adaptation ===
=== Heat Adaptation ===
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== L ==
== L ==
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=== Leadership ===
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:''Cost'': 4 points
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:''Benefit'': As the ''Leadership'' Feat. You are able to attract a group of loyal followers to help you out in various roles. A Rogue who has gathered a small band of thieves, a Wizard with his apprentices, or that douche at your high school who has a group of sycophantic allies are all prime examples of people with this Tag.
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:''Modifiers'':
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* (6 points) Add 1 to the level of all Followers.
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* (5 points) Add 1 to the level of your Cohort.
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* (4 points) +3 to your Leadership score.
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* (4 points) You may take this Tag before level 6th, ''if'' your level + Charisma modifier = 6 or more.
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:''Special'': You cannot take this Tag and the Leadership Feat. If you take the Leadership Feat, you may add modifiers from this tag as if you had taken this tag instead of the Leadership Feat.
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You must take this tag after attaining sixth level, unless a purchased modifier allows otherwise. Your base Leadership score (Level + CHA Mod) must be 6 to do this.
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=== Ludicrous Luck ===
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:''Cost'': 2 points
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:''Benefit'': You're just plain luckier than most, gaining one Luck Charge (which is restored after an Extended Rest). Your Luck Charge may be used to turn a critical failure into a non-critical failure, automatically confirm a critical hit on a natural 20, or to reroll an attack roll, skill check, or other d20 roll - but you HAVE to take the second result. (Yes, if you have several Luck Charges, you can use them repeatedly on the same check.)
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:''Modifiers'':
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* (2 points, repeatable) Gain an additional Luck Charge
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* (-2 points) Your luck occasionally turns against you... Massively. Any time you use a Luck Charge (and it works - so if you reroll and STILL fail this doesn't come into effect), the GM rolls a d10. If the value is equal to or less than the number of times you've used a Luck Charge without a problem (counting the one he's rolling for), then the GM can pull a completely ridiculous negative circumstance of his choice against you - the consequence being highly variable, but no saving throw of any kind allowed, whatever it is. (Good ones include badly-timed pans falling on your head, or getting on the bad side of a swarm of cats.)
== M ==
== M ==
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:''Modifiers'':
:''Modifiers'':
* (3 points, repeatable) An additional +1 Natural bonus to their Armor Class.
* (3 points, repeatable) An additional +1 Natural bonus to their Armor Class.
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== O ==
== O ==
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== Z ==
== Z ==
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== Tags skipped ==
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These tags from BESM d20 have been skipped for possible future implementation
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* Art of Distraction
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* Computer Scanning
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*

Revision as of 22:40, 7 August 2010

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