Ad20r:Tags:Buff

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:''Modifiers'':
:''Modifiers'':
* (4 points) Taking 20 can be done in one-fifth the usual time - just as long as Taking 10 would represent.
* (4 points) Taking 20 can be done in one-fifth the usual time - just as long as Taking 10 would represent.
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=== Mimic ===
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:''Cost'': 20 points
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:''Benefit'': The caracter can attempt to mimic other's actions. Upon making an appropriate check (Spellcraft for magic, knowledge checks for creature specials, or the like) at a suitable DC (base 15, going up for more powerful specials), they can use that ability. Attempting the check and using the ability is done in the same action length (which matches the action length of the ability as used normally).
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: Naturally, this requires a ''lot'' of DM council as to how precisely this works - which can vary by campaign.
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:''Modifiers'':
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* (-5 points) Spells only.
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=== Mind Manipulation ===
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:''Cost'': 12 points
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:''Benefit'': The character is capable of controlling the minds and/or actions of others by one means or another. By default, they can use it on any being with at least 3 Intelligence.
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:Control is initiated as a full-round action. The ''attacker'' must make a Will "save" of DC 10 plus the target's Intelligence modifier. If they succeed, the victim may attempt a Will Save against DC 15 plus the attacker's Wisdom modifier. Failure means control is established. While the precise details can vary, the effects are similar to ''Dominate Person''. (This can represent their thought patterns being forcibly overwritten, their bodies moving against their natural will, or all manner of other effects.) The effects last for one day.
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:At any dramatic moment, or when ordered to do something against their nature, the victim can try to break free of the influence - making this save at a +2 bonus if the action is undesirable, or +6 bonus if the action is especially so (say, attacking an ally).
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:Victims usually do not remember what happened while controlled.
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:Taking concentrated study on a subject for a day or two - particularly if they are captive - can provide a +5 to the user's will check and save DC.
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:''Modifiers'':
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* (2 points, repeatable) The character receives a +1 bonus to their attempts to initiate control, and the save DC to resist increases by 1.
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* (4 points) The effects last for one week instead of one day.
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* (8 points) The effects last for one month instead of one day.
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* ("0" points) The character is capable of "burning" single commands into the victim (including things like introducing a long-term phobia) - these commands do not time out. The character must make a separate check for each command.
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* (-2 points) The effects last for only one hour.
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* (-2 points) The ability works on an broad, setting-common, but not all-encompassing, category of beings ("humanoids" being the most basic). Can't stack with any other target-array limiter.
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* (-4 points) The ability works on a wide variety of targets ("Humanoid males", "Beings potentially attracted to the user", or "Underdark humanoids"). Can't stack with any other target-array limiter.
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* (-6 points) The ability only works on a moderate array of targets ("Arcane Spellcasters", "Divine Spellcasters", "Worshippers of this-or-that deity"). Can't stack with any other target-array limiter.
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* (-8 points) The ability only works on a highly specific array of targets ("Beings wearing cursed rings I developed - and not if they were put on against their will", "A specific family", "Beings who I've placed chips in the brains of"). Can't stack with any other target-array limiter.
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* (-6 points) The control only works on one subject at a time.
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* (-2 points) Victims remember what they did while under control.
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* (-4 points) The effect only charms the victims, making them fall in love with the character. They will be Helpful to the character, but she cannot attempt to order them to do things against their nature - they don't get a Will save to break control, but simply ''will not'' do it.
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* (-6 points) The effect only charms the victims into thinking of the character as a friend. See ''Charm Person''.
== N ==
== N ==
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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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=== Natural Weapons ===
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:''Cost'': 2 points
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:''Benefit'': The character has a natural weapon. Select one from the standard list.
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: All mechanically-oriented checks where taking 20 is allowed can be done in half the usual time.
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:''Modifiers'':
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* (2 points, Bite attack) The character can 'hold onto' the bite after landing it, continuing to inflict damage in subsequent rounds. These are automatically successful. The opponent can break the hold as if it were a Grapple, and the user can't defend as well while doing so (-4 to AC).
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* (2 points, Gore attack) The character's charges when using the Horn to attack are extra-effective, dealing an additional 1d6 damage.
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* (1 point, Tentacle attack) The character gets a +2 bonus to all Grapple-related checks due to the flexibility of the limb.
== O ==
== O ==
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=== Organizatonal Ties ===
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:''Cost'': Variable.
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:''Benefit'': The character has connections to an organization of power within the campaign. An organization that wields moderate power is worth one point, significant power two points, great power three points, and massive power four points. They can expect to be called on for favors, but in turn can call on favors of their own with that organization.
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: If you're at a heroing school, the student council would count as significant or even great power. If you're centered around one city, that city's Mafia and Nobility would ''both'' be of Great power.
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:''Modifiers'':
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* (As base cost, repeatable) The character wields greater power in the organizaton. By level (number of times this modifier is taken):
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** Respected position such as a landed knight or corporate junior executive. They have some status and wealth.
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** Middle rank such as a feudal lord, corporate vice president, or criminal captain who runs a neighborhood. (Or a junior congressman.)
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** Senior rank such as a US Senator, senior vice-president in a coporation, or feudal baron.
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** Controlling rank - US State Governor, corporate president, or mafia leader.
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** Controlling rank across many organizations - "boss of bosses" of many crime families, or ruler of a small nation.
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** Add one if the organization's influence is international at the level you're at. Add two if it's flat-out campaign-world-wide.
== P ==
== P ==
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=== Piloted Robot ===
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:''Cost'': 16 points
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:''Benefit'': The character owns and knows how to use a piloted robot, powered armor, or advanced vehicle. The exact details will ''necessarily'' involve ludicrous amounts of GM involvement - to the point where no modifiers are provided.
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: If the DM wants mechanics, for now, they are advised to get the ''d20 Mecha'' SRD, and start with a 400-point robot, at least for now.
=== Precise Fingers ===
=== Precise Fingers ===
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== W ==
== W ==
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=== Wealthy ===
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:''Cost'': 8 points
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:''Benefit'': The character is far wealthier than is normal for their level. They have access to resources a typical adventurer would lack, and can be safely assumed to have real estate holdings, investments, etc.
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: The character's assets and investments total at least 10,000 GP per level, ,and they can easily pull 1,000 GP a month out without significantly damaging it (due to rents, investment payoffs, etc.)
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:''Modifiers'':
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* (4 points) Their richness is ludicrous - 100,000 GP per level.
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* (8 points) Their rickness is at Nagi Sanzenin levels - in the millions of GP, with mansions, armies of servants, et cetera. The DM has to approve this, because it's a ''guaranteed'' campaign-changer.
=== Weather Control ===
=== Weather Control ===
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* Item of Power has been skipped; use the d20 equipment rules. Rules for adding tags to items will be provided later.
* Item of Power has been skipped; use the d20 equipment rules. Rules for adding tags to items will be provided later.
* Magic has been skipped ''for now'' - if you want to do things you could do with it that aren't already available as spells one way or another, just homebrew up a variant spell.
* Magic has been skipped ''for now'' - if you want to do things you could do with it that aren't already available as spells one way or another, just homebrew up a variant spell.
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* Metamorphosis skipped for now until reading up on ''Polymorph'' is completed.
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* Personal Gear is ignored - use the normal gold/item rules, or a concentrated version of the Wealth mechanic.
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* Pet Monster is skipped ''for now'' due to the existing Animal Companion and Familiar rules.
== Tags to add ==
== Tags to add ==

Revision as of 02:01, 16 August 2010

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