Ad20r:Tags:Buff M-Z

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:''Modifiers'':
:''Modifiers'':
* (-4 to -8 points, GM's Discretion) This damage only applies to one general class of weapons - i.e. you only do the increased damage while using a sword, or only with a specific group of magic (Evocation or Fire for example).
* (-4 to -8 points, GM's Discretion) This damage only applies to one general class of weapons - i.e. you only do the increased damage while using a sword, or only with a specific group of magic (Evocation or Fire for example).
-
 
=== Mechanical Genius ===
=== Mechanical Genius ===
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== R ==
== R ==
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=== Regeneration ===
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:''Cost'': 4 points
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:''Benefit'': The character can recover from damage ''ludicrously'' faster than a normal human - recovering one hit point every minute.
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:''Modifiers'':
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* (8 points) One HP every round.
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* (4 points, must have taken the previous modifier, repeatable) +1 HP each round.
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=== Reincarnation ===
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:''Cost'': 6 points
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:''Benefit'': Death is not the end for a reincarnating character - they somehow survive, and can be restored to full life. Maybe they're a robot whose memory can be copied, or a demon that can return from the Abyss after some time... Either way, they're a major problem.
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: This Reincarnation, however, is preventable in some way (even if that way is rather complex, like a special ritual), and takes a few weeks to complete.
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:''Modifiers'':
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* (-2 points) The reincarnation is rather easy to prevent (burning the corpse, for example).
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* (+2 points) The reincarnation is especially hard to prevent (the ritual that can seal the character's spirit is exceptionally obscure).
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* (4 points, repeatable) The reincarnation is faster, settling in (go up a step for each repetition:
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** A few days.
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** 24 hours.
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** A few hours.
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** One hour
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** A few minutes
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** A few rounds
== S ==
== S ==
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:''Cost'': 3 points
:''Cost'': 3 points
:''Benefit'': Gain the Scent ability. Simple enough right?
:''Benefit'': Gain the Scent ability. Simple enough right?
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=== Second Wind ===
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:''Cost'': 2 points
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:''Benefit'': The character, under certain conditions, can gain a second wind, immediately recovering 5 HP. This can only occur once per power. Gaining the second wind requires a standard and move action.
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:''Modifiers'':
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* (1 point, repeatable) +3 HP from the second wind.
=== Skill Training ===
=== Skill Training ===
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:''Modifiers'':
:''Modifiers'':
* (2 points) The effect only prevents sound from entering or leaving the zone, and isn't a true zone of silence.
* (2 points) The effect only prevents sound from entering or leaving the zone, and isn't a true zone of silence.
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=== Sixth Sense ===
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:''Cost'': 2 points
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:''Benefit'': The character has a sense for detecting things under unusual contexts. When taking this attribute, the character specifies a category of phenomona (with GM OK!). When something related to that sense is close, the GM can have the character roll a Wisdom check to notice it - making it easier if the source is strong. A character who concentrates after detecting a source can get some information about it, much like the ''detect evil'' or ''detect magic'' spells.
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:''Modifiers'':
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* (3 points) The detection is constant, similar in nature to a spell like ''detect evil''.
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=== Size Change ===
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:''Cost'': 12 points
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:''Benefit'': The character is, by some means, able to shift in size - able to shift themselves (gear and all) up or down one size increment (i.e. from Medium to Small or Large.)
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:''Modifiers'':
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* (-4 points) They can't shrink, only grow.
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* (-6 points) They can't grow, only shrink.
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* (4 points, repeatable) They can shrink one size further than they otherwise could, down to a limit of Fine.
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* (6 points, repeatable) They can grow one size further than they otherwise could, up to a limit of Colossal.
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=== Slithering ===
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:''Cost'': 3 points
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:''Benefit'': The character can, if their armor allows them to move sufficiently (Leather or less), move along the ground at full speed while prone. They are not considered flat-footed for the purposes of avoiding attacks while prone.
=== Smoke Adaptation ===
=== Smoke Adaptation ===
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:''Cost'': 1 character point
:''Cost'': 1 character point
:''Benefit'': The character is adapted to better handle smoke, smog, and the like. It never needs to make saves against Smoke effects.
:''Benefit'': The character is adapted to better handle smoke, smog, and the like. It never needs to make saves against Smoke effects.
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=== Swarm ===
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:''Cost'': 6 points
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:''Benefit'': The character can transform into a swarm of small creatures, like bats, rats, or the like. The details must be crafted as the attribute is taken. The user transforms into three of the creature per HP. Most special abilities cannot be used while in Swarm form.
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:The swarm can attack with the BA of its user, inflicting one damage per ten creatures in the swarm. A swarm can be attacked as usual, but the critters don't die easily - effective damage against the character's true HP is reduced to one-quarter, except for Area effect attacks.
== T ==
== T ==
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=== Telekinesis ===
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:''Cost'': 8 points
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:''Benefit'': The character can move objects without physically touching them. (This could be just a tractor beam.) As taken, this is only good for two pounds of object carried, and only works up to twenty feet away from the user.
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:''Modifiers'':
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* (-6 points) The character can only manipulate one sort of material - such as a traditional element (air, earth, fire, water), wood, or metal (which could mean their power is magnetic in nature).
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* (6 points, 4 if single-element, repeatable) Multiply the manipulable weight by ten.
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* (4 points, 3 if single-element, repeatable) Triple the range the technique can be used at.
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=== Telepathy ===
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:''Cost'': 6 points
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:''Benefit'': The character has some power of telepathic power, the ability to read other peoples minds. It allows for, upon concentration, reading of another's surface thoughts. They also gain a limited ability to send their own thoughts to others - starting with basic emotions. The ability works at a range of 50 feet.
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:''Modifiers'':
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* (-2 points) The effect only works on a broad, but non-universal, category of creatures, such as humanoids.
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* (-4 points) The effect only works on a narrow category of creatures, such as those the character is close to, or canines.
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* (-4 points) The ability requires direct contact to work.
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* (2 points, repeatable) Double the range.
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* (4 points) The character doesn't need full concentration to read another's thoughts.
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* (4 points) The character can communicate with other telepaths at normal conversational speeds, and send simple concepts (one word) to non-telepaths (as a full-round action).
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* (4 points) The character can pick up deeper thoughts of the target.
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* (6 points) The character can read another's senses, with concentration.
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* (6 points) The character can read multiple people's thoughts at once.
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* (12 points) The character can invade another's mind - if that person fails a Will Save (DC defined by GM), the character can probe into their memories.
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* (6 points, requires mind invasion) ... And even alter them in various ways.
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=== Teleport ===
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:''Cost'': 8 points
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:''Benefit'': The character can teleport, as the spell ''teleport'' (self plus 50 pounds of objects only).
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<<<TO DO: MODIFIERS>>>
=== Temperature Control ===
=== Temperature Control ===
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* (2 points, repeatable) increase the area by 15'.
* (2 points, repeatable) increase the area by 15'.
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=== Transmutation ===
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:''Cost'': 9 points
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:''Benefit'': The character can transmute one non-living object to another of similar size and nature. The target object must be known to the user. Transmutation doesn't normally work on magic objects.
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:''Modifiers'':
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* (-3 points) The transmutation only works on one large class of objects ("weapons", "wood", "clothing", "food" for example).
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* (-6 points) The transmutation only works in a very specific context, like "clothes to combat outfit" or "restore spoiled food".
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* <<<MODIFIERS FOR USE ON MAGIC ITEMS, NON-SIMILAR MASS, ETC. FORTHCOMING>>>
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=== Tunneling ===
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:''Cost'': 5 points
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:''Benefit'': The character gains a tunnel speed of 5 feet, allowing them to slowly maneuver around the environment under other creatures' feet, so long as the environment is dirt or sand.
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:''Modifiers'':
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* (4 points, repeatable) Add 5 feet to the speed.
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* (3 points) The character can move through solid rock at half speed.
=== Turn Undead ===
=== Turn Undead ===
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== U ==
== U ==
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=== Untrackable ===
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:''Cost'': 3 points
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:''Benefit'': The character never leaves footprints, tracks, or a scent when walking or running, except in deep snow (and not even that if they have Light-Footed). Tracking skills cannot succeed against them.
== V ==
== V ==
== W ==
== W ==
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=== Warding ===
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:''Cost'': 2 points
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:''Benefit'': The character knows how to create wards on doors, windows, or the like to protect against one type of supernatural being (such as Undead, Evil Outsider, or the like) - the affected beings can only pass through the ward by passing a DC 15 Will save and ''then'' taking 1d12 damage of an appropriate type (Holy being common) as the ward burns.
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:These wards can also be weaponized - stuck on an appropriate creature to deal 1d6 damage/round as long as it's stuck.
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:Further, they are useful against possession or Mind Control by supernatural entities - sticking it on an affected person gives them a chance to break free at a +4 bonus.
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:Exactly how these wards are created is variable - talk with the GM.
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:''Modifiers'':
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* (2 points, repeatable) The Ward is more powerful - raise the DC of the Will save by 3, and add 1d4 damage, both to a pass-through and to it's weapon use. Using it against possession/mind control grants an additional +2 bonus.
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=== Water Speed ===
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:''Cost'': 4 points
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:''Benefit'': The character gains a Swim Speed of 15 feet.
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:''Modifiers'':
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* (2 points, repeatable) Add 10 feet.
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=== Water Walk ===
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:''Cost'': 4 points
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:''Benefit'': The character can walk on the surface of water at their normal ground speed. They are presumed to be able to suppress this to dive into the water.
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:''Modifiers'':
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* (-2 points) The character can't suppress this ability, and thus can't go underwater under normal circumstances.
=== Wealthy ===
=== Wealthy ===
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== Z ==
== Z ==
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=== Zen Direction ===
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:''Cost'': 2 points
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:''Benefit'': By focusing for one minute, the character can learn what the "right" direction to move is. However, the "right" direction may be different from the "desired" one...
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:''Modifiers'':
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* (4 points) The "right" direction is always the "desired" one, as long as their desires are clear.

Current revision as of 06:56, 23 August 2010

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