Ad20r:Tags:Buff M-Z
From Fax Encyclopedicus
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== T == | == T == | ||
+ | |||
+ | === Telekinesis === | ||
+ | |||
+ | :''Cost'': 8 points | ||
+ | :''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. | ||
+ | :''Modifiers'': | ||
+ | * (-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). | ||
+ | * (6 points, 4 if single-element, repeatable) Multiply the manipulable weight by ten. | ||
+ | * (4 points, 3 if single-element, repeatable) Triple the range the technique can be used at. | ||
+ | |||
+ | |||
+ | === Telepathy === | ||
+ | |||
+ | :''Cost'': 6 points | ||
+ | :''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. | ||
+ | :''Modifiers'': | ||
+ | * (-2 points) The effect only works on a broad, but non-universal, category of creatures, such as humanoids. | ||
+ | * (-4 points) The effect only works on a narrow category of creatures, such as those the character is close to, or canines. | ||
+ | * (-4 points) The ability requires direct contact to work. | ||
+ | * (2 points, repeatable) Double the range. | ||
+ | * (4 points) The character doesn't need full concentration to read another's thoughts. | ||
+ | * (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). | ||
+ | * (4 points) The character can pick up deeper thoughts of the target. | ||
+ | * (6 points) The character can read another's senses, with concentration. | ||
+ | * (6 points) The character can read multiple people's thoughts at once. | ||
+ | * (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. | ||
+ | * (6 points, requires mind invasion) ... And even alter them in various ways. | ||
+ | |||
+ | === Teleport === | ||
+ | |||
+ | :''Cost'': 8 points | ||
+ | :''Benefit'': The character can teleport, as the spell ''teleport'' (self plus 50 pounds of objects only). | ||
+ | <<<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'. | ||
+ | === Transmutation === | ||
+ | |||
+ | :''Cost'': 9 points | ||
+ | :''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. | ||
+ | :''Modifiers'': | ||
+ | * (-3 points) The transmutation only works on one large class of objects ("weapons", "wood", "clothing", "food" for example). | ||
+ | * (-6 points) The transmutation only works in a very specific context, like "clothes to combat outfit" or "restore spoiled food". | ||
+ | * <<<MODIFIERS FOR USE ON MAGIC ITEMS, NON-SIMILAR MASS, ETC. FORTHCOMING>>> | ||
+ | |||
+ | === Tunneling === | ||
+ | |||
+ | :''Cost'': 5 points | ||
+ | :''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. | ||
+ | :''Modifiers'': | ||
+ | * (4 points, repeatable) Add 5 feet to the speed. | ||
+ | * (3 points) The character can move through solid rock at half speed. | ||
=== Turn Undead === | === Turn Undead === | ||
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:''Modifiers'': | :''Modifiers'': | ||
* (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. | * (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. | ||
+ | |||
+ | === Water Speed === | ||
+ | |||
+ | :''Cost'': 4 points | ||
+ | :''Benefit'': The character gains a Swim Speed of 15 feet. | ||
+ | :''Modifiers'': | ||
+ | * (2 points, repeatable) Add 10 feet. | ||
=== Water Walk === | === Water Walk === |