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=== Achilles Heel === :''Gain'': 2 character points :''Effect'': The character is weak to a particular, relatively rare form of attack - this type deals double damage to the character. (Examples include specific monster type's attacks, like the venom of spiders.) :''Modifiers'': * (2 points) The attack form is uncommon. (Elements are a primary example, as is silver or cold iron) * (4 points) The attack form is common. (Bludgeoning, Slashing, or Piercing damage) * (4 points) The weakness is ''severe'' - the damage is tripled instead of doubled. === Backlash === :''Gain'': X Character points :''Effect'': Select one Buff Tag that this modifies. That tag must involve some kind of skill check, save, or similar. If the character fails the check by 6 or more, or rolls a natural 1, then something bad happens to them. The GM declares how many points this attribute is worth, based on the severity of the bad stuff. : This tag cannot provide more than half the character point cost of the Buff Tag it is matched to. :''Modifiers'': * (Double points) The bad thing happens if the character fails the check by 3 or more. * (Triple points) The bad things happens if the character fails ''at all''. === Bane === :''Gain'': 2 Character Points :''Effect'': A specific thing that would normally not harm a human harms the character significantly - a fire elemental might suffer this if exposed to water, while a traditional Vampire suffers this from sunlight ''and'' crucifixes. The default source should be common and nontrivial to avoid for the subject. This attribute is good for representing severe allergies. :When the bane object touches the character, they take 1d6 points of damage. If the touch need be only indirect (sunlight or a noise, for example), the bane only deals 1d3 points of damage instead. If the source is less common (such as a holy symbol, Buddhist scripture, or rare element), then the damage is doubled - if extremely rare (such as a specific Artifact), it is tripled or quadrupled. :''Modifiers'': * (-2 points) The bane must be INGESTED to deal damage. * (2 points) Increase the damage die one size. * (4 points) Add one damage die of the relevant size. * (0 points) The bane need not directly touch the subject - it deals two die-sizes less damage, but takes effect upon mere presence. (Sunlight, hearing a specific noise, or sanctified ground are good examples of triggers for this.) Continued presence of the band deals the same damage per round. * (-1 points) The bane is indirect, but deals full damage on initial exposure and no persistent damage. * (Variable) The bane has other effects on the victim besides damage. GM's fiat. === Berserk Button === :''Gain'': 2 Character Points :''Effect'': Under specific, uncommon conditions, the character enters a state of unbridled rage. While enraged, they will furiously attack the nearest person, whether they are friend or foe. Once they either flee or are defeated (unconscious or worse), the character proceeds to the next "Threat". :If the character has a Rage ability, it is automatically triggered when this effect goes off. Otherwise, they gain a +2 to all attack and damage rolls, but a -2 to AC and all saves. ::Examples of conditions that might initiate Blind Fury include: receiving a certain amount of damage, sight of blood, a specific sound or smell, being outnumbered in combat, seeing a friend in mortal danger, confrontation with a specific opponent, etc. :The character can only return to a normal emotional state under another specific condition. This return could involve a Will save, or could be an automatic reversion. ::Examples of return conditions include: no opponents in the vicinity, a specific calming technique performed by an ally, solitude, injection of a particular drug, being knocked unconscious, etc. :''Modifiers'': * (-1 point) The condition is fairly easy to stop once it's started. * (1 points) The condition's trigger is fairly common. * (2 points) The condition's trigger is quite common. === Charge Time === :''Gain'': 2 character points :''Effect'': Select one Buff Tag that this modifies. A character with this tag cannot use the selected tag whenever desired because it requires a short time to activate. Once activation has started, only the character can stop it from becoming active when the appropriate time is up. This could represent a physical change that is not instantaneous, the collection of spiritual energies to perform a task, a device that takes time to “power up,” or an Attribute that only works when the character is mentally prepared. :At default, this attribute makes the matched Tag require one full-round action to initiate. Charging can be initiated as a free action, and does not require any actions afterwards. :This tag cannot provide more than half the character point cost of the Buff Tag it is matched to. :''Modifiers'': * (1 points) The charge requires some concentration to maintain - the character must use a swift action each round of charging to keep the charge going. (A "charge can be interrupted" modifier must also be selected.) * (2 points) The charge requires significant concentration to maintain - the character must use a standard action each round of charging to keep the charge going. (A "charge can be interrupted" modifier must also be selected.) * (4 points) The charge requires near-total concentration to maintain - the character must use a full-round action each round of charging to keep the charge going. (A "charge can be interrupted" modifier must also be selected.) * (2 points) The charge can be interrupted, but continues from where it left off. * (4 points) The charge can be interrupted, and if so, must restart from the beginning. * (-1 points) The charge time is reduced to one standard action. * (1 point) The charge time is increased two rounds. * (2 points) The charge time is a full minute. * (4 points) The charge time is an hour. * (6 points) The charge time is matched to an extended rest (that is, the power becomes once-per-day) * (8 points) The charge time is one full day. == Concentration == :''Gain'': 2 character points :''Effect'': Select one Buff Tag that is non-instantaneous that this modifies. A character with this tag must concentrate to maintain the effects of the selected tag. If the character’s concentration is interrupted voluntarily or by an outside event, the Attribute ceases to function. :The effect requires some concentration to maintain - the character must use a swift action each round to keep the effect going. :''Modifiers'': * (2 points) The effect requires intense concentration to maintain - the character must use a standard action each round to keep the effect going. * (4 points) The effect requires near-total concentration to maintain - the character muse use a full-round action each round to keep the effect going.
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