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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. === Charge Time === :''Gain'': 2 character points :''Effect'': Select one Buff Tag that this modifies. A character with this Defect 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 attribute 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.
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