Ad20r:Tags:Nerf

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* (-1 points) The bane is indirect, but deals full damage on initial exposure and no persistent damage.
* (-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.
* (Variable) The bane has other effects on the victim besides damage. GM's fiat.
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=== Berserk Button ===
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:''Gain'': 2 Character Points
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:''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".
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: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.
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::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.
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: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.
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::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.
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:''Modifiers'':
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* (-1 point) The condition is fairly easy to stop once it's started.
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* (1 points) The condition's trigger is fairly common.
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* (2 points) The condition's trigger is quite common.
=== Charge Time ===
=== Charge Time ===
:''Gain'': 2 character points
:''Gain'': 2 character points
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:''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.
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:''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.
: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.
:This tag cannot provide more than half the character point cost of the Buff Tag it is matched to.
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* (6 points) The charge time is matched to an extended rest (that is, the power becomes once-per-day)
* (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.
* (8 points) The charge time is one full day.
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== Concentration ==
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:''Gain'': 2 character points
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:''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.
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:The effect requires some concentration to maintain - the character must use a swift action each round to keep the effect going.
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:''Modifiers'':
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* (2 points) The effect requires intense concentration to maintain - the character must use a standard action each round to keep the effect going.
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* (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.

Current revision as of 19:30, 25 March 2011

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