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There is a new ability score-Appearance (APP). This value attempts to take some of the inconsistency out of the Charisma score, ruling that one’s look doesn’t determine their likeability. At the GM’s discretion, this score may be omitted, but note that this could add a measure of depth to gameplay. Appearance affects Diplomacy checks, as well as any situation in which looking attractive could grant an advantage. It also ties directly to a person’s opinion regarding the subject in question. One’s allegiance is now noted in their character sheet. Allegiance isn’t as simple as “Elves” or “Fiends”, or even as simple as “Grey Elves” or “Demons”. Allegiance refers directly to what particular faction, and then which side, that someone answers to. Examples are “The Order of –blank-” or “King –blank-”. Shields are replaced by Shield Units. Shield Units range from Sky Elven body-encasing energy fields to High Elven riot shields. The Shield Unit is typically mounted on the arm, though there are exceptions. There are new skills to master. Coding: This skill, governed by Intelligence, allows the subject to effectively write and decrypt computer codes. It has two sub-skills; Coding (Programming) and Coding (Hacking). Coding (Programming) allows the subject to properly apply coding to carry out functions, such as running a computer or activating certain devices. Coding (Hacking) allows the subject to properly apply coding to infiltrate computers, databases, and security systems. Demolitions: This Wisdom-modified skill allows the subject to safely place explosives such as mines, and effectively operate certain machines. This skill mixes well with Craft (Trapmaking). Knowledge (Geography) and Knowledge (History) automatically start with 1 rank and 2 ranks, respectively. Also, Knowledge can be invested in by any class; everyone is trained to some extent. Operate Machinery: This Wisdom-driven skill allows users to operate specialized machines such as cranes or electric saws. Piloting: Piloting, determined by Wisdom, is the ability to properly operate vehicles. Like Craft and Profession, Piloting is not a skill itself, but made up of skills. Piloting (Driving) determines one’s skill in driving cars and similar vehicles. People start with three free ranks in Piloting (Driving). Piloting (Motorcycle) determines one’s ability to drive motorcycles and ATVs. Piloting (Tank Operator) determines one’s ability to drive and operate a tank or APC. Piloting (Ship Operator) determines one’s skill in driving naval vessels. Piloting (Aviation) determines one’s skill in operating aircraft. In addition, one must have a certain amount of skill in order to operate a vehicle at all. See the Vehicle entry for details on vehicle operations and Piloting checks. Repair: Like Craft and Profession, this Wisdom-driven skill is actually a list of skills. Repair (Computer) allows one to repair computers and security systems. Repair (Vehicle) allows one to fix broken vehicles. Repair (Equipment) allows one to fix broken machinery. People start with 3 ranks in Piloting (Driving), but cannot improve the score without training. There is a new type of ability: Technological (Tech). Technological abilities are not magic, and are therefore not affected by magic-altering effects such as Dispel Magic or Antimagic Field. Unless stated otherwise, technological abilities are granted by neural implants. In addition; unless stated otherwise, technological abilities do not provoke an attack of opportunity. Disease: All of the diseases of the past still exist, as either they weren’t cured or they’re coming back around (often by the fiends’ intervention). In addition, these new diseases exist. Fiend Leprosy: The Devils concocted this unimaginably painful disease in response to Elven resistance: It causes your body to rot while alive. The distinction between this and ordinary leprosy is that Fiend Leprosy allows you to continue feeling. This is the agonizing part. Fiend Leprosy can be transmitted via the air, contact, and bodily fluids. It can survive for five weeks without a host. It cannot enter through the skin. Only large animals can be infected (small and larger). Devils tend to carry test tubes filled with the blood of the infected during a raid. Fiend Leprosy cannot infect Fiends. The only cure is to survive for 12 weeks, at which time the disease dies out for some unknown reason. Restoration heals all non-permanent damage dealt, but it cannot heal the infection by itself. Wish and Miracle, however, can cure the infected. One who has survived Fiend Leprosy can never be infected by it again. Mind Rot: Most Devil factions and some of the more ‘lawful’ demon factions inflict this upon captured elves. This degenerate virus deals extreme damage to the subject’s brain while gradually improving the body’s musculature. In layman’s terms, it’s a Slave Sickness. This disease can rob the subject of its mind within a month or two, at which point indoctrination begins. Mind Rot can only infect elves. ½ of all Intelligence damage goes into Strength as an enhancement, while ½ of all Wisdom damage enhances Constitution. Even after Intelligence and Wisdom have dropped to 0 points, calculate the damage that would’ve been inflicted to determine how the subject strengthens. Restoration is the only cure for it, though its application rids the subject of the virus completely. After the subject has been reduced to 1 Intelligence, however, only Resurrection can restore the brain to its functioning state. Mind Rot can reduce your Intelligence to 1, and your Charisma and Wisdom to 0 each. Mind Rot can improve your Strength to 20 and your Constitution to 23. Being cured of Mind Rot restores any lost mental attributes, but it leaves your Strength and Constitution at their current state. Of course, only an insane fool would consider such a concept… Table: Diseases Disease..............Infection DC...............Incubation......Damage Fiend Leprosy........Inhaled 16, Injury 19......2D3 weeks.......2D4 STR/CON 1, 2 Mind Rot.............Injected 25................D4 days.........D4 INT, D8 WIS 1 It deals the same amount of CON damage as STR damage. 2 When damaged, character must succeed on another saving throw or 1 point of damage is permanent drain instead.
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