Tags

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Granted by race, class and equipment. Distinct from Conditions which are situational. Some tags will be related to equipment - the character only gains this benefit if they are using the item in its normal fashion. A sword with animosity only grants it when being wielded but a ring with it grants it so long as the ring is worn. Some tags meanwhile describe an active or passive ability but that that'll be added as I get to them.


This will be a list of all tags that a character can have. They have an 'Interaction -' description that determines how they interact with things that provide the same bonus. You know, if they stack. For example,

Protection's Interaction is "Highest" meaning use Highest value. Animosity is Same, Different because it stacks with both Animosity of the SAME type (+1 per level of it) and with DIFFERENT types (a character with animosity goblinoid and animosity giant gains both). They character gains only the HIGHEST level of animosity based on types; if a character has animosity 2 vs fire, animosity 3 against giants and animosity 1 vs undead, they have only animosity 3 vs an undead fire giant, not animosity 6. Most things do not have a type listed - if a type is listed, the tag only related to situations dealing with the type - it will be explained in the tag. Numbers are likewise explained.

Until this chapter gains organization, it will just be a list of all tags and the layout of what they look like.

Ability [Name] = character has special ability name listed in the square brackets.

[Type - range/area] is usual format. Counters = levels are reduced by the opposing thing. Whatever is left is kept; Vulnerability 25% against Resistance 50% = Resistance 25%.


Change the Same, Different, Highest to... Same = Add up total Latest = Character uses the latest version of something they have received. For instance, a character with Humanoid Movement gains Beast Movement (whilst in the form of an animal, say). Reverting to normal form gives them Humanoid Movement back. Relevant = Add up total if relevant Highest = Use Highest Relevant thing, no stacking If no listing, assume same don't stack and assume relevant don't stack (ie use highest)

Unless stated otherwise, all modifiers gained are Circumstantial and, thus, stack. For instance, two different abilities that allow the character to gain a bonus To-Hit against giants would stack. Enhancement modifiers, meanwhile, only ever use the highest gained.


Name

Interaction -

Effects -

Description -

List of Tags

Ability [Type] - Age Counter [Type] - Animosity [Type]

Armour Expertise [Type] - Aura [Type Bonus/Penalty] for [Type] - Battle Scarred

Battle Skills - Beast Movement - Bonded Animal - Breech Immunity

Champion Skills - Cursed Enhancement [Type] - Defence [Type] - Divine Domain

Divine Spheres - Enhancement [Type] - Eyes in the Woods

Faithful Steed - Favoured Enemy [Type] - Hardy

Horde Fighting - Humanoid Movement - Impervious [Type] - Inexperienced

Large Stature - Lord of War - Magical Fumbling

Magical Hardiness - Magic Item Use [Type] - Natural Attack [Damage, Damage Type, Tags]

Natural Attack Prowess - Negative Life -No Natural Weapons

On Strike - Paladin Vows - Personal Radius - Personal Range -

Poor Brawler - Poor Wrestler - Powerful - Ranger Code

Resistance [Type] - Scroll Use [Type] - Scroll Writing [Type]

Skill Modifier [Type] - Special Defence

Speed Modifier [Type] - Spell Casting

Spell Power - Stalker - Stealthy

Tainted Paladin - Unarmed Attack Prowess - Using Type

Vulnerability [Type] - Weak Will - Weapon Grand Mastery

Weapon High Mastery - Weapon Mastery - Weapon Specialization

Weapon Training [Type] -


Scroll Use and Writing notes: "If any spell-user acquires a scroll inscribed with a spell of a level too high for him to cast, he can still try to use the spell—the chance of failure, or other bad effect, is 5% per level difference between the character's present level and the level at which the spell could be used.

For example, a 1st-level mage finds a scroll with a wish spell inscribed upon it. The chance of failure is 85%, as wish is a 9th-level spell attained at 18th level: 18-1 = 17; 17x5% = 85%. A percentile die roll of 85 or less indicates failure of some sort, and Table 112 is consulted. In this case, the spell is 30% likely to fail without effect, while the chance for a reverse or harmful effect is 70%. ""