From: <ama...@us...> - 2012-02-15 22:01:41
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Revision: 16218 http://pcgen.svn.sourceforge.net/pcgen/?rev=16218&view=rev Author: amaitland Date: 2012-02-15 22:01:32 +0000 (Wed, 15 Feb 2012) Log Message: ----------- PrettyLST run - DHG Modified Paths: -------------- Trunk/pcgen/data/alpha/distanthorizonsgames/eclipse_the_codex_persona/eclipse_abilities.lst Trunk/pcgen/data/alpha/distanthorizonsgames/eclipse_the_codex_persona/eclipse_abilities_disadvantages.lst Trunk/pcgen/data/alpha/distanthorizonsgames/eclipse_the_codex_persona/eclipse_abilities_enchantments.lst Trunk/pcgen/data/alpha/distanthorizonsgames/eclipse_the_codex_persona/eclipse_abilities_martial_arts.lst Trunk/pcgen/data/alpha/distanthorizonsgames/eclipse_the_codex_persona/eclipse_abilities_misc.lst Trunk/pcgen/data/alpha/distanthorizonsgames/eclipse_the_codex_persona/eclipse_abilities_mods.lst Trunk/pcgen/data/alpha/distanthorizonsgames/eclipse_the_codex_persona/eclipse_abilities_paths.lst Trunk/pcgen/data/alpha/distanthorizonsgames/eclipse_the_codex_persona/eclipse_abilities_proficiencies.lst Trunk/pcgen/data/alpha/distanthorizonsgames/eclipse_the_codex_persona/eclipse_abilities_racial.lst Trunk/pcgen/data/alpha/distanthorizonsgames/eclipse_the_codex_persona/eclipse_ability_categories.lst Trunk/pcgen/data/alpha/distanthorizonsgames/eclipse_the_codex_persona/eclipse_class.lst Trunk/pcgen/data/alpha/distanthorizonsgames/eclipse_the_codex_persona/eclipse_companionmods.lst Trunk/pcgen/data/alpha/distanthorizonsgames/eclipse_the_codex_persona/eclipse_profs_weapons.lst Trunk/pcgen/data/alpha/distanthorizonsgames/eclipse_the_codex_persona/eclipse_races_samples.lst Trunk/pcgen/data/alpha/distanthorizonsgames/eclipse_the_codex_persona/eclipse_skills.lst Trunk/pcgen/data/alpha/distanthorizonsgames/eclipse_the_codex_persona/eclipse_templates.lst Trunk/pcgen/data/alpha/distanthorizonsgames/eclipse_the_codex_persona/msrd_support/eclipse_msrd_abilities.lst Trunk/pcgen/data/alpha/distanthorizonsgames/eclipse_the_codex_persona/msrd_support/eclipse_msrd_skills.lst Trunk/pcgen/data/alpha/distanthorizonsgames/eclipse_the_codex_persona/pathfinder_support/eclipse_pf_abilities.lst Trunk/pcgen/data/alpha/distanthorizonsgames/eclipse_the_codex_persona/pathfinder_support/eclipse_pf_ability_categories.lst Trunk/pcgen/data/alpha/distanthorizonsgames/eclipse_the_codex_persona/rsrd_support/eclipse_rsrd_abilities.lst Trunk/pcgen/data/alpha/distanthorizonsgames/eclipse_the_codex_persona/rsrd_support/eclipse_rsrd_ability_categories.lst Trunk/pcgen/data/alpha/distanthorizonsgames/eclipse_the_codex_persona/rsrd_support/eclipse_rsrd_profs_weapons.lst Trunk/pcgen/data/alpha/distanthorizonsgames/eclipse_the_codex_persona/rsrd_support/eclipse_rsrd_races_companions.lst Trunk/pcgen/data/alpha/distanthorizonsgames/eclipse_the_codex_persona/rsrd_support/eclipse_rsrd_skills_mods.lst Trunk/pcgen/data/alpha/distanthorizonsgames/eclipse_the_codex_persona/srd_support/eclipse_srd_abilities.lst Trunk/pcgen/data/alpha/distanthorizonsgames/eclipse_the_codex_persona/srd_support/eclipse_srd_ability_categories.lst Trunk/pcgen/data/alpha/distanthorizonsgames/eclipse_the_codex_persona/srd_support/eclipse_srd_profs_weapons.lst Trunk/pcgen/data/alpha/distanthorizonsgames/eclipse_the_codex_persona/srd_support/eclipse_srd_skills.lst Trunk/pcgen/data/alpha/distanthorizonsgames/practical_enchanter/practical_enchanter_abilities.lst Trunk/pcgen/data/alpha/distanthorizonsgames/practical_enchanter/practical_enchanter_abilities_companions.lst Trunk/pcgen/data/alpha/distanthorizonsgames/practical_enchanter/practical_enchanter_abilities_talents.lst Trunk/pcgen/data/alpha/distanthorizonsgames/practical_enchanter/practical_enchanter_abilitycategories.lst Trunk/pcgen/data/alpha/distanthorizonsgames/practical_enchanter/practical_enchanter_classes.lst Trunk/pcgen/data/alpha/distanthorizonsgames/practical_enchanter/practical_enchanter_equipment.lst Trunk/pcgen/data/alpha/distanthorizonsgames/practical_enchanter/practical_enchanter_equipmods.lst Trunk/pcgen/data/alpha/distanthorizonsgames/practical_enchanter/practical_enchanter_feats.lst Trunk/pcgen/data/alpha/distanthorizonsgames/practical_enchanter/practical_enchanter_kits.lst Trunk/pcgen/data/alpha/distanthorizonsgames/practical_enchanter/practical_enchanter_races.lst Trunk/pcgen/data/alpha/distanthorizonsgames/practical_enchanter/practical_enchanter_spells.lst Trunk/pcgen/data/alpha/distanthorizonsgames/practical_enchanter/practical_enchanter_templates.lst Modified: Trunk/pcgen/data/alpha/distanthorizonsgames/eclipse_the_codex_persona/eclipse_abilities.lst =================================================================== --- Trunk/pcgen/data/alpha/distanthorizonsgames/eclipse_the_codex_persona/eclipse_abilities.lst 2012-02-15 21:42:00 UTC (rev 16217) +++ Trunk/pcgen/data/alpha/distanthorizonsgames/eclipse_the_codex_persona/eclipse_abilities.lst 2012-02-15 22:01:32 UTC (rev 16218) @@ -1,4 +1,4 @@ -# CVS $Revision$ $Author$ -- Wed Feb 23 18:28:35 2011 -- reformated by prettylst.pl v1.39 (build 11455) +# CVS $Revision$ $Author$ -- Wed Feb 15 13:58:48 2012 -- reformated by prettylst.pl v1.39 (build 15052) SOURCELONG:Eclipse - The Codex Persona SOURCESHORT:Eclipse SOURCEWEB:http://www.lulu.com/content/435647 # ORIGINAL ENTRY: Andrew Maitland (LegacyKing) # ORIGINAL ENTRY DATE: 2011-01-01 @@ -19,18 +19,18 @@ ###Block: SKILL Points #Another tough implementation, skill pool increased on a 1 for 1 basis... Need further thoughts on this. -# Ability Name Category of Ability Type Description Stackable? Multiple? Choose Bonus to Ability Pool Cost Source Page -Buy Skill Point CATEGORY:Special Ability TYPE:General.Character Creation.Conversion Stuff STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:VAR|CharacterSkillPts|1 COST:1 SOURCEPAGE:p.9 -Buy Skill Point ~ 2 CATEGORY:Special Ability TYPE:General.Character Creation.Conversion Stuff STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:VAR|CharacterSkillPts|2 COST:2 SOURCEPAGE:p.9 -Buy Skill Point ~ 4 CATEGORY:Special Ability TYPE:General.Character Creation.Conversion Stuff STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:VAR|CharacterSkillPts|4 COST:4 SOURCEPAGE:p.9 -Buy Skill Point ~ 6 CATEGORY:Special Ability TYPE:General.Character Creation.Conversion Stuff STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:VAR|CharacterSkillPts|6 COST:6 SOURCEPAGE:p.9 -Buy Skill Point ~ 8 CATEGORY:Special Ability TYPE:General.Character Creation.Conversion Stuff STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:VAR|CharacterSkillPts|8 COST:8 SOURCEPAGE:p.9 -Buy Skill Point ~ 10 CATEGORY:Special Ability TYPE:General.Character Creation.Conversion Stuff STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:VAR|CharacterSkillPts|10 COST:10 SOURCEPAGE:p.9 +# Ability Name Category of Ability Type Description Stackable? Multiple? Choose Bonus to Ability Pool Modify VAR Cost Source Page +Buy Skill Point CATEGORY:Special Ability TYPE:General.Character Creation.Conversion Stuff STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:VAR|CharacterSkillPts|1 COST:1 SOURCEPAGE:p.9 +Buy Skill Point ~ 2 CATEGORY:Special Ability TYPE:General.Character Creation.Conversion Stuff STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:VAR|CharacterSkillPts|2 COST:2 SOURCEPAGE:p.9 +Buy Skill Point ~ 4 CATEGORY:Special Ability TYPE:General.Character Creation.Conversion Stuff STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:VAR|CharacterSkillPts|4 COST:4 SOURCEPAGE:p.9 +Buy Skill Point ~ 6 CATEGORY:Special Ability TYPE:General.Character Creation.Conversion Stuff STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:VAR|CharacterSkillPts|6 COST:6 SOURCEPAGE:p.9 +Buy Skill Point ~ 8 CATEGORY:Special Ability TYPE:General.Character Creation.Conversion Stuff STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:VAR|CharacterSkillPts|8 COST:8 SOURCEPAGE:p.9 +Buy Skill Point ~ 10 CATEGORY:Special Ability TYPE:General.Character Creation.Conversion Stuff STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:VAR|CharacterSkillPts|10 COST:10 SOURCEPAGE:p.9 -Buy Spell CATEGORY:Special Ability TYPE:General.Character Creation.Conversion Stuff STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:ABILITYPOOL|Class Spell Selection|1 COST:1 SOURCEPAGE:p.11 -Buy Feat CATEGORY:Special Ability TYPE:General.Character Creation.Conversion Stuff STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:ABILITYPOOL|FEAT|1 COST:6 SOURCEPAGE:p.9 -Skill Specialty CATEGORY:Special Ability TYPE:General.Character Creation.Conversion Stuff DESC:Characters may buy a "specialty" in a given skill for 1 CP, these add +3 to the roll, but only for a chosen limited application. Only one specialty ever applies at a single time, even if they overlap. For example, many riders specialize in "Horses." MULT:YES CHOOSE:USERINPUT|TITLE="Name the Skill and Specialty" COST:1 SOURCEPAGE:p.9 +Buy Spell CATEGORY:Special Ability TYPE:General.Character Creation.Conversion Stuff STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:ABILITYPOOL|Class Spell Selection|1 COST:1 SOURCEPAGE:p.11 +Buy Feat CATEGORY:Special Ability TYPE:General.Character Creation.Conversion Stuff STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:ABILITYPOOL|FEAT|1 COST:6 SOURCEPAGE:p.9 +Skill Specialty CATEGORY:Special Ability TYPE:General.Character Creation.Conversion Stuff DESC:Characters may buy a "specialty" in a given skill for 1 CP, these add +3 to the roll, but only for a chosen limited application. Only one specialty ever applies at a single time, even if they overlap. For example, many riders specialize in "Horses." MULT:YES CHOOSE:USERINPUT|TITLE="Name the Skill and Specialty" COST:1 SOURCEPAGE:p.9 #BONUS:SKILLPOINTS|NUMBER|count("ABILITIES","CATEGORY=Special Ability","NAME=Buy Skill Point") # Adept Skills - You are only allowed to use CP based Skills, not Intelligence Skills. Requires two Skill Pools. Intelligence / CP @@ -56,607 +56,607 @@ ########################### ###Block: Abilities List / Feats -# Ability Name Unique Key Output Name Category of Ability Type Visible Required Ability Restricted Ability Required Movement Rate Prohibited Movement Rate Required Non-Monster Lvl Define Description Stackable? Multiple? Choose Selections Move Automatically Gained Feat Ability Bonus to Ability Pool Add to base move Bonus to skill Bonus to skill rank Stat bonus Modify VAR Class Skill Vision Spell Res. Damage Reduction Cost Source Page Description of the Benefits SORTKEY -Ability Focus / Specific Ability KEY:Ability Focus ~ Specific Ability CATEGORY:Special Ability TYPE:General.EclipseAbilityOutput.Abilities.Corruptable DESC:You add +2 to the DC of resisting one of your specific abilities, such as a breath weapon, special ability, particular spell, or specific poison. MULT:YES CHOOSE:USERINPUT|TITLE="Ability Choice" COST:3 SOURCEPAGE:p.23 BENEFIT:Ability Focus for selected abilities. -Ability Focus / Group of Abilities KEY:Ability Focus ~ Group of Abilities CATEGORY:Special Ability TYPE:General.EclipseAbilityOutput.Abilities.Corruptable DESC:You add +2 to the DC of resisting to a particular school, technique, descriptor, domain, or path of magic, a small group of innate magical abilities, or another modest group of abilities. MULT:YES CHOOSE:USERINPUT|TITLE="Ability Group Choice" COST:6 SOURCEPAGE:p.23 BENEFIT:Ability Focus for selected group of abilities. +# Ability Name Unique Key SORTKEY Output Name Category of Ability Type Visible Required Ability Restricted Ability Required Movement Rate Prohibited Movement Rate Required Non-Monster Lvl Define Description Stackable? Multiple? Choose Selections Move Automatically Gained Feat Ability Bonus to Ability Pool Add to base move Bonus to skill Bonus to skill rank Stat bonus Modify VAR Class Skill Vision Spell Res. Damage Reduction Cost Source Page Description of the Benefits +Ability Focus / Specific Ability KEY:Ability Focus ~ Specific Ability CATEGORY:Special Ability TYPE:General.EclipseAbilityOutput.Abilities.Corruptable DESC:You add +2 to the DC of resisting one of your specific abilities, such as a breath weapon, special ability, particular spell, or specific poison. MULT:YES CHOOSE:USERINPUT|TITLE="Ability Choice" COST:3 SOURCEPAGE:p.23 BENEFIT:Ability Focus for selected abilities. +Ability Focus / Group of Abilities KEY:Ability Focus ~ Group of Abilities CATEGORY:Special Ability TYPE:General.EclipseAbilityOutput.Abilities.Corruptable DESC:You add +2 to the DC of resisting to a particular school, technique, descriptor, domain, or path of magic, a small group of innate magical abilities, or another modest group of abilities. MULT:YES CHOOSE:USERINPUT|TITLE="Ability Group Choice" COST:6 SOURCEPAGE:p.23 BENEFIT:Ability Focus for selected group of abilities. -Ability Focus / Specific Ability / Doubled KEY:Ability Focus ~ Specific Ability / Doubled CATEGORY:Special Ability TYPE:General.EclipseAbilityOutput.Abilities.Corruptable DESC:You add +2 to the DC of resisting one of your specific abilities, such as a breath weapon, special ability, particular spell, or specific poison. MULT:YES CHOOSE:USERINPUT|TITLE="Ability Choice" COST:6 SOURCEPAGE:p.23 -Ability Focus / Group of Abilities / Doubled KEY:Ability Focus ~ Group of Abilities / Doubled CATEGORY:Special Ability TYPE:General.EclipseAbilityOutput.Abilities.Corruptable DESC:You add +2 to the DC of resisting to a particular school, technique, descriptor, domain, or path of magic, a small group of innate magical abilities, or another modest group of abilities. MULT:YES CHOOSE:USERINPUT|TITLE="Ability Group Choice" COST:12 SOURCEPAGE:p.23 +Ability Focus / Specific Ability / Doubled KEY:Ability Focus ~ Specific Ability / Doubled CATEGORY:Special Ability TYPE:General.EclipseAbilityOutput.Abilities.Corruptable DESC:You add +2 to the DC of resisting one of your specific abilities, such as a breath weapon, special ability, particular spell, or specific poison. MULT:YES CHOOSE:USERINPUT|TITLE="Ability Choice" COST:6 SOURCEPAGE:p.23 +Ability Focus / Group of Abilities / Doubled KEY:Ability Focus ~ Group of Abilities / Doubled CATEGORY:Special Ability TYPE:General.EclipseAbilityOutput.Abilities.Corruptable DESC:You add +2 to the DC of resisting to a particular school, technique, descriptor, domain, or path of magic, a small group of innate magical abilities, or another modest group of abilities. MULT:YES CHOOSE:USERINPUT|TITLE="Ability Group Choice" COST:12 SOURCEPAGE:p.23 # Need a Method to Increase the DC of Abilities, Method exists in SRD35, need to work it here as well. # BONUS:VAR|Blah|2|PREABILITY:1,CATEGORY=Special Ability,Ability Focus ~ Specific Ability(Ability Name),additional will be needed in each ability. # / Need CHOOSE:ABILITY - Must have Code Team Realize that existing implementation of CHOOSE:ABILITY doesn't work like CHOOSE:FEAT which breaks existing functionality -Acrobatics KEY:Acrobatics ~ Base CATEGORY:Special Ability TYPE:General.EclipseAbilityOutput.Abilities.Corruptable DESC:Acrobatics allows you to combine several physical stunts into one roll. An example might be, "I flip over the railing, grab the chandelier, swing across the room, tumble out the window, and land on my horse!" This would require one roll, at the highest DC incurred by any single action. You may thus evade some checks; in the example above the character wouldn't need to make any Jump checks because the Tumble check has the highest DC involved. COST:6 SOURCEPAGE:p.23 BENEFIT:Combine several physical stunts into one roll at the highest DC by any one of the actions. SORTKEY:Acrobatics_1a -Acrobatics / Light Foot KEY:Acrobatics ~ Light Foot CATEGORY:Special Ability TYPE:General.EclipseAbilityOutput.Abilities.Corruptable PREABILITY:1,CATEGORY=Special Ability,Acrobatics ~ Base DESC:allows combining an impractical maneuver with normal movement, such as running on walls or turning in midair while jumping. COST:6 SOURCEPAGE:p.23 BENEFIT:Allows impractical maneuver with normal movement. SORTKEY:Acrobatics_1b +Acrobatics KEY:Acrobatics ~ Base SORTKEY:Acrobatics_1a CATEGORY:Special Ability TYPE:General.EclipseAbilityOutput.Abilities.Corruptable DESC:Acrobatics allows you to combine several physical stunts into one roll. An example might be, "I flip over the railing, grab the chandelier, swing across the room, tumble out the window, and land on my horse!" This would require one roll, at the highest DC incurred by any single action. You may thus evade some checks; in the example above the character wouldn't need to make any Jump checks because the Tumble check has the highest DC involved. COST:6 SOURCEPAGE:p.23 BENEFIT:Combine several physical stunts into one roll at the highest DC by any one of the actions. +Acrobatics / Light Foot KEY:Acrobatics ~ Light Foot SORTKEY:Acrobatics_1b CATEGORY:Special Ability TYPE:General.EclipseAbilityOutput.Abilities.Corruptable PREABILITY:1,CATEGORY=Special Ability,Acrobatics ~ Base DESC:allows combining an impractical maneuver with normal movement, such as running on walls or turning in midair while jumping. COST:6 SOURCEPAGE:p.23 BENEFIT:Allows impractical maneuver with normal movement. -Action Hero CATEGORY:Special Ability TYPE:General.EclipseAbilityOutput.Abilities.Corruptable STACK:YES MULT:YES CHOOSE:NUMCHOICES=5|NOCHOICE BONUS:ABILITYPOOL|Action Hero Choice|1 COST:6 SOURCEPAGE:p.23 SORTKEY:Action Hero_1a +Action Hero SORTKEY:Action Hero_1a CATEGORY:Special Ability TYPE:General.EclipseAbilityOutput.Abilities.Corruptable STACK:YES MULT:YES CHOOSE:NUMCHOICES=5|NOCHOICE BONUS:ABILITYPOOL|Action Hero Choice|1 COST:6 SOURCEPAGE:p.23 # Action Hero Choices -Action Hero / Heroism KEY:Action Hero ~ Heroism CATEGORY:Special Ability TYPE:EclipseAbilityOutput.ActionHeroChoice DESC:allows you to spend one Action Point per round to improve a single character-action roll (NOT a hit point or other character development check) by 1d6. At level 8+ roll 2d6 and apply the best one, at 15+ roll 3d6 and apply the best one, and at 22+ roll 4d6 and apply the best one. Totaled multipledie rolls, such as the damage from a Fireball or a highlevel rogue's Sneak Attack, may add the total instead of keeping only the best die. An Action Point may be spent on Heroism after the roll is made, but must be spent before the Game Master announces the result. Action Points cannot be used if you're "Taking 10" or "Taking 20." SORTKEY:Action Hero_1b -Action Hero / Stunt KEY:Action Hero ~ Stunt CATEGORY:Special Ability TYPE:EclipseAbilityOutput.ActionHeroChoice DESC:temporarily enhances your current abilities by a total of +6 CP. Constant-effect abilities purchased in this fashion work for one minute. Other abilities last for one round. In any case, the extra CP can only be used to enhance abilities related to your current talents and must be approved by the Game Master. They may, however, exceed the normal purchase limits. "Stunts" may be Corrupted or Specialized under the usual rules. Popular uses of this ability include taking an extra Standard Action (Reflex Training), gaining an extra use of any "uses-per-time period" ability (Bonus Uses), or automatically stabilizing your condition (Grant of Aid). "Taking 20" when this is not normally allowed (Luck), making a mighty effort (Hysteria), instantly refreshing a spell slot (Invocation), or "throwing off" mental influences (Immunity; the influence is gone for good if the power in question has a specified duration, but comes back after a minute if it's permanent) are also popular. BENEFIT:Temporarily enhances your current abilities by a total of +6 CP. Constant-effect abilities work for one minute. Other abilities last one round. SORTKEY:Action Hero_1c -Action Hero / Crafting KEY:Action Hero ~ Crafting CATEGORY:Special Ability TYPE:EclipseAbilityOutput.ActionHeroChoice DESC:lets a character with the appropriate skills and abilities expend Action Points in lieu of the time and XP that would normally be required to complete a project; the user is simply presumed to "have been working on it." In general, it costs 1 AP to complete a minor project, such as forging a masterwork dagger, scribing a couple of ordinary scrolls, or brewing a couple of potions. Notable projects, such as a wand, cost 3. Impressive projects, such as building a small boat or a minor permanent enchantment, cost 6. Major projects, such as building a private tower in the woods, enchanting midrange permanent items, or making a lesser magical staff, cost 10. Huge projects, such as enchanting a ship, creating a powerful permanent item, or making a major magical staff, cost 15. Finally, Grandiose projects, such as creating an epic item or building a fortification, cost 21. Crafting is useful in games which don't allow a lot of downtime for would-be crafters and enchanters to work in. Without it they may never get to use the abilities they've purchased. The Game Master is entitled to some advance notice of any project worth 10 AP or more. SORTKEY:Action Hero_1d -Action Hero / Invention KEY:Action Hero ~ Invention CATEGORY:Special Ability TYPE:EclipseAbilityOutput.ActionHeroChoice DESC:lets a character expend Action Points to develop new technologies, jury-rig equipment, create new spells, or simply to have brilliant ideas (i.e., getting a suggestion from the Game Master). A simple idea costs a mere 1 AP and a temporary jury-rig costs 1d3. Inventions are quite expensive, however. A minor improvement to an existing design costs 2 AP, an original design 4 AP, a minor innovation 7, a notable development 10, a dramatic discovery 15, and brand new fields of technology 25. Paying the base costs results in a prototype that only the inventor can effectively use or maintain. Twice that allows the inventor to make and sell the item, but others cannot - although they may begin investing AP in the invention as well. When the total reaches three times the base cost, the device can be duplicated by the creator's students. At four times the base AP cost specialists throughout the campaign will be able to make devices using the principles of the item, and at five times the base AP cost, it becomes generally available. SORTKEY:Action Hero_1e -Action Hero / Influence KEY:Action Hero ~ Influence CATEGORY:Special Ability TYPE:EclipseAbilityOutput.ActionHeroChoice DESC:allows you to spend AP to manipulate largescale events. For example, a minor change, such as getting the taxes on a village reduced or forgiven for a year, would cost 1 AP. Getting backing for an expedition or getting someone pardoned for a fairly serious offence might cost 3. Impressive requests, such as a raid or rescue expedition across a border, cost 6. Major changes, such as settling an inheritance dispute or getting a grant of lands might cost 10. Huge changes, such as getting a modest war started or settled, cost 15. Grandiose changes, such as changing a state religion or starting a crusade, cost 21. Influence is particularly useful when some of the players want to meddle in politics while the others simply want to fight things. SORTKEY:Action Hero_1f +Action Hero / Heroism KEY:Action Hero ~ Heroism SORTKEY:Action Hero_1b CATEGORY:Special Ability TYPE:EclipseAbilityOutput.ActionHeroChoice DESC:allows you to spend one Action Point per round to improve a single character-action roll (NOT a hit point or other character development check) by 1d6. At level 8+ roll 2d6 and apply the best one, at 15+ roll 3d6 and apply the best one, and at 22+ roll 4d6 and apply the best one. Totaled multipledie rolls, such as the damage from a Fireball or a highlevel rogue's Sneak Attack, may add the total instead of keeping only the best die. An Action Point may be spent on Heroism after the roll is made, but must be spent before the Game Master announces the result. Action Points cannot be used if you're "Taking 10" or "Taking 20." +Action Hero / Stunt KEY:Action Hero ~ Stunt SORTKEY:Action Hero_1c CATEGORY:Special Ability TYPE:EclipseAbilityOutput.ActionHeroChoice DESC:temporarily enhances your current abilities by a total of +6 CP. Constant-effect abilities purchased in this fashion work for one minute. Other abilities last for one round. In any case, the extra CP can only be used to enhance abilities related to your current talents and must be approved by the Game Master. They may, however, exceed the normal purchase limits. "Stunts" may be Corrupted or Specialized under the usual rules. Popular uses of this ability include taking an extra Standard Action (Reflex Training), gaining an extra use of any "uses-per-time period" ability (Bonus Uses), or automatically stabilizing your condition (Grant of Aid). "Taking 20" when this is not normally allowed (Luck), making a mighty effort (Hysteria), instantly refreshing a spell slot (Invocation), or "throwing off" mental influences (Immunity; the influence is gone for good if the power in question has a specified duration, but comes back after a minute if it's permanent) are also popular. BENEFIT:Temporarily enhances your current abilities by a total of +6 CP. Constant-effect abilities work for one minute. Other abilities last one round. +Action Hero / Crafting KEY:Action Hero ~ Crafting SORTKEY:Action Hero_1d CATEGORY:Special Ability TYPE:EclipseAbilityOutput.ActionHeroChoice DESC:lets a character with the appropriate skills and abilities expend Action Points in lieu of the time and XP that would normally be required to complete a project; the user is simply presumed to "have been working on it." In general, it costs 1 AP to complete a minor project, such as forging a masterwork dagger, scribing a couple of ordinary scrolls, or brewing a couple of potions. Notable projects, such as a wand, cost 3. Impressive projects, such as building a small boat or a minor permanent enchantment, cost 6. Major projects, such as building a private tower in the woods, enchanting midrange permanent items, or making a lesser magical staff, cost 10. Huge projects, such as enchanting a ship, creating a powerful permanent item, or making a major magical staff, cost 15. Finally, Grandiose projects, such as creating an epic item or building a fortification, cost 21. Crafting is useful in games which don't allow a lot of downtime for would-be crafters and enchanters to work in. Without it they may never get to use the abilities they've purchased. The Game Master is entitled to some advance notice of any project worth 10 AP or more. +Action Hero / Invention KEY:Action Hero ~ Invention SORTKEY:Action Hero_1e CATEGORY:Special Ability TYPE:EclipseAbilityOutput.ActionHeroChoice DESC:lets a character expend Action Points to develop new technologies, jury-rig equipment, create new spells, or simply to have brilliant ideas (i.e., getting a suggestion from the Game Master). A simple idea costs a mere 1 AP and a temporary jury-rig costs 1d3. Inventions are quite expensive, however. A minor improvement to an existing design costs 2 AP, an original design 4 AP, a minor innovation 7, a notable development 10, a dramatic discovery 15, and brand new fields of technology 25. Paying the base costs results in a prototype that only the inventor can effectively use or maintain. Twice that allows the inventor to make and sell the item, but others cannot - although they may begin investing AP in the invention as well. When the total reaches three times the base cost, the device can be duplicated by the creator's students. At four times the base AP cost specialists throughout the campaign will be able to make devices using the principles of the item, and at five times the base AP cost, it becomes generally available. +Action Hero / Influence KEY:Action Hero ~ Influence SORTKEY:Action Hero_1f CATEGORY:Special Ability TYPE:EclipseAbilityOutput.ActionHeroChoice DESC:allows you to spend AP to manipulate largescale events. For example, a minor change, such as getting the taxes on a village reduced or forgiven for a year, would cost 1 AP. Getting backing for an expedition or getting someone pardoned for a fairly serious offence might cost 3. Impressive requests, such as a raid or rescue expedition across a border, cost 6. Major changes, such as settling an inheritance dispute or getting a grant of lands might cost 10. Huge changes, such as getting a modest war started or settled, cost 15. Grandiose changes, such as changing a state religion or starting a crusade, cost 21. Influence is particularly useful when some of the players want to meddle in politics while the others simply want to fight things. # Action Hero Optionals - need to clean this up -Action Hero / Increase AP KEY:Action Hero ~ Increase AP OUTPUTNAME:Increase AP CATEGORY:Special Ability TYPE:General.EclipseAbilityOutput.Abilities.Corruptable PREABILITY:1,CATEGORY=Special Ability,Action Hero COST:2 SOURCEPAGE:p.23 SORTKEY:Action Hero_1g -Action Hero / Heroism / d8 KEY:Action Hero ~ Heroism ~ Increase to d8 OUTPUTNAME:Heroism, increase to d8 CATEGORY:Special Ability TYPE:General.EclipseAbilityOutput.Abilities.Corruptable PREABILITY:2,CATEGORY=Special Ability,Action Hero,Action Hero ~ Heroism,Action Hero ~ Heroism ~ Increase to d8 PREABILITY:1,CATEGORY=Special Ability,Action Hero DESC:For +3 CP you may roll d8's instead of d6's. COST:3 SOURCEPAGE:p.23 SORTKEY:Action Hero_1h -Action Hero / Heroism / d10 KEY:Action Hero ~ Heroism ~ Increase to d10 OUTPUTNAME:Heroism, increase to d10 CATEGORY:Special Ability TYPE:General.EclipseAbilityOutput.Abilities.Corruptable PREABILITY:3,CATEGORY=Special Ability,Action Hero,Action Hero ~ Heroism,Action Hero ~ Heroism ~ Increase to d8 PREABILITY:1,CATEGORY=Special Ability,Action Hero DESC:For a further +3 CP you may roll d10's instead of d8's. COST:3 SOURCEPAGE:p.23 SORTKEY:Action Hero_1i -Action Hero / Heroism / 2 AP KEY:Action Hero ~ Heroism ~ Spend two points a round OUTPUTNAME:Heroism, spend two Action Points CATEGORY:Special Ability TYPE:General.EclipseAbilityOutput.Abilities.Corruptable PREABILITY:4,CATEGORY=Special Ability,Action Hero,Action Hero ~ Heroism,Action Hero ~ Heroism ~ Increase to d8,Action Hero ~ Heroism ~ Increase to d10 PREABILITY:1,CATEGORY=Special Ability,Action Hero DESC:For another +6 CP, you may spend two action points per round if you want to. COST:6 SOURCEPAGE:p.23 SORTKEY:Action Hero_1j -Action Hero / Heroism / No Reserve KEY:Action Hero ~ Heroism ~ Spend one AP without spending reserve OUTPUTNAME:Heroism, Spend AP without spending reserve CATEGORY:Special Ability TYPE:General.EclipseAbilityOutput.Abilities.Corruptable PREABILITY:5,CATEGORY=Special Ability,Action Hero,Action Hero ~ Heroism,Action Hero ~ Heroism ~ Increase to d8,Action Hero ~ Heroism ~ Increase to d10,Action Hero ~ Heroism ~ Spend two points a round PREABILITY:1,CATEGORY=Special Ability,Action Hero DESC:Finally, for +6 CP more, you may spend one AP per day without having to reduce your reserve. This last option is NOT usable with any of the other expenditure options. COST:6 SOURCEPAGE:p.23 SORTKEY:Action Hero_1k +Action Hero / Increase AP KEY:Action Hero ~ Increase AP SORTKEY:Action Hero_1g OUTPUTNAME:Increase AP CATEGORY:Special Ability TYPE:General.EclipseAbilityOutput.Abilities.Corruptable PREABILITY:1,CATEGORY=Special Ability,Action Hero COST:2 SOURCEPAGE:p.23 +Action Hero / Heroism / d8 KEY:Action Hero ~ Heroism ~ Increase to d8 SORTKEY:Action Hero_1h OUTPUTNAME:Heroism, increase to d8 CATEGORY:Special Ability TYPE:General.EclipseAbilityOutput.Abilities.Corruptable PREABILITY:2,CATEGORY=Special Ability,Action Hero,Action Hero ~ Heroism,Action Hero ~ Heroism ~ Increase to d8 PREABILITY:1,CATEGORY=Special Ability,Action Hero DESC:For +3 CP you may roll d8's instead of d6's. COST:3 SOURCEPAGE:p.23 +Action Hero / Heroism / d10 KEY:Action Hero ~ Heroism ~ Increase to d10 SORTKEY:Action Hero_1i OUTPUTNAME:Heroism, increase to d10 CATEGORY:Special Ability TYPE:General.EclipseAbilityOutput.Abilities.Corruptable PREABILITY:3,CATEGORY=Special Ability,Action Hero,Action Hero ~ Heroism,Action Hero ~ Heroism ~ Increase to d8 PREABILITY:1,CATEGORY=Special Ability,Action Hero DESC:For a further +3 CP you may roll d10's instead of d8's. COST:3 SOURCEPAGE:p.23 +Action Hero / Heroism / 2 AP KEY:Action Hero ~ Heroism ~ Spend two points a round SORTKEY:Action Hero_1j OUTPUTNAME:Heroism, spend two Action Points CATEGORY:Special Ability TYPE:General.EclipseAbilityOutput.Abilities.Corruptable PREABILITY:4,CATEGORY=Special Ability,Action Hero,Action Hero ~ Heroism,Action Hero ~ Heroism ~ Increase to d8,Action Hero ~ Heroism ~ Increase to d10 PREABILITY:1,CATEGORY=Special Ability,Action Hero DESC:For another +6 CP, you may spend two action points per round if you want to. COST:6 SOURCEPAGE:p.23 +Action Hero / Heroism / No Reserve KEY:Action Hero ~ Heroism ~ Spend one AP without spending reserve SORTKEY:Action Hero_1k OUTPUTNAME:Heroism, Spend AP without spending reserve CATEGORY:Special Ability TYPE:General.EclipseAbilityOutput.Abilities.Corruptable PREABILITY:5,CATEGORY=Special Ability,Action Hero,Action Hero ~ Heroism,Action Hero ~ Heroism ~ Increase to d8,Action Hero ~ Heroism ~ Increase to d10,Action Hero ~ Heroism ~ Spend two points a round PREABILITY:1,CATEGORY=Special Ability,Action Hero DESC:Finally, for +6 CP more, you may spend one AP per day without having to reduce your reserve. This last option is NOT usable with any of the other expenditure options. COST:6 SOURCEPAGE:p.23 # -Adaptation CATEGORY:Special Ability TYPE:General.EclipseAbilityOutput.Abilities.Corruptable DESC:(6 CP). Adaptation allows you to become accustomed to a stressful environment, position, or situation, avoiding it's penalties. For example, you can become used to fighting while prone, while on the pitching deck of a ship, while climbing, or while in zeroor high-gravity environments. Adaption to the desert or to an arctic environment would negate the effects of environmental stress, movement penalties, and similar annoyances in that environment. A social specialist could even become used to working with a hostile audience, and no longer suffer penalties to his or her skills in such situations. Unless combined with some form of Damage Reduction, or other appropriate defense, Adaption does not suffice for survival in environments which inflict damage on a per-round basis. ! You may take this ability multiple times. Each time, it affects another combat situation or environment. COST:6 SOURCEPAGE:p.23 -Adept KEY:Adept ~ Eclipse CATEGORY:Special Ability TYPE:General.EclipseAbilityOutput.Abilities.Corruptable.Adept DESC:(6 CP). Select four related (i.e., get your GM's permission) skills, which you learn for half price. Each rank of a relevant skill now costs only 1/2 CP. Each rank of an irrelevant one now costs only 1 CP. ! You may take this ability twice, affecting two groups of skills, if your Game Master gives you permission. Adept is actually one of the most powerful abilities in the system. It provides a huge skill bonus in exchange for simply deciding on what you're good at. The Game Master should keep a careful eye this. It's most common in Prestige Class conversion. MULT:YES CHOOSE:SKILL|TYPE=AdeptChoice SELECT:4 AUTO:FEAT|Adept(%LIST) COST:6 SOURCEPAGE:p.24 BENEFIT:Choose four related skills that only cost 1/2 a Character Point for each skill rank. +Adaptation CATEGORY:Special Ability TYPE:General.EclipseAbilityOutput.Abilities.Corruptable DESC:(6 CP). Adaptation allows you to become accustomed to a stressful environment, position, or situation, avoiding it's penalties. For example, you can become used to fighting while prone, while on the pitching deck of a ship, while climbing, or while in zeroor high-gravity environments. Adaption to the desert or to an arctic environment would negate the effects of environmental stress, movement penalties, and similar annoyances in that environment. A social specialist could even become used to working with a hostile audience, and no longer suffer penalties to his or her skills in such situations. Unless combined with some form of Damage Reduction, or other appropriate defense, Adaption does not suffice for survival in environments which i... [truncated message content] |