Rules Teaser

16 views
Skip to first unread message

Owen K.C. Stephens

unread,
Jan 11, 2013, 2:56:01 PM1/11/13
to warlords-of-t...@googlegroups.com
Time for another weekly update!

While we're still working on a timeline for releasing the book (we think we know how much work the book needs -- now we just need to figure out how and when  we're going to get that work done, and by who) I have been working on sections as time allows (and to make sure my estimates of the time requires to bring them to completion are based in reality). While this is preliminary work, and subject to change, I wanted to share a tiny bit of that work with you.

Rather than just have a "mutations" section, which limits the type of apocalypse GMs can run and the kind of warlords players can make, I plan to have an "augmentations" section that presents abilities for cybernetics, mutation, and old world tech. Wherever possible augmentations will be based on (and cost a similar amount as) eidolon evolutions and racial abilities from the race builder. While a complete set of augmentations will be present in the book (giving you the full run-down of how they work in WotA and avoiding constantly refer you back to the Advanced Player's Guide or Ultimate Races), having the systems be linked allows future evolutions and racial build options to easily be converted to be augmentations by a GM who wishes to do so, and vice versa.

The following is an unedited, undeveloped, preliminary draft of what powers in the augmentations system may look like.

[H1]Augmentations: Cybernetics, Mutations, and Old Tech

Each augmentation is defined by a number of factors, which are defined in its statistics as outlined below.

Cost: The number of augmentation points (ap) required to purchase the augmentation.

Type: Augmentations may come from a number of different sources, which define how a character access them.

Cybernetics: The augmentation is a piece of technology integral to the character, either surgically implanted or developed as a result of nanotechnology.

Mutation: The augmentation is an innate biological ability of the character, but it not a normal feature developed through natural evolution. It may be a mutation the character was born with, or something that developed as a result of exposure to a mutagen.

Old Tech: The augmentation is part of a piece of equipment from the Old World, which may require constant maintenance and a knowledgeable operator

Visibility: How readily apparent the augmentation is.

Obvious: The augmentation (though not necessarily its exact function) is obvious at a glance.
Concealed: The augmentation has some signs of its existence, but requires a DC 20 Perception check to notice before it is used. Most concealed augmentations are obvious when put to use.

Hidden: The augmentation has no clear outward telltale signs, and is difficult to spot even when used. Recognizing that a character has this augmentation requires a DC 25 Perception check, which may only be made if the character is closely examined or the augmentation is used.

Prerequisites: Some augmentations can only be taken by characters that meet certain prerequisites, in which case they are listed here. Most often a creature’s type determines what augmentations it can take.

Effect: This defines the abilities granted by the augmentation.

Advancement: Some augmentations can be made more potent by spending additional ap. An advancement cannot be taken more than once unless it specifically says so.

 

Bite, Primary (Ex)

Cost: 1 ap

Type: cybernetic, mutation

Visibility: Obvious

Prerequisites: Any non-humanoid

Effect: The character’s maw is full of razor-sharp teeth, giving it a bite attack. This attack is a primary attack. The bite deals 1d6 points of damage (1d4 if Small, 1d8 if Large, 2d6 if Huge).

Advancement: For +1 ap the character can deal 1-1/2 times its Strength modifier on damage rolls made with its bite.
Advancement: For +2 ap the character deals bite damage as if it was one size category larger. This advancement may be taken more than once.

 

Bite, Secondary (Ex)

Cost: 1 ap

Type: cybernetic, mutation

Visibility: Concealed

Effect: The character’s teeth are unusually strong and sharp, giving it a bite attack. This attack is a secondary attack. The bite deals 1d4 points of damage (1d3 if Small, 1d6 if Large, 1d8 if Huge). A character cannot have both a primary and a secondary bite attack.

 

Claws (Ex)

Cost: 1 mp

Type: cybernetic, mutation, old tech

Visibility: Concealed

Prerequisites: Limbs

Effect: A character with this augmentation can extend a pair of vicious claws at the end of its limbs, giving it two claw attacks. These attacks are primary attacks. The claws deal 1d4 points of damage (1d3 if small, 1d6 if Large, 1d8 if Huge). A limb used for a claw attack cannot be used for anything else (such as holding a weapon, shield, or equipment) in the same round.

The character must have the limbs evolution to take this evolution.

Advancement: For +2 ap the characters claws become amazingly strong and sharp. The character gains a +1 enhancement bonus to attack and damage rolls made with claws. This advancement may be taken more than once.



Reply all
Reply to author
Forward
0 new messages