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> способности Фракций, конверция под 3.5
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Adamantium
Oct 3 2004, 12:48
#1


Arch Enemy
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5.1.2004
The Hive




Предлагаю обсудить
Вот, что у меня получилось:
THE ATHAR
Benefits. Followers of the Athar faction are immune to these spells: bestow curse, curse, divination, enthrall, exaction, holy word. And they gain +2 ST vs. magical scrying.
Restrictions. Because Athars deny the validity of the powers, priests of specific deities can't provide known Athars with aid in the form of spells and magical devices, particularly those of healing. Only the most dire circumstances can compel a priest to violate this restriction. 'Course, no self-respecting Athar would let any toadie of a power touch him, anyway...

BELIEVERS OF THE SOURCE
Benefits. Because they believe that all things have potential, Godsmen are generally well received throughout the planes. They gain a +2 bonus to diplomacy checks to all encounter reactions with planar beings.
Restrictions. In addition to the restrictions on priests described above, Godsmen can't be raised or resurrected by any means. However, they can automatically be reincarnated as a player character race (of the DM's choice).

THE BLEAK CABAL
Benefits. Considered mad by most, devotees of the Bleak Cabal are immune to spells causing madness or insanity. Furthermore, Bleakers gains +1 bonus to all saving throw vs. Mind affecting spells directed at them.
Restrictions. Bleakers are subject to fits of deep melancholia as they reflect on the pointlessness of life. At the start of each game day, the player rolls 1d20. On a roll of 20, the character is overcome by the futility of his or her own beliefs. The basher won't do anything unless philosophically convinced by another that it's worthwhile. Note that a monster eating another party member is not sufficient justification. (To the Bleaker, the poor sod's life or death is pointless anyway.)

THE DOOMGUARD
Benefits. The Doomguard is very military in organization and outlook. All members are trained to fight with a sword, gaining weapon focus (longsword) as a bonus feat. Those bashers normally denied the use of swords can use one without penalty, but they must abide by all other restrictions of their class.
Restrictions. The Doomguard are naturally resistant to healing and cures. For any such spell or magical device to have effect, a Doomguard cutter must first fail a saving throw vs. spell. If the save is successful, the magic is negated.

THE DUSTMEN
Benefits. The Dustmen have one of the most unique abilities of all the factions, embodied in the Bead Truce. This truce is a pact, reached in times more ancient than memory, between the Dustmen and the beings of the undead realm. The effect of the truce is that the undead'll ignore a Dustman, so long as the Dustman does nothing to harm the undead creature. If the Dustman breaks the pact, the undead and its companions will treat the sod as they would any other living being. This pact applies only to Dustmen. If one of this faction is with other bashers, the undead will react to the rest of the group normally (attacking, for example) while ignoring the Dustman. Should the Dustman aid his companions, those undead are released from the pact. Because of this possibility, it's more common to find Dustmen working side by side with zombies and such.
Restrictions. A Dustman's chance of resurrection survival is half that of other characters. The concept of raising and resurrection is counter to the philosophy of the faction, and so it's not something willingly accepted by most Dustmen.

THE FATED
Benefits. The Fated are great believers in self-sufficiency. They gain additional 4 skillpoints at 1 level and 1 skillpoint at thereafter levels. All skills are classcills for Fated
Restrictions. Adherents to this philosophy can't accept or perform charity in any capacity. Everything they receive must be earned in one fashion or another, and the service must be provided before the payment is given.

THE FRATERNITY OF ORDER
Benefits. With their incessant search for order in all things, the Guvners have a highly attuned sense of patterns. They can automatically comprehend languages as a spell once per day. Upon reaching 7th level in their chosen class, Guvners gain enough knowledge of the multiverse to use item once per day, regardless of class.
Restrictions. Guvners believe in laws, though the rightness or wrongness of them often makes little difference. A Guvner won't knowingly break a law, unless he or she can find a legalistic loophole to avoid the penalty.

THE FREE LEAGUE
Benefits. Being bodies of their own minds, Indeps are a stubborn lot, hard to persuade. This gives them a natural resistance to mind-affecting effects. Indeps save vs. Mind-affecting effects with a +2 bonus on their roll. Against charms that wouldn't normally allow a saving throw, Indeps make a normal saving throw (without the bonus).
Restrictions. Being independent, the Free League has no factol and therefore is not represented in any city business. Indeps have no judge in the courts, nor any seat on the council. Not surprisingly, in Sigil Indeps have few protected rights.

THE HARMONIUM
Benefits. Members of the Harmonium gain benefits from their firm beliefs and fierce dedication to them. All members of the Harmonium are able to use charm person once per day, regardless of class or level.
Restrictions. Their rigid beliefs also expose several weaknesses in Harmonium philosophy. Any variance from the orders of a Harmonium superior requires an atonement on the part of the character before he or she can rejoin the ranks of the faction. Members who "turn stag" - betray the faction - are automatically sentenced to death by the factol. Even refusing to return to the faction's ranks is considered treasonous.

THE MERCYKILLERS
Benefits. Because of their passion for punishment, every Mercykiller can detect lie to a single question once per day.
Restrictions.Mercykillers consider themselves innocent of crimes when these are committed in the course of punishing a known criminal. Should a Mercykiller commit a crime for any other reason, he or she would be subject to full punishment under the law. Furthermore, although a Mercykiller can accept the surrender of an individual (so that person can be properly punished), he can never release a lawbreaker until the proper sentence has been carried out.

THE REVOLUTIONARY LEAGUE
Benefits. The Anarchists' power is limited but cunning. They can automatically pose as a member of any other faction without being detected (they gain +10 bonus to disguise checks when pose as a member of other faction). They don't gain special abilities that are spell or training related (such as a Xaositect's babble or a Cipher's initiative bonus), but they can benefit from abilities related to position or title, including access to the faction's headquarters.
Restrictions. Anarchists can never hold any public office or noble title, own a business, or take part in anything that would tie them into the power structure of the planes. Fully 90% of all treasure gained by those bashers must be distributed either to the cause or to the oppressed. In no case can it be given to another player character or player-controlled nonplayer character.


THE SIGN OF ONE
(SIGNERS)
Benefits. Because they believe all the world is created from within, Signers are hard to fool with illusions of any type. A Signer automatically gains a +2 bonus to saving throw vs. illusions.
Restrictions. Perhaps because of their often immense egos, Signers have difficulty understanding the motives and feelings of others. Hence, they suffer a -2 penalty diplomacy checks of nonplayer characters.


THE SOCIETY OF SENSATION
Benefits. All Sensates have highly attuned senses. They have darkvision to 60 feet, regardless of race (do not stack with racial ability), and they gain a +2 bonus to all saves vs. poison.
Restrictions. While not to the point of foolhardiness, Sensates are fascinated by new tastes, smells, and so forth. Whenever possible, they'll seek out new experiences. In practice, they can't refuse offers that could lead to these - a new wine, an exotic flower, or whatever. Only when faced with obvious deadly peril will they shun such temptations.

THE TRANSCENDENT ORDER
(CIPHERS)
Benefits. The training of a Cipher stresses quick and unhesitating action. Thus, all Ciphers gain a +2 bonus to their initiative rolls.
Restrictions. Because Ciphers act unhesitatingly, they suffer a unique restriction: In play, as soon as an action is stated for a Cipher player character, that cutter is committed to the action. The player can't say, "Oh, wait, I changed my mind!" Bashers who pause to consider or debate pending actions are failing to adhere to the philosophy.

THE XAOSITECTS
Benefits. Believers in the ultimate power of Chaos, the Xaositects can use babble once per day, regardless of race or class. Any nonxaositect do not understand their bubble
Restrictions. The Chaosmen are committed to the power of Chaos. As such, they can never found businesses, build strongholds, raise armies, or undertake any other action that requires long-term organization and discipline. Indeed, they just barely hold their faction together as it is.

THE OUTSIDERS
Benefits. Outsiders gain the benefits for prime characters, described earlier. In addition, within Sigil, Outsiders are frequently hired for mercenary work, since their lack of faction allegiance is seen as a benefit.
Restrictions. Outsiders are not subject to the general resource restrictions of the other faction kits.


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m.m.
Feb 24 2010, 11:19
#2


Частый гость
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7.8.2008




Собственно, Doomguard Marauder и, насколько я помню, всё :]



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- Adamantium   способности Фракций   Oct 3 2004, 12:48
- - HCMan   2 Adamantium отношения между фракциями не указаны...   Oct 3 2004, 12:51
- - Adamantium   2 HCMan Так они от редакции не зависят   Oct 3 2004, 12:54
- - HCMan   2 Adamantium а понял. торможу.   Oct 3 2004, 12:58
- - stivie   это типа неофициальная конверсия фракций под 3ед. ...   Oct 4 2004, 00:04
- - Elgor   Цитата• All Fated start the game with double their...   Oct 4 2004, 22:40
- - stivie   2 Elgor 1 нет конечно! но на первом уровне уж...   Oct 5 2004, 00:44
- - deddem   А как быть с Faction War? Делать вид, что ее не бы...   Oct 5 2004, 15:23
- - Adamantium   2 deddem использовать фиты с плейнволкера и абилк...   Oct 5 2004, 18:14
- - Elgor   Цитата2 руководствоваться здравым смыслом. не все ...   Oct 9 2004, 23:16
- - stivie   2 Elgor так я ж те и говорю: смотря какой персона...   Oct 12 2004, 15:59
- - stivie   я тут похоже кое-что пропустил никто под 4е не ап...   Feb 24 2010, 03:20
- - ave   stivie, под 4-ку произошло сильное смещение планов...   Feb 24 2010, 03:42
- - Геометр Теней   Цитатаникто под 4е не апдэйтил? Люди апдейтили в в...   Feb 24 2010, 06:19
- - m.m.   Собственно, Doomguard Marauder и, насколько я помн...   Feb 24 2010, 11:19

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