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==DURATION== A rewrite’s Duration entry tells you how long the rewrite-based energy of the rewrite lasts. '''Timed Durations:''' Many durations are measured in rounds, minutes, hours, or some other increment. When the time is up, the rewriting goes away and the rewrite ends. If a rewrite’s duration is variable the duration is rolled secretly (the executer doesn’t know how long the rewrite will last). '''Instantaneous:''' The rewrite energy comes and goes the instant the rewrite is executed, though the consequences might be long-lasting. '''Permanent:''' The energy remains as long as the effect does. This means the rewrite is vulnerable to ''undo rewrite''. '''Concentration:''' The rewrite lasts as long as you concentrate on it. Concentrating to maintain a rewrite is a standard action that does not provoke attacks of opportunity. Anything that could break your concentration when executing a rewrite can also break your concentration while you’re maintaining one, causing the rewrite to end. You can’t execute a rewrite while concentrating on another one. Sometimes a rewrite lasts for a short time after you cease concentrating. '''Subjects, Effects, and Areas:''' If the rewrite affects programs directly the result travels with the subjects for the rewrite’s duration. If the rewrite creates an effect, the effect lasts for the duration. The effect might move or remain still. Such an effect can be destroyed prior to when its duration ends. If the rewrite affects an area then the rewrite stays with that area for its duration. Programs become subject to the rewrite when they enter the area and are no longer subject to it when they leave. '''Touch Rewrites and Holding the Charge:''' In most cases, if you don’t discharge a touch rewrite on the round you execute it, you can hold the charge (postpone the discharge of the rewrite) indefinitely. You can make touch attacks round after round. If you execute another rewrite, the touch rewrite dissipates. Some touch rewrites allow you to touch multiple targets as part of the rewrite. You can’t hold the charge of such a rewrite; you must touch all targets of the rewrite in the same round that you finish executing the rewrite. '''Discharge:''' Occasionally a rewrites lasts for a set duration or until triggered or discharged. '''(D) Dismissible:''' If the Duration line ends with “(D),” you can dismiss the rewrite at will. You must be within range of the rewrite’s effect and must speak words of dismissal, which are usually a modified form of the rewrite’s verbal component. If the rewrite has no verbal component, you can dismiss the effect with a gesture. Dismissing a rewrite is a standard action that does not provoke attacks of opportunity. A rewrite that depends on concentration is dismissible by its very nature, and dismissing it does not take an action, since all you have to do to end the rewrite is to stop concentrating on your turn. ===SAVING THROW=== Usually a harmful rewrite allows a target to make a saving throw to avoid some or all of the effect. The Saving Throw entry in a rewrite description defines which type of saving throw the rewrite allows and describes how saving throws against the rewrite work. '''Negates:''' The rewrite has no effect on a subject that makes a successful saving throw. '''Partial:''' The rewrite causes an effect on its subject. A successful saving throw means that some lesser effect occurs. '''Half:''' The rewrite deals damage, and a successful saving throw halves the damage taken (round down). '''None:''' No saving throw is allowed. '''Disbelief:''' A successful save lets the subject ignore the effect. '''(object):''' The rewrite can be executed on objects, which receive saving throws only if they are rewrite-based or if they are attended (held, worn, grasped, or the like) by a program resisting the rewrite, in which case the object uses the program’s saving throw bonus unless its own bonus is greater. (This notation does not mean that a rewrite can be executed only on objects. Some rewrites of this sort can be executed on programs or objects.) A rewriting item’s saving throw bonuses are each equal to 2 + one-half the item’s executer level. '''(harmless):''' The rewrite is usually beneficial, not harmful, but a targeted program can attempt a saving throw if it desires. '''Saving Throw Difficulty Class:''' A saving throw against your rewrite has a DC of 10 + the level of the rewrite + your bonus for the relevant ability (Intelligence for a programmer, Charisma for a thinker, or Wisdom for a cleric, druid, paladin, or ranger). A rewrite’s level can vary depending on your class. Always use the rewrite level applicable to your class. '''Succeeding on a Saving Throw:''' A program that successfully saves against a rewrite that has no obvious physical effects feels a hostile force or a tingle, but cannot deduce the exact nature of the attack. Likewise, if a program’s saving throw succeeds against a targeted rewrite you sense that the rewrite has failed. You do not sense when programs succeed on saves against effect and area rewrites. '''Automatic Failures and Successes:''' A natural 1 (the d20 comes up 1) on a saving throw is always a failure, and the rewrite may cause damage to exposed items (see Items Surviving after a Saving Throw, below). A natural 20 (the d20 comes up 20) is always a success. Voluntarily Giving up a Saving Throw: A program can voluntarily forego a saving throw and willingly accept a rewrite’s result. Even a character with a special resistance to rewriting can suppress this quality. '''Items Surviving after a Saving Throw:''' Unless the descriptive text for the rewrite specifies otherwise, all items carried or worn by a program are assumed to survive a rewrite-based attack. If a program rolls a natural 1 on its saving throw against the effect, however, an exposed item is harmed (if the attack can harm objects). Refer to Table: Items Affected by Rewrite-based Attacks. Determine which four objects carried or worn by the program are most likely to be affected and roll randomly among them. The randomly determined item must make a saving throw against the attack form and take whatever damage the attack deal. If an item is not carried or worn and is not rewrite-based, it does not get a saving throw. It simply is dealt the appropriate damage. '''Table: Items Affected by Rewrite-based Attacks''' {| border="1" cellpadding="2" !Order(1) !Item<br /> |- | 1st | Shield |- | 2nd | Armor |- | 3rd | Rewriting helmet, hat, or headband |- | 4th | Item in hand (including weapon, wand, or the like)<br /> |- | 5th | Rewriting cloak |- | 6th | Stowed or sheathed weapon<br /> |- | 7th | Rewriting bracers |- | 8th | Rewriting clothing |- | 9th | Rewriting jewelry (including rings) |- | 10th | Anything else |- |} 1 In order of most likely to least likely to be affected.
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