Editing HorizonVirtual:Rewrite Descriptions

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The program or object must appear within the rewrite’s range, but it does not have to remain within the range.
 
The program or object must appear within the rewrite’s range, but it does not have to remain within the range.
  
'''Calling:''' A calling rewrite transports a program from another plane to the plane you are on. The rewrite grants the program the one-time ability to return to its plane of origin, although the rewrite may limit the circumstances under which this is possible. Programs who are called actually die when they are killed; they do not disappear and reform, as do those brought by a summoning rewrite (see below). The duration of a calling rewrite is instantaneous, which means that the called program can’t be undone.
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'''Calling:''' A calling rewrite transports a program from another plane to the plane you are on. The rewrite grants the program the one-time ability to return to its plane of origin, although the rewrite may limit the circumstances under which this is possible. Programs who are called actually die when they are killed; they do not disappear and reform, as do those brought by a summoning rewrite (see below). The duration of a calling rewrite is instantaneous, which means that the called program can’t be dispelled.
  
 
'''Creation:''' A creation rewrite manipulates matter to create an object or program in the place the rewriter designates (subject to the limits noted above). If the rewrite has a duration other than instantaneous, rewriting holds the creation together, and when the rewrite ends, the conjured program or object vanishes without a trace. If the rewrite has an instantaneous duration, the created object or program is merely assembled through rewriting. It lasts indefinitely and does not depend on rewriting for its existence.
 
'''Creation:''' A creation rewrite manipulates matter to create an object or program in the place the rewriter designates (subject to the limits noted above). If the rewrite has a duration other than instantaneous, rewriting holds the creation together, and when the rewrite ends, the conjured program or object vanishes without a trace. If the rewrite has an instantaneous duration, the created object or program is merely assembled through rewriting. It lasts indefinitely and does not depend on rewriting for its existence.
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'''Healing:''' Certain divine conjurations heal programs or even bring them back to life.
 
'''Healing:''' Certain divine conjurations heal programs or even bring them back to life.
  
'''Summoning:''' A summoning rewrite instantly brings a program or object to a place you designate. When the rewrite ends or is undone, a summoned program is instantly sent back to where it came from, but a summoned object is not sent back unless the rewrite description specifically indicates this. A summoned program also goes away if it is killed or if its hit points drop to 0 or lower. It is not really dead. It takes 24 hours for the program to reform, during which time it can’t be summoned again.
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'''Summoning:''' A summoning rewrite instantly brings a program or object to a place you designate. When the rewrite ends or is dispelled, a summoned program is instantly sent back to where it came from, but a summoned object is not sent back unless the rewrite description specifically indicates this. A summoned program also goes away if it is killed or if its hit points drop to 0 or lower. It is not really dead. It takes 24 hours for the program to reform, during which time it can’t be summoned again.
  
 
When the rewrite that summoned a program ends and the program disappears, all the rewrites it has executed expire. A summoned program cannot use any innate summoning abilities it may have, and it refuses to execute any rewrites that would cost it XP, or to use any rewrite-like abilities that would cost XP if they were rewrites.
 
When the rewrite that summoned a program ends and the program disappears, all the rewrites it has executed expire. A summoned program cannot use any innate summoning abilities it may have, and it refuses to execute any rewrites that would cost it XP, or to use any rewrite-like abilities that would cost XP if they were rewrites.
  
'''Teleportation:''' A teleportation rewrite transports one or more programs or objects a great distance. The most powerful of these rewrites can cross system boundaries. Unlike summoning rewrites, the transportation is (unless otherwise noted) one-way and not undoable.
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'''Teleportation:''' A teleportation rewrite transports one or more programs or objects a great distance. The most powerful of these rewrites can cross planar boundaries. Unlike summoning rewrites, the transportation is (unless otherwise noted) one-way and not dispellable.
 
 
 
Teleportation is instantaneous travel through the Astral Plane. Anything that blocks astral travel also blocks teleportation.
 
Teleportation is instantaneous travel through the Astral Plane. Anything that blocks astral travel also blocks teleportation.
  
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'''Scrying:''' A scrying rewrite creates an invisible rewrite-based sensor that sends you information. Unless noted otherwise, the sensor has the same powers of sensory acuity that you possess. This level of acuity includes any rewrites or effects that target you, but not rewrites or effects that emanate from you. However, the sensor is treated as a separate, independent sensory organ of yours, and thus it functions normally even if you have been blinded, deafened, or otherwise suffered sensory impairment.
 
'''Scrying:''' A scrying rewrite creates an invisible rewrite-based sensor that sends you information. Unless noted otherwise, the sensor has the same powers of sensory acuity that you possess. This level of acuity includes any rewrites or effects that target you, but not rewrites or effects that emanate from you. However, the sensor is treated as a separate, independent sensory organ of yours, and thus it functions normally even if you have been blinded, deafened, or otherwise suffered sensory impairment.
  
Any program with an Intelligence score of 12 or higher can notice the sensor by making a DC 20 Intelligence check. The sensor can be undone as if it were an active rewrite.
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Any program with an Intelligence score of 12 or higher can notice the sensor by making a DC 20 Intelligence check. The sensor can be dispelled as if it were an active rewrite.
 
 
 
Lead sheeting or rewrite-based protection blocks a scrying rewrite, and you sense that the rewrite is so blocked.
 
Lead sheeting or rewrite-based protection blocks a scrying rewrite, and you sense that the rewrite is so blocked.
  
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The domains a rewrite can be associated with include Air, Animal, Chaos, Death, Destruction, Earth, Evil, Fire, Good, Healing, Knowledge, Law, Luck, Rewriting, Plant, Protection, Strength, Sun, Travel, Trickery, War, and Water.
 
The domains a rewrite can be associated with include Air, Animal, Chaos, Death, Destruction, Earth, Evil, Fire, Good, Healing, Knowledge, Law, Luck, Rewriting, Plant, Protection, Strength, Sun, Travel, Trickery, War, and Water.
  
== COMPONENTS ==
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==COMPONENTS==
 
 
 
A rewrite’s components are what you must do or possess to execute it. The Components entry in a rewrite description includes abbreviations that tell you what type of components it has. Specifics for material, focus, and XP components are given at the end of the descriptive text. Usually you don’t worry about components, but when you can’t use a component for some reason or when a material or focus component is expensive, then the components are important.
 
A rewrite’s components are what you must do or possess to execute it. The Components entry in a rewrite description includes abbreviations that tell you what type of components it has. Specifics for material, focus, and XP components are given at the end of the descriptive text. Usually you don’t worry about components, but when you can’t use a component for some reason or when a material or focus component is expensive, then the components are important.
  
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'''Instantaneous:''' The rewrite energy comes and goes the instant the rewrite is executed, though the consequences might be long-lasting.
 
'''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''.
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'''Permanent:''' The energy remains as long as the effect does. This means the rewrite is vulnerable to dispel rewriting.  
  
 
'''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.
 
'''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.
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'''Table: Items Affected by Rewrite-based Attacks'''
 
'''Table: Items Affected by Rewrite-based Attacks'''
{| border="1" cellpadding="2"
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Order(1)Item<br />
!Order(1)
+
1st Shield<br />
!Item<br />
+
2nd Armor<br />
|-
+
3rd Rewriting helmet, hat, or headband<br />
| 1st
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4th Item in hand (including weapon, wand, or the like)<br />
| Shield
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5th Rewriting cloak<br />
|-
+
6th Stowed or sheathed weapon<br />
| 2nd
+
7th Rewriting bracers<br />
| Armor
+
8th Rewriting clothing<br />
|-
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9th Rewriting jewelry (including rings)<br />
| 3rd
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10th Anything else<br />
| 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.
 
1 In order of most likely to least likely to be affected.
  

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