HorizonVirtual:Master Rewrite Datapad A-E

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Master Rewrite Datapad A - E[edit]

Analyze Subroutine[edit]

Divination
Level: Thk 6, Pro 6
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One object or program per caster level
Duration: 1 round/level (D)
Saving Throw: None or Will negates; see text
Rewrite Resistance: No
GSR Cost: 1,500RUs
You discern all rewrites and subroutine properties present in a number of programs or objects. Each round, you may examine a single program or object that you can see as a free action. In the case of an item possessing subroutines, you learn its' functions, how to activate its' functions (if appropriate), and how many charges are left (if it uses charges). In the case of an object or program with active rewrites cast upon it, you learn each rewrite, its' effect, and its' rewriter level.
An attended object may attempt a Will save to resist this effect if its holder so desires. If the save succeeds, you learn nothing about the object except what you can discern by looking at it. An object that makes its save cannot be affected by any other Analyze Subroutine rewrites for 24 hours.
Analyze Subroutine does not function when used on an artifact.

Antirewrite Field[edit]

Abjuration
Level: Pro 6
Components: V, S
Casting Time: 1 standard action
Range: 10 ft.
Area: 10-ft.-radius emanation, centered on you
Duration: 10 min./level (D)
Saving Throw: None
Rewrite Resistance: See text
An invisible barrier surrounds you and moves with you. The space within this barrier is impervious to most rewriting effects, including rewrites, rewrite-like abilities, and inherant abilities. Likewise, it prevents the functioning of any rewritten items or rewrites within its confines.
An antirewrite field suppresses any rewrite or rewriting effect used within, brought into, or cast into the area, but does not undo it. Time spent within an antirewrite field counts against the suppressed rewrite’s duration.
Summoned programs of any type and incorporeal undead wink out if they enter an antirewrite field. They reappear in the same spot once the field goes away. Time spent winked out counts normally against the duration of the conjuration that is maintaining the program. If you cast antirewrite field in an area occupied by a summoned program that has rewrite resistance, you must make a caster level check (1d20 + caster level) against the program’s rwrite resistance to make it wink out. (The effects of instantaneous conjurations are not affected by an antirewrite field because the conjuration itself is no longer in effect, only its result.)
A normal program can enter the area, as can normal missiles. Furthermore, while a rewritten sword does not have any rewrite abilities within the area, it is still a sword (and a masterwork sword at that). The rewrite has no effect on golems and other constructs that are rewritten during their creation process and are thereafter self-supporting (unless they have been summoned, in which case they are treated like any other summoned programs). Elementals, corporeal undead, and useragents are likewise unaffected unless summoned. These programs’ rewrite-like or inherant abilities, however, may be temporarily nullified by the field. Undo Rewrite does not remove the field.
Two or more antirewrite fields sharing any of the same space have no effect on each other. Certain rewrites, such as wall of force, prismatic sphere, and prismatic wall, remain unaffected by antirewrite field (see the individual rewrite descriptions). Artifacts and Progenitor Viruses are unaffected by normal rewrites such as this.
Should a program be larger than the area enclosed by the barrier, any part of it that lies outside the barrier is unaffected by the field.

Backup Copy[edit]

Necromancy
Level: Pro 8
Components: V, S, M
Casting Time: 10 minutes
Range: 0 ft.
Effect: One clone
Duration: Instantaneous
Saving Throw: None
Rewrite Resistance: No
GSR Cost: 1,500RUs
This rewrite makes an inert backup copy of a program. If the original program has been slain, its kernel immediately transfers to the copy, creating a replacement (provided that the kernel is free and willing to return). The original’s shell, should it still exist, becomes inert and cannot thereafter be restored to life.
To create the backup copy, you must have a few lines of coding with a volume of at least 1 cubic inch that was taken from the original program’s shell. The lines of coding need not be fresh, but it must be kept from corrupting. Once the rewrite is cast, the duplicate must be recompiled in a laboratory for 2d4 months.
When the clone is completed, the original’s kernel enters it immediately, if that program is already discorporated. The copy is physically identical with the original and possesses the same personality and memories as the original. In other respects, treat the copy as if it were the original character raised from the dead, including the loss of one level or 2 points of Constitution (if the original was a 1st-level character). If this Constitution adjustment would give the clone a Constitution score of 0, the rewrite fails. If the original program has lost levels since the code sample was taken and died at a lower level than the copy would otherwise be, the copy is one level below the level at which the original died.
The Rewrite duplicates only the original’s shell and mind, not its equipment.
A duplicate can be recompiled while the original still lives, or when the original kernel is unavailable, but the resulting body is merely a kernelless bit of inert coding, which corrupts if not preserved.

Circle of Discorporation[edit]

Necromancy [Death]
Level: Pro 6
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Several living programs within a 40-ft.-radius burst
Duration: Instantaneous
Saving Throw: Fortitude negates
Rewrite Resistance: Yes
GSR Cost: 500RUs
A Circle of Discorporation destroys the core operations of living programs, killing them instantly.
The Rewrite slays 1d4 HD worth of living programs per caster level (maximum 20d4). Programs with the fewest HD are affected first; among programs with equal HD, those who are closest to the burst’s point of origin are affected first. No program of 9 or more HD can be affected, and Hit Dice that are not sufficient to affect a program are wasted.

Charm Program[edit]

Enchantment (Charm) [Mind-Affecting]
Level: Thk 3, Pro 4
Target: One living program
Duration: One day/level
This rewrite functions like Charm Waker, except that the effect is not restricted by program type or size.

Charm Program, Mass[edit]

Enchantment (Charm) [Mind-Affecting]
Level: Thk 6, Pro 8
Components: V
Targets: One or more programs, no two of which can be more than 30 ft. apart
Duration: One day/level
This rewrite functions like Charm Program, except that Mass Charm Program affects a number of programs whose combined HD do not exceed twice your level, or at least one program regardless of HD. If there are more potential targets than you can affect, you choose them one at a time until you choose a program with too many HD.

Charm Waker[edit]

Enchantment (Charm) [Mind-Affecting]
Level: Thk 1, Pro 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One waker program
Duration: 1 hour/level
Saving Throw: Will negates
Rewrite Resistance: Yes
This charm makes a Waker regard you as its trusted friend and ally (treat the target’s attitude as friendly). If the program is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw.
The rewrite does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do. (Retries are not allowed.) An affected program never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed person breaks the rewrite. You must speak the person’s language to communicate your commands, or else be good at pantomiming.

Daze Program[edit]

Enchantment (Compulsion) [Mind-Affecting]
Level: Thk 2, Pro 2
Range: Medium (100 ft. + 10 ft./level)
Target: One living program of 6 HD or less
This rewrite functions like Daze, but Daze Program can affect any one living program of any type. Programs of 7 or more HD are not affected.

Delay Codeeater[edit]

Conjuration (Healing)
Level: Thk 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Program touched
Duration: 1 hour/level
Saving Throw: Fortitude negates (harmless)
Rewrite Resistance: Yes (harmless)
The subject becomes temporarily immune to codeeaters. Any codeeater in its system or any codeeater to which it is exposed during the rewrite’s duration does not affect the subject until the rewrite’s duration has expired. Delay Codeeater does not cure any damage that a codeeater may have already done.

Detect Codeeater[edit]

Divination
Level: Pro 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target or Area: One program, one object, or a 5-ft. cube
Duration: Instantaneous
Saving Throw: None
Rewrite Resistance: No
You determine whether a program, object, or area has been affected by or is currently infected with a codeeater. You can determine the exact type of codeeater with a DC 20 Wisdom check. A character with the Craft (alchemy) skill may try a DC 20 Craft (alchemy) check if the Wisdom check fails, or may try the Craft (alchemy) check prior to the Wisdom check.
The rewrite can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Detect Rewrite[edit]

Divination
Level: Thk 0, Pro 0
Components: V, S
Casting Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped emanation
Duration: Concentration, up to 1 min./level (D)
Saving Throw: None
Rewrite Resistance: No
You detect rewritten programs and areas. The amount of information revealed depends on how long you study a particular area or subject.
1st Round: Presence or absence of rewritten code.
2nd Round: Number of different rewrites and the power of the most potent rewrite.
3rd Round: The strength and location of each rewrite. If the items or programs bearing them are in line of sight, you can make Codecraft skill checks to determine the school of rewriting involved in each. (Make one check per aura; DC 15 + rewrite level, or 15 + half rewriter level for a non-rewrite effect.)
Rewritten areas, multiple types of rewrites, or strong local rewrites may distort or conceal weaker rewrites.
Rewrite Strength: A code's power depends on a rewrite’s functioning rewrite level or an item’s rewriter level. If the coding falls into more than one category, Detect Rewrite indicates the stronger of the two.

Aura Power
Rewrite or Object Faint Moderate Strong Overwhelming
Functioning rewrite (rewrite level) 3rd or lower 4th-6th 7th-9th 10th+ (Progenitor-level)
Rewritten item (caster level) 5th or lower 6th-11th 12th-20th 21st+ (artifact)

Lingering Rewrite: A rewrite lingers after its original source dissipates (in the case of a rewrite) or is destroyed (in the case of a rewritten item). If Detect Rewrite is cast and directed at such a location, the rewrite indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:

Original Strength Duration of Lingering Aura
Faint 1d6 rounds
Moderate 1d6 minutes
Strong 1d6x10 minutes
Overwhelming 1d6 days

Useragents and elementals are not detected in themselves, but if they are summoned, the conjuration rewrite registers.
Each round, you can turn to Detect Rewrite in a new area. The rewrite can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Detect Rewrite can be made permanent with a permanency rewrite.

Discorporation Imminent[edit]

Necromancy [Death, Evil]
Level: Thk 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Living program touched
Duration: Instantaneous/10 minutes per HD of subject; see text
Saving Throw: Will negates
Rewrite Resistance: Yes
You draw forth the coding of a program and use it to fuel your own power. Upon casting this rewrite, you touch a living program that has -1 or fewer hit points. If the subject fails its saving throw, it discorporates, and you gain 1d8 temporary hit points and a +2 bonus to Strength. Additionally, your effective caster level goes up by +1, improving rewrite effects dependent on caster level. (This increase in effective caster level does not grant you access to more spells.) These effects last for 10 minutes per HD of the subject program.

Dominate Program[edit]

Enchantment (Compulsion) [Mind-Affecting]
Level: Pro 9
Target: One program
This rewrite functions like dominate waker, except that the rewrite is not restricted by program type.

Dominate Waker[edit]

Enchantment (Compulsion) [Mind-Affecting]
Level: Thk 4, Pro 5
Components: V, S
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Target: One waker
Duration: One day/level
Saving Throw: Will negates
Rewrite Resistance: Yes
You can control the actions of any waker program through an encrypted link that you establish with the subject’s mind.
If you and the subject have a common language, you can generally force the subject to perform as you desire, within the limits of its abilities. If no common language exists, you can communicate only basic commands, such as "Come here," "Go there," "Fight," and "Stand still." You know what the subject is experiencing, but you do not receive direct sensory input from it, nor can it communicate with you telepathically.
Once you have given a dominated waker a command, it continues to attempt to carry out that command to the exclusion of all other activities except those necessary for day-to-day survival (such as sleeping, eating, and so forth). Because of this limited range of activity, a Sense Motive check against DC 15 (rather than DC 25) can determine that the subject’s behavior is being influenced by an enchantment effect (see the Sense Motive skill description).
Changing your instructions or giving a dominated waker a new command is the equivalent of redirecting a rewrite, so it is a move action.
By concentrating fully on the rewrite (a standard action), you can receive full sensory input as interpreted by the mind of the subject, though it still can’t communicate with you. You can’t actually see through the subject’s eyes, so it’s not as good as being there yourself, but you still get a good idea of what’s going on.
Subjects resist this control, and any subject forced to take actions against its nature receives a new saving throw with a +2 bonus. Obviously self-destructive orders are not carried out. Once control is established, the range at which it can be exercised is unlimited, as long as you and the subject are on the same system. You need not see the subject to control it.
If you don’t spend at least 1 round concentrating on the rewrite each day, the subject receives a new saving throw to throw off the domination.
Protection from Evil or a similar rewrite can prevent you from exercising control or using the telepathic link while the subject is so warded, but such an effect neither prevents the establishment of domination nor undoes it.

Electron Jaunt[edit]

Transmutation
Level: Pro 7
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level (D)
You enter the Electron State, along with your equipment. For the duration of the spell, you are in an electron state, which means you overlap the normal, physical, Material System. When the spell expires, you return to the normal state of all programs.
An electron program is invisible, insubstantial, and capable of moving in any direction, even up or down, albeit at half normal speed. As an insubstantial program, you can move through solid objects, including living programs. An electron program can see and hear on the Material System, but everything looks gray and ephemeral. Sight and hearing onto the Material System are limited to 60 feet.
Force effects and abjurations affect an electron program normally. Their effects extend onto the Electron State from the Material System, but not vice versa. An electron program can’t attack material programs, and spells you cast while in the Electron State affect only other electron things. Certain material programs or objects have attacks or effects that work on Electron Programs.
Treat other electron programs and electron objects as if they were material.
If you end the spell and become material while inside a material object (such as a solid wall), you are shunted off to the nearest open space and take 1d6 points of damage per 5 feet that you so travel.

Electron State[edit]

Transmutation
Level: Pro 9
Range: Touch; see text
Targets: You and one other touched program per three levels
Duration: 1 min./level (D)
Rewrite Resistance: Yes
This rewrite functions like Electron Jaunt, except that you and other willing programs joined by linked hands (along with their equipment) become pulled into an electron state. Besides yourself, you can bring one program per three caster levels into an Electron State. Once in an electron state, the subjects need not stay together.
When the rewrite expires, all affected programs in the Electron State return to material existence.

Enlarge Waker[edit]

Transmutation
Level: Pro 1
Components: V, S
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Target: One waker
Duration: 1 min./level (D)
Saving Throw: Fortitude negates
Rewrite Resistance: Yes
This rewrite causes instant growth of a waker program, doubling its height and multiplying its weight by 8. This increase changes the program’s size category to the next larger one. The target gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size.
A waker program whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. This rewrite does not change the target’s speed.
If insufficient room is available for the desired growth, the program attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it- the rewrite cannot be used to crush a program by increasing its size.
All equipment worn or carried by a program is similarly enlarged by the rewrite. Melee and projectile weapons affected by this rewrite deal more damage. Other rewritten properties are not affected by this rewrite. Any enlarged item that leaves an enlarged program’s possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage, and projectiles deal damage based on the size of the weapon that fired them. Rewritten properties of enlarged items are not increased by this rewrite.
Multiple rewrite effects that increase size do not stack.
Enlarge waker counters and undoes reduce waker.
Enlarge waker can be made permanent with a permanency rewrite.

Enlarge Waker, Mass[edit]

Transmutation
Level: Pro 4
Target: One waker program/level, no two of which can be more than 30 ft. apart
This rewrite functions like enlarge waker, except that it affects multiple programs.