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savage:ancestries:aasimar [2024/04/07 14:50] lwelyksavage:ancestries:aasimar [2024/04/07 15:06] (current) lwelyk
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   *//**Additional Action**// (+5): Whether through an additional limb or divine reflexes, you ignore 2 points of [[../Multi-Action Penalties]] per turn.   *//**Additional Action**// (+5): Whether through an additional limb or divine reflexes, you ignore 2 points of [[../Multi-Action Penalties]] per turn.
   * //**Greater Flight**// (+4): You can [[../fly]] at Pace 12 and "run" for extra movement as usual.   * //**Greater Flight**// (+4): You can [[../fly]] at Pace 12 and "run" for extra movement as usual.
 +  * //**Greater Flight**// (+4). You can fly at pace 12 and "run" for extra movement as usual.
 +  * //**Greater Regeneration**// (+3). Make a natural healing roll once per day (rather than every five days). Permanent injuries may be recovered once all other Wounds are regenerated.
   * //**Attribute Increase**// (+2): Increase an Attribute and its maximum by 1.   * //**Attribute Increase**// (+2): Increase an Attribute and its maximum by 1.
   * //**Divine Light**// (+2): Your body can generate a divine light, when activated you eliminate up to 2 points of illumination penalties in a Small, Medium, or Large blast template around you (your choice) and subtract 4 from your sight-based Stealth rolls. You can turn on or off the light as a free action. You can also "strobe" this light, turning it on and off rapidly to distract foes, inflicting a -1 penalty to opponent' melee attacks against you and providing a +1 to Tests in appropriate situations.   * //**Divine Light**// (+2): Your body can generate a divine light, when activated you eliminate up to 2 points of illumination penalties in a Small, Medium, or Large blast template around you (your choice) and subtract 4 from your sight-based Stealth rolls. You can turn on or off the light as a free action. You can also "strobe" this light, turning it on and off rapidly to distract foes, inflicting a -1 penalty to opponent' melee attacks against you and providing a +1 to Tests in appropriate situations.
 +  * //**Doesn't Breathe**// (+2) You don't need to breathe.
   * //**Flight**// (+2). You can [[../fly]] at Pace 6 and "run" for extra movement as usual.   * //**Flight**// (+2). You can [[../fly]] at Pace 6 and "run" for extra movement as usual.
   * //**Hardy**// (+2): If you are already shaken in combat, a second shaken result does not cause you a Wound.   * //**Hardy**// (+2): If you are already shaken in combat, a second shaken result does not cause you a Wound.
   * //**Night Vision**// (+2) Ignore all illumination penalties in any circumstance.   * //**Night Vision**// (+2) Ignore all illumination penalties in any circumstance.
 +  * //**Novice Edge**// (+2) Gain a novice edge, see table below for suggestions that fit .
 +  * //**Power**// (+2) Gain a novice rank Power and 5-6 Power Points dedicated to its use. Faith (Spirit) is the spellcasting skill for this and if you gain another Faith based arcane background you may merge these pools.
 +  * //**Regeneration**// (+2) Make a natural healing roll once per day (rather than every five days)
 +  * //**Skill die +1**// (+2): Raise the die type and maximum of a skill by 1.
 +  * //**Sleep Negation**// (+2) You do not need to sleep.
   * //**Armor +2**// (+1): Gain a natural +2 bonus to your [[../Armor]]   * //**Armor +2**// (+1): Gain a natural +2 bonus to your [[../Armor]]
 +  * //**Environmental Resistance**// (+1): Gain a +4  bonus to resist a single negative environmental effect, such as heat, cold, lack of hair, radiation, etc. Damage from that source is also reduced by 4.
   * //**Immune to Poison or Disease**// (+1): You are immune to poison or disease. Take twice for immunity to both.   * //**Immune to Poison or Disease**// (+1): You are immune to poison or disease. Take twice for immunity to both.
-  * //**Skill +1**// (+1): Gain +bonus to rolls when using a specific skill+  * //**Cannot Speak**// (-1): No vocal cords or unable to speak for other reasons. Can hear and understand other typical languages and may communicate via electronic devices or writing 
-  * //**Skill die +1**// (+2): Raise the die type and maximum of skill by 1.+  * //**Reduced Core Skills**// (-1): You start with one less core skill. This can be gained normally, but it does not start as d4. 
 +  * //**Reduced Pace**// (-1): Pace -1 and running die type down 1. 
 +  * //**Skill +1**// (+1): Gain +bonus to rolls when using a specific skill. You can take this up to twice for a single skill.
   * //**No Vital Organs**// (+1): Your vital organs are hidden or in odd places. Maybe you have redundant vitals. You do not take extra damage from Called shots.   * //**No Vital Organs**// (+1): Your vital organs are hidden or in odd places. Maybe you have redundant vitals. You do not take extra damage from Called shots.
   * //**Frail**// (-1): Your Toughness is reduced by 1.   * //**Frail**// (-1): Your Toughness is reduced by 1.
 +  * //**Hindrance (Minor)**// (-1): Gain a minor hindrance.
 +  * //**Hindrance (Major)**// (-2): Gain a major Hindrance
 +  * //**Unusual Shape**// (-2): Cannot ride mounts or use certain types of armor/gear/etc
 +
  
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