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F: Racial Passives

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1F: Racial Passives Empty F: Racial Passives Thu May 26, 2016 4:03 pm

Captain

Captain
Admin

Racial Passives
Some races come with some build in features. These are things that should be common sense, but I'll place them here for ease of reference.

Earth Pony:

  • +10 to Resistance Rolls for Sickness, Disease, Affliction.


Pegasus:

  • Access to Flight


Unicorns:

  • Access to Magic Tagged Skills
  • Telekinesis--Able to manipulate objects from up to 10 M away.


Batpony:

  • Immunity: Blindness
  • Access to Flight


Griffons:

  • Access to Flight


Changelings:

  • Capable of changing shape into other forms as a Free Action.  
  • Able to communicate telepathically using Hive Mind (Free Radios)
  • All disguises are automatically +1 Disguises requiring no roll.


Zebra:

  • +5 to your next roll if the last line of spoken dialog rhymed creatively.


Ghouls:

  • Immunity: Radiation, Sickness, Disease, Affliction
  • Feral Ghouls will overlook them unless attacked
  • Access to Magic Tagged if Unicorn Ghoul
  • Access to Flight if Pegasus/Griffon



Robots:

  • Immunity: Radiation, Sickness, Disease, Affliction, Sleep, Poison, Changeling Hypnotism
  • Vulnerable to the Science Skill: Override
  • Can only be healed by the Science Skill: Spot Weld or have Healing items applied by those with Science Tagged ((Exception: Perks))
  • Unable to utilize Chems/Food/Water
  • Able to communicate with other robots 'Telepathically'.
  • Must be repaired after battle by a Science Tagged Medic or using the skill Spotweld (Unless having the Repair Matrix)


Augmented Characters:
In addition to Racial Passives

  • Vulnerable to the Science Skill: Override
  • Able to communicate with other robots 'Telepathically'.
  • Vulnerable to damage bonuses of their race and Robots as well.


Hybrid Characters:
In addition to Racial Passives

  • Vulnerable to to damage bonuses applying to both their races.

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