Hecklerus Prime
August 13th, 2012, 22:20
After a year of using FG2 my group has finally started to explore the effects and modifiers options. We've puzzled out a lot of things on our own, but we're still running into some questions. For now, I'm posting a list of all the effects we have found for future players that may have difficulty figuring it out. But first, a few rules we've found.
First off, almost all of the defined effects in the Players Handbook will work normally. This means that creating an effect and simply putting "Sickened" or "Cowering" on the description line will suffice.
Second, most effects can be entered manually using an abbreviated form of the ability to be modified. So STR for Strength, DMG for Damage, ATK for attacks, AC for heal and so on.
Third, there is a general formula for most effects that must be followed. It goes like this:
[Effect Name]; [Ability to be Modified]: [Amount] [Type]
Note the placement of semicolons (;) and colons (:), as this is very important to get the correct results. Some modifiers can be set to specific qualities via the [Type] addition, but note that not all effect require a type. For example, the Mage Armor spell generates an armor bonus and so it does not apply to touch attacks. Then the effect would look like this:
Mage Armor; AC: 4 armor
Note the 'armor' after the 4 will direct the effect to only be applied to normal and flat-footed armor classes, not touch. This same idea is used for Regeneration, Resistance, and any other effects that may focus on a certain type.
Finally, if there is an effect that you want to duplicate see if there is a monster pre-loaded in FG2 that has that effect. Ask your DM to load that monster in the Combat Tracker and it should be laid out nice and neat for you to copy.
Sample Effects
Blinded
Charging; ATK: 2; AC: -2 melee
Combat Expertise; ATK: [Amount]; AC: [Amount] melee
Cowering
Damage Reduction; DR: [Amount] [Type]
Damage Type; DMGTYPE: [Type]
Dazzled
Entangled
Exhausted
Fascinated
Fast Healing; FHEAL: [Amount]
Fatigued
Flat-footed
Frightened
Grappled
Helpless
Incorporeal
Immunity; IMMUNE: [Type]
Mage Armor; AC: 4 armor
Panicked
Paralyzed
Power Attack; ATK: -[Amount]; DMG: [Amount] melee
Prone
Rage; STR: 4; CON: 4; SAVE: 2 morale will; AC: -2
Regeneration; REGEN: [Amount] [Type]
Resistance; RESIST: [Amount] [Type]
Shaken
Sickened
Squeezing
Stunned
Glossary
AC : Armor Class
ATK : Attack rolls. Will apply to all rolls (Ranged/melee, touch/normal)
[Amount] : Enter a numerical amount, such as 4 or -2
CHA : Charisma. Applies to all Charisma-based skills and checks
CON : Constitution. Applies to all Constitution-based skills and checks. DOES NOT automatically increase/decrease hit points
DEX : Dexterity. Applies to all Dexterity-based skills and checks, as well as ranged attack rolls and Armor Class
DMG : Damage. Applies to all damage rolls. A [Type] can be added to specify a certain damage type. For example, DMG: 2 ranged adds 2 to all ranged damage rolls but adds none to any melee damage rolls.
DMGTYPE : Used to specify a type of damage. For example, an angel would have DMGTYPE: good epic and a demon would have DMGTYPE: evil chaotic
DR : Damage Reduction. A type is added afterwards to show what damage type will be ignored. For example, an angel would have DR: 15 epic and evil. Note that the weapons and spells on the character sheets must have the correct type listed, otherwise the program will treat that attack as a non-epic and non-evil spell or attack.
FHEAL : Fast Healing. Enter a numerical value and each round the character will heal that amount in both lethal and nonlethal damage.
INT : Intelligence. Applies to all Intelligence-based skills and checks
IMMUNE : Immunity. A type is added afterwards to show what damage type will be ignored. For example, a celestial would have IMMUNE: Poison. Note that the weapons and spells on the character sheets must have the correct type listed, otherwise the program will treat that attack as a non-poison spell or attack.
REGEN : Regeneration. A type is added afterwards to show what damage type will deal actual damage, rather than nonlethal. For example, a troll would have REGEN: 5 fire. Note that the weapons and spells on the character sheets must have the correct type listed, otherwise the program will treat that attack as a non-fire spell or attack.
RESIST : Resistance. Usually used for a magical energy type. A type is added afterwards to show what damage type will be ignored, rather than nonlethal. For example, a demon would have RESIST: 5 fire. Note that the weapons and spells on the character sheets must have the correct type listed, otherwise the program will treat that attack as a non-fire spell or attack.
SAVE : Applies to all saves. A [Type] can be added to specify a certain save, bonus type, or effect to save against, such as Reflex, morale, or Fear
STR : Strength. Applies to all Strength-based skills and checks, as well as melee attack and melee damage
[Type] : Enter a form of bonus or type, such as "armor" or "fire". Multiple types can be added as such: "fire or acid" or "cold iron and good'
WIS : Wisdom. Applies to all Wisdom-based skills and checks
First off, almost all of the defined effects in the Players Handbook will work normally. This means that creating an effect and simply putting "Sickened" or "Cowering" on the description line will suffice.
Second, most effects can be entered manually using an abbreviated form of the ability to be modified. So STR for Strength, DMG for Damage, ATK for attacks, AC for heal and so on.
Third, there is a general formula for most effects that must be followed. It goes like this:
[Effect Name]; [Ability to be Modified]: [Amount] [Type]
Note the placement of semicolons (;) and colons (:), as this is very important to get the correct results. Some modifiers can be set to specific qualities via the [Type] addition, but note that not all effect require a type. For example, the Mage Armor spell generates an armor bonus and so it does not apply to touch attacks. Then the effect would look like this:
Mage Armor; AC: 4 armor
Note the 'armor' after the 4 will direct the effect to only be applied to normal and flat-footed armor classes, not touch. This same idea is used for Regeneration, Resistance, and any other effects that may focus on a certain type.
Finally, if there is an effect that you want to duplicate see if there is a monster pre-loaded in FG2 that has that effect. Ask your DM to load that monster in the Combat Tracker and it should be laid out nice and neat for you to copy.
Sample Effects
Blinded
Charging; ATK: 2; AC: -2 melee
Combat Expertise; ATK: [Amount]; AC: [Amount] melee
Cowering
Damage Reduction; DR: [Amount] [Type]
Damage Type; DMGTYPE: [Type]
Dazzled
Entangled
Exhausted
Fascinated
Fast Healing; FHEAL: [Amount]
Fatigued
Flat-footed
Frightened
Grappled
Helpless
Incorporeal
Immunity; IMMUNE: [Type]
Mage Armor; AC: 4 armor
Panicked
Paralyzed
Power Attack; ATK: -[Amount]; DMG: [Amount] melee
Prone
Rage; STR: 4; CON: 4; SAVE: 2 morale will; AC: -2
Regeneration; REGEN: [Amount] [Type]
Resistance; RESIST: [Amount] [Type]
Shaken
Sickened
Squeezing
Stunned
Glossary
AC : Armor Class
ATK : Attack rolls. Will apply to all rolls (Ranged/melee, touch/normal)
[Amount] : Enter a numerical amount, such as 4 or -2
CHA : Charisma. Applies to all Charisma-based skills and checks
CON : Constitution. Applies to all Constitution-based skills and checks. DOES NOT automatically increase/decrease hit points
DEX : Dexterity. Applies to all Dexterity-based skills and checks, as well as ranged attack rolls and Armor Class
DMG : Damage. Applies to all damage rolls. A [Type] can be added to specify a certain damage type. For example, DMG: 2 ranged adds 2 to all ranged damage rolls but adds none to any melee damage rolls.
DMGTYPE : Used to specify a type of damage. For example, an angel would have DMGTYPE: good epic and a demon would have DMGTYPE: evil chaotic
DR : Damage Reduction. A type is added afterwards to show what damage type will be ignored. For example, an angel would have DR: 15 epic and evil. Note that the weapons and spells on the character sheets must have the correct type listed, otherwise the program will treat that attack as a non-epic and non-evil spell or attack.
FHEAL : Fast Healing. Enter a numerical value and each round the character will heal that amount in both lethal and nonlethal damage.
INT : Intelligence. Applies to all Intelligence-based skills and checks
IMMUNE : Immunity. A type is added afterwards to show what damage type will be ignored. For example, a celestial would have IMMUNE: Poison. Note that the weapons and spells on the character sheets must have the correct type listed, otherwise the program will treat that attack as a non-poison spell or attack.
REGEN : Regeneration. A type is added afterwards to show what damage type will deal actual damage, rather than nonlethal. For example, a troll would have REGEN: 5 fire. Note that the weapons and spells on the character sheets must have the correct type listed, otherwise the program will treat that attack as a non-fire spell or attack.
RESIST : Resistance. Usually used for a magical energy type. A type is added afterwards to show what damage type will be ignored, rather than nonlethal. For example, a demon would have RESIST: 5 fire. Note that the weapons and spells on the character sheets must have the correct type listed, otherwise the program will treat that attack as a non-fire spell or attack.
SAVE : Applies to all saves. A [Type] can be added to specify a certain save, bonus type, or effect to save against, such as Reflex, morale, or Fear
STR : Strength. Applies to all Strength-based skills and checks, as well as melee attack and melee damage
[Type] : Enter a form of bonus or type, such as "armor" or "fire". Multiple types can be added as such: "fire or acid" or "cold iron and good'
WIS : Wisdom. Applies to all Wisdom-based skills and checks