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special_abilities [2020/08/19 01:13] – dungeonmasterspecial_abilities [2020/08/21 15:47] (current) – [Far Sight, Hearing, Smell] dungeonmaster
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 ==== Far Sight, Hearing, Smell ==== ==== Far Sight, Hearing, Smell ====
  
-The creature can see, hear, or smell for extremely long distances. In the real world animal kingdom, consider the eyes of the eagle and the hearing and smell of many of the animals in the animal kingdom including wolves, bloodhounds, and sharks. These generally don't require a weakness, but based how effective the ability is, the GM could require it. No mana is required to activate this special ability.+The creature can see, hear, or smell for extremely long distances. In the real world animal kingdom, consider the eyes of the eagle and the hearing and smell of many of the animals in the animal kingdom including wolves, bloodhounds, and sharks. These generally don't require a weakness, but based how effective the ability is, the GM could require it. Advanced hearing and smell will affect the ability of creatures with invisibility or camouflage to totally hide themselves from detection. No mana is required to activate this special ability.
  
 ==== Dark Vision ===== ==== Dark Vision =====
  
-The creature can see in the dark as long as there is at least a tiny portion of light. Absolute blackness is still absolute blackness. No mana is required to activate this special ability.+The creature can see in the dark as long as there is at least a tiny portion of light. Absolute blackness is still absolute blackness. Invisibility and camouflage are both as effective against dark vision as they would be against regular vision. No mana is required to activate this special ability.
  
 ==== Infravision ===== ==== Infravision =====
  
-The creature can see in the infrared spectrum, essentially seeing heat. This is different from dark vision. Cold-blooded creatures cannot be seen and masking one's heat is also possible, though difficult. No mana is required to activate this special ability.+The creature can see in the infrared spectrum, essentially seeing heat. This is different from dark vision. Cold-blooded creatures cannot be seen and masking one's heat is also possible, though difficult. Unless otherwise stated, neither invisibility nor camouflage hinders infravision in any way. No mana is required to activate this special ability.
  
 ==== Echolocation ==== ==== Echolocation ====
  
-The hearing of the creature is so advanced, they can determine their distance from objects based on sound alone. This is often but does not have to be a sound that they themselves create. No mana is required to activate this special ability.+The hearing of the creature is so advanced, they can determine their distance from objects based on sound alone. This is often but does not have to be a sound that they themselves create. Unless otherwise stated, neither invisibility nor camouflage hinder echolocation in any way. No mana is required to activate this special ability.
  
 ===== Altered States ===== ===== Altered States =====
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 Both forms of camouflage require a base perception roll of five to find the unmoving creature (rather than the standard two), modified by whatever other modifiers apply. Both forms of camouflage require a base perception roll of five to find the unmoving creature (rather than the standard two), modified by whatever other modifiers apply.
 +
 +For more information on how camouflage relates to being attacked, see [[offense#partially_hidden|Partially Hidden]].
  
 ==== Invisibility ==== ==== Invisibility ====
-Invisibility is similar to camouflage except they aren't blending into their surroundings. They're simply invisible to the unaided eye. If they are in an environment where they could be reasonably detected (i.e. dust, leaves, smoke, etc), a modifier penalty similar to camouflage could be applied.+Invisibility is similar to camouflage except the invisible creatures aren't blending into their surroundings. They're simply invisible to the unaided eye, due to magic, cloaking technology, or other means. Unlike other systems, invisibility doesn't necessarily require removing the invisibility or decloaking to attack unless they magic or technology states it does. But just because someone or something is invisible to the unaided eye doesn't mean they can't be detected. Other senses or means can be employed to detect and thus attack creatures, often with penalties. 
 + 
 +As far as the creatures themselves, it's up to the GM on whether the invisible creature can see themselves and thus perform what they need to perform while invisible. The invisibility itself extends to both friends and foes alike unless there's some specific reason why friends wouldn't be affected, so there are cases where an ally being invisible could cause problems in combat. 
 + 
 +For more information on being attacked while invisible and attacking the invisible, see [[offense#completely_hidden|Completely Hidden]].
  
 ==== Shapeshifting ==== ==== Shapeshifting ====
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 Some magical weapons are also endowed with this ability in which case the blade does normal damage first and then the mana-stealing ability is invoked, assuming the creature struck has mana to steal. Some magical weapons are also endowed with this ability in which case the blade does normal damage first and then the mana-stealing ability is invoked, assuming the creature struck has mana to steal.
 +
 +===== Special Movement =====
 +
 +==== Flying ====
 +The creature has wings or something akin to wings that allows them to fly or glide.
 +
 +==== Swimming ====
 +The creature has fins, flippers, webbed hands or feet, a flattened tail, or something else that allows the creature to swim quickly through water and other liquids.
 +
 +==== Digging ====
 +The creature has hands or feet built for digging quickly.
  
 ===== Other ===== ===== Other =====
special_abilities.1597799586.txt.gz · Last modified: by dungeonmaster