diff --git a/2DAs/race_feat_rumin.2da b/2DAs/race_feat_rumin.2da new file mode 100644 index 00000000..fbdfc786 --- /dev/null +++ b/2DAs/race_feat_rumin.2da @@ -0,0 +1,8 @@ +2DA V2.0 + + FeatLabel FeatIndex +0 GENETIC_INSTABILITY 1121 +1 ENGINEERED 1123 +2 skillaffinityconcent 243 +3 WeapProfCreature 289 +4 FEAT_SA_INTIMIDATE 4547 diff --git a/NOTES/Rumin.txt b/NOTES/Rumin.txt index 5ad8454b..ae3b73f4 100644 --- a/NOTES/Rumin.txt +++ b/NOTES/Rumin.txt @@ -4,10 +4,10 @@ Rumin Ability Adjustments: None Special Abilities: -- Engineered: All Engineered receive a +2 to Hide & Move Silently checks & a -2 to Lore (Decipher Script) checks. +- Engineered: All Engineered receive a +2 to Hide & Move Silently checks & a -2 to Decipher Script checks. - Medium: As Medium creatures, rumins have no special bonuses or penalties due to their size. - Rumin base land speed is 30 feet. - Natural Weapon: Rumin can make an natural gore attack for 1d4 damage. -- Bullheaded: Rumins recieve a +2 Bonus to Will saves. +- Skill Affinity (Concentration) & Skill Affinity (Intimidate): Rumins are even keeled but terrifying when roused. - Mutations: Engineered characters begin with 2 minor positive mutations, 1 major positive mutation and 1 minor negative mutation. Choose the positive mutations, and then roll for the negative one. - Genetic Instability: Mutants of all sorts suffer from genetic instability. All mutant characters suffer a –2 penalty on all saves against developing new mutations (such as when exposed to environmental mutagens. This penalty increases by –1 for every two character levels (for example, a 2nd-level mutant suffers a –3 to her save against mutation). \ No newline at end of file diff --git a/TLK/gamma_age_v2.tlk b/TLK/gamma_age_v2.tlk index c8db0107..e68f0c84 100644 Binary files a/TLK/gamma_age_v2.tlk and b/TLK/gamma_age_v2.tlk differ