Destiny Catalog

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Destiny Catalog

Post  threezeus on Sun Aug 19, 2012 3:38 pm

Because the destiny topic is now over 10 pages long and people don't necessarily want to search through all that to find a destiny they remember someone proposing or just see if an idea they had was already drafted, here is my gift to you; a catalog of all destinies both official and proposed. I'll try to keep up with updates and the like by editing this post, but if you see a mistake or something I left out, feel free to point it out!

Each destiny will have a short description of its flavor, the most recent version as written or agreed upon by the original drafter, and the actual effects minus the flavor of each.

Official Destinies

Archmage: A destiny for dedicated magic users, a la Twilight Sparkle.
Archmage:
Spellbook
Your magical knowledge plays host to a fantastic book of spells. Once per session you may swap a utility talent you know for another utility talent you qualify for.

Arcane Secrets - 3/Day
Your study of magical secrets allows you to employ the art in new and versatile ways. You can use Arcana in the place of your next Persuasion, Perception, Stealth or Mechanics check.

Master of Magic
Your mastery of magic has moved beyond the commonplace and ascended into something worthy of legend. Lesser spellcasters can barely comprehend the ease and versatility with which you cast the mightiest of spells. Twice a day, you may use a Magic Talent without spending a Magic Point.
Archmage (No Flavor):
Spellbook - Session
-Swap a utility talent for another you qualify for.

Arcane Secrets - 3/Day
-Use Arcana instead of your next persuasion, percetion, stealth or mechanics check.

Master of Magic 2/Day
-Use a magic talent without using a magic point.

Very Best Friend: A Pinkie Pie-esque destiny for somepony who wants to be friends with everyone.
Very Best Friend:
Instant Friends - Daily
Whether singing a random song out of nowhere or showering newcomers with confetti, you have a talent for becoming instant friends with anyone... Though occasionally your antics can backfire. Flip a coin. If heads, the target treats you as a trusted friend for 1d4 hours. It truthfully answers all questions you ask and aids you in any way it can as long as doing so does not risk its life or property or seem to interfere with its overall goals to a significant extent. Sadly, losing a friend's trust is the fastest way to lose a friend - thus this effect ends if you or any of your allies attacks the target or any of its allies. If the result of the coin flip is tails, the power fails and the creature knows you tried to use this power on them.

Best Friends Forever - Daily
You're ability to make friends is truly astonishing, how can anyone not become instant best friends with you? You may choose to make the effects of your Instant Friends feature permanent. The Instant Friends effect only ends unless you or any of your allies attacks the target or any of its allies. You can only have one Best Friend Forever at a time.

Smile, Smile, Smile - Magic
You like to see friends grin, you love to see them beam. The corners of their mouths turned up is your very finest dream. But if they're feeling worried and their faces turned to frowns - you'll do your part with all your heart to turn those sad frowns upside down. All your allies regain the uses of one of their expended x/day or x/session powers.
Very Best Friend (No Flavor):
Instant Friends - Daily
-Flip a coin. If heads, target will be truthful and aid you for 1d4 hours. Target will not risk its life nor its property and won't betray its morals. Attack it or its allies cancels the effect. If tails, power fails and the target knows you tried to use this ability.

Best Friends Forever - Daily
-You may make the effect of Instant Friends permanent. All other limitations and conditions still apply. Can only have one best friend at a time.

Smile, Smile, Smile - Magic
-All allies regain uses of an expended (amount)/daily or (amount)/session ability.

Inventor: Exactly what it says on the tin. A destiny for ponies wanting to be ingenious inventors. [Inspired by Videocrazy]
Inventor:
It’s Bigger On The Inside
You invent a small container about six inches in diameter. You may store up to two thousand cubic feet of objects in this container. You can withdraw an object from this object as easily as if it was in your saddle-bag.

Gadget
Your whizbang, genius intellect allows you to create one of the following items.

Fantastic Flying Contraptamatron - Item
The user can fly with average maneuverability (the user takes a -5 penalty to precision and athletics skills while flying)

Ludicrous Language Translatatron - Item
While using this item - the user can speak, read, write and understand any language he or she either reads or hears.

Superb Spatial Translocatifier - Item
A creature may spend ten minutes activating this item to send a group of up to six willing creatures of large size or smaller to any location that the activating creature has been to before.

Industrial Revolution
Your mastery of engineering and brilliant mind allows you to use Create Crazy Contraption three times a day without spending a Magic Point. In addition, you create something that permanently advances Equestrian society. For example, creating the Telegraph - allowing for widespread use of Spike, Take a Letter - or improved medical equipment (granting a +5 to heal checks for those using your equipment). As the creator, you've made sure that you've built in some "back doors", you may take control of your equipment or force it to stop or start working as long as you have access to it.
Inventor (No Flavor):
It’s Bigger On The Inside
-Create a six-inch diameter container capable of holding two thousand cubic feet. Any objects inside are easy to access.

Gadget
-Choose one...
...Fly with a -5 precision and athletics penatly.
...Understand any language you've encounter.
...Teleport 6 willing targets to any location you've been to. (10 minute prep time)

Industrial Revolution
-Crazy Contraption three times a day for no magic point.
-Invent one world changing device which you can hack into.

Miracle Worker: A healer/doctor destiny.
Miracle Worker:
Healing Hooves - 3/day
You have gained the skill of a healer and the treatment of ailments has become routine to your skilled hooves. You may treat your next skill check to cure a poison, curse or disease as though you rolled a natural 20.

Miracle – Magic
Preparation Time: 1 Hour
Your skill as a healer has become almost legendary. Now you can occasionally defy even death. You may resurrect a creature that died of unnatural causes. You must be able to touch the creature and the creature’s body must be reasonably intact.

Immortalis
You have gained mastery over the vitality of life to such an extent that the ailments of the world cannot touch you. Your skill and purity has made you immune to all poisons, curses and diseases. Even the press of time has no power over you. Your body does not even age unless you wish it to. In addition, you can use Miracle once a day without spending a Magic Point.
Miracle Worker (No Flavor):
Healing Hooves - 3/day
-Next check to remove poison, curse or disease is a natural 20.

Miracle – Magic
1 Hour Preparation Time
-Revive a target which died an unnatural death.

Immortalis
-Immunity to poisons, curses and diseases.
-You do not age unless you want.
-Use miracle without a magic point. (1/day)

Explorer: For the true adventurer pony.
Explorer:
Horizon Walker
They say that if you ride hard and fast enough to the West, the sun will never set for you. Your travels have given you a wealth of knowledge regarding the natural world and how to determine your surroundings. At any time, you may spend ten minutes to learn all the major geographic features within a mile of you; such as water-sources, possible good places for shelter, edible fruits and vegetables and any structure bigger than a hut. You’ve also learned to find shelter in even the most hostile wilderness. Whenever you are in the wilderness (not in an artificially built structure or any town, village etc.), you may use the following talent.
Secret Shelter - Magic
Preparation Time: Ten Minutes
You find or construct a Secret Shelter for you and up to five companions to rest in. The shelter is very well hidden, requiring a Perception check with a DC of 40 to spot without your assistance.
The shelter can comfortably sleep up to six medium-sized creatures or up to four large-sized creatures. Within the shelter is food, drink and reasonably comfortable bedding.
The shelter persists for eight hours before it becomes unusable.

Been Around The Block [Concept by Chase and Videocrazy]
You’ve been there, seen that, got the t-shirt. You’ve traveled the wilds of the world, you’ve got contacts in just about every city and your instincts have been honed to razor-edge. You gain a +5 bonus to Perception checks to notice traps or ambushes, a +5 bonuses to Streetwise checks to find someone you know in a city and a +5 bonus to any skill check made to navigate the wilderness.

Daring-Do
You’ve climbed the frozen mountains and run in the valleys of sun. You’ve dared the depths of the jungle and sailed upon the ocean’s tide. You’ve delved into ancient ruins and run amongst the sun-kissed desert. No matter the danger or hardship, you have learned to triumph over any obstacle set in your way. Three times a day, you may forgo a skill check and treat the result as though you had rolled a natural 20. This natural 20 does not trigger a cutie mark critical though, that’d just be silly.
Explorer (No Flavor):
Horizon Walker
-Learn all significant geographic features within a mile of you (water sources, food, structures, etc). (10 minute prep time)
-Create an 8 hour shelter anywhere that houses up to six. Takes a perception check of 40 to find without your aid. (10 minute prep time)

Been Around The Block [Concept by Chase and Videocrazy]
- +5 Perception to notice traps and ambushes.
- +5 Streetwise to find someone you know in a city.
- +5 any check to navigate in wilderness.

Daring-Do - 3/Day
-Forgo skill check and take a natural 20. Cannot trigger cutie mark critical.

Self-Discovery: A destiny which allows you to pick and chose some skills from other destinies.
Self-Discovery:
Multi-Disciplined
Your journey of self-discovery has brought you on many paths and you’ve tried your hand at many disciplines. You gain training in two additional skills.

Call to Adventure
A hint of purpose calls to you. It may or may not be your ultimate path, but it is one you will pursue for now. Gain the level 4 feature of a destiny of your choice.

Make My Own Fate
You have moved beyond the trappings of fate to forge your own destiny. Gain the level 7 features of two different destinies of your choice.
Self-Discovery (No Flavor):
Multi-Disciplined
-Training in two additional skills.

Call to Adventure
-Any level 4 destiny feature.

Make My Own Fate
-Any two level 7 destiny features.

Master Detective: For any and all detective ponies out there, or anyone who just really wants to understand everything that's going on. [Created by Demonu & Staric -Dan Felder]
Master Detective:
Into The Mare-Cave
A great detective needs suitably fantastic forensics laboratory. Through your skill, ingenuity or investment you have managed to craft a laboratory worthy of a mind such as yourself. This lab is set in a permanent location (such as your house, workplace or a secret location). When within the comfort of your laboratory, you may roll twice on skill checks made to investigate objects and take either result. Your forensics laboratory also hosts a significant criminal library, which allows you to roll twice on skill checks made to identify people or objects and their associated histories (such as recognizing a stranger and determining their reputation, or identifying the history surrounding a stolen painting).

Elementary, My Dear Trotson
Puzzles and mysteries that hopelessly perplex ordinary intellects melt away in the face of your genius. You gain the following talent.
Eliminating the Impossible – 1/Session
You may ask a question and indicate three possible answers to it. The DM must indicate which of these three possible answers that you have indicated most accurately answers your question. For example, you may ask the question, “Who ate the cake? Was it the Butcher, the Baker or the Candle-Stick maker?” The DM then indicates the most accurate of these answers. If more than one answer is accurate (for example, if both the Butcher and the Baker ate the cake together), the DM informs you of all accurate answers. If none of the above is accurate (for example, if none individuals ate the cake) the DM informs you that the answer is, “None of the above.”

Lie To Me
Your insight into the tangled web of duplicity allows you to pull crucial information from even the most seemingly minor details. Your inspiration often makes you seem slightly mad to others, though they quickly learn to rely on your prescience when your conclusions prove correct over and over again. You can always know when someone is deliberately lying to you and you may always use out-of-character knowledge as if it were in-character knowledge.
Master Detective (No Flavor):
Into The Mare-Cave
-Gain a laboratory in a permanent location.
-Roll twice on checks to identify objects and learn backstories of creatures of objects. Take the higher result.

Elementary, My Dear Trotson 1/Session
-Ask the DM question and provide three possible answers. The DM must tell you which if any of those are correct.

Lie To Me
-Know whenever someone is deliberately lying to you.
-OOC Knowledge related to the game becomes IC knowledge.


Last edited by threezeus on Fri Aug 24, 2012 1:07 pm; edited 6 times in total
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Re: Destiny Catalog

Post  threezeus on Sun Aug 19, 2012 3:40 pm

Drafted Destinies

Dragon Rider: A destiny which gives you a dragon friend. [Created by Inferno1114]
Dragon Rider:
Dragon Hatchling
You gain a Baby Dragon as an ally that is loyal to you character. You may design your Dragon’s utilities and set its skills, along with creating its backstory. In addition, you may let its rolls count for yours up to 3/day. The Dragon is unable to participate in combat though since it is too young to have the strength to fight. It also may have some magical enhancements that allow it to send messages to your allies with its flames in exchange for its flames lacking some of their oomph (If taken, -5 to checks that involve setting things on fire with their breath unless a unicorn assists them with an arcana check) The dragon also trusts you for being with it and will not betray you as long as you do not try to harm it with malicious intentions or abandon it.

Dragon Adolescence
As your dragon has gotten older, so has its natural instincts. It’s greedy side has started to set in so it has a further desire to obtain possessions. It gives you +5 on rolls that involve you stealing or identifying gems and makes your more intimidating now that you have a larger dragon behind you, adding +5 to persuasion involving fear. The dragon also gains Freaky Knowledge when it comes to dealing with Gems and Knowledge about its own Race’s behaviors. It has also started to develop its wings and is gradually learning how to fly, albeit with poor maneuverability (-10 to precision and acrobatics checks while flying). If they want, they could chose to try to learn how to be an average flyer at the cost of their Freaky knowledge (-5 to precision and acrobatics checks). Although your dragon is more powerful, puberty has made it turn it into a bit of a jerk (if the player controls their dragon as a PC, they are recommended to roleplay it as if they were a teenager, from the whining and complaining all the way to the obnoxious ass holes we all know teenagers tend to be. DM may choose to reward this roleplaying)

Dragon Adult
As you have matured, so has your Dragon. It has developed into a full grown adult and has the body to prove it, wings and all. It can fly like with the best of them now, and is just as skilled with you riding upon its back( you take no penalty to precision or acrobatics checks while flying). With some persuasion, it may just be willing to also let some of your friends also ride upon it, although with less skill than if it was just the two of you(-5 to precision and acrobatics checks for every 2 creatures it is carrying or for each heavy object weighing more than a pony) . It stands towering over ponies at its height and strikes fear into their hearts with a +10 to persuasion while it stands intimidatingly beside you. On the downside though, its large build makes it harder to move around unnoticeably (-5 to stealth checks when the dragon is on the ground). Its flames have also become fully developed and can melt through almost any object when they try hard enough, and even has the potential to melt away magical effects (+5 to checks that involve burning things down with its Fire Breath). Its resistance to fire has also developed along with its scales, making its body impervious to even the hottest flames. It is also respected by other dragons and able to communicate to them on your behalf. If the dragon is trusted to be on its own for a certain amount of time, it has the chance to start collecting a [/quote]
Dragon Rider (No Flavor):
Dragon Hatchling
-Gain a baby dragon ally. You customize it's character sheet.
-It rolls for you. (3/Day)
-Choose either...
...Dragon can breath fire normally.
...Dragon can send letters to allies. Gets a -5 on breathing fire unless assisted by a unicorn's arcana.

Dragon Adolescence
- +5 on stealing or identifying gems.
- +5 to intimidation.
-Choose either...
...Dragon can fly with a -5 penalty.
...Dragon can fly with a -10 penalty. Dragon ally gains freaky knowledge for gems and dragons.

Dragon Adult
-Dragon can fly with no penalty.
-Dragon has -5 to precision and acrobatics for every 2 creatures or objects weighing more than a pony it is carrying.
- +10 to intimidation.
- -5 to stealth while dragon is on ground.
- +5 to checks involving burning things with fire breath.
-Dragon has immunity to flames.

Weather Weaver: Destiny which gives powers to alter weather. [Created by Ramsus]
Weather Weaver:
Cloud Wrangler - 2/day (I went with less than Healing Hooves since this allows non-pegasi to use a pegasi racial trait and because you don't have to have such a specific set of circumstances to use it.)
Through natural pegasi talent, preternatural lassoing skills, or magic spell you command the weather and it obeys. You may make a skill check to Weather Craft as though you rolled a natural 20.

Sunny or Otherwise Disposition
Preparation Time: 10 Minutes
You constantly produce a minor natural effect in your immediate area or limited to your own personal space. It can be anything from a personal raincloud, being followed by constant winds, soft thunderclaps when your hooves trod upon the earth, grass growing wherever you walk, to clouds, rain, and wind dispersing leaving you constantly bathed in the light of the sun or moon. This overpowers any natural and possibly certain magical weather conditions. Weather Crafting may be used to alter these effects as appropriate but, before long your effect on the world around you will resume.

Green Pony Daily Magic
Preparation Time: 3-6 Hours depending on effect
Your mastery of the world around you is nearly complete. You may produce natural effects and alter the natural world up to an area of 10 miles. You can choose for your effects to constantly follow wherever you go, stay centered on a spot of your choosing, or even move from a chosen place in a manner of your design at a walking pace. You may cause a forest to overgrow a small town in an afternoon, live in permanent day or night, or maybe even throw the natural laws into chaos. Still, you're no Princess Celestia or Luna but, you are the next best thing and because of your narrower focus even they would have trouble contesting your influence over an area. You can only control one such effect at a time but, do not need to expend your daily use of this feature every day to maintain the current effect. You can't create any effect that would directly harm anypony, such as magnitude 8 earthquakes, a giant hurricane (though fierce winds are ok), or fire and brimstone raining down into an inhabited town.
Weather Weaver (No Flavor):
Cloud Wrangler 2/Day
- Make a Weather Craft check as if you rolled a natural 20. Usable by any race.

Sunny or Otherwise Disposition
Preparation Time: 10 Minutes
-Create a constant, minor weather effect always in your immediate area.

Green Pony - Daily Magic
Preparation Time: 3-6 Hours
-Alter weather to one effect in a 10 mile radius. Nothing that would directly harm anypony. The 10 mile radius can either stay in one place, follow you, or move in one direction at walking speed.

Knighthood: A destiny for lawful goods. Those who want to protect everything around them. [Created by AProcrastinatingWriter]
Knighthood:
A knight's duty is to protect and serve, much like the Living Bulwark. Unlike the Living Bulwark, though, the Knight believes the best defense is a strong offense - and knows how to utilize this philosophy to the fullest. Knights are driven by a sense of justice and responsibility - not always a perfect sense, of course, but they do try. Knights do not need to join any military organization, though they often do anyway. The most spectacular ones, though, tend to work on their own for some reason.

Examples of those following the path of Knighthood include Dave Strider, Spider-Man, and Rainbow Dash.


A knight's powers include:
Danger Sense
Knights may not realize it consciously, but their experience dealing with the forces of evil have given them a crash course in where that evil dwells. When confronted with somepony (or somedragon or somegriffin, etc.) who wishes you or one or more of your allies harm but is attempting to hide the fact, you may automatically make a Perception check to attempt to uncover this fact with a +15 bonus.

Self-Sacrifice Daily Reaction: One of your allies is hurt outside of battle.
Knights always put others ahead of themselves, even to the point of facing danger for others. You may choose to take damage instead of your ally. You may be knocked unconscious or be defeated as a result of this damage, but you cannot die as a result of it. Any (save ends) conditions dealt as a result of the attack, including damage, is entirely nullified.

Save the Day
Whenever a neutral or friendly being within one mile is in danger, you are made aware of the general circumstances of the danger (when, where, why, how) through one of various methods: town crier, reading weather patterns, or just a general feeling that "something is wrong", etc. If you would normally be unable to get to the site of the danger, in time or at all, circumstances in your general area are changed to give you a very good chance of reaching the site in time.
Knighthood (No Flavor):
Danger Sense
-Make a +15 bonus perception check to discover malicious intent in anyone new you meet.

Self-Sacrifice Daily
Instant Interrupt
-Trigger: An ally is hurt outside combat.
-Result: You take the blow. All save ends and damage are nullified. You can still be knocked out or thrown back, but can not die.

Save the Day
-Become aware of danger to anyone within a mile radius and its circumstances.
-Have an easy path to said danger.

Legend: A destiny for those who want their characters to become living legends. [Created by AProcrastinatingWriter]
Legend:
A legend is one who is destined for greatness beyond greatness - one whose story, circumstances, challenges and feats are simply incredible. So incredible, in fact, that in generations to come, ponies will wonder whether you truly existed at all, or whether you were simply an ideal passed around the campfire in ancient times. Admittedly, about half the time, they'll be right to wonder - even when Legends did actually exist, they would tend to have their feats exaggerated, after all.

Examples of those following the path of the Legend include Link, Superman, Rudolph the Red-Nosed Reindeer, and Starswirl the Bearded.


A legend's powers include:
Labor Daily
Legends are faced with greater tasks than the average being - but the reason they are Legends is because they rise to the occasion. You may take a +15 bonus to the next skill check you make.

Inspire
Simply being around a Legend pushes those who know them to greater heights than they would normally be capable of. All those in your presence (including yourself) may Cutie Mark Critical on a roll of 19 or 20 (18, 19, or 20 in the case of Earth Pwny). Those not normally capable of Cutie Mark Criticalling may choose a skill they may do so in while in your presence, but only on a roll of natural 20.

Stuff of Legend Weekly Reaction: Rolling a Cutie Mark Critical
When you use this power you may roll a D20 (no bonuses). If you Cutie Mark Critical again, your Cutie Mark Critical becomes a Legendary Feat - something that makes a critical success look like a foal stumbling in the dark. The Stunts check that allows you to suplex a moving train, the Double Sonic Rainboom that brings you close to lightspeed, the Persuasion-based speech that finally makes Discord see the error of his ways and repent - these are the Feats that put you amongst the ranks of Legend.
Legend (No Flavor):
Labor Daily
- +15 to next skill check.

Insipire
-Allies in your presence can trigger a cutie mark critical on a 19. 18 for earth ponies.
-Allies without cutie marks choose a skill to have a potential Cutie Mark Critical, but only trigger on 20.

Stuff of Legend Weekly
Immediate Interrupt
-Trigger: You roll a cutie mark critical.
-Effect: Roll a d20. If 20, skill becomes a Legendary Feat, which is far more powerful than a cutie mark critical.

The Everypony: For the pony who's nothing special. Then again, maybe being nothing special is what makes them special. [Created by AProcrastinatingWriter]
The Everypony:
Paradoxically, The Everypony is the Destined One without any sort of Destiny - they are, essentially, a completely normal being who just happened to come along for the ride. But that's the trick, you see: those with Destinies are, well, destined for great things...but those Destinies are also limits. Yes, those things the Destined can do can be done and will be done, but that is all they can do - no more. The Everypony is not so limited...which is why, under the right circumstances, with the proper tools, and a bit of cunning, The Everypony may save entire universes, move the immovable object, even send the gods themselves running in abject terror...and so very much more.

Examples of those following the path of The Everypony include Rincewind and Rory Williams.


The "powers" of The Everypony include:

Common Sense Daily
To find out what's really going on amongst the machinations of demons, witches, aliens, scientists, and gods, sometimes you need look no further than to ask Mr. Ivy at his flower stand. When you activate this power, you may ask the PH for clarification or information regarding one of three things:
- A character's motives
- A monster's history, weaknesses, and powers
- An explanation of where your party should go next and what they should do there.
The PH must answer honestly, with clarity, and without distortion of any kind.

Everyday Experience 2/day Interrupt: Any skill check you undertake.
One of the greatest strengths of The Everypony is its ability to adapt and grow beyond what those "higher" than it may predict. Provide as many examples as you can from your character's backstory (including previous gaming sessions) of situations that may directly apply themselves to the situation your character is in. You gain a +3 bonus to the upcoming skill check for every example you can come up with. (For example, you may be in the bententacled clutches of an Elder God, but despite all his mind-bending non-euclidean insanity those tentacles are an awful lot like that rabbit trap you made and then got caught in as a foal -and for that matter, an awful lot like that electro-net that mad doctor caught you in a week ago! You gain a +6 to your Stunts or Acrobatics check to squirm free from the starry squid's slimy suckers.)

A Good Man Goes to War [Session]
The Everypony, acting with clarity, is a force that cannot be stopped, bargained with, or withstood. You make a successful Persuasion check against every neutral and unfriendly creature that can perceive you, intimidating them. After that, select any Element of Harmony and use its corresponding power without spending a Magic Point.
The Everypony (No Flavor):
Common Sense Daily
-Chose one...
...Learn the motives of one target.
...Learn all about one monster.
...Learn what the party should do to progress the plot.

Everyday Experience 2/Day
-Provide examples from backstory and previous gameplay that would apply to the current situation. Add +3 to your next skill check for each one.

A Good Man Goes to War 1/Session
-Make a successful intimidate check on all neutral and unfriendly creatures that perceive you. Use any Element of Harmony without spending a magic point.

Living Bulwark: Similar to Knighthood, thought not as unquestionably good. A powerful defender. [Created by Jason Shadow]
Living Bulwark:
None Shall Pass - 3/Day
You can position yourself in a hallway, on a bridge, or on any other sort of narrow pathway that cannot be bypassed by, say, simply walking around it. While you are blocking the path, no creature can get past you without your consent, not even by aerial or magical means, unless they succesfully manage to defeat you in combat first. Each use of ability stays in effect as long as you stay at your "post" and are able to remain conscious - biological neccessities cannot be safely neglected.

My Precious
Select one unique object or creature as your Ward. You always know the exact location of your Ward, and:
-If it's an object: Who's possession it's in, or
-If it's a creature: In what condition it's in (healthy, injured, unconscious, dying, etc).
If your Ward is killed or destroyed, then after a 24-hour period you may select another object or creature as your new one.

Epic Shield - Magic
You may protect one location from all interlopers. Select one area up to the size of a large city (you must be within the area, but you need not be at the center of it). For the next 24 hours, no creature may enter the area without your consent, and you automatically know the species of every creature trying to enter.
Living Bulwark (No Flavor):
None Shall Pass - 3/Day
-Block a path. No creature can get around you through any means other than taking a separate path.

My Precious
-Select a target. You always know it's exact location and who possesses it (if an object) or what condition it's in (if a creature).
-If killed or destroyed, wait 24 hours before selecting a new object.

Epic Shield - Magic
-Protect one very large area. You know the species of anything trying to enter the area and nothing can enter without your permission.

The Dreaded: For those who want to inspire fear in everyone around them. Somewhat of an evil path. [Created by Jason Shadow]
The Dreaded:
Unnerving Aura
You can intimidate ponies simply by standing there. All creatures that are aware of your presence, and not allied to you, take a -2 penalty to all skill checks. Additionally, you and all allies gain +5 bonus to intimidate all creatures affected by your Aura.

Dread Proclamation - 2/Day
Preparation Time: 10 Seconds
You perform a feat so fearsome, it terrifies all who view it. You may utter a single command, and it shall be immediately obeyed. The possible commands are as follows:
Be Still - All creatures in the vicinity immediately cease combat and become as still and silent as statues.
Tell Me What You Know - A single creature must truthfully answer your questions (to the best of its ability) for one minute of real-time. After that time has passed, it becomes too traumatized to communicate for one hour (of game time).
Flee Before Me - All creatures in the vicinity immediately do everything they can to get as far away from you as possible.
Certain brave or particularly important creatures (at the DM's discretion) may be resistant or immune to this effect, and you automatically know when it fails - therefore, a creature may shrug off the effects of Tell Me What You Know, but it cannot trick you with false information.

I am Terror - 1/Session
Preparation Time: 1 Hour
Spend the appropriate time alone with a single sentient creature. If you are not interrupted during this time, then the target develops a deep-seated phobia of you. Whenever it sees you or is otherwise threatened by your presence, it will react appropriately - attempting to flee, sobbing and cowering, surrendering unconditionally, or even attacking outright - according to its nature.
The Dreaded (No Flavor):
Unnerving Aura
- -2 skill check penalty to non-allied creatures in your presence.
- +5 skill check bonus to allied creatures in your presence.

Dread Proclamation - 2/Day
Preparation Time: 10 Seconds
Choose one...
-All creatures in immediate vicinity freeze in place and are silent.
-One creature answers questions truthfully for one minute. Cannot talk for one hour afterwards.
-All creatures in vicinity flee.
...some creatures can resist effects, but you know when this happens.

I am Terror - 1/Session
Preparation Time: 1 Hour
-Make target be incredibly afraid of you.

Ascendant:
Become the embodiment of a concept, like Discord is to Chaos. [Created by Jason Shadow]
Ascendant:
Special: When you choose this Destiny, select one Concept that you seek to embody. This concept should fall under one of these three broad categories:
Body - Aspects of the natural world, such as certain kinds of weather (Storm, Snow), types of plant or animal (Tree, Feline), types of terrain (Desert, Forest) or even a specific sentient race (Unicorn, Griffon). You cannot choose Sun or Moon as a concept.
Mind - Emotions, such as rage, compassion, or mirth, or philosophical Ideals, such as Justice, Beauty, or Industry. Note: you cannot select Victory or Disharmony as a Concept.
Spirit - Certain "substances" that traditionally carry a spiritual or symbolic connotation, such as Air, Water, Earth, Fire, Metal, Wood, Light, Darkness, Blood, etc.* You cannot choose Day or Night as a Concept.
While you are by no means limited to the examples listed in each category, the Concept you choose must easily fall under one of the three categories.

For the Cause
Select one skill that is either your Cutie Mark skill or one that have training in. Whenever you use that skill in a situation where your Concept is clearly involved, and you act in a manner that does not go against that Concept, then you gain a +5 bonus in that skill. (Thus, if Fire is your Concept and you are faced with a burning building, then you would get the bonus for helping to spread the fire, but not to put it out.) Additionally, if For the Cause comes into play for this skill check and you are not being assisted on it, then a roll of natural 20 counts as a Cutie Mark Critical; if it already would have, then a natural 19 also counts.

See Things My Way - Daily
Preparation Time: 5 Minutes
Make a Perception or Persuasion check with a +5 bonus. Target creature makes an opposing Perception or Persuasion check. If you beat their check, then their mind becomes altered in a way that promotes your Concept. If they were originally your enemy, they are now indifferent towards you, and if they were indifferent, they are now friendly towards you. Additionally, their personality changes further in respect to the category your Concept falls under:
Body - The creature is fiercely protective of any example of your Concept that they find, and are loathe to do anything to harm it. Thus, a creature affected by a Tree Ascendent is the sworn enemy of all lumberjacks.
Mind - The particular Emotion affects the creature strongly and more easily, or the creature strives towards the Ideal. Thus, a creature affected by a Rage Ascendent is prone to bouts of anger, and a creature affected by a Beauty Ascendent does its best to make itself and others conform to its idea of beauty.
Spirit - The creature develops a strong liking for the Concept in question and desires to be around it as much as possible. If there is a clear diametric opposite to that concept, then the creature fears and loathes it. Thus, a creature affected by a Water Ascendant would find itself drawn towards bodies of water, but would also develop pyrophobia.
This counts as a mind-affecting ability and wears off after either 1d4+1 hours or the use of a Magic Point intended to dispell the effect; you are unable to tell whether the effect has worn off or not unless the target makes it perfectly clear.

Incarnate
You have trancended your mortal form and become the living embodiment of your Concept. Although you are still young and have yet to gather your full power, there are still some immediate benefits.
Your appearance changes to match your personality and Concept. Your natural, true form becomes three times larger than your original and has an appearance that is nothing short of legendary - whether alicorn, draconequus, changeling Queen, adult dragon, or something completely new, this Form commands fear and respect. You may shift between your True Form and your original at will, and can be anywhere from one-to-three times as large as your original size in any form.
Additionally, the merging of yourself with your Concept has made you as immortal as the Concept itself. You no longer age unless you wish it, and if you are ever killed, then you will reform - completely unharmed - a year and a day later. You can only be "put out of commission" for longer periods of time by powerful magical imprisonment, and can only be destroyed outright if your Concept disappears forever.
Finally, every time you use the ability See Things My Way, roll a d10. If you get a 10, then you are able to use the ability once more that day.
Note: Once you have recieved this ability, other beings of your power level - and higher - take notice in you. While they might let you finish your current quest without interference, they will generally not tolerate continued action after that point. Once your quest is complete, you must either ascend to a higher plane of existence or develop a strict "non-interference" policy; either way, your adventuring days have come to an end.

*Basically, if you can stick "Toa of" (Bionicle) to the front or "-bender" (Avatar: the Last Airbender) to the end, then it's a Spirit Concept.
Ascendant (No Flavor):
-Choose a concept related to your Cutie Mark, Element or a siginificant part of your backstory. It falls under either Body, Mind or Spirit.

For the Cause
-Choose either a trained skill or your cutie mark skill. +5 bonus when using this skill to further your concept. When the +5 bonus is in effect, natural 20s count as cutie mark criticals even if not a cutie mark skill, and 19s count if it is already your cutie mark skill.

See Things My Way - Daily
Preparation Time: 10 Minutes
-Roll a +5 perception or persuasion versus any target. If you win, they act to further your concept for 1d4 hours. A magic point can remove this effect.
-If target was enemy, it is now indifferent to you. If target was indifferent, it is now your ally.
-If a Body type concept, the target is protective of all examples of that concept.
-If a Mind type concept, the target's personality is embodied by that concept.
-If a Spirit type concept, target loves the concept and hates its opposite.

Incarnate
-You have a true form, which is of your making.
-You no longer age.
-If you die, you will return a year and a day later.
-Roll a d10 whenever See Things My Way is used. If 10, you may use the ability again that day.



Wordsmith: A destiny for author ponies. [Created by AProcrastinatingWriter]
Wordsmith:
Occasionally, a book is written that goes down in history, praised by generations to come as a masterpiece of literature. It is very likely, whenever these occasions have chance to come up, that the book was written by a Wordsmith. To call the Wordsmith a writer is to call the ocean a body of water - technically accurate, but such phrases do not quite grasp the gravity of the thing.

An example of someone following the path of the Wordsmith is William Shakespeare.


The powers of a Wordsmith include:
The Right Word
The Wordsmith is, more than anything else, the being destined to choose the right word at the right time. You gain a permanent +4 to all persuasion checks you make. In addition to this, you also gain the Utility Trait Freaky Knowledge: Writing and Speeches. If you already had Freaky Knowledge: Writing and/or Freaky Knowledge: Speeches, you instead gain an additional +3 bonus to Persuasion.

Detailed Notes [2/day] Trigger: Any skill check you can perceive.
The Wordsmith's ability to write is so detailed and vivid that it can substitute for the normally unsubstitutable, though the magic in the words tends to fade. Copy down what the skill check was, what it was used for, and what the total roll was (e.g. Mechanics for Lock-Picking, 22). The next time you encounter a skill check used for the same thing, you may copy the roll instead of rolling your own die.

Conjure this Intrepid Fantasyscape Magic Preparation Time: 3 hours
The greatest worry of a master Wordsmith is not failing to describe something, but describing it too well. Your character takes some time to put pen to paper and describe the place they are currently at. At any time from that point onwards, you may as a standard action teleport up to six beings, including yourself, back to that place. You can only have one place set as a possible destination for this ability at any time.
Wordsmith (No Flavor:
The Right Word
- +4 bonus to all persuasion checks.
-Freaky Knowledge for Writing and Speeches. If one is already applied, gain an additional +3 bonus to persuasion.

Detailed Notes 2/Day
Instant Reaction
-Trigger: A skill check was made.
-Effect: The next time you are making a skill check in the same skill, you may use the previously rolled result.

Conjure this Intrepid Fantasyscape Magic
Preparation Time: 3 Hours
-Teleport up to six beings to a pre-decided location you've been to.

Audiencemancer: A fourth-wall breaking destiny. [Created by AProcrastinatingWriter]
Audiencemancer:
Hi there! What's up? My name's Gertrude, I'm a Griffin, pleased to meet you, I'd ask you for your name, but you can't answer me back. Which is a real big shame, you know? Anyway, every once in a while some guy or gal figures out about the fourth wall and most go, well, a little crazy. But even more occasionally you get someone like me, who can accept their lot in life and even begin to enjoy it a little bit. And if that somebody also just so happens to be REALLY clever...well, that's where things get a little interesting, you dig me?

Followers of the path of the Audiencemancer include Deadpool, and surprisingly enough NOT Pinkie Pie. Which, if anything, makes the things she does even creepier. Princess Celestia is one, though! Just make sure to keep that last part a secret, okay?

OH! As a side note, your PH may not be the kind that likes characters breaking the fourth wall, so make sure you get their okay before choosing this destiny, alright?


The powers of the Audiencemancer include:
Mind Shuffle, Mind Swap, Mind Bending Shenanigans [Session]
The first step between a being aware of the fourth wall and utilizing it is making your player aware of your existence. The second is earning that player's trust. That's when you can start switching bodies! For the next five minutes you may use all out-of-game knowledge in-game without incurring any penalties. In addition, any out-of-game knowledge you discuss with your fellow players and the PH may be permanently used in-game without any penalties incurred.

Friends on the Other Side [Session]
Just because someone is on a different and slightly more "real" plane of existence than you is no reason to not be their friend! Your next X skill checks are considered automatic successes, where X is equal to the number of people currently playing in the session, including yourself and the PH.

Hey, Characters have Headcanons Too![Session] Interrupt: The PH says something you don't like.
Just as any player may argue for or against something in particular happening, so may a character with access to the PH's ear. Roll a Persuasion check against a DC of 20, with +1 bonus for every session you've gone in a row without using this power. If you are successful, the last sentence the PH said is nullified and replaced with a random effect from the Tons of Fun Table. The PH may not attempt to say the sentence again, or any equivalent sentences, for the next twenty minutes.
Audiencemancer (No Flavor):
Mind Shuffle, Mind Swap, Mind Bending Shenanigans 1/Session
-All OOC knowledge may be used for the next five minutes. This knowledge does not fade.

Friends on the Other Side* 1/Session
-Your next X skill checks are successful. X is the number of players, yourself and the DM included.

Hey, Characters have Headcanons Too! 1/Session
Instant Interrupt
-Trigger: The DM says something you don't like.
-Effect: Roll a perception check DC of 20 with a +1 bonus for every session since you last used this ability. If successful, the last sentence the DM said is replaced with a random Tons of Fun effect. The DM cannot attempt to have what triggered this effect happen for another twenty minutes.

Dragon Rider: Similar to Inferno1114's version in concept. I'm including both since they're wildly different despite tackling the same concept. [Created by Stairc -Dan Felder]
Dragon Rider:
Dragon Friend
You befriend an ancient and powerful dragon. The dragon remains in its lair except in the most extenuating circumstances but will accept your company and will discuss matters briefly with you. Your scaly friend is extremely knowledgable about the history of the world, and possibly other subjects too. Your dragon friend will answer up to three of your questions each day, though if it finds a question offensive or otherwise unfriendly it may choose to decline answering.

Dragon Treasure
Your dragon friend has taken quite the liking to you, so much so that he has decided to give you a truly wondrous gift from his hoard. The treasure is one of the following magical items (you may also determine an additional treasure at DM discretion).

Deck of Fools - Item
If examined, this deck of cards seems like a freshly purchased deck of playing cards - suggesting the owner is new to the game. It takes a DC 40 perception check to realize the deck’s magical nature. The deck’s owner can determine the winner(s) of any game played with those cards - as long as the owner can see the game being played. If the deck is taken more than a hundred feet away from its owner, it immediately reappears on its owner’s person. The Deck of Fools can only change owners if it is willingly given from from its existing owner, or the owner dies (at which point, the first person to touch the deck becomes its new owner and learns its abilities).

Ring of the Phantasmal Dragon - Item
You may speak, read and write in the language of dragons. Once per day, you may create the illusion of a fully-grown dragon appears in an space within 200 feet of you. It can make sounds and can move as long as it stays within 200 feet of you. If it is touched or attacked, the illusion vanishes immediately. The illusion lasts as long as you dedicate your full concentration to it (if you take any action other than basic moving, your concentratios shatters), or until a creature touches the illusionary dragon. A Perception check (DC 20 + your level) allows a creature to determine that the image is an illusion.

Void Quill - Item
Once per day, you may spend six seconds to trace a doorway onto a solid object with the Void Quill. When you do, it opens a portal into an empty extradimensional space 20 feet wide, 20 feet high, and 20 feet long. While the door is open, anyone can enter, see into, or affect the extradimensional space. Only creatures inside the space can open or close the door (taking three seconds). Once closed, the door becomes invisible to anyone outside the extradimensional space. Creatures on the inside of the closed door can see out, but those outside can't see in. Creatures on one side of the closed door cannot affect creatures on the other side. The extradimensional space lasts for 8 hours. Any creatures still in the space when the effect ends reappear in the closest unoccupied squares outside the door.

Saddlebag of Hidden Treasure - Item
This saddlebag can conceal any objects placed within it from a physical search. Any creature other than the one that placed the item in the saddlebag cannot find the objects. If the backpack is destroyed, the object falls from its remains.
Dragon Rider
The friendship between you and your dragon has grown as mighty as the mountains these glorious creatures call home. Your dragon friend will gladly leave its lair behind to accompany you as a faithful friend and companion. The dragon can carry you and up to ten others through the sky with ease and any attempt you make to intimidate others gains a +15 bonus when your targets can see or hear your dragon. Most dragon friends only fight in combat if their friend’s life is in peril, though your relationship with the creature may well lead to special circumstances (at your DM’s discretion, of course).
Dragon Rider (No Flavor):
Dragon Friend
-Befriend an ancient, knowledgeable dragon. It remains in its liar. It will answer three questions truthfully each day.

Dragon Treasure
Choose one...
...A deck of cards which the owner can determine the winner of any game played by them. Perception check of 40 is required for anyone else to discover their nature.
...A ring which can create an illusion dragon. A perception check of 20 + your level is required to realize it's an illusion.
...A quill which can trace a door on any wall which leads to an extra-dimensional space. From inside you can see out, but from outside you cannot see in unless the door is open. The door is hidden when closed.
...A saddlebag which only gives up items to the person who placed them inside.

Dragon Rider
-Dragon follows you around. Can carry you and up to 10 others with ease.
-Intimidate checks gain +15 with dragon in presence.

Tycoon: A destiny for those that want to be filthy stinking rich. [Created by Jason Shadow]
Tycoon:
Nose For Gold
Like any true adventurer, you value one thing above all else: loot. As such, you have gradually developed a "sixth sense" specially attuned to anything of worth. You automatically detect any and all valuable and/or magical items within 50 feet of you, whether they are hidden or not. Additionally, you can determine the exact monetary value of any such item.

Deep Pockets
Whether it's a satchel, backpack, or even just a burlap sack, your bag is deceptively spacious. You gain a special bag which opens up to an extradimensional space. This space can hold up to 500 cubic feet of nonliving material. Additionally, if any item taken from your bag leaves your possesion without your consent, then it reappears in your bag 1d4 hours later.

A Little Place to Call My Own
You've saved a coin here and a coin there, and have finally amassed enough to buy your own private island. This island does not show up on any map. Select one of the two types of islands below:

Island of Leisure
This island is beautiful and scenic, with white-sand beaches and lush jungles. At the very center is a luxurious mansion, complete a full retinue of servants (including a loyal valet) and, if you wish it, a small entourage of fawning companions. While this type of island is enjoyable, it offers little more than comfort and respite.

Secret Lair
On the outside, this island appears to be little more than a bare, rocky landscape dominated by a single volcano at the center. However, this volcano has been hollowed out and contains either:
A) A multimedia espionage facility,
B) A research-and-development laboratory, or
C) A factory capable of producing a small army of robot skeletons magical constructs.
Whichever you choose, this base is maintained by a group of dutiful minions and has adequate security systems. However, this type of island tends to attract the attention of spies and secret agents, and one of them will try to sneak in and "gum up the works" at least once a month.
Tycoon (No Flavor):
Nose For Gold
-Automatically detect magic items in a 50 feet radius from you, and their monetary worth.

Deep Pockets
-Gain a small bag which can hold up to 500 cubic feet. Any item taken from the bag without your consent returns 1d4 hours later.

A Little Place to Call My Own
You acquire a private island which appears on no maps. Choose one...
...An island with a mansion and little else.
...An island with an espionage facility.
...An island with an R&D lab.
...An island which creates a small personal army.
Any of the last three will attract a secret agent who tries to stop shut it down at least once a month.

Fourth Wall Observer: Another fourth wall breaking destiny. [Created by ThreeZeus]
Fourth Wall Observer:
Aside Glance
You've developed a most peculiar habit. Every once in awhile, usually when something odd or humorous happens, you glance over your shoulder in a knowing fashion, a slight smug grin adorning your face. Most ponies never notice it, and those who do can't really comprehend it. Who exactly are you looking at anyway? Even you're not really sure, but you know somepony, or something is receiving your looks. Sometimes, you can even sense some sort of response. Twice per session, take one piece of out of character knowledge, whether it be something about the game, the MLP Universe, or even something completely unrelated, and make it permanently in character knowledge for you alone.
Additionally, for some reason you don't quite understand, you occasionally refer to things such as towns and cities as their namesakes. For example, you might slip out a "Camelot" when trying to mention Canterlot.

Medium Awareness
You don't actually control your own actions, the player does. Except, you are the player, aren't you? Are you and he or she one and the same? Confusing, isn't it? You haven't fully figured everything out, but it's all starting to come together. You're not exactly real, then again who's to say what's real and what's not? You're a character someone made to play something called a role playing game, isn't that interesting? Kind of distressing too if you think about it. You try not to think about it too much.
You've started to recognize that all the things you and your companions do aren't really determined by their own skills. It helps, but it really all comes down to the player's dice, and sometimes luck just isn't on your side. That said, now that you're aware of the dice which control your universe, you have some power over them too. Five times per session, a skill check, not necessarily your own, can be rerolled. Even better, that skill check can use any other willing player's dice and by extension bonuses. This cannot trigger a cutie mark critical unless the skill being rolled for is the cutie mark skill of the person receiving the effect of the roll.
You've also developed a couple new verbal habits. For one, sometimes you accidentally refer to player characters as the name of the actual player, and sometimes when introducing yourself you even use your own player's name before correcting yourself. If you're savvy enough, you might also speak in tropes occasionally, like referring to that magical artifact your party has been after all this time as the MacGuffin. Most ponies say Celestia's or Luna's name in vain when frustrated. You on the other hand say the DM's name in vain.

The Fourth Wall
Unfortunately, no pony can be told what the Fourth Wall is. You have to see it for yourself. You've become fully aware of the other side. You almost feel like you've been there. You're aware of the TV show, of Pony Tales: Aspirations of Harmony, and the true nature of your reality. But hey, wso what? If you're made up, why not enjoy life anyway? Out-of-character knowledge and in-character knowledge are one and the same, and you may communicate with any of the other player characters regardless of how close they are to you in game, though they can't necessarily talk back unless you want them to. Your Aside Glance now acts like Twitchy Tail, but can also be used other players who may be keeping secrets. You've also met the DM and, seeing how he's basically God in your universe, you've recognized the use of complaining to him when bad stuff happens. Five times per session whenever you don't like the result of a skill check or just think it could be a little bit more awesome, roll a persuasion check against the DM's own persuasion check. If you win, the DM must make the result of the skill check at least 20% cooler (a critical fail would become a normal fail, a roll in the upper teens would become a critical success).
Now that you've learned the true meaning of the Fourth Wall, your verbal tendencies make much more sense to yourself at least. You still slip out the wrong words from time to time, but at least you know what they mean.
Fourth Wall Observer (No Flavor):
Aside Glance
-Make one piece of out-of-character knowledge in-character knowledge. This can be anything, but try to make it a specific piece of knowledge. (2/Session)
-Occasionally refer to referential names in the Ponyverse as their namesakes.

Medium Awareness
-Reroll any skill check using any other willing player's bonuses. (5/Session)
-Occasionally refer to PCs as their player name, and use the DM's name in vain.

The Fourth Wall
-ALL OOC knowledge becomes IC knowledge.
-Communicate with other PCs regardless of location.
-Aside Glance now works like Twitchy Tail, and can be used on players.
-Roll a persuasion check against the DM's own persuasion check. If successful, the result of a skill check becomes slightly more positive. (5/Session)

Pony Everypony Should Know: A destiny for those who want to climb to the top of the social ladder. [Created by Zarhon]
Pony Everypony Should Know:
You strive to become to become a big shot, the creme de la creme, "the big cheese", part of the elite, well known, or generally famous in Equestrian society.

Preceding Reputation
Your reputation precedes you in any non-primitive, inhabited area. Whenever you formally introduce yourself to a pony, or otherwise reveal your identity to somepony within such an area, flip a coin. If successful, the pony recognizes you as famous pony, causing you to gain a +5 bonus to opposing checks against them. In addition, twice a day, a chosen business establishment (shops, hotels, restaurants, banks...) will cater to your whims, giving special privileges to you and your group, free of charge (e.g. discounts, deluxe rooms, unique dishes, added security measures...).

Rising Star
You've become quite famous at this point, causing every inhabited area (including primitive societies or non-pony intelligent creatures) to know about you, increasing your "preceding reputation" bonus to +10 and affecting those areas/creatures. In addition, you gain a single personal level 3 boon (cannot be one that was already chosen), that only you can use and benefit from.

No pushing, please
You've reached the top. All intelligent creatures in Equestria know who you are (Note: This does NOT mean they identify you on sight. You can still conceal your identity without penalties) and are probably big fans.
- Your bonus from "Preceding Reputation" rises up to +15 and works on any intelligent creature.
- You gain a personal, level 6 boon, that only you can use and benefit from.
- Once per session, you can call attention to yourself, causing a crowd of up to 200 creatures to converge on your current location. The creatures forming this crowd will be non-hostile (unless attacked) and will act as a barrier, causing any un-allowed creatures to be unable to reach you without attacking the crowd itself. The crowd lasts 10 minutes, or until you request a favor from it (e.g. knocking down a tree, removing rubble from a landslide, carrying a statue for you and other things a mob would be capable/willing of, at DMs discretion). Allied creatures (and the player himself) are concealed within the crowd, requiring a DC50 perception check to locate or attack them within it. When the crowd disperses, the allies and player within get a +15 bonus to stealth checks to disappear along with the crowd.
Pony Everypony Should Know (No Flavor:
Preceding Reputation
-Flip a coin when meeting someone new. If heads, gain a +5 bonus on all checks against them.
-A business will cater to your whims for free. (2/Day)

Rising Star
-Preceding Reputation now gives +10 bonus.
-A level 3 boon only you can access.

No pushing, Please
-Preceding Reputation now gives +15 bonus.
-A level 6 boon only you can access.
-Call a crowd of up to 200 creatures to your location. They are non-hostile and act as a barrier. Last 10 minutes or until you request a favor from it. Allies and yourself are concealed in the crowd, requiring a perception check of 50 to locate. When the crowd disperses, +15 to stealth checks if attempting to slip off with it.

"Vile" Villain: A destiny for villains that aren't all that great at being villains. [Created by Zarhon]
"Vile" Villain:
Well, okay, you aren't exactly vile. And your current aspirations and attempts towards "evil" so far have been met with laughter, or unexpected praise. But you try! And you've learned so much about it! Who knows, maybe one day, you WILL show them all. Probably.

Evil knows its kind
Whenever you encounter an untrustworthy, criminal, scamming, or otherwise "un-harmonious" creature, both you and it identify each other as such. You immediately identify their first two attempts (for that day) at treachery against you or your party and can automatically prevent one of them. Any further attempts gain a +5 bonus to noticing or preventing them. The creature also gains this bonus against your own attempts at treachery against them (but not your party).

Incompetent Minion
You gain a minor minion. This minion will perform any task you give it willingly, including clearly idiotic and suicidal ones. It has 1hp, but it cannot be killed in any way (miraculously surviving even the most grievous injury) and regains consciousness after 1 hour. In combat, it can take damage instead of the player for one attack (it is not present in battle otherwise), knocking it out for 1 hour. The minion gains a +10 skill bonus to a single skill, and +4 to all others. Whenever the creature rolls a natural 1, it treats it as a critical success instead, however it cannot gain a critical success from natural 20 rolls.

Villain's bane
You're almost a natural, grade-A villain. You've mastered the art of the evil laugh, causing lightning to strike, minor animals to scatter and gaining a +10 bonus to a skill check when coupled with an appropriate "act of evil" (such as stealing 40 cakes, which is terrible). You can also use your villainous experience against other villains: Three times per day, you can cause an actual hostile, evil, monstrous or otherwise "anti-harmony" entity to make a "classic, idiotic villain mistake", such as not locking the prison cell you are in, leaving a single minion as a guard, making a super-slow death-trap, or being too engrossed by themselves to take heed to the party's actions. You can use out-of-character knowledge to assist such an act. The villain realizes the mistake they've made within 5 minutes, or up to 1 hour after making it, depending on the degree of "idiocy".
"Vile" Villain (No Flavor):

Evil Knows Its Kind
-Identify any evil creature as evil.
-Identify two attempts at treachery per day, and prevent one.
-Other attempts at noticing or preventing treachery gain a +5 bonus.

Incompetent Minion
-Gain a minor minion. Has 1 HP but cannot be killed. Gets knocked out for 1 hour after any damage.
-Can take one hit for you in combat.
-Minion has +10 to one skill and +4 to all others.
-Will follow all commands.
-Natural ones count as critical successes. Natural 20s do not.

Villain's Bane
- +10 skill check to anything evil.
-Cause an enemy villain to make a mistake, which they discover anywhere from 5 minutes to 1 hour later. (3/Day)

Love Is In Bloom: A destiny for people that want to roleplay some romance. [Created by Bronymous]
Love Is In Bloom:
Wild adventures and crazy happenings are a part of daily life in Equestria, but for you, that's no way to spend your entire life. Your ultimate goal is to find that Pony of your dreams, a companion to share your life with- whether you believe in Soul Mates, Love at First Sight, or Fate, or you just want to find somepony that makes you happy, somepony that you want to make happy. While you my get called away on business, or to save the world from killer pastries, you constantly look for that most powerful of magics in Equestria: the Power of Love. Each Tier has two effects- the first applies if you are Single [S], the second if you are in a relationship [R]. If you are in a relationship when you reach a tier, or after the fact, then you gain the [R] effect for that tier. If that relationship ends, however, then you revert to [S], and take a -3 penalty to all rolls for the rest of the session.

Tier 1: Lvl 4
[S]The Flirt- 3/day
Whether its classic romanticism, or just devilish charm and wit, you have learned how to flirt, to pick up Mares (or Stallions), and but so far have had no luck on the long-term. You may attempt a skill challenge: Choose three skills you wish to use to impress your chosen target, and assign to them modifiers of +3, +1, and -1. If you succeed 2 of 3 attempts, the chosen target may be considered your very special somepony, beginning the next day.
[R]The Very Special Somepony
You found one! If you spend time with your Significant Other during the day, then the next day you may choose to treat one rolled 1 as a 2 instead.

Tier 2: Lvl 7
[S]Wingman- 1/day
In social situations, a fellow Party Member may offer assistance in one of two ways:
-The Bailout: If you roll a Natural 1 on any check, you may reroll.
-The Distraction: If you wish to have a more private conversation, your wingman will distract anyone who may get in the way, providing a +1 to persuasion and perception checks during the private time.
[R] If you are in a relationship, you may choose one of the following two talents:
-Attached at the Hip: Whenever you are together, you and your VSS gain +3 to all rolls. Whenever you are apart, you both take a -3 penalty to all rolls.
-Lovey-Dovey- 1/day: You’re so in love, it’s like you both know where the other is at all times. Once per day, you may learn the precise location of your VSS, and nothing can stop you from getting to her/him.

Tier 3: Lvl 10
[S] If you are still single, you may choose one of the following two Talents.
-Desperate- Magic: True Love seems to have eluded you so far. Maybe a long term relationship isn’t what you are destined to find- maybe brief companionship is all you need. If so, you’re in luck. You have by now learned all of the tips and tricks, and can convince any one pony to spend the day (or the night) with you. You gain a +5 bonus to all skill checks the next day, but you must also treat all rolled 2’s as a Critical Failure.
-Matchmaker- Magic: For you, love was not meant to be; sad, but true. However, your past exploits have given you a keen eye for matchmaking, one that even Princess Mi Amore Cadenza would be proud of. You can apply that skill to bringing other ponies together. If you see two Ponies that you think should be together (single, of course), you may initiate a skill challenge. Select 7 Skills to use to bring these two together. If you succeed at 4 of the 7, you gain a +7 to all rolls until the end of the day.
[R] Lover’s Bed
You have found the one, and are well on your way to spending the rest of your life with them. The idea of marriage is no longer so distant to you, nor is the idea of raising a family. But the future is still uncertain, so for now, you take comfort in your Lover’s embrace. You start each day with an additional magic point, and may select training in another skill.
Love Is In Bloom (No Flavor):
-If single, take single skill. If in a relationship, take relationship skill. If a relationship ends, lose relationship skills and take single skills. All rolls the next day have a -3 penalty.

Single: The Flirt
-Choose three skills for a skill challenge. Assign them +3, +1 and -1 bonuses. If you succeed in two out of three, target is in a relationship with you the next day.
Relationship: The Very Special Somepony
-If you spend time with significant other, you may change one critical failure to a two the next day.

Single: The Wingman 1/Day
-Party members can assist you by letting you reroll a critical fail.
-Party members can assist you by giving you a +1 bonus to perception and persuasion.
Relationship:
Choose one...
...Attached at the Hip
-When with significant other, you both gain +3 to all skill checks. With apart, you both take a -3 penatly.
...Lovey-Dovey 1/Day
-Learn the precise location of significant other and get to her easily.

Single:
Choose one...
...Desperate Magic
-Convince any pony to spend the night with you. +5 bonus to all skills the next day, but a 2 counts as a critical fail.
...Matchmaker Magic
-Do a skill challenge with seven skills. If four rolls are successful, gain +7 to all rolls the next day.
Relationship: Lover's Bed
-1 additional magic point each day.
-Training in one additional skill.


Last edited by threezeus on Fri Aug 24, 2012 1:07 pm; edited 3 times in total
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Re: Destiny Catalog

Post  threezeus on Sun Aug 19, 2012 3:57 pm

Continued...

A Rock: Your destiny is a rock, which apparently makes your character so frustrated that it starts breaking all of the rules of Pony Tales. [Created by Zarhon]
A Rock:
...What?! Your destiny is A ROCK?! To hay with that! That's it, you're not playing by destinys stupid schemes any longer! In fact, you're doing the opposite: Playing against its rules! Wait, doesn't that technically count as a destiny? Meh, who cares. It's too confusing anyway.

Neigh-Theist / A rock?!
Your blatant disregard of the concept of fate or destiny allows you to outright refuse and ignore the outcome of an event, which through some weird means cause them to not actually happen. Twice per session, you may cause any non-combat rolls you've witnessed occur (both failed and successful, for any creature, including yourself) to act as though no skill check was made. The player can choose to prevent that type of roll for repeating for up to five minutes from it "not happening" (if the situation would cause to repeat due to physics or similar stuff).

I demand a second opinion! / That's my destiny?!
Unsatisfied with your "destiny-predetermined" personal attributes, you "borrow" an ally's attributes to further your own goals. Choose an ally at the start of each session. Whenever you make a skill check, you can substitute your own skill bonuses for that of the chosen ally (for instance, instead of using your own character's +6 arcana bonus, you can use the +13 bonus of the chosen ally). The bonuses include trained, situational, cutie mark and other bonuses that would apply for that character in such a situation, but do not allow for alternate cutie mark critical successes or "trigger" their utilites (You trigger your own, however). You can also use one of their utility talents once a day, provided you aren't restricted by race, prerequisite, or magic point or daily limit requirements.

Rules are for mules / What is your problem, player?!
You've somehow managed to forge a skill in outright defying both your own player and the DM's rules. At the start of a session, announce to the DM that one of the following now applies for you (and only you), for the rest of that session:
- Rolling a natural 1 on a skill check no longer results in an automatic failure for your skill checks or rolls.
- You no longer need to roll confirmation rolls to assist others, and others no longer need to roll confirmation rolls to assist you.
- You can naturally walk on clouds or alter the weather (as with Weather-Crafter), even if you aren't a pegasus or creature with similar abilities.
- You can perform magic (gaining ponykinesis and ability to use unicorn talents), even if you aren't a unicorn or similar magic-using creature.
- You gain basic flight, (like a pegasus), even if you have no wings or other natural flight methods available.
- You can use any element of harmony that one of your allies also have. You pay its magic cost as normal.
- You can use any of your utility talents an extra time ("Daily" becomes "2/day", "3/day" becomes "4/day", etc...)
A Rock (No Flavor):
Neigh-Theist (A Rock!?) 2/Day
Ignore a skill check and continue play as if it never happened.

I Demand a Second Opinion! (That's My Destiny!?)
-Each session, choose an ally. You may uses their skill bonuses for yours in any skill check. Cannot trigger cutie mark criticals. You can also use one of their utility talents once a day.

Rules and for Mules (What's is Your Problem, Player!?)
Each session, choose one effect to occur for the duration of the session.
-1 no longer triggers critical failure.
-Assist rolls for you or by you no longer need their own rolls to give bonuses.
-Walk on clouds.
-Gain ponykinesis.
-Gain flight (with a -5 athletics and precision penalty)
-Use any element of harmony your ally has (still costs magic point).
-All dailies and session talents gain an extra use.


Faithful Companion: A destiny for those who want to find a pet. [Created by Philadelphus]
Faithful Companion:
Somewhere 'Round Here is a Pet That Will Suit You Just Right
You have somehow managed to acquire some sort of animal companion in your travels. Whether you saved a rabbit from a manticore, warmed that poor shivering owl you found in the snow, or just kept feeding that pesky squirrel that seemed to follow you around, you and this creature have formed some sort of bond. Your pet may be any kind of non-sapient creature (i.e., creatures that can speak intelligently cannot be pets), and it will do its best to follow you around unless you tell it to stay put. You automatically gain the ability Animal Empathy in regards to your pet if you didn't have it before. This pet may not participate in battle (yet), but can do simple tasks that you tell it to, such as fetching an item or helping you herd animals. Also, as a result of caring for a pet you now know more about what a pet really needs, like love and attention. Care and affection. And breath mints! You gain access to the following utility talent:
Animal Ownership
You may pick one skill that you do not already have training in (a Cutie Mark doesn't count) and increase it by +2. Animal Ownership may not be used to improve the same skill more than once.


Bigger and Cooler
As a result of training and tender loving care, your pet may now stand by your side when something threatens you. Your pet will fight in combat directly after you in the initiative order if you so choose, and has 20 hit points and starts with 4 PiPs. Pets function similarly to other creatures: they are knocked unconscious at 0 HP, defeated at -50% of their starting HP, and permanently killed at -100%. Your pet may not trigger your special move with its dice rolls. You may pick 1 combat talent for your pet to have. Your pet gains and loses PiPs like any other creature, but since it has only one move you may want to choose carefully when deciding. You also gain access to the following combats talents which do not count against the number you may bring in to combat:
Call Pet
If your pet is not in combat, you may spend a standard action calling it into combat. It will take its turn immediately after yours. Taking your pet out of combat and bringing it back in does not restore your pet's PiPs.
[0] Dismiss Pet – Free Action
If you decide that it would be better for your pet to flee combat, you may use this ability to send it out of combat. This ability may be used at any time, even if you are unconscious or defeated. While out of combat your pet cannot affect the fight (obviously), but also cannot be hurt by the fighting.


The #1 Greatest Perfectest Pet in the World
You and your pet have become two parts of a single whole, able to work together to accomplish things neither of you could perform on your own. Any tales told of your exploits in future will be sure to give your faithful friend ample mention. You may take Animal Ownership a second time, you gain the ability Animal Speak in regards to you pet if you didn't already have it, you may choose a second combat talent and a combat trait for your pet (except for the traits listed under "Versatile"), and your pet may now trigger your special moves with its dice rolls.
Faithful Companion (No Flavor):
Somewhere 'Round Here is a Pet That Will Suit You Just Right
-Gain an animal companion that can do simple tasks.
- +2 training to any untrained skill.

Bigger and Cooler
-Pet can now be in combat. Goes after you in initiative. Has 20 HP and any 1 combat skill.
-Gain combat skills to dismiss and call pet from and into battle. Both are 0 PiP.

The #1 Greatest Perfectest Pet in the World
- +2 training to any untrained skilled.
-Animal Speak for your pet.
-Another combat talent and a combat trait (nothing under versatile) for pet.
-Pet can trigger your special moves in combat.

Master Gardener: For ponies that love plants as much as Fluttershy loves animals. [Created by Philadelphus]
Master Gardener:
Green Hoof
Whether through natural talent, inborn magic, or some other reason, you are able to work with and communicate with plants on a whole different level. You gain access to the following utility talents:
Proper Care and Sunshine
Preparation Time: 10 minutes
You may magically accelerate the growth of plants around you, either in a general 100-foot radius, or by focusing on a specific smaller area, or even just a single plant. The amount you can do so depends on the area: you might be able to cause all the grass in a 100 foot radius to grow from a well-kept lawn into an overgrown weedy mess, all the roses in a hedge to simultaneously bloom, a mature apple tree to become covered in ripe apples, or a single non-tree seed to grow into a mature plant. Trees are large enough that a single use of this talent is insufficient to fully grow one to maturity from a seed, although a single sapling might grow into a mature tree. The process is accelerated, but not instantaneous, taking anywhere from 5 minutes to 1 hour depending on what you are attempting to do. More difficult feats, such as attempting to grow a tree into a specific shape to use as a bridge or grow topiary into letters to spell out words may be attempted with an Arcana check set at the GM's discretion.
Plant Empathy
Just like animals, plants have feelings too. You may now gain a general sense of the feelings of plants around you. Plants are simpler than animals, so their feelings will tend to revolve around the availability of sunlight, water and nutrients, but they may also faintly sense the passage of creatures around them or subtle changes to the environment that most creatures would not. Plants tend to see any increased growth rate as a good thing, including the effects of Proper Care and Sunshine.

Persepony
Your very presence causes nearby plants to become healthier and grow better. A general feeling of spring follows you wherever you go, providing a +2 bonus to your Persuasion and Healing checks. Also, as a result of your continued study and work with plants you have developed an even deeper understanding of what passes for thoughts among them. You gain access to the following talent:
Plant Speak
Your communication ability with plants is now two-way. You may talk with plants or plant-based animals like Timber Wolves as you would NPCs, although keep in mind that plants have much simpler thought processes than animals and due to their completely foreign make-up may have trouble with many concepts that animals find intuitive. Still, due to the fact that they have nothing else to do, and tend to grow in close proximity, plants tend to share such knowledge as they may have far and wide, and there are few places in Equestria that you can't find at least a few blades of grass sprouting. Older plants with more experience (like mature trees) will probably be easier to communicate with than young plants.


Birnam Wood Comes to High Dunsinane Hill
Few indeed can surpass your knowledge of botany and your skill in growing plants is nigh legendary. Flowers bloom around you as you pass, and every place you leave behind in your travels feels just a bit more refreshing for your having been there. Your bonuses from Persepony increase to +4, and your practice in understanding plants lets you talk to mature trees as you would to any NPC with very few difficulties. You also gain access to the following talent:
Awaken Tree
Preparation Time: 10 minutes
All trees in Equestria have the ability to move, but most have either forgotten about it or just don't care. With this power you may awaken a tree so that it has the ability to move about for the next hour, after which it will root itself again in the closest suitable location. Before or while awakened, you may roll a Persuasion check at the GM's discrection to persuade a tree to perform some task for you, such as bending down over a ravine so that you may walk across, or attacking a nearby structure with its roots. Trees will tend to act in ways that either further their self-interest or at least do not harm it, so attempting to persuade a tree to perform some action harmful to itself will be much more difficult, unless you can perform some service in return. Trees don't move very fast, so are unable to do anything meaningful in combat.
Master Gardner (No Flavor):
Green Hoof
-Greatly accelerate plant growth from a 100 foot radius to a single plant. (10 minute prep time)
-Sense the general emotions of plants.

Persepony
- +2 to persuasion and healing checks.
-Talk with plants as you would NPCs.

Birnam Wood Comes to High Dunsinane Hill
- +4 to persuasion and healing checks (Including Perespony).
-Make a tree into an ent for one hour.

Friend In Deed: A destiny which builds on your character's Element of Harmony and focuses on aiding others. [Created by Philadelphus]
A Friend In Deed:
The Loyalest of Friends and the Most Dependable of Ponies [Inspired by Prof. Charles Hoofington]
Your friends know that they can always count on you to lend a helping hoof. And the number of times you've helped your friends out has made you quite good at it. When rolling to assist an ally you get a +2 bonus to your roll and the bonus you provide is increased by +50%, i.e., unicorns and pegasi provide +3 instead of +2 while earth ponies provide +6.

Friendship is Magic
You continuing studies of the magic of friendship have led you to uncover some amazing things about helping others. You gain access to one of the following bonuses depending on what your Element of Harmony is. [Inspired by LoganAura]
  • Loyalty
    You may roll twice on checks made to assist an ally and take the higher result.

  • Laughter
    When rolling to assist an ally you may flip a coin. If you win the flip and the roll, you provide an extra +2 on top of your normal assist bonus. If you lose both the roll and the flip, you may provide a +1 bonus in consolation.

  • Generosity
    If you roll higher than your ally while making an assist roll using the the same skill that your ally is using (e.g., you both roll Persuasion checks), you may swap numbers with them.

  • Honesty
    You gain an automatic +3 bonus to checks made to assist an ally (stacks with the +2 from Loyalest of Friends for +5 total).

  • Kindness
    Your assist bonus permanently increases by +1 (stacks with Loyalest of Friends, so +4 total for pegasi and unicorns and +7 for earth ponies).

  • Magic
    You may choose a bonus from any of the five other Elements of Harmony to be your permanent bonus.

You're All My Very Best Friends
You and your friends have shared a lot together, both high points and lows. Assisting them is as natural as breathing to you, and you can do it almost without thinking. Being in close proximity to them has helped you uncover facets of your personality you didn't know you had. You may choose a second, different bonus from Friendship is Magic. Also, whenever you spend a Magic Point to assist an ally with a skill check (including the effects of the Element of Generosity or talents like Yee-Haw! and The Stare) you may flip a coin. If you win the flip, you regain your Magic Point.
A Friend In Deed (No Flavor):
The Loyalest of Friends and the Most Dependable of Ponies [Inspired by Prof. Charles Hoofington]
- +2 to assist rolls.
-Bonuses provided by assist rolls are increased by 50%.

Friendship is Magic
-Depending on your element of harmony, gain one effect...
...Loyalty: Roll assist rolls twice and take highest roll.
...Laughter: Flip a coin when you roll an assist. Win the roll and the flip, provide an addition +2 bonus assist. Loss the roll and the flip, provide a +1 bonus.
...Generosity: If your assist roll is higher than the original skill check roll and both use the same skill, you may swap rolls.
...Honesty: +3 to assist rolls.
...Kindness: +1 to bonus provided by assist roll.
...Magic: Choose any of the above effects.

You're All My Very Best Friends
-Gain any one bonus from Friendship is Magic.
-When using a magic point to aid an ally's roll in any way, flip a coin. If you win, you keep your magic point.

Superhero: For the caped-crusaders among mere-minded pony folk.
Superhero:
Mare of Many Faces
Over the course of your adventures, you've foaled many evil plans and made many enemies. Because of this, you have spent some time creating a super disguise persona for yourself in order to protect those you care about from becoming targets for your enemies' ire. This disguise persona comes complete with your choice of snazzy mask, cape, and/or tights - and the disguise is so complete that nopony can easily recognize you for who you are. In-game, you can switch to this disguise in a matter of seconds, and it takes a DC (30?) Perception Check to recognize who you are. You also get a +5 bonus to Persuasion checks when flirting with the opposite sex - as who doesn't like a mare in uniform? This bonus expires if you ever reveal your true identity - as it just ruins the mystique.

20% Cooler Gadgets
After mastering your super disguise persona, you've turned your attention on more important matters - liking getting tons and tons of cool gadgets to fight dischord throughout Equestria! In game, you can use the Earth Pony Utility Talent, "Create Crazy Contraption" instantly and without expending a Magic Point five times a day (?) - as you always seem to have the right tool for the job - whether it be in a utility belt or a saddlebag full of "extra special" arrows. You also get another +5 bonus to Persuasion checks when flirting with the opposite sex - as who doesn't like a mare in uniform... with cool gadgets? Again though, this bonus expires if you ever reveal your true identity.

Pony Friends Unlimited!
You're exploits (and the exploits of your super disguise persona) have become so legendary that you've attracted a number of powerful ponies to join your cause. Together you wage a war on the agents of Dischord - or at the very least, give your enemies a real headache when trying to keep track of you. Your pony companions can dress up as your super disguise persona to create all kinds of shenanigans - making your enemies second guess themselves when trying to chase you, fool them into believing you have powers that you don't actually have (thank you Pony Friends!) or even make them believe they have the wrong mare. In game, you can call on your allies at will. They won't fight for you, but they will greatly distract and confuse your enemies, giving you that vital time you need to plan an escape or make a clean getaway.
Superhero (No Flavor):

Mare of Many Faces
-Gain a superhero disguise. Perception check of 30 to recognize you.
- +5 persuasion bonus while flirting in disguise, unless your identity is revealed.

20% Cooler Gadgets
-5 free uses of Crazy Contraption.
- Additional +5 persuasion bonus while flirting in disguise.

Pony Friends Unlimited!
-Gain various super hero allies.


Last edited by threezeus on Wed Aug 22, 2012 12:38 am; edited 13 times in total
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Re: Destiny Catalog

Post  AProcrastinatingWriter on Mon Aug 20, 2012 12:36 am

You are a good pony, Threezeus.

And you saved me having to come up with a topic in the next couple hours to put all my Destinies in *points to username*

...sorry for, albeit accidentally, hoisting that responsibility on you. Embarassed
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Re: Destiny Catalog

Post  Stairc -Dan Felder on Mon Aug 20, 2012 1:13 pm

...

... Threezeus you are best pony. cheers


Seriously, this is going to save me so much time. Awesome man. Awesome.
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Re: Destiny Catalog

Post  SilentBelle on Mon Aug 20, 2012 1:58 pm

I hope it's not too hard to keep up to date. But you've done an awesome job Very Happy
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Re: Destiny Catalog

Post  Videocrazy on Tue Aug 21, 2012 5:04 am

This should really get stickied, so it's not buried in a deluge of new topics.
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Re: Destiny Catalog

Post  Stairc -Dan Felder on Tue Aug 21, 2012 1:03 pm

So it has been said, so it shall be!

Stickied.
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Re: Destiny Catalog

Post  Philadelphus on Tue Aug 21, 2012 3:45 pm

Um...sorry to bother you threezeus, but just in case you didn't see it I did make a third destiny called Friend In Deed. I love what you're doing here, by the way – it's a load of fun reading your condensed versions of my (and everyone else's) destinies! Thanks! Smile
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Re: Destiny Catalog

Post  AProcrastinatingWriter on Tue Aug 21, 2012 4:29 pm

And sorry to trouble you further, but I was reading your flavorless version of my Legend destiny and I noticed an error.

Cutie Mark Criticals do not become Legendary Feats automatically under the Lvl. 10 power; rather, they allow you to roll a second D20 upon triggering a Cutie Mark Critical and let you perform a Legendary Feat if and only if you roll a natural 20 on that second dice roll.
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Re: Destiny Catalog

Post  threezeus on Tue Aug 21, 2012 5:35 pm

Philadelphus wrote:Um...sorry to bother you threezeus, but just in case you didn't see it I did make a third destiny called Friend In Deed. I love what you're doing here, by the way – it's a load of fun reading your condensed versions of my (and everyone else's) destinies! Thanks! Smile
Right! I was just about to do that, and then I realized my torrent for Sherlock Holmes 2 had finished, and I got distracted. It's up now, and it's a great idea for a destiny by the way.

AProcrastinatingWriter wrote:And sorry to trouble you further, but I was reading your flavorless version of my Legend destiny and I noticed an error.

Cutie Mark Criticals do not become Legendary Feats automatically under the Lvl. 10 power; rather, they allow you to roll a second D20 upon triggering a Cutie Mark Critical and let you perform a Legendary Feat if and only if you roll a natural 20 on that second dice roll.
Fixed. Thanks for that!
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Re: Destiny Catalog

Post  Fury of the Tempest on Sat Sep 22, 2012 7:56 pm

I'm guessing that the Dragon Disciple Destiny won't be put up until all of the testing is done?
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Re: Destiny Catalog

Post  Stairc -Dan Felder on Sun Sep 23, 2012 4:30 am

Fury of the Tempest wrote:I'm guessing that the Dragon Disciple Destiny won't be put up until all of the testing is done?

Dragon Disciple is 99% in. In fact, I'll probably just add it in a day or so. It works very well. I'll probably spice up some other destinies too. I plan to give the Inventor destiny a slightly weaker whirlygig instead of a vault of holding at level 4.
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Re: Destiny Catalog

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