Magic Chests!

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Magic Chests!

Post  Xel Unknown on Fri Sep 14, 2012 2:12 am

I was watching some Minecraft Thumbcraft video and then once I came here I thought to add something I saw in there that seemed like a cool idea. Also adding in a skill that is inspired by a move I've seen in the X-Box Indie Live Game named Diehard Dungeon. I give you all MAGIC CHESTS! They come in four flavors... Basic, Earth Pony, Unicorn, and Pegasus.

Basic Magic Chest:
Spoiler:
Out of Combat - You are now the proud owner of a magical hopping chest to hold about 1.5 the space a normal pony can hold in their saddlebags... And always has the space to hold one party member if the need comes up, be them knocked out, sleeping, or needing to recover in a safe place. Also this Chest can always keep up with it's owner no matter how fast said owner moves, but remember the Chest only can move on the ground in short to mid sized hops. Regardless of what speeds the Chest moves at and/or any loud sound that happen anypony inside is peacefully unaware of whatever is going on as long as the chest's lid is fully closed while out of combat. The Owner of the Chest can command the Chest to follow another pony if the need arises. The Chest always require Zero Skill Checks to carry regardless of whatever is inside it. But it is still just a basic wooden chest, therefore it will light up and then expel all it's contents if set ablaze. On the plus side it takes a full half hour for the chest to be fully be turned to ash, but a down side being set on fire sends the Magic Chest into a "panic" mods making it a bit of a challenge to be put out. And if the Chest is Dormant it does not move at all, also items and Ponies can only be removed from the Chest not added to it until it's fixed. Next, in order to rebuild a Magic Chest it takes THREE 15 DC Skill Checks in Stunts, Mechanics, and Arcana, or TWO 20 DC Skill Checks that must be made in either Stunts, Mechanics, or Arcana. (You can't use the same stat twice.) Or ONE 35 DC Skill Check in Stunts, Mechanics, or Arcana. Last but not least, if takes a 30 DC Skill Check to upgrade a Magic Chest... A Stunts Skill Check upgrades it to an Earth Pony Magic Chest, a Mechanics Skill Check upgrades it to a Pegasus Magic Chest, and an Arcana Skill Check upgrades it to a Unicorn Magic Chest. If the Lid to the Chest is left ajar the Pony Inside of the Chest can both hear and talk to the outside world... But if the Lid is closed and/or locked, the Pony Inside of it is totally cut off form the outside world and can only tell when the Chest/Party enters Battle. Unless of course the pony inside the Chest can make a perception check to try and hear what's going on outside. But making this skill check only gives you at most five minutes of being able to hear what's going on outside of the chest. It takes a 20 DC Skill Check of Either Stunts, Mechanics, or Arcana to unlock a Locked Magic Chest from inside, and the owner of the Chest can decide to set it's inner lock to use only Stunts, Mechanics, or Arcana for a 25 DC skill check when it's locked with a pony inside of the Magic Chest. It requires no Skill Check to unlock a Locked Magic Chest from the outside.

In Combat - Traits:
Helpful Magic Box
The Magic Chest counts as a target Ally with 20 hp while in combat, and it always comes into combat at full HP no matter what. If the chest's hp hit's 0, the magic of the Chest goes dormant. Forcing anypony unlucky enough to still be inside be forced to use one turn in order to exit it. If a Dormant Magical Chest is attacked again. It is destroyed expelling all of it's contents and if anypony is unlucky enough to be inside it, that pony is stunned for one turn. If the unlucky pony was already KOed before the chest was destroyed said pony isn't harmed by the chest's destruction.

(Mostly) Just A Box
Basic Magic Chests are unaffected by Vulnerability, Resistance, Blinded, Weakened, Stunned, Dominated, Temporary HP, and any other Save End effects or basic status effects not mentioned here. Also Magic Chests are NEVER counted as being "Bloodied" regardless of it's HP amount. Ongoing Damage and Regeneration are the only two Status Effects the Magic Chest is effected by, but a Magic Chest's always uses a d4 to make a saving throw at the end of each round for either of these effects regardless of how they normally work. The Magic Chest can only lose it's Regeneration when it hits either it's max HP or gets a 1 on it's d4 saving throw and the Magic Chest can only lose Ongoing Damage by rolling a 4 on it's d4 saving throw or hits 0 HP. Of course regardless of what effect is done it doesn't effect the pony inside of it.

Easily Fixable
The Basic Magic Chest takes a 20 DC Stunts, Mechanics, or Arcana Skill Check in order to Repaired from 0 HP while in combat, outside of combat a Dormant Chest only takes a 15 DC skill check in one of those same three skills to be repaired, there is no other way to fix a Magical Chest when it hits 0 hp, but the Magic Chest can be healed by any Combat Talents that involve healing. If the Chest is repaired form being Dormant while in combat the Chest gains only 10 HP, but if repaired outside of battle it returns to full HP. Also the pony inside the chest can be healed as well but you must choose to either heal the pony in the Chest, The Chest itself, or choose to split the healing between the two targets. (Pony In Chest get's any any Healing Odd numbers.) A Magic Chest when hit by any attack while at 0 HP is destroyed and cannot be rebuilt in Battle.

"Meat" Sheild
The Chest gains 5* Resistance while holding a KOed pony inside of it. (This is the only way the Magic Chest can have ANY Resistance in battle.) A KOed pony cannot be removed from the Chest while in combat. Also when attacked while the Basic Chest has a KOed Pony inside of it, flip a coin, if won roll one; d8, d10, or d12 to counteract the damage given to it. The Basic Chest also rolls 2d4 while dealing with Ongoing Damage (roll higher then 6 for the Chest to be free of the damage) and Regeneration (you'll lose the Regen if you get lower then 4) so it'd be harder to lose either of those two status effects while the Chest is holding a KOed pony. If Owner of the Chest is KOed, that Pony enters the Chest instently expelling any pony already inside it, unless it is already holding a KOed pony... First KOed pony stays in there regardless of what happens. A KOed pony can be revived if somepony has a talent to do so and when that happens it'll automatically exit the chest and gain a +1d6 bonus power to it's next attack or healing move.

Free Combat Talent:
[+0] Enter Chest
Target Pony, be it ally or self, is now in the Magical Chest safe from all harm. As long as the Chest still has HP when the Pony in the Chest's turn pops up the Pony may exit the chest as a Free Action or deside to stay inside the chest. While inside of the chest NO combat talents other then free actions may be preformed. If no Enemy Turn has passed between the turn it took to have a pony enter the chest and the time when the Pony decides to exit the chest, said pony gains +1d6 Bonus Power to any Damage or Healing done on the Exiting Chest Turn.

(*-I'm not sure, is giving a 5 Resistance too much? Too little? Cause the Magic Chest is ment to give the best Defence to holding a KOed Pony.)

Earth Pony Chest:
Spoiler:
Out of Combat - All of the same traits as the Basic Chest, but with twice the storage space (IE: about three times the normal storage space a normal pony can have in their saddlebags.) And is made of Metal therefore is heavier requiring a 20+ DC Skill Check or the power to lift 250 lbs to carry it regardless of whatever is inside of it. Also the Earth Pony Chest can hold TWO party members inside of it for whatever reason. A big downside to the Earth Pony chest is the fact that any stealth checks made while it is hoping around get's a -10 penalty also it adds +10 to any Perception Skill Checks to hear the chest, because it's just that loud and noisy as it hops... But if it is carried this penalty goes away. Another oddity of the Earth Pony Chest is that once per day it can create One Minor One-Use Item. (At the DM digression to what counts as a Minor One-Use Item.) And the fact that this chest is made of metal makes it 100% fireproof. But it can be damaged in other ways... The Lock on the Earth Pony Chest takes a 35 DC Skill Check (in Arcana, Stunts, or Mechanics) to unlock it form the outside for anypony but the Owner of the Chest and only has a 15 DC Skill check to Unlock in Stunts or a 25 DC Skill Check in Mechanics or Arcana from inside of the Chest... The Earth Pony Chest Gains one Magical Charge at the beginning of each Day add a 20+ Bonus to any heal or repairing skill checks. (And this Magical Charge works just like Magic Points. So best to use the charge as much you can or you lose it. But Magical Points Can't be spent to to turn into a Magical Charge or vise-versa. Also The Earth Pony Chest has 0 Magical Charges right after being Upgraded form a Basic Magic Chest.) Anypony inside of the Earth Pony Chest can be herd easily to thoses on the outside, but there is a -5 pentaly to any perception check attempt to hear what's going on outside. To Rebuild an Earth Pony Chest it takes a 20 DC Stunts Skill Check... Or you can do a 15 DC Skill Check for Stunts, Mechanics, or Arcana to build a Basic Magic Chest out of the Earth Pony Chest remains.

In Combat - Traits
Awesome Metal Box
The Earth Pony Chest comes with 40 HP. But unlike the Basic Chest, it CAN lose HP outside of combat. And while inside of the Chest Combat Talents can be used, but you CANNOT damage enemies at all while inside it. Also While inside of the Chest all Self-Damage given by a Combat Talent is transferred to the Earth Pony Chest's HP not the pony in question that used a Self-Damaging Talent. Next, if two ponies are inside of a Earth Pony Chest when one of them uses their turn to exit the chest they may spend one pip to hold the lid open for the other pony inside of it to exit on that turn as well. (Holding open the Chest's Lid is still a free action.) Also the Bonus PiP Skill give can be triggered by keeping the Lid Open and exiting on another pony's turn. And the Lid Opening can also be done while the Chest has Hit 0 HP and it's magic goes dormant.

Armored Chest
The Earth Pony Chest if unaffected by the status effects: Blinded, Weakened, Stunned, Dominated, Ongoing Damage, Regeneration, Temporary HP, and any other Save End effects or basic status effects not mentioned here. Also Earth Pony Chests are NEVER counted as being "Bloodied" regardless of it's HP amount. But both Vulnerability and Resistance effect the Earth Pony Chest. Also unlike how these two status effects normally work for an Earth Pony Chest they both STACK when given either of them also they do NOT expire in combat. Also whenever the Chest has any Vulnerability all healing does +X bonus healing where X is equal to what the Vulnerability the Earth Pony Chest has at that time.

Percussive Maintenance
The Earth Pony Chest takes a 30 DC Skill Check (Arcana or Mechanics) to be fixed while at 0 hp or 15 DC skill check in Stunts to Recharge the Earth Pony Chest. If it is fixing attempt is made with Arcana or Mechanics, the Skill Check is treated as a free action. But if done with stunts it still costs that players turn to make the Skill Check. Being unlucky and trapped while inside of an Earth Pony Chest when it is destoried causes Stun that requires a Saving Throw to recover form.

Most Dependable Of Chests
Also at the end of every round that it contains a KOed pony, the Earth Pony chest regenerates 1d4 HP at the end of each round if its HP is under 15, and any healing done to the Chest gets a +4 bonus as long as it holds that KOed pony. And if it contains two KOed ponies it regenerates 2d4 HP at the end of each round when it's HP is under 30 HP, along with any heals done to an Earth Pony Chest while it's got two KOed ponies inside of it gets a +6 bonus. Just like with a Basic Chest, a KOed pony can't be removed from the Chest while in combat, but can be revived if somepony uses a talent to do so, but they'll wake up being inside of the chest. Revived ponies don't gain any bonus from the Earth Pony Chest when they're revived.

Free Combat Talent:
[+0] Open Lid
The Owner of the Chest opens the Lid to the Earth Pony chest allowing up to two ponies to enter the chest... While inside of this chest, both ponies can use combat talents to either gain pips, but no enemy damage can be done while inside of the Chest. Next item of note, if no enemy turns happen between the time the pony enters the Chest and when either pony inside of the Chest's turn shows up, that pony can exit the chest to gain 1d4-2 pips. (PiPs given are from -1 to 2) If a pony at 0 pips is unlucky and gets a -1 pips at exiting the chest; they'll lose their turn and still be inside of the Earth Pony Chest.

Pegasus Chest:
Spoiler:
Outside of Combat - The Pegasus Chest gains all Basic Chest Traits... But has max containment limit be half of the amought normal saddle bags can have. Also it can only store either items OR one pony inside of it while outside of combat. On the plus side The Pegasus Chest can FLY!!! And therefore carry one Pony inside of it anywhere the Owner of the Chest commands, but the Pegasus Chest CANNOT be commanded while it's owner is inside of it... If the Pony that enters the chest is wearing saddle bags that does not effect anything of their ability to enter the chest, unless of course they don't have room in said bags to fit any items that are already in the Chest. This chest is fameble but it makes a saving throw every 5 minutes to put it out but it loses five of it's HP for each saving throw it had lost, and if it loses three skill checks, it will become nothing but ash. (Pegasus Chest Ash can be turned into a Basic Magical Chest for a 15 skill check in Arcana.) Also when set on fire the Pegasus Chest is sent into a panic making a bit hard to put out. The Lock for the Pegasus Chest is on the inside so it can only be locked by the pony inside of it. (Note: You can't teleport into or out of a Pegasus Chest.) And CANNOT be opened or harmed while it is locked regardless of whatever skill check is used. Also being inside of this Chest adds a +10 bonus to any hearing skill checks made to hear what's going on outside. The Pegasus Chest mutes all sounds that happen inside of the chest while it is locked, but there is no muting while it is unlocked. It takes 10 seconds flat to lock or unlock a Pegasus Chest. It takes a 15 DC Skill Check (In Stunts, Mechanics, or Arcana) to repair a Half-Broken Pegasus Chest. For a Fully-Broken Pegasus Chest it takes a 20 DC skill check (In Stunts, Mechanics, or Arcana) to fix the chest. It takes a 25 DC Skill check (In Stunts, Mechanics, or Arcana) to fix a Pegasus Chest Frame or you can do a 15 skill check (In Stunts, Mechanics, or Arcana) to turn a Pegasus Chest Frame into a Basic Magical Chest.

In Combat - Traits
A Flying Box
The Pegasus Chest starts combat with 30 HP, unless it has been on fire and lost some HP. Also when The Pegasus Chest hits 15 HP the Pegasus Chest loses 1d4 HP at the end of each round and it turns into Temporary HP.

This One's A Fighter
Also it comes with three Combat Talents of it's own that the pony inside of the chest can use.

In The Danger Zone
Temporary HP for the Pegasus Chest WILL stack unlike how Temp-HP how normally works. The Max Temporary HP a Pegasus Chest can have is 15. Also the Pegasus Chest CAN gain Temporary HP from any other sources.

One...More...Try!
When a Pegasus Chest hits 0 HP, roll a d4 what this roll gets decides what happens.
1) The Pegasus Chest is destoryed and becomes a Pegasus Chest Frame. If anypony is inside they are at lest two turns stunned afterwards a saving throw ends the stun.
2) The Pegasus Chest is badly damaged and becomes a Broken Pegasus Chest. This can be fixed for a 30 DC Skill Check (stunts, mechanics, and arcana) and any attempts to fix the Chest count as a Free Action. If repaired, the Pegasus Chest returns to battle with 15 HP and 5 Temp-HP. If anypony is inside when the Chest hits 0 HP they're stunned for one turn and weakened (save ends) (Also they're outside of the chest and the Broken Chest cannot be targeted.)
3) The Pegasus Chest is badly damaged and becomes a Half-Broken Pegasus Chest. This can be fixed for a 20 DC skill check (stunts, mechanics, and arcana) this repairs the Chest returning it to battle with both 15 HP and 15 Temporary-HP. If anypony is inside of the Chest, they get 3d4 damage and will spend their next turn to exit the Chest. (Half-Broken Chest cannot be targeted.)
4) The Pegasus Chest returns to battle with 20 HP and loses any and all Temporary HP it had.


Free Combat Talent:

Inside the Chest Talents:

Unicorn Chest:
Spoiler:
Outside of Combat - This comes with 5 magical charges per day, it can use these charges to either a Self-Teleport to places it has been while traveling with it's owner (or to the nearest medical center) or the Unicorn Chest can spend it's charge to add a +5 to any Skill Checks it's owner asks it to. And this chest will try find a way to put itself out if set on fire...

In Combat - Allows use of three combat talents you choose when going inside of it.

Edit1: I'm now got work done on all four chests... But I'm nowhere near done yet.
Edit2: More work was done on the Basic, Earth Pony, and Pegasus Chests... Still not done.
Edit3: More work done on the Pegasus Chest.
Edit4: Added more info for both the Pegasus Chest and the Unicorn Chest. (Note to self: I need to start working on this stuff when I have more time...)
Edit5: Retooled the Combat Info for the Basic, Earth Pony, and Pegasus Chests. I plan to retool the Non-Combat Talents the same way in a later edit.


Last edited by Xel Unknown on Sat Sep 22, 2012 7:12 pm; edited 5 times in total
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Re: Magic Chests!

Post  XandZero2 on Fri Sep 14, 2012 1:58 pm

Interesting idea.

The Earth Pony chest looks pretty powerful. Curious to see what you thought up for the other two.
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Re: Magic Chests!

Post  Xel Unknown on Fri Sep 14, 2012 3:49 pm

XandZero2 wrote:Interesting idea.

The Earth Pony chest looks pretty powerful. Curious to see what you thought up for the other two.
My only hope is that I don't make it OP... And have them all have their own apeal to use. Even the Basic One... I'm still working on posting editing everything as we speak.
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Re: Magic Chests!

Post  Xel Unknown on Fri Sep 14, 2012 4:18 pm

Yeah... Any help on better wording the Combat Chest is DEEPLY WELCOMED! Also any other comments on how far I've got in telling the facts about the chests is welcomed too.
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Re: Magic Chests!

Post  Cardbo on Thu Sep 20, 2012 2:13 am

I really like the concept of magical chests following you around. Aside from that, I don't really have much to add, but the concept of magical chests keeps reminding me of magical keys.





Magical Keys
Magical Keys, sometimes called Anti-matter Keys, will open any door or lock, but are quite fragile and tend to break when used. When using one, roll a DC 20 Mechanics check. If it fails, the key breaks, but the lock or door opens regardless. It takes the proper materials and a DC 25 Arcane check to make or repair one.

Skeleton Keys
Skeleton Keys are like Magical Keys, but much sturdier. They will only break on a DC 10 Mechanics check. But it takes a DC 35 Arcane check and the proper materials to create one.

*Note*
Images shamelessly ripped from Dragon Warrior, and more specifically, from here.
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Re: Magic Chests!

Post  Xel Unknown on Thu Sep 20, 2012 2:33 am

Last I had herd, the lowest DC a Skill Check can be given is 15... And thanks for hearing another person liking my silly item idea. :3
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Re: Magic Chests!

Post  Cardbo on Thu Sep 20, 2012 2:47 am

Xel Unknown wrote:Last I had herd, the lowest DC a Skill Check can be given is 15... And thanks for hearing another person liking my silly item idea. :3

You had a good idea, no thanks needed. Anyway, the DC 10 was to reflect you had to be absolute butterhooves to mess up a skeleton key.
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Re: Magic Chests!

Post  Xel Unknown on Thu Sep 20, 2012 2:58 am

I guess that makes sense, but not totally sure if one is allowed to make 10 DC skill checks for stuff. >.>
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Re: Magic Chests!

Post  Demonu on Fri Sep 21, 2012 8:48 pm

Xel Unknown wrote:I guess that makes sense, but not totally sure if one is allowed to make 10 DC skill checks for stuff. >.>
DC's can be set at whatever the GM wants. The GM Guidebook sets 15 as easy because the absolute lowest someone can have for an attribute is 5, which makes rolling a d20 have 55% chance at succes.
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Re: Magic Chests!

Post  Xel Unknown on Sat Sep 22, 2012 7:16 pm

Ok... Now I retooled the whole Combat Areas to be clearer and work like Traits. I'll next work on editing the Non-Combat Talents in a similar way. Also need to get more done on the Unicorn Chest...
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Re: Magic Chests!

Post  Cardbo on Mon Aug 05, 2013 10:27 pm

I've always liked the Magic Keys idea of mine and felt the need to return to it.  Unfortunately,  all the current official items seem to have combat usage.  Not sure where an item with a non-combat usage would fit.

Magical Keys - [cost ???] - 1/Day

"Magic Keys!  They unlock any door!  Wouldst thou like to purchase one?"

Magical Keys, sometimes called Anti-matter Keys, will open any door or lock, but are quite fragile and can't take much handling.

Skeleton Keys - [cost ???] - 3/Day
Skeleton Keys are like Magical Keys, but much sturdier.
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Re: Magic Chests!

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