Talent Catalog

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Re: Talent Catalog

Post  Grey Pen The Flawed on Thu Jan 03, 2013 9:57 pm

If you do update it (though I'm not saying you ought to)... Don't forget the Flaws we made!


Last edited by Grey Pen on Thu Jan 03, 2013 10:51 pm; edited 1 time in total
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Re: Talent Catalog

Post  Ramsus on Thu Jan 03, 2013 10:36 pm

You could just organize them by thread they came from or something like that? I'd suggest author but, that would often break up groups of related utilities and would be inconvenient for anything multiple people worked on.
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Re: Talent Catalog

Post  Appkes on Thu Jan 03, 2013 10:56 pm

That is... a LOT of talents, zarhon.
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Re: Talent Catalog

Post  Fury of the Tempest on Sat Feb 16, 2013 6:04 pm

Okay, as there is no room to post this in the current list. Here are some more talents!

Talents made after racial limits where removed:


Coolness - 2/Day Interrupt (Philadelphus)
Trigger: You roll a skill check.
Effect: After seeing the result of the roll, you may choose to add a +5 bonus to it.

Radicalness - 1/Day Interrupt (Philadelphus)
Choose a specific skill like Arcana or Mechanics for this talent.
Trigger: You or an ally rolls a skill check in that skill.
Effect: After seeing the result of the roll, you or the triggering ally may choose to re-roll the check, and may choose which result to keep.

Pickpocket (Appkes)
You gain a +5 to steal items from a creature that they are currently not wearing or holding.

Average Joe (Zarhon)
Whenever you roll a natural 20 on a non-cutie-mark-related skill, you must first toss a coin. If you lose the toss, it does not count as a critical success. You begin the day with an additional Magic Point.

Slapstick Comedian (Zarhon)
Whenever you critically fail on any skill check, any allies witnessing it gain a +4 bonus to their next skill check and may choose to prevent a single critical failure on their rolls.

Woobie (Zarhon)
You gain a magic point when you:
- Roll a natural 1 on your cutie mark skill
- Roll a total of two natural 1's with any of trained skills, in a single session.

Uncanny Thief [Magic] (Zarhon)
You may steal a single item from a creature you can touch without any penalties, regardless of complexity or impossibility. You must be aware of the item's existence beforehand, as well as its rough location on the creature. You roll a stealth check with a +15 bonus against their perception (with bonuses applied, the more preposterous the theft was) to determine if they notice the theft immediately.

Batpony Belt - 3/day (Zarhon)
You may retrieve a single tool, item or component that would suit your current purposes. The tool/item must be small enough to fit on a utility belt and cannot be magical, electrical, mechanical or otherwise powered in any way. The tool is discarded after 5 minutes (unless used as a component) and has no value of its own. (Fury Comment: So... what would explosives be? As Batman so had them)

Ghost Walk 3/day (Appkes)
Preparation time: 10 seconds
For one minute you literally shove yourself out of reality by force of will, allowing you to move at a walking pace in any direction, regardless of walls or gravity. If the skill runs out while inside an object or in the air (if they can't fly), the user is flung towards the nearest safe area

Enthrall 1/day. (Appkes)
Whether by magic, a showy display or a thrilling story, you gain the attention of every NPC that can see you, giving a +15 bonus to stealth - related skill checks against them, such as picking a pocket, or sneaking past a bouncer.

Bound Familiar (SilentBelle)
You gain a pet, bound familiar, or animal companion, whatever you want to call it. What it is is up to you, but it must be smaller than your character. (It could be an animal, an animated robot, or whatever makes sense with your character). This creature does your bidding loyally, but cannot actually speak (unless the one it is talking to has the Speak with Animals talent, and has no combat applications. It's HP is 10 but it doesn't die even when reduced to -10 HP, it just remains unconscious at any HP value 0 or lower. It does die if it's owner is killed.
When choosing your familiar/animal also choose one attribute (Athletics, Precision, Knowledge, Ponysense).
It also has a stat block of 5 in all attributes except for the chosen talent, it has 8 in that one.
Three times a day, When your familiar is by your side, it can aid you in a skill that falls in it's chosen attribute (Ie: knowledge could assist in history or arcana, but not stunts), granting a +2 to your skill check, but is unable to aid you otherwise.

Share the burden 1/day (SilentBelle)
Prerequisite: Bound Familiar
Once per day,when your Pet/Familiar/animal companion, is by your side, when using a utility talent, you may forgo spending a use on any one X/day talent, while still gaining the full effect of the talent.

Intimate Bond (SilentBelle)
Prerequisite: Bound Familiar
Prep Time: 1 Minute
If your Familiar is by your side, you may enter a trance (like being asleep) and transfer your consciousness into your familiar. While in your familiar you control it as if it were dominated. It has training in no skills and has 5 in every attribute except for it's chosen attribute which is 8. While dominated, your familiar may travel up to 1 mile away from you. Any further and you receive a mental backlash as your consciousness returns to your body, dealing you 1d10 damage and leaving you weakened for a half hour.

Familiar Hoarder (SilentBelle)
Prerequisite: Bound Familiar
You can give your familiar any assortment of items whose total weight can be no more than 100 lbs. The familiar will bound off with the items in tow and presumably hide them somewhere. The familiar will arrive back a minute later. Whenever you need one of the items that the familiar has stored, you need only ask for it and the familiar can bring it back in one minute.

Hero(ic) throw - Daily [magic] (Zarhon)
Choose a location/direction you can see and one of your allies. You throw them with perfect accuracy towards it, at 20 times their normal speed, and allow them to use an utility of their choice for free/regardless of daily limit at target location. The ally is unharmed from the landing.

Crystal Coat -daily (Zarhon)
You cause your coat to shine like that of a crystal pony, lifting the spirits of you and others. You shine brightly enough to provide light and affect your next two rolls:
- Assist checks do not need confirmation rolls and gain a +2 bonus.
- Skill checks allow you to toss coins until you lose a toss. You gain a +2 bonus for each consecutive coin toss.
- Persuasion and endurance checks gain a +5 bonus.
- Stealth checks gain a -10 penalty.

Crystal Aura (Zarhon)
Prerequisite: Crystal Coat
Your Crystal Coat ability affects all allies, gains an additional use per day, and offers you a personal +5 bonus to it.

Artificial Gravity – 3/day (Philadelphus)
Caster and up to five willing allied creatures within reach have gravity pull on them in a direction the caster specifies for the next 5 minues. The caster may freely cancel the spell early at any time.

Perfect Personal Pony Parody - 3/day (Zarhon)
Prerequisite: Art of the Dress
Preparation time: 10 minutes
Duration: 2 hour
You craft a single, flawless, perfect "full body suit" of a pony-sized creature. The disguise is detailed and realistic enough to fool any creature and even spells or machines, and works equally well for any race wearing it. Eye color, cutie marks and any unknown details are included in the disguise, but it doesn't allow you to mimic a specific creature's voice. Creatures cannot roll to discern the disguise unless its wearer acts suspiciously or talks in a voice uncharacteristic to the depicted creature. If the user enters combat or takes damage from any source whilst wearing it, the suit is ripped and falls apart.

Perfect Personal Pony Parodies (Zarhon)
Prerequisite: Art of the Dress
When using Art of the Dress, the disguise is now detailed and realistic enough to fool any creature and even spells or machines, and works equally well for any race wearing it. Eye color, cutie marks and any unknown details are included in the disguise, but it doesn't allow you to mimic a specific creature's voice. Creatures cannot roll to discern the disguise unless its wearer acts suspiciously or talks in a voice uncharacteristic to the depicted creature. If the user enters combat or takes damage from any source whilst wearing it, the suit becomes ripped/flawed, losing the benefits of this utility.

Water-Walking – 5/day (Philadelphus)
Target creature may walk on water for the next 15 minutes.

Summon Critter - 3/day (Zarhon)
Prerequisite: Call Animal
You immediately teleport to you a non-hostile creature of choice, small enough to hold. It will attempt to perform a single non-combat task (specified during summoning) to the best of its abilities. Further tasks may require persuasion or manipulation. It remains for 5 minutes before vanishing, or until dismissed, harmed by something, or upon entering combat. The summoned creature must be one you know about or have seen.

Dreamweaver magic (tygerburningbright)
Target one sleeping or unconscious sentient creature. You may enter and manipulate the Dreamscape for the targeted creature as you please. While in the dreamscape your physical body in incapable of any action until you cancel the Dreamweaver talent.
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