Wild West Traits
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Wild West Traits
Upon being awoken early, (and subsequently trying to go back to sleep), I thought up a few Wild west themed traits. Might as well post them.
Quick Draw- 1/Battle
Select target enemy. During combat, you may move in the turn order to directly before selected target, and gain +3 damage against that target.
(During combat, so not before it's at least your first turn, to clarify.)
One in Each Hoof
On your first turn in combat, you may take up to two standard actions.
(Not sure if I should specify if this can or cannot be used with Gather Energy.)
High Noon- 1/Battle
Prerequisite: Quick Draw, One in Each Hoof
Select target enemy. Once per battle, at the end of any full round of combat, you and the selected target may each take a standard action, but must attack each other. This must be declared on your turn.
(To avoid any "No wait, go back, I have a thing".)
Salted-
On your turn, instead of using a combat talent, you may instead roll 1d6. If the result is 1-5, gain Resistance X, where X is the number rolled, and lose half that many PiPs (rounded down). If the result is a 6, you are stunned for at least one turn (save ends).
(Roll 2, Resist 2, lose 1 Pip. Roll 5, Resist 5, lose 2 pips, etc.)
Appleloosan 5-card- 1/Battle
On your turn, before your standard action, you may reselect up to 3 of your combat talents. If you do, flip a coin. If tails, lose as many PiPs as new talents were chosen.
Quick Draw- 1/Battle
Select target enemy. During combat, you may move in the turn order to directly before selected target, and gain +3 damage against that target.
(During combat, so not before it's at least your first turn, to clarify.)
One in Each Hoof
On your first turn in combat, you may take up to two standard actions.
(Not sure if I should specify if this can or cannot be used with Gather Energy.)
High Noon- 1/Battle
Prerequisite: Quick Draw, One in Each Hoof
Select target enemy. Once per battle, at the end of any full round of combat, you and the selected target may each take a standard action, but must attack each other. This must be declared on your turn.
(To avoid any "No wait, go back, I have a thing".)
Salted-
On your turn, instead of using a combat talent, you may instead roll 1d6. If the result is 1-5, gain Resistance X, where X is the number rolled, and lose half that many PiPs (rounded down). If the result is a 6, you are stunned for at least one turn (save ends).
(Roll 2, Resist 2, lose 1 Pip. Roll 5, Resist 5, lose 2 pips, etc.)
Appleloosan 5-card- 1/Battle
On your turn, before your standard action, you may reselect up to 3 of your combat talents. If you do, flip a coin. If tails, lose as many PiPs as new talents were chosen.
Last edited by Bronymous on Sun Nov 11, 2012 5:20 pm; edited 1 time in total
A1C Bronymous- Air Commander, Equestrian Armies Pegasus Corps, Eastern Skies Command
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Posts : 5732
Join date : 2012-07-18
Age : 33
Location : Columbus, MS
Re: Wild West Traits
You should clarify about if gather energy can or can't be used with One in Each Hoof and about how long Salted's resistance lasts.
Re: Wild West Traits
Well that's the thing, I wasn't sure if it should or shouldn't be able to be used with gather energy. I would say it should, but I'm sure there are reasons against. I didn't think about a resistance time limit- I figured it would last until the end of combat, unless that's too potent.
A1C Bronymous- Air Commander, Equestrian Armies Pegasus Corps, Eastern Skies Command
- Gender :
Posts : 5732
Join date : 2012-07-18
Age : 33
Location : Columbus, MS
Re: Wild West Traits
I think One in Each Hoof is far too powerful. Maybe make it so the player starts with 2 fewer pips. Otherwise you could pull off a 7 pip move on your first turn.
Re: Wild West Traits
I could put in a PiP limit. Something like:
One in Each Hoof-
On your first turn in combat, you may take up to two standard actions that give +2 Pips or fewer.
It should be at least a little exploitable. I get the feeling that many players would combine it with Gather Energy in favor of a bigger hit on turn 2 though.
One in Each Hoof-
On your first turn in combat, you may take up to two standard actions that give +2 Pips or fewer.
It should be at least a little exploitable. I get the feeling that many players would combine it with Gather Energy in favor of a bigger hit on turn 2 though.
A1C Bronymous- Air Commander, Equestrian Armies Pegasus Corps, Eastern Skies Command
- Gender :
Posts : 5732
Join date : 2012-07-18
Age : 33
Location : Columbus, MS
Re: Wild West Traits
Just make it so you can only use [-] abilities when using the Trait's ability
Appkes- Equestrian Honor Guard
- Posts : 671
Join date : 2012-08-26
Re: Wild West Traits
All that does is leave you drained for round two. By then it's a disadvantage, unless you combine it with that move that lets you do damage based on how many pips you spent last turn on turn 2.
A1C Bronymous- Air Commander, Equestrian Armies Pegasus Corps, Eastern Skies Command
- Gender :
Posts : 5732
Join date : 2012-07-18
Age : 33
Location : Columbus, MS
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