Generation 1 Races

View previous topic View next topic Go down

Generation 1 Races

Post  ZamuelNow on Tue Jul 02, 2013 9:14 pm

Figured it might be fun to do a few racial builds for some creatures from My Little Pony 'n Friends.  Not doing everything for both preference and sanity but figured a few wouldn't hurt.

First up are penguins.  A lot of the build is based off of King Charlatan from the episode "Baby, It's Cold Outside"  While mainly based on just one character, hey G4 has only had one minotaur so far.

Penguins:
Frostborn (1)
Characters of your race cannot be harmed by any natural cold, including the temperatures found in arctic climates (though magical ice bolts and similar can still harm them in combat). Characters of your race can also safely breathe puffs of frigid vapor at will. This vapor can be used to freeze small volumes of liquid, or to coat up to 5 square feet of a solid surface in ice. Anyone trying to walk over the affected area must make a DC 20 acrobatics check not to fall (the creatures attempting this suffer a -10 penalty if they were running or moving similarly quickly).

Deep Breath ("One with the Waves") (1)
You can breathe underwater.

Personal Project (2)
Your race’s culture is obsessed with crafting bizarre new inventions. You’ve crafted a ‘personal project’ for your own uses. If your personal project is destroyed, you may spend your time during an extended rest rebuilding it. Your personal project is an item with the following criteria.


  • Personal Project - Item
    At creation, choose two utility talents. This item allows its wielder to use those utility talents as long as they meet the prerequisites. However, each time the item is used - the wielder must roll a d100. On an 80 or higher, the Personal Project explodes in an almost ludicrously destructive fashion - dealing 2d20+10 damage to the wielder and 2d20 damage to any other creature within 50 feet.


Cultural Knowledge (1)
You gain the Freaky Knowledge utility talent.

Cold Shoulder ("Stubborn as a Mule") (3) - Interrupt [3/Day]
Trigger - You fail a skill check.
Effect - Reroll the skill check.

The king had actual freeze vision and penguins are good swimmers so the first two were easy.  The third was what made me interested in this build.  The guy had a planet freezing machine as the crux of the main threat.  On top of that he had an arctic fortress with Bond Villain defenses so an inventor type ability seemed right.  Plus, the Pony Tales side of things lacks a creature with that kind of ability (Living Legends has one).  The fifth ability representing his refusal to back down from his plan of global purging and his son not backing down from the thought that, "Dad, that's pretty messed up".

Slowly trying to plan out what all races I'll do though the Flories are almost sure to be next.


Last edited by ZamuelNow on Wed Jul 03, 2013 11:04 am; edited 1 time in total

ZamuelNow
Freakin' Alicorn Princess

Gender: Male
Posts: 3011
Join date: 2013-03-19

View user profile

Back to top Go down

Re: Generation 1 Races

Post  Jason Shadow on Tue Jul 02, 2013 11:55 pm

I look forward to the flutterponies, at the very least. And I do like the penguin... Twisted Evil

Jason Shadow
Very Special Somepony
Very Special Somepony

Gender: Male
Posts: 244
Join date: 2012-07-18
Age: 18
Location: Barely outside your field of vision

View user profile

Back to top Go down

Re: Generation 1 Races

Post  Hayatecooper on Wed Jul 03, 2013 2:04 am

An interesting idea, and Pony Tales defiantly needs some form of Aquatic creature to round out all the landlubbers!

Out of curiosity, why the extra training and not say, free FK or something? Not that Extra training is bad just curious as you had solid reasoning for everything else.

Hayatecooper
Equestrian Honor Guard
Equestrian Honor Guard

Gender: Male
Posts: 549
Join date: 2012-08-03
Age: 22
Location: Brisbane Australia

View user profile

Back to top Go down

Re: Generation 1 Races

Post  Philadelphus on Wed Jul 03, 2013 4:31 am

Not to deny that penguins are good swimmers, but they can't really breathe underwater...or is that just the closest you could come in flavor?

_________________
Links to all the official sourcebooks in one place.
Optional Talent Specialization for your characters.

Philadelphus
Designer
Designer

Gender: Male
Posts: 734
Join date: 2012-07-18
Age: 25
Location: Hilo, Hawai‘i

View user profile

Back to top Go down

Re: Generation 1 Races

Post  ZamuelNow on Wed Jul 03, 2013 11:01 am

Philadelphus wrote:Not to deny that penguins are good swimmers, but they can't really breathe underwater...or is that just the closest you could come in flavor?

Closest in flavor. To be honest, One With The Waves is sorta underwhelming to me. Fireborn allows you to both walk in lava and breathe non-combat flames. OWtW gives you...super not drowning skills. It's useful but it doesn't feel aquatic enough. The only other option would have been Form of the Dolphin and it felt wrong to say a penguin can only swim once a day. It's one of the reasons why seaponies don't really feel right in the system. OWtW would probably fit its name a little better if you got some form of swimming skill, even if minimal and/or it debuffs you on land.

However, this makes penguins a good choice as an aquatic creature since you can still reasonably participate on land and good swimming can be handwaved by your stat loadout. May reflavor things to better claim you're reeeeaaally good at holding your breath since that's why I chose it.

Hayatecooper wrote:Out of curiosity, why the extra training and not say, free FK or something? Not that Extra training is bad just curious as you had solid reasoning for everything else.

I simply didn't think to. Was under the thought process that if you don't have a picture on your behind, you get extra training. I'll swap out for Freaky Knowledge since it actually does make more sense as something focused and thus fits the inventor vibe.

ZamuelNow
Freakin' Alicorn Princess

Gender: Male
Posts: 3011
Join date: 2013-03-19

View user profile

Back to top Go down

Re: Generation 1 Races

Post  Zarhon on Wed Jul 03, 2013 7:42 pm

Aw, no "super slippery ice slide" mechanics for the penguins? Very Happy Combined with frostborn, it can be a unique advantage for them...

Case in point, here's one I made:
Slippy Slider:

Slippy Slider
You retain complete control over your balance, speed and velocity whenever on a slippery surface, such as ice, wet floors, soaped roads, as though you were standing on dry, solid ground. Whilst on such a slippery or low-friction surface, you can effectively and accurately move at double your normal speed with no penalties, and are impossible to restrain by creatures without this racial. Twice per day, you may even perform an athletic or acrobatics based-stunt with a +15 bonus, so long as it is done on such a surface.*

*flying doesn't count, you have to walk on such surfaces. Some clouds can be made slippery, but you have to walk through/on top of them for it to work.


Last edited by Zarhon on Thu Jul 04, 2013 9:13 am; edited 1 time in total

Zarhon
Smile Smile Smile
Smile Smile Smile

Gender: Male
Posts: 3286
Join date: 2012-07-19
Age: 24

View user profile

Back to top Go down

Re: Generation 1 Races

Post  Philadelphus on Thu Jul 04, 2013 1:34 am

ZamuelNow wrote:
Philadelphus wrote:Not to deny that penguins are good swimmers, but they can't really breathe underwater...or is that just the closest you could come in flavor?

Closest in flavor.  To be honest, One With The Waves is sorta underwhelming to me.  Fireborn allows you to both walk in lava and breathe non-combat flames.  OWtW gives you...super not drowning skills.  It's useful but it doesn't feel aquatic enough.  The only other option would have been Form of the Dolphin and it felt wrong to say a penguin can only swim once a day.  It's one of the reasons why seaponies don't really feel right in the system.  OWtW would probably fit its name a little better if you got some form of swimming skill, even if minimal and/or it debuffs you on land.
Hmm, that's an interesting point. Super Not Drowning skills, while nice, are not exactly super important for this system, generally...it might be nice if it did something like let you roll twice on all Athletics and Acrobatics checks made to swim and take the higher result.

_________________
Links to all the official sourcebooks in one place.
Optional Talent Specialization for your characters.

Philadelphus
Designer
Designer

Gender: Male
Posts: 734
Join date: 2012-07-18
Age: 25
Location: Hilo, Hawai‘i

View user profile

Back to top Go down

Re: Generation 1 Races

Post  Zarhon on Thu Jul 04, 2013 9:20 am

ZamuelNow wrote:Closest in flavor.  To be honest, One With The Waves is sorta underwhelming to me.  Fireborn allows you to both walk in lava and breathe non-combat flames.  OWtW gives you...super not drowning skills.  It's useful but it doesn't feel aquatic enough.  The only other option would have been Form of the Dolphin and it felt wrong to say a penguin can only swim once a day.  It's one of the reasons why seaponies don't really feel right in the system.  OWtW would probably fit its name a little better if you got some form of swimming skill, even if minimal and/or it debuffs you on land.

Maybe the current "One With The Ocean" racial can be remodeled as "Waterborn" - giving you immunity to drowning in water and double swim speed/ability, as well as the ability to act like an infinite firehose / water jet shooter / water pokemon...

Waterborn:

(1) Waterborn
Characters of your race cannot be harmed or drown by any naturally occurring water* or similar liquid, including waterfalls and high-pressure water-jets (though magical water blasts and similar can still harm them in combat). Characters of your race can also create high-pressure jets of water at will. These jets can push, knock back, and soak creatures and objects within 50 feet, and the water created in such a way can be either sea-water or suitable-for-drinking fresh-water**. In addition, you suffer no penalties whilst swimming in strong currents or similar hard-to-swim conditions.

* Water that is boiling, freezing, toxic, acidic, or on fire/lava can still harm you, unless you have the appropriate immunity to such effects
** So long as your character isn't sick, diseased, poisoned, or otherwise contagious/contaminated, the water is sterile, slobber-free, and perfectly safe for drinking, cooking, and hygiene. Don't let the squeamish ones tell you otherwise!


Last edited by Zarhon on Tue Jul 09, 2013 4:33 pm; edited 1 time in total

Zarhon
Smile Smile Smile
Smile Smile Smile

Gender: Male
Posts: 3286
Join date: 2012-07-19
Age: 24

View user profile

Back to top Go down

Re: Generation 1 Races

Post  ZamuelNow on Sun Jul 07, 2013 12:42 am

G1 Unicorns:
Cutie Mark (2)
Characters of your race gain a cutie mark. Check with your DM if you want to use one of these for a non-traditional creature, like a Minotaur or Griffon.

Winking (2) 5/Day
Preparation Time: 30 Seconds
You or target willing ally can teleport to a location up to 30 feet away from the target of this power’s starting location. You must be able to clearly see both the ending location and, if using this target on an ally, the ally in question. You may expend additional uses of this power to increase this range by 30 feet per use, or expend a Magic Point to increase the range of this power to 60 feet for the next five minutes.

Special Talent (Naturally Skilled) (2)
Characters of your race gain an additional utility talent at character creation.

Magical Tricks (2) At Will
Preparation Time: 6 Seconds
You perform a minor magical trick, such as one of the following effects. The Perception DC to see through any of the alterations is 20 + Your Level. Magical Tricks cannot duplicate the effects of any other utility talent.
[*]

1) You can alter the color, taste, feel or scent of 1 cubic foot of material. This effect lasts for one hour.
2) You can transform one object with volume no greater than 1 cubic foot into another object of roughly the same size. The new object must be made out of the same material as the first. This effect lasts for one hour.
3) You alter a sound within fifty feet of you to another of similar volume. For example, you could make a shout of warning sound like a round of applause. This effect lasts until the sound naturally dies away.
4) You can turn an object with volume no greater than 1 cubic foot invisible. This effect lasts for one hour.
5) You conjure a common mundane item with volume no greater than one cubic foot - such as a lock pick or hand mirror. It seems artificial and crude, but is still serviceable.
6) You conjure a lightshow of dazzling multicolored patterns within fifty feet of you. The lightshow is clearly a harmless magical illusion, but it’s perfect for delighting a crowd of children.
7) Alter a magical effect that you control in a very minor way. For example, you might be able to stretch the distance of a 30 foot teleport by another 5 feet or add another few minutes to the duration of an hour­-long spell. Whether an Arcana check is required for such tweaks, or if they are even possible, is left to DM discretion.

While quite basic of a build, unicorns have key differences in G1 from G4.  Teleport was the universal skill instead of telekinesis and this system's base teleport works close enough to "winking" to just be dropped in without changes.  Though that draws attention to the need for an advanced teleport.  They tended to be really good at one specific thing.  Magical Tricks is actually specifically meant to be used to augment the spare utility talent but leniency is fine to give them a little more credence.  The system's default G4 unicorn is probably stronger but this serves as a basic enough alternate for those interested.

ZamuelNow
Freakin' Alicorn Princess

Gender: Male
Posts: 3011
Join date: 2013-03-19

View user profile

Back to top Go down

Re: Generation 1 Races

Post  ZamuelNow on Wed Jul 10, 2013 3:09 pm

Considering it was posted in the official suggestion thread, I did have some adjustment comments.

Waterborn:
Waterborn
Characters of your race cannot be harmed by any naturally occurring water, including waterfalls and high-pressure water (though magical water blasts and similar can still harm them in combat). Characters of your race can also create high-pressure jets of water at will. These jets can push, knock back, and soak creatures and objects within 50 feet, and the water can be either sea-water or freshwater (drinkable).

Note: Originally, this one had you suffer no penalties whilst swimming in strong currents or similar hard-to-swim conditions, and made you unable to drown, but I decided to make it more akin to the other X-born racials. Perhaps it can be given such capabilities at a higher cost? Or have it replace the "One with the ocean" ability, to allow more of an "aquatic" focus?

Forgot to add the cost of the racial, though it would be assumed to be 1 point.  You should probably still explicitly state they can't drown.  Also, you may want to state the DC for resisting the water jet's push.  I'm assuming DC 20 (same as Frostborn's ice slick) and Endurance since you're physically resisting a push/enduring something.

I'm a little torn on Slippy Slide.  Makes sense and was demonstrated by the penguins since they were fine while Surprise tripped multiple times.  However, it eliminates the ability to get the aquatic stuff in the build due to point costs, plus the actual buffs built into it seem a little strong.  Speaking of aquatic stuff:

One With the Waves - Revised:
One with the Waves (1)
Either by the innate ability to breathe underwater or constant practice at holding your breath for long periods of time, you can not drown. You may roll twice on all skill checks made to swim, dive, or surf bodies of water and take the higher result.

I still feel there's room for both water racials since Thunderborn and Thunderbird serve different purposes.  Waterborn is good for a water dragon while the revised One With the Waves would be good for the penguin concept.

Still need to add a flavor text description to Penguins as a race.  Probably do that this evening.

ZamuelNow
Freakin' Alicorn Princess

Gender: Male
Posts: 3011
Join date: 2013-03-19

View user profile

Back to top Go down

Re: Generation 1 Races

Post  ZamuelNow on Fri Jul 12, 2013 8:40 pm

G1 had a fair number of of human mages of varying skill level ranging from the bumbling Witches of Volcano Gloom to the powerful sorceress Somnambula.  Building them was simple but I decided to go the extra mile and do builds for both Pony Tales and Living Legends.  I'll eventually get the flavor text for the PT version but does anyone have suggestions for the LL version?  It could fit a role not achieved by current LL races.  I will note that for the AoH version, Magical Attunement can be potentially swapped out for Overachiever or Specialist since outside of slapstick from the WoVG, a lot of the mages were basically pure Arcana with some Persuasion AKA squishy wizards.

Witches, Wizards, and Warlocks - Aspirations of Harmony:

Magecraft (3)
Some spellcasters move beyond the memorization of a small selection of spells and minor magical tricks. These mages aspire to a deeper understanding of magic. It is said such mages can improvise unique magical effects through the use of their skill at Arcana - limited only by their skill and imagination.

Magical Attunement (1)
Your race can use perception to detect magic, though this does not let them decipher exactly what the magic does - that requires arcane knowledge.

Spellchild (4)
During character creation, a character of your race can choose one of its Magic talents. Once per day, the character can use that talent without spending a Magic point

Witches, Wizards, and Warlocks - Living Legends:

Magecraft (3)
Some spellcasters move beyond the memorization of a small selection of spells and minor magical tricks. These mages aspire to a deeper understanding of magic. It is said such mages can improvise unique magical effects through the use of their skill at Arcana - limited only by their skill and imagination.

Hex (3) - [1/Day]
Target creature takes a -10 penalty to skill checks for the next hour.

Expert Skill (2)


Last edited by ZamuelNow on Thu Aug 01, 2013 10:07 pm; edited 1 time in total

ZamuelNow
Freakin' Alicorn Princess

Gender: Male
Posts: 3011
Join date: 2013-03-19

View user profile

Back to top Go down

Re: Generation 1 Races

Post  ZamuelNow on Tue Jul 16, 2013 12:14 am

Took a while to figure it out, especially since I'm running a campaign elsewhere with a Flutter Pony player and I originally brainstormed a different build for them.  While the Utter Flutter has combat uses (thus the different original build), it's mainly a wind themed de-spell and really best compares to Sunderblade.  Then, Flutter Ponies are weak on their own but travel in legion so it's a wall of team checks.


Flutter Ponies:
Cutie Mark (2)
Characters of your race gain a cutie mark.

Flight School (3)
Every Flutter Pony can walk on clouds and fly with poor maneuverability (you take -5 penalty to Precision and Brawn skills while flying). It takes practice to fly with grace and options for that appear in the utility talents.

Utter Flutter ("Sunderblade") (2) - Magic
Preparation Time: 30 seconds
You conjure a slicing wind of energy from your wings for the next ten minutes. It can cut through any solid object from soil to steel (effectively gaining +40 to athletics checks involving such actions). You can also slash through magical enchantments, letting you make athletics or acrobatics checks in place of arcana checks to attempt to dispel magical effects (this application does not benefit from the above-mentioned +40 bonus). Using Utter Flutter requires complete concentration as you aim for the perfect angle on your target, thus it cannot be used as an attack.

Herd Mentality (1)
Whenever an ally successfully aids you on a skill check, you gain an additional +1 bonus to the check.

ZamuelNow
Freakin' Alicorn Princess

Gender: Male
Posts: 3011
Join date: 2013-03-19

View user profile

Back to top Go down

Re: Generation 1 Races

Post  ZamuelNow on Thu Aug 01, 2013 11:46 pm

I almost wasn't going to do a build for the gizmunks.  Having one of the absolute worst songs in G1, they fill me with mildly irrational hatred.  However, they are a better canonical fit for a crazy inventor race than the penguins so there's reason to create builds for them.  The two are quite different as far as inventor styles with King Charlatan building a rather stable machine that happened to be dangerous while the gizmunks openly admit that they build stuff for SCIENCE! and don't even know what half the stuff does.

Gizmunks:
Personal Project (2)
Your race’s culture is obsessed with crafting bizarre new inventions. You’ve crafted a ‘personal project’ for your own uses. If your personal project is destroyed, you may spend your time during an extended rest rebuilding it. Your personal project is an item with the following criteria.


  • Personal Project - Item
    At creation, choose two utility talents. This item allows its wielder to use those utility talents as long as they meet the prerequisites. However, each time the item is used - the wielder must roll a d100. On an 80 or higher, the Personal Project explodes in an almost ludicrously destructive fashion - dealing 2d20+10 damage to the wielder and 2d20 damage to any other creature within 50 feet.


Clever Tail (1)
Your race’s tail can function much like another hand. You can use it to stealthily manipulate objects and make mechanics checks. When you do this, you gain a +5 bonus to stealth checks made to conceal this action, but suffer a -5 penalty to the actual manipulation. For example, if you try to surreptitiously pick a lock with your tail without attracting attention, you’d gain a +5 bonus to the stealth check to avoid attracting attention but suffer a -5 penalty to the actual act of lockpicking.

Monkey Climb (Spider Climb) (1)
Characters of your race have a +15 bonus to skill checks made to climb or hold onto surfaces.

Derp (2)
If you roll a 2 or a 3 on skill check, the roll is instead considered to be a natural 1. You begin the day with an additional Magic Point.

Specialist (1)                                                                
Characters of your race start with each attribute at 3 at character creation and gain 8 extra points to allocate between them (10 is still the maximum you can have in a given attribute).

Cultural Knowledge (1)
You gain the Freaky Knowledge utility talent.

ZamuelNow
Freakin' Alicorn Princess

Gender: Male
Posts: 3011
Join date: 2013-03-19

View user profile

Back to top Go down

Re: Generation 1 Races

Post  ZamuelNow on Mon Aug 26, 2013 12:12 am

Showing up in The Movie, the grundles were one of the races nearly wiped out by The Smooze.  An example of a G1 digging race, they spoke in shorter sentences and tended to be very teamwork oriented.  Despite having a fair bit of screen time in The Movie, they don't show up much in the series proper.

Grundles:
Burrower (1)
You may travel underground through dirt, sand and similar loose materials at normal walking speeds. This leaves behind a tunnel, and you can tell approximately the direction and distance since you went underground (so you don’t get completely disoriented).  Additional skill checks may be needed to move faster or travel through denser soil.

Concise (1) (Specialist)
Characters of your race start with each attribute at 3 at character creation and gain 8 extra points to allocate between them (10 is still the maximum you can have in a given attribute).

Grundles Good! (3) (Pack Mentality)
Whenever a character of your race successfully aids a creature on a skill check, they provide a +4 bonus instead of a +2 bonus.

Haste (2) - 3/Day
Preparation Time: Instantaneous
For the next 5 minutes, you or an ally you can see gains a +5 bonus to athletics or acrobatics checks made to move quickly (such as chasing down a thief or trying to outrun a boulder). This effect ends if you engage in combat.

We’re Just Good At This Stuff (1)
Choose a skill. You gain training in that skill.

ZamuelNow
Freakin' Alicorn Princess

Gender: Male
Posts: 3011
Join date: 2013-03-19

View user profile

Back to top Go down

Re: Generation 1 Races

Post  ZamuelNow on Thu Sep 12, 2013 9:26 pm

G1 Earth Ponies:
Cutie Mark (2)
Characters of your race gain a cutie mark.

Epic Pwny (3)
Whenever an earth pony rolls a natural 19 using its cutie mark skill, it treats the result as if it had rolled a natural 20.

Herd Mentality (1)
Whenever an ally successfully aids you on a skill check, you gain an additional +1 bonus to the check.

Choose one of the following:

  • Haste (2) - 3/Day
    Preparation Time: Instantaneous
    For the next 5 minutes, you or an ally you can see gains a +5 bonus to athletics or acrobatics checks made to move quickly (such as chasing down a thief or trying to outrun a boulder). This effect ends if you engage in combat.

    Hop, Skip and Jump (2) - 2/Day
    On your next Athletics or Acrobatics check, you may roll 3d10 instead of 1d20 and take the total value of the three dice.

G4 tends to have a stereotypical RPG "Linear Warriors, Quadratic Wizards" split for the three pony races with Earth Ponies clearly on the bottom of the list.  G1 is more like a platformer or side scrolling beat-em-up in its balance in that while one may be better, all have key strengths.  While vaguely implied in FiM, G1 Earth Ponies were explicitly noted as faster and stronger than the others in most situations.  Technically, you could use the AoH build for them in a G1 campaign but this is probably more accurate considering one jumped a chasm with two kids on her back while another escaped a temple cave in with a precursor to the spin dash (I'm seriously not making that up).

ZamuelNow
Freakin' Alicorn Princess

Gender: Male
Posts: 3011
Join date: 2013-03-19

View user profile

Back to top Go down

View previous topic View next topic Back to top

- Similar topics

Permissions in this forum:
You cannot reply to topics in this forum