What's Missing?: Utility Talents version

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What's Missing?: Utility Talents version

Post  ZamuelNow on Fri Jul 05, 2013 1:57 am

Something going through my head recently was wondering what all you can't do in the system and subsequently, what would it would take to make them playable. These are just the initial thoughts since I'm sure there's more. More of a catch all thread for individual utility talents.

-Digging. While it could be used for certain races, it really feels like it would be a utility talent at its base. Probably needs varying strengths for different soil types.
-Growing and shrinking. This is different from a racial option of naturally being big or small since this would be an active power. Plus, it would be another option for the otherwise small Shapeshifting category.
-More utilities to aid History and Streetwise characters due to the major lack of options.
-More "natural" utilities overall since it's currently very magic focused.
-Shadowmancy. Arguably, a number of whatever-kinesis abilities abilities could be made.
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Re: What's Missing?: Utility Talents version

Post  Hayatecooper on Fri Jul 05, 2013 3:28 am

Shadowmancy... I see what you are up to Razz

But good, I was looking for a thread like this to deposit some of my more random ideas. Warning, most of these will probably be terrible/broken or both

Necromancy Talents:

Partial Reanimation
1/session
Pick a recently deceased creature you can see, recently meaning less then a week. It's corpse rises as a mindless servant. For the next two hours it will follow your commands to the letter, it's Endurance, Athletics and Health are set to 15 and all other skills are set to 0. It will preform the tasks exactly as stated and without any regards to it's own life. The Reanimated corpse can-not speak or run.

Memories of the dead
1/day
Pick a recently deceased creature you can see, recently meaning less then a week. You learn the stats it had before it died, pick one skill, you can replace that skill bonus with your own for the rest of the day.

Necromantic Surgery
1/day
Pick Heal or Arcana.
Set the DC for replacing a body part or doing an autopsy to your picked skill+10.

Flesh memories
2/day
Pick a piece of flesh or bone you can touch. You can see what it's owner saw for the hour before you picked it up.  

Deaths Chill
Aura
At will
When you get within 40 foot of a corpse you start feeling cold, the closer you get the more cold you feel. You may roll Arcana or Heal with a DC of 20 to find out the general direction to go in to find the corpse.

Deaths screech
1/Day
You let out a deathly screech, everyone in a 20 foot radius of you apart from allies rolls a Endurance check with a DC25. if they fail, they flee for 2 minutes away from you abandoning property and sense in terror.

Necromancers Field-trip
2/day
You instantly know about any names of famous deaths and killings, the locations of graveyards and morgues in the town you visit.

Soul Jar(FOE:PH)
1/session
Prep-Time: Instant
Pick a creature, well corpse you just killed. You may spend 1 hour to bind it's soul to an object. That object can no longer be broken or destroyed by anything, however. Every-time you use that object you must roll either roll Arcana or Endurance with a DC of 30. If you fail, the item will not work for you.


Soul transfer
1/session(Campaign?)
Pick One creature that just died, just died as in 1 minute or less. Transfer their soul into an object of their size or smaller. For all intents and purposes, that object essentially becomes the player. They can see, hear and use Skills, Elements, Utility Talents, Destinies and Boons. However, they can not talk if the object doesn't have some kind of voice box, however they do gain the Telepathy utility talent and can preform it on non-willing creatures. (They don't get the Telepathy if they can have a voicebox)

Players may also gain specialized talents from their new home as subject to DMs wills.

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Re: What's Missing?: Utility Talents version

Post  ZamuelNow on Sat Jul 06, 2013 2:08 pm

Intriguingly, had other reasons why I was looking into shadowmancy. I'll look at the necromantic ideas later, but was brainstorming some other stuff. Actually had to take a step back since I saw a bit of a problem with an existing power.

Time Sensitive:
Time Sensitive
You always know what time it is, even if you cross time zones. Furthermore, you are aware of when there has been a change in the time stream, though a proper History or Streetwise check would be required to figure out what is actually different.
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Re: What's Missing?: Utility Talents version

Post  Zarhon on Sun Jul 07, 2013 12:01 am

Have some talents!

Nature stuff:
Green Hooves - 2/day
Preparation time: 1 minute
You can revitalize plants back from withering into full health, or cause them to suddenly grow at an accelerated rate by a single stage (causing a tree's fruits to ripen, a vegetable to grow in size, a flower to open, a seed to sprout into a sapling, etc...).

Fertile Hooves - 2/day
Prerequisite: Green Hooves
For the next 10 minutes, you cause lush vegetation and plants to rapidly grow and bloom where-ever you walk, provided the ground allows for such. The plants created depend on what the local flora would be, and can include flowers, grass, weeds, moss, lichens, mushrooms, saplings, bushes, and other such small, simple plants.

Nature's Avatar
Prerequisite: Fertile Hooves, Green Hooves
You can use Fertile Hooves and Green Hooves at will. In addition, once per day, you can cause a specific flower, plant, vegetable, herb, or tree to suddenly grow out of any type of ground, even if it can't normally grow on it).

Nature's Miracle - Magic
Prerequisite: Nature's Avatar
Preparation time: 10 minutes
You emit a surge of pure natural energy within a 1-mile wide area around you. All plants and vegetation already present within this range instantly grow to their typical, full-grown size, blooming into lush, pristine plants, ripe with gorgeous flowers, fruits and vegetables, whilst all other barren surfaces, buildings, constructions and similar "barren" surfaces are temporarily affected by "Fertile Hooves" for the next 2 hours*. In addition, when you use this talent, plants within 30 feet of the initial cast range will become temporarily sentient and mobile, obeying your commands for the next 10 minutes. Animated plant de-animate if they would enter combat.

*Buildings are covered with blossoming ivy, rock floors and walls are covered in grass, flowers or moss, etc...

Growing/shrinking stuff:
Enlarge - 1/day
Preparation time: 1 minute
You increase the size of a creature to double its normal size for the next 10 minutes. They gain a +10 athletics bonus and suffer a -10 penalty to precision checks against anything smaller than it. When casting this ability, you may expend a magic point to increase the size of the creature to ten times its normal size, gaining a +30 athletics bonus and critically failing any precision checks, against creatures smaller than itself, for the duration. You may end this effect at any time.

Shrink - 1/day
Preparation time: 1 minutes
You decrease the size of a creature to half its normal size for the next 10 minutes. They gain a +10 acrobatics bonus and suffer a -10 penalty to athletics checks against anything larger than it. When casting this ability, you may expend a magic point to increase the size of the creature to 1/10th its normal size, gaining a +30 acrobatics bonus and critically failing any precision checks, against creatures larger than itself, for the duration. You may end this effect at any time.

Necromancy stuff:
Animate Corpse - Magic
Preparation time: 5 minutes
You animate the corpse of a dead creature, giving you limited control over its body for the next 2 hours. The creature is as mobile as the state of its body would allow*, and cannot use magic or speak coherently. It reacts to no stimuli and has no free will, acting only to obey your verbal orders, which it does mindlessly/literally. The animated creature cannot perform in combat. It takes a DC15** perception check for creatures to determine the creature as dead.

* It can even fly, depending on what its flying skills were, and the current condition of its wings.
** DC can vary, depending on the body's condition and whether disguises are used.

Mind of its own - 3/day
Preparation time: 30 seconds
You enchant the limb, sensory organ, or extremity of a willing creature, causing it to detach and allowing the creature owning it to remotely control it with telepathy. The detached limb/extremity functions and feels normally (e.g. an eye can see its surroundings and feel pain), and is mobile (via hopping or rolling) for the next 10 minutes. Afterwards, it magically flies off back to its owner and reattaches, if able.


Last edited by Zarhon on Tue Jul 09, 2013 5:09 pm; edited 4 times in total
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Re: What's Missing?: Utility Talents version

Post  Caden2112 on Sun Jul 07, 2013 12:20 am

I support the nature stuff if for no other reason than to make Amaterasu from Okami as a character.
...On a serious note, that could be quite interesting for someone with more than a passing knowledge of flora. "And...Insanely poisonous plant goes...There." Or simply growing vines to use as improvised ropes. The growing/shrinking could be useful too.
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Re: What's Missing?: Utility Talents version

Post  Zarhon on Sun Jul 07, 2013 2:20 am

Yep, Amaterasu is pretty much what I based it off, as well as partially from a self-made destiny Philadelphus used for his character Pony Team Bravo.

Another nature thing:

Nature's Miracle - Magic
Prerequisite: Nature's Avatar
Preparation time: 10 minutes
You emit a surge of pure natural energy within a 1-mile wide area around you. All plants and vegetation already present within this range instantly grow to their typical, full-grown size, blooming into lush, pristine plants, ripe with gorgeous flowers, fruits and vegetables, whilst all other barren surfaces, buildings, constructions and similar "barren" surfaces are temporarily affected by "Fertile Hooves" for the next 2 hours*. In addition, when you use this talent, plants within 30 feet of the initial cast range will become temporarily sentient and mobile, obeying your commands for the next 10 minutes. Animated plant de-animate if they would enter combat.

*Buildings are covered with blossoming ivy, rock floors and walls are covered in grass, flowers or moss, etc...


Edit: Tweaked the previous talents a bit.
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Re: What's Missing?: Utility Talents version

Post  Jason Shadow on Sun Jul 07, 2013 10:24 am

Zarhon wrote:
Mind of its own - 3/day
Preparation time: 30 seconds
You enchant the limb, sensory organ, or extremity of a willing creature, causing it to detach and allowing the creature owning it to remotely control it with telepathy. The limb/extremity functions as it would when attached (e.g. an eye can see its surroundings), and is mobile (via hopping or rolling) for the next 30 minutes. Afterwards, it magically flies off back to its owner and reattaches, if able. Whilst detached, you may
...You may what?! The suspense is killing me!
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Re: What's Missing?: Utility Talents version

Post  Zarhon on Tue Jul 09, 2013 5:10 pm

Jason Shadow wrote:
Zarhon wrote:
Mind of its own - 3/day
Preparation time: 30 seconds
You enchant the limb, sensory organ, or extremity of a willing creature, causing it to detach and allowing the creature owning it to remotely control it with telepathy. The limb/extremity functions as it would when attached (e.g. an eye can see its surroundings), and is mobile (via hopping or rolling) for the next 30 minutes. Afterwards, it magically flies off back to its owner and reattaches, if able. Whilst detached, you may...
...You may what?! The suspense is killing me!
...keep Jason Shadow in suspense.
Very Happy
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Re: What's Missing?: Utility Talents version

Post  ZamuelNow on Tue Jul 09, 2013 7:01 pm

Fertile Hooves, Nature's Avatar, and Nature's Miracle actually feel more like a Destiny progression intriguingly enough.

Can't immediately think of any issues with Enlarge or Shrink off the top of my head.

My own digging ideas from a while back:

Digging:
Burrower
You may travel through dirt and sand with the same ease most others use for normal travel. Additional skill checks may be required for traveling through clay or rocky soil.

Earth Mover
(requires Burrower)
You may travel through clay-like or rocky soil with no penalties. Furthermore, you may close any tunnels you've made at will.

These might be "too good" right now due to the fact that flight utilities start out with penalties and this technically has some semblance of stealth due to the ability to hide underground.
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Re: What's Missing?: Utility Talents version

Post  Philadelphus on Wed Jul 10, 2013 1:37 am

ZamuelNow wrote:Fertile Hooves, Nature's Avatar, and Nature's Miracle actually feel more like a Destiny progression intriguingly enough.
That might have something to do with the fact that they're partially based on one of my custom destinies I came up with last year. Smile  ("Master Gardener" in the Destinies sub-forum if you're curious.) Which I keep meaning to get back to and re-write, now that I've had a chance to play-test it. I should probably do that one of these days. Although the thought of rebalancing it into utility talents has a certain appeal as well...

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Re: What's Missing?: Utility Talents version

Post  A1C Bronymous on Wed Jul 10, 2013 4:38 am

I put this in the "submit two ideas, something something whatever" thread.

Levitate- 3/day
Prep Time: ...lets say 10 seconds
You can levitate, lifting yourself into the air through mind, magic or sheer force of will. For the next 10 minutes, you can fly with good maneuverability (no/penalty to checks), using Arcana for skill checks rather than Athletics or Acrobatics.
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Re: What's Missing?: Utility Talents version

Post  Ramsus on Wed Jul 10, 2013 4:41 am

I don't really like that idea. It implies that you basically cast a spell to control your flight for you instead of controlling and adjusting it as you move yourself. Also, it implies that mages can't just be self-levitating with the existing flight talents.
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Re: What's Missing?: Utility Talents version

Post  A1C Bronymous on Wed Jul 10, 2013 2:41 pm

Well A, like everything else it can be reflavored. B, its a trade off. Instead of taking two talents, or a Racial and a Talent that lets them fly whenever with no penalties, but they just take this,but can only do it a few times a day for a short duration. They also get to use a skill that they, being mages, are probably more adept at to fly with.
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Re: What's Missing?: Utility Talents version

Post  ZamuelNow on Thu Jul 11, 2013 1:27 am

Tried to credit the originals from the Season 3 thread

Dream Walker:
Dream Walker [Magic] [Created by tygerburningbright]
Preparation time: Instantaneous
Target one sleeping or unconscious sentient creature you can see. You may enter and interact with their dreamscape, using any available utility or combat talents as if you were out in the waking world.  While in the dreamscape your physical body is incapable of any action until you cancel the Dream Walker talent.  If either you or the target creature die while you are in the dreamscape, your physical body dies as well.  This power lasts up to eight hours or until the target wakes up, forcing you out of the dreamscape and back into your physical body.

Allows you to build Princess Luna from G4 or Ribbon from G1.  Tried to build enough rules directly into the power so that there's less GM headache and it's less appealing to metagamers who might want to try to kill a character out of combat.  I'd like it to be able to combo with Dream Stride but may need rewording for that.

Artificial Gravity:
Artificial Gravity – 3/day [Created by Philadelphus]
Preparation time: Ten seconds
Caster and up to six willing allied creatures within thirty feet have gravity pull on them in a direction the caster specifies for the next 5 minutes. The caster may freely cancel the spell early at any time.

Increased to six allies in case you have an important NPC or the adorable assistant.  Clarified some wording from the original version.  I'm on the fence about it being multiple uses.  Indoors has tons of creative things it can do.  Outdoors seems like either free flight or accidental team kills if done at the wrong time/place.
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Re: What's Missing?: Utility Talents version

Post  Zarhon on Thu Jul 11, 2013 11:56 am

Dream Walker sort of forces the DM to improvise on the spot, and gives the player using the dreamwalking what equates to a "private session". This is the equivalent of being a Decker in Shadowrun - boring for anyone not involved with the dream. You better make it applicable to the entire party.

Obligatory Counter Monkey video:


You also didn't actually specify how one would benefit from going through somepony's dream (Mind reading? Inception-style thought implanting? Determining whether someone is trustworthy?), or what such a dream might involve, or be limited by.
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Re: What's Missing?: Utility Talents version

Post  Philadelphus on Thu Jul 11, 2013 2:55 pm

ZamuelNow wrote:
Artificial Gravity:
Artificial Gravity – 3/day [Created by Philadelphus]
Preparation time: Ten seconds
Caster and up to six willing allied creatures within thirty feet have gravity pull on them in a direction the caster specifies for the next 5 minutes. The caster may freely cancel the spell early at any time.

Increased to six allies in case you have an important NPC or the adorable assistant.  Clarified some wording from the original version.  I'm on the fence about it being multiple uses.  Indoors has tons of creative things it can do.  Outdoors seems like either free flight or accidental team kills if done at the wrong time/place.
Ahh, yes, I remember making that one. Absolutely loved that part of the season 3 opener. Smile  Yeah, if you can cast it on multiple allies like that it probably should be just 1/day and have a longer duration in exchange. Maybe 1/day and 15 minutes duration?

Also, I realized it doesn't say anything about interacting with other objects. Should we put something in there to the effect of "any objects not held or worn by one of the targets of this talent at the moment it is triggered continue to feel gravity normally"? To prevent questions like "Ok, we're walking across the ceiling, and reach down to pick up the priceless vase, what happens to it?".

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Re: What's Missing?: Utility Talents version

Post  Zarhon on Thu Jul 11, 2013 4:48 pm

Maybe there should be an added clause for artificial gravity to prevent accidental team-kills?

"Gravity will automatically switch back to normal before the affected creatures would achieve terminal velocity (a height unlikely to kill, but very likely to cause serious injury)" Very Happy 
or
"Any affected creature can end the effect on them early."

It also might need a "portal" clause - how is velocity and momentum maintained, with mid-flight gravity switching (e.g. you use it to flip gravity sideways whilst somepony is falling into the sky - is the change immediate (90° turn), or gradual (curved motion)?
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Re: What's Missing?: Utility Talents version

Post  ZamuelNow on Thu Jul 11, 2013 7:17 pm

Alright, attempted another revamp of it.

Artificial Gravity - New Draft:
Artificial Gravity – [Magic] [Created by Philadelphus]
Preparation time: Instantaneous
Caster and up to six willing allied creatures you can see have gravity pull on them in any direction the caster specifies for the next 10 minutes, freely changing direction at will.  The caster may also choose to simply reduce or negate natural gravity's pull on them and their allies during the spell.  Any objects already in each creature's possession or carried during the spell are also subject to the artificial gravity. The caster may cancel the spell early at any time and any affected creature can end the effect on themselves early.  While the spell is active and for one minute afterward, the caster and their allies are not injured by falls or falling objects of medium size or smaller.

I'll brainstorm things with Dream Walker some other time.
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Re: What's Missing?: Utility Talents version

Post  Ramsus on Thu Jul 11, 2013 7:22 pm

I think that'd be fine as a 2/Day. Seems too expensive for it to cost a magic point imo. It should probably have a minute prep time or something at least though.
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Re: What's Missing?: Utility Talents version

Post  Philadelphus on Fri Jul 12, 2013 5:59 am

Zarhon wrote:Maybe there should be an added clause for artificial gravity to prevent accidental team-kills?
It already requires a "willing" ally to be cast – if you're willing to have gravity reversed for you in the middle of an open field without some way to deal with the fallout, well, you kinda deserve the results. Smile 
But seriously, it's a powerful and potentially dangerous talent that should be treated with respect. I don't think it needs training wheels on it. Mess with gravity at your peril. Same with Flight, really.

I also don't think it needs to be a Magic talent. Once per day is probably fine.

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Re: What's Missing?: Utility Talents version

Post  ZamuelNow on Mon Jul 15, 2013 11:09 pm

Artificial Gravity - New Draft 2:
Artificial Gravity – [1/Day] [Created by Philadelphus]
Preparation time: Instantaneous
Caster and up to six willing allied creatures within 100 feet have gravity pull on them in any direction the caster specifies for the next 10 minutes, freely changing direction at will.  The caster may also choose to simply reduce or negate natural gravity's pull on them and their allies during the spell.  Any objects already in each creature's possession or carried during the spell are also subject to the artificial gravity. The caster may cancel the spell early at any time.  While the spell is active and for one minute afterward, the caster and their allies are not injured by falls or being hit by falling objects of medium size or smaller.

Dream Walker may wind up needing it's own mini supplement the more I think about it.
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Re: What's Missing?: Utility Talents version

Post  Zarhon on Tue Jul 16, 2013 5:36 am

Hm, when gravity is negated, do winged creatures affected still have the ability to fly, and to non-winged creatures gain the ability to do so? Are they helplessly floating around (as is normal for zero gravity) and uncontrollably propel in a single direction, that they push themselves off, or can they "swim" to where they want, or use their usual flying abilities?
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Re: What's Missing?: Utility Talents version

Post  Philadelphus on Tue Jul 16, 2013 6:07 am

Y'know, I can't help feeling like Artificial Gravity is starting to suffer a little from feature creep. Not to be down on your work ZamuelNow, I appreciate that you're trying to juggle mutually incompatible suggestions from multiple people, and I'm glad you brought it up for discussion again. Smile  Maybe it could stand to be multiple talents at multiple levels of power? For instance, maybe the following simpler version could be a prerequisite for your version (or maybe they could co-exist, like Ponykinesis and Advanced Ponykinesis):

Reverse Gravity – 3/day
Preparation Time: 5 seconds.
You or target willing creature you can see has gravity reversed for them for 5 minutes (this includes any gear worn by target at time of casting). The caster may choose to end the effects early at will.

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Re: What's Missing?: Utility Talents version

Post  Zarhon on Tue Jul 16, 2013 8:32 am

I still think the affected creatures should have control over its ending - cause what do you do if the caster is incapacitated (and thus unable to end the effect by their will), or simply unable to see the threat the reversed creature is in (e.g. crit-fail perception on the caster)?
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Re: What's Missing?: Utility Talents version

Post  Philadelphus on Tue Jul 16, 2013 3:07 pm

Then you realize the messing with gravity is both powerful and dangerous. Smile I mean, if I give someone wings with Dazzling Wings, and they do something that causes them to lose their wings high in the air, should we put some clause into Dazzling Wings that "oh, well, they don't actually take any falling damage if the wings are lost"? They accepted that risk when they accepted the wings. Some utility talents are just inherently more dangerous to use than others.

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Re: What's Missing?: Utility Talents version

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