New Expansions - New Content - Post your favorites here
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Stairc -Dan Felder
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Re: New Expansions - New Content - Post your favorites here
I think that size is something that may not need a full mechanic but it does need to be defined. Coming from another system with superheroes (Mutants & Masterminds 3rd ed, for those curious), I'm a little more used to size being more important. Then again, that's due to sheer size differences available. While less important here, we do have utilities/destinies that explicitly mention size. Main importance comes from fitting in smaller areas and carrying capacity. Not weight but object size since I'm sure Big McIntosh is a little stronger than Celestia but being larger allows her better balance (ignoring using TK to circumvent that entirely). The few utilities that mention size seem to have great enough variance to be noteworthy. Medium seems to be most of the cast ranging from the foals and Spike up to the princesses and maybe Iron Will. Humans would fit here as well. Small mentions creatures that are essentially house pets. Large mentions a bear.
As far as P.O.U.S., a lot of the problem is that it's ill defined. It seems way too easy to game the +5 bonus and most average size variance isn't that big of a deal to most games. I think the two ways to handle such an ability are a non cost static racial or a variable shape changing utility:
A zero point racial is a bit of an odd yet interesting concept since you are explicitly stating you have something, yet the cost is wholly plot and concept as opposed to a point based cost. It probably comes from the way my thoughts are on the Genetic Engineering document.
Strays a fair bit farther from the Princess Bride reference and thus potentially needs a rename but offers mechanical uses by shifting between various sizes for varied situations. Besides, the Shapeshifting category needs more options than the super limiting 1/Day things it currently has.
As far as P.O.U.S., a lot of the problem is that it's ill defined. It seems way too easy to game the +5 bonus and most average size variance isn't that big of a deal to most games. I think the two ways to handle such an ability are a non cost static racial or a variable shape changing utility:
- Racial - P.O.U.S.:
- P.O.U.S. (0)
Ponies of Unusual Size? I don't think they exist! You are considered a Large or Small size rank. Per discussion with your DM, this may affect simple things such as fitting in small areas or carrying unwieldy objects based on your size.
A zero point racial is a bit of an odd yet interesting concept since you are explicitly stating you have something, yet the cost is wholly plot and concept as opposed to a point based cost. It probably comes from the way my thoughts are on the Genetic Engineering document.
- Utility Talent - Shapeshifting category - P.O.U.S.:
- P.O.U.S. - At Will
Preparation Time: 30 seconds
Ponies of Unusual Size? I don't think they exist! You may change between Small, Medium, and Large sizes at will.
Strays a fair bit farther from the Princess Bride reference and thus potentially needs a rename but offers mechanical uses by shifting between various sizes for varied situations. Besides, the Shapeshifting category needs more options than the super limiting 1/Day things it currently has.
ZamuelNow- Freakin' Alicorn Princess
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Re: New Expansions - New Content - Post your favorites here
Could also have it that when you increase your size, it also ramps up the objects you can manipulate with utilities and such by a "size category.
For instance, a "large" creature with P.O.U.S. might be able to affect stuff that's in the "medium size" category (with Inkbound Item or Rune of Return, for instance).
This would probably need some balancing for anything that uses the "small" wording, though.
For instance, a "large" creature with P.O.U.S. might be able to affect stuff that's in the "medium size" category (with Inkbound Item or Rune of Return, for instance).
This would probably need some balancing for anything that uses the "small" wording, though.
Zarhon- Smile Smile Smile
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Re: New Expansions - New Content - Post your favorites here
That's just making things overly complicated.
Fury of the Tempest- Freakin' Alicorn Princess
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Re: New Expansions - New Content - Post your favorites here
I don't see the point in the zero point racial, someone could gain the information your character is large or small by just reading the character bio. On the other hand, a shapeshifting thing that allows you to change size would be neat I guess. It'd go well with A Thousand Faces for sure.
I have no problem with us actually defining sizes though. As long as those definitions don't have anything to do with telling people what their character can and cannot do.
Edit: I find myself agreeing with Fury, Zarhon, your idea would just overly complicate things that are best probably as is.
I have no problem with us actually defining sizes though. As long as those definitions don't have anything to do with telling people what their character can and cannot do.
Edit: I find myself agreeing with Fury, Zarhon, your idea would just overly complicate things that are best probably as is.
Ramsus- Freakin' Alicorn Princess
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Re: New Expansions - New Content - Post your favorites here
Some of that is going to be needed by default though. "And then the bear managed to squeeze through the mousehole." Sure, that's an incredibly loaded example but it's the type of restriction that makes sense. I can understand not using actual stats since someone strong or threatening can still be smaller in stature while someone nimble can still be large but some restrictions when well reasoned are good things.Ramsus wrote:As long as those definitions don't have anything to do with telling people what their character can and cannot do.
ZamuelNow- Freakin' Alicorn Princess
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Re: New Expansions - New Content - Post your favorites here
I think that's just basic common sense. Do things like that need to be specified? Because the more you go into specifying something like this, the greater the risk of making a character concept unviable. A note to GMs and players that they should keep in mind things the characters size doesn't allow them to do would be sufficient I think.
Ramsus- Freakin' Alicorn Princess
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Re: New Expansions - New Content - Post your favorites here
Why not solve both problems at once? Have a section in the player's handbook that talks sizes and tells players the average size they are - as well as making it clear that they have freedom to be significantly larger or smaller than average so long as it doesn't lead to a mechanical effect.
Stairc -Dan Felder- Lead Designer
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Re: New Expansions - New Content - Post your favorites here
Very small expansion...
Mastery of Form
Prerequisite: A 'Form of the X Talent
When this talent is selected, you choose a specific Form of the X Talent. That Talent can now be used up to 3 times a day. This talent can be taken more than once, with each additional talent being applied to a different Form of the X talents.
Mastery of Form
Prerequisite: A 'Form of the X Talent
When this talent is selected, you choose a specific Form of the X Talent. That Talent can now be used up to 3 times a day. This talent can be taken more than once, with each additional talent being applied to a different Form of the X talents.
Fury of the Tempest- Freakin' Alicorn Princess
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Re: New Expansions - New Content - Post your favorites here
Resubmitting these traits, because we were definitely getting somewhere with them.
Alternative Submission- the two as a single trait:Bronymous wrote:
Multiclass- Trait
Select 8 different combat talents as a Secondary combat Talent Pool (9 if you have Dangerously Talented). Whenever you roll initiative, you may select either your Primary or Secondary Talent Pool to choose what talents you bring into battle.
Prestige Class- Trait
Prerequisite: Multiclass
Once per battle you may spend a minor action to switch to either your Primary or Secondary combat Talent Pool (whichever you did not bring into battle, reselecting your combat talents).
- Multiclass:
Multiclass- TraitBronymous wrote:Kindulas wrote:Be too powerful if they kept the excess, I like the idea of a reset more. Still, I get your point about possibly not having the pips to run the other build - though at the same time, imagine a pip-battery on one side and a nukes and such on the other... naw, that wouldn't be a problem really. Still, perhaps there's another way to add the proper power boost...
Addendum, you could just combine the two traits into one, allowing you to choose the moveset beforehand and then swap mid fight. Like the pip reset, I opted out of doing this when I wrote them as well, but it could be done.Bronymous wrote:Allow things like Spellbook and Dangerously Talented to affect the second build. Dan seemed to think it was already too good without the added ability to expand the swapped build, so if it's actually underpowered, then that could be a decent enough boost.
Select 8 different combat talents as a Secondary combat Talent Pool (9 if you have Dangerously Talented). Whenever you roll initiative, you may select either your Primary or Secondary Talent Pool to choose what talents you bring into battle. Once per battle you may spend a minor action to switch to either your Primary or Secondary combat Talent Pool (whichever you did not bring into battle, reselecting your 5 combat talents).
If this one is too good, an option would be to make it cost more than one action, or just a full turn, to make the swap.
Honestly, though, I prefer the two separate traits.
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Re: New Expansions - New Content - Post your favorites here
Here's my suggestions for this week!
First off, something for the Changelings, insectoid races, and other creatures that use pheromones...
1) Price the pheromones themselves per effect, making the actual ability cost (0), and each pheromone costs varies (1-3, or something)
2) Have the initial pheromones racial cost a bunch (2-4), and subsequent extra pheromones are a cheap, stand-alone "upgrade racial".
3) Have pheromones cost cheap (1) and you can pick it repeatedly to get the other effects (full 8 points to get all the pheromones).
And secondly, something to assist both ongoing damage builds, AOE builds, as well as builds that require save-ends conditions.
The combat talents could use a bunch of AOE attacks, or cheap AOE save-ends effects.
First off, something for the Changelings, insectoid races, and other creatures that use pheromones...
- Pheromones - Racial:
- Pheromones - 1/day
Your race is able to secrete pheromones, that may affect the mentality or emotions of those that inhale or smell them. When you use this ability, you spread pheromones through the air, spreading across 50 yards around you, blocked by solid objects. The pheromones linger in the air and on objects within their area of effect, as well as on your own body, for 10 minutes. The pheromones can be blown or washed away by strong weather conditions (rainfall, winds...), or cleaned away by liquid/destructive effects (water, fire, acid, lightning...). Any creature that inhales or smells them in the air, touches a contaminated object, touches you, or otherwise is contaminated with the pheromones must roll an endurance DC25 to avoid being affected by them. The effects last for as long as they are unable to save against them, making a new endurance check every 5 minutes, with the DC reduced by 5 (stacking) for each failed save. You are immune to your own pheromones. When you take this talent, choose one of the pheromone effects below. You may take this ability multiple times, picking a different pheromone each time, and gaining an extra use per day:
Lovely Pheromones
Induces feelings of love in the affected creatures. You gain a +10 bonus to seduce such creatures or entice feelings of love towards other creatures. They will do their best to protect any creature they are enamored with, going as far as to attack other creatures, if properly provoked.
Raging Pheromones
The effect of these pheromones lie dormant in a creature, until telepathically activated by you. The affected creatures then become hostile, induced to a blind rage. They will attempt to attack or assault a random creature in their vicinity. They snap out of their rage if their property, allies, or life would become dangerously threatened by their actions. Due to their aggravating nature, you suffer a -10 to persuasion checks whilst these pheromones linger on you.
Saddening Pheromones
Creatures affected by these pheromones are overcome by unexplained sadness and grief. They sit down, moping, and become unwilling to do anything, exerting minimal (if any) effort. They snap out of this if their lives, property, or allies become threatened.
Nightmare Pheromones
Creatures are overcome by intense fear, and are considered under the effects of the "Terrify" racial. They will do their best to avoid you or flee from you, throwing caution to the wind, or may even attack you in desperation. They also suffer a -5 penalty to knowledge or Horse Sense checks, whilst affected.
Stinking Pheromones
Creatures affected by these pheromones become extremely nauseous and sick. All of their attributes are reduced by -4 for the duration. The penalty increases by 1 for any extra exposures to the pheromones (by touching you, staying in pheromone-affected areas, or touching contaminated objects). Due to their intense stench, you suffer a -15 to persuasion checks whilst these pheromones linger on you.
Maddening Pheromones
Creatures afflicted by these pheromones become temporarily insane, and act completely randomly and illogically. They become unable to use their Knowledge and Horse Sense skills, and must roll a 1d6 to determine what their behavior is via the list below. The effect ends if they take damage, or their lives become endangered.
1 - The creature suddenly thinks it is of the opposite gender, and acts appropriately.
2 - The creature start loudly dancing and singing, completely ignoring other creatures, unless they're dancing and singing as well.
3 - The creature hallucinates, seeing everything, and everypony, as their favorite food.
4 - The creature acts as though affected by a different, random pheromone.
5 - The creature assumes itself to be an omnipotent, all-powerful entity, fitting the setting. If it already is such an entity, it instead assumes itself to be a mild-mannered, average, ordinary creature.
6 - The creature acts as it would normally, only in reverse (talking backwards, running backwards...).
7 - The creature gains an intense phobia and distrust of the color pink, trees, and ceilings.
8 - The creature does nothing but laugh constantly, and a random effect from the Tons of Fun table is activated.
Psionic Pheromones
Whilst under the effects of these pheromones, creatures are telepathically linked to you, allowing you to spy on their surface thoughts (as though under the effect of "Detect Thoughts"). It takes a DC30 perception/arcana/streetwise skill check to determine the mental intrusion, whenever you do so. The mental link also allows normal telepathic communication, as well as sending discreet, subliminal mental messages, sounding like their own thoughts. You also may send a direct mental order, forcing a creature act against it's will, unless the creature passes a DC25 endurance check. The effect of these pheromones end early if the mental link is discovered (on unwilling creatures), or after a direct mental order is obeyed/resisted against.
Natural Pheromones
These pheromones cause any creature affected by them to be treated as though under the effect of "Animal Magnetism", causing animals and other such creatures to treat them as friendly (they cannot command creatures without "Animal Speak", however). In addition, theses pheromones attract a random species of animal to flock towards their current location/contaminated creatures, as though "Call Animal" was used.
1) Price the pheromones themselves per effect, making the actual ability cost (0), and each pheromone costs varies (1-3, or something)
2) Have the initial pheromones racial cost a bunch (2-4), and subsequent extra pheromones are a cheap, stand-alone "upgrade racial".
3) Have pheromones cost cheap (1) and you can pick it repeatedly to get the other effects (full 8 points to get all the pheromones).
And secondly, something to assist both ongoing damage builds, AOE builds, as well as builds that require save-ends conditions.
- Arc Slash - Combat Talent:
- [+1*] Arc Slash - Standard Attack
Inflict up to six target creatures with 1 ongoing damage (save ends). If the target(s) are already suffering ongoing damage, you may either increase that amount by 1, or force the affected creature's next save against it to be rolled twice, taking the lower result.
*Not sure how the pip balance of this one goes.
The combat talents could use a bunch of AOE attacks, or cheap AOE save-ends effects.
Zarhon- Smile Smile Smile
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Re: New Expansions - New Content - Post your favorites here
First suggestion for the new week. Offered up two variations, one with the typical extra training and another with a condensed number of racials but a more properly flavored option. Couldn't come up with good flavor text for them but not all have that anyways since Changelings don't have flavor text.
- Race - Diamond Dogs - Variant A:
- 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.
Call Out (1) – At Will
You let out a loud call. Choose one- A) Name any number of creatures that could recognize your voice. They hear your howl automatically and know how far away from them you are and in what direction.
B) Every creature within one to ten miles (your choice) hears the call and knows where you are in relation to them. You make make it clear whether or not your call is meant as a warning, distress call, etc.
Hoard (4) (Predestined)
After each extended rest you may roll three d20s. These die results are “stored” until you expend them when using the following talent or until after your next extended rest (when they are replaced by the three new rolls).- Emergency Stockpile - Interrupt [3/Day] (I Make My Own Fate)
Trigger - You make a skill check and dislike the result.
Effect - Treat the die as though you had rolled one of the stored die results. This expends the chosen roll. For example, if you rolled a natural 1 - you could trade it out for the natural 20 you were lucky enough to roll at the end of your last extended rest.
Sharp Eyes (1)
Characters of your race gain a +3 bonus to perceptions checks to notice physical details. For example, noticing a tiny crack in the wall would gain benefit from this, but things that require mental insight - figuring out if someone is lying, for instance - would not.
We’re Just Good At This Stuff (1)
Choose a skill. You gain training in that skill. - A) Name any number of creatures that could recognize your voice. They hear your howl automatically and know how far away from them you are and in what direction.
- Race - Diamond Dogs - Variant B:
- 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.
Call Out (1) – At Will
You let out a loud call. Choose one- A) Name any number of creatures that could recognize your voice. They hear your howl automatically and know how far away from them you are and in what direction.
B) Every creature within one to ten miles (your choice) hears the call and knows where you are in relation to them. You make make it clear whether or not your call is meant as a warning, distress call, etc.
Hoard (4) (Predestined)
After each extended rest you may roll three d20s. These die results are “stored” until you expend them when using the following talent or until after your next extended rest (when they are replaced by the three new rolls).- Emergency Stockpile - Interrupt [3/Day] (I Make My Own Fate)
Trigger - You make a skill check and dislike the result.
Effect - Treat the die as though you had rolled one of the stored die results. This expends the chosen roll. For example, if you rolled a natural 1 - you could trade it out for the natural 20 you were lucky enough to roll at the end of your last extended rest.
Scent Tracker (2) - At Will
Characters of your race can pick up a person’s scent off of an object they have worn or held. You gain a +15 bonus to tracking that creature, until their trail crosses water, is washed away by rain or encounters any other circumstance that would mask or remove scents. - A) Name any number of creatures that could recognize your voice. They hear your howl automatically and know how far away from them you are and in what direction.
ZamuelNow- Freakin' Alicorn Princess
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Re: New Expansions - New Content - Post your favorites here
Second submission of the week:
Not sure if it needs a limited number of times per day but I doubt it. Theoretically, you should only be able to do one assist per ally's roll so this would only be so usable.
- Utility Talent - If You Want Something Done Right...:
- If You Want Something Done Right... [Created by Ramsus]
If you roll to aid someone else's skill check and you get a higher roll result on your die, you may choose to swap the roll results.
Not sure if it needs a limited number of times per day but I doubt it. Theoretically, you should only be able to do one assist per ally's roll so this would only be so usable.
ZamuelNow- Freakin' Alicorn Princess
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Re: New Expansions - New Content - Post your favorites here
It needs a x/day limit because as it is, it's equivalent to "all whenever an ally you are capable of assisting makes a skill check, they may roll twice and use the higher result."
sunbeam- Epic Pwny
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Re: New Expansions - New Content - Post your favorites here
Fair enough. Also goes back to the concept of players making meaningful choices instead of spamming rolls.
- Utility Talent - If You Want Something Done Right... - version 2:
- If You Want Something Done Right... - 3/Day [Created by Ramsus]
If you roll to aid someone else's skill check and you get a higher roll result on your die, you may choose to swap the roll results.
ZamuelNow- Freakin' Alicorn Princess
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Re: New Expansions - New Content - Post your favorites here
Its a good thought, but a lot of DMs already homerule having the highest roll be the attempt and others be the assists. Might not be a bad idea to have it be a definite thing within the system though.
A1C Bronymous- Air Commander, Equestrian Armies Pegasus Corps, Eastern Skies Command
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Re: New Expansions - New Content - Post your favorites here
My Submissions for the week.
(For this in terms of things like Derp, I'm making the assumption that MP's and things like that are based as a number on the sheet. So if A has Derp and B doesn't, only A gets access to the extra MP's cause B doesn't know about it or how to activate the item or whatever you flavored derp as. Essentially treat the sheets as completely separate characters, they don't share Magic points, Talent Spec points, Utilities or Combat Talents. On another note, in 99% of cases, Racials should be shared across sheets as well, unless you have a reallllllly good reason not to, again Changelings are about the only plausible reason for not doing it.)
- Split Personality:
Split Personality (2)
You may build 1 or more extra characters sheets, however they must contain the same Items, Destiny and Racials(Racials may be changed if needed for example changeling characters). At the start of a session, either flip a coin or roll a die depending on the amount of extra sheets, and you use that character. You may spend a magic point at the end of a session, if you do, you do not need to swap sheets.
(For this in terms of things like Derp, I'm making the assumption that MP's and things like that are based as a number on the sheet. So if A has Derp and B doesn't, only A gets access to the extra MP's cause B doesn't know about it or how to activate the item or whatever you flavored derp as. Essentially treat the sheets as completely separate characters, they don't share Magic points, Talent Spec points, Utilities or Combat Talents. On another note, in 99% of cases, Racials should be shared across sheets as well, unless you have a reallllllly good reason not to, again Changelings are about the only plausible reason for not doing it.)
- Helpful Psychosis:
Helpful Psychosis [1]
Pre-req Split Personality
Once per day, you may pick a utility from one of your other character sheets, and add it to your current character for the next hour.
Hayatecooper- Equestrian Honor Guard
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Re: New Expansions - New Content - Post your favorites here
What about combat talents and combat traits? Do the separate personalities fight differently as well? That might complicate things more than a little, especially if one of the personalities holds an important role (like tank or healer), or works by cooperating with teammates (gasp!).Hayatecooper wrote:My Submissions for the week.
- Split Personality:
Split Personality (2)
You may build 1 or more extra characters sheets, however they must contain the same Items, Destiny and Racials(Racials may be changed if needed for example changeling characters). At the start of a session, either flip a coin or roll a die depending on the amount of extra sheets, and you use that character. You may spend a magic point at the end of a session, if you do, you do not need to swap sheets.
(For this in terms of things like Derp, I'm making the assumption that MP's and things like that are based as a number on the sheet. So if A has Derp and B doesn't, only A gets access to the extra MP's cause B doesn't know about it or how to activate the item or whatever you flavored derp as. Essentially treat the sheets as completely separate characters, they don't share Magic points, Talent Spec points, Utilities or Combat Talents. On another note, in 99% of cases, Racials should be shared across sheets as well, unless you have a reallllllly good reason not to, again Changelings are about the only plausible reason for not doing it.)
- Helpful Psychosis:
Helpful Psychosis [1]
Pre-req Split Personality
Once per day, you may pick a utility from one of your other character sheets, and add it to your current character for the next hour.
Zarhon- Smile Smile Smile
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Re: New Expansions - New Content - Post your favorites here
This is hilarious, but it really doesn't seem like something we should have as on official piece of content. A split-personality character is more like something you'd work out with the DM, I think.Hayatecooper wrote:My Submissions for the week.
- Split Personality:
Split Personality (2)
You may build 1 or more extra characters sheets, however they must contain the same Items, Destiny and Racials(Racials may be changed if needed for example changeling characters). At the start of a session, either flip a coin or roll a die depending on the amount of extra sheets, and you use that character. You may spend a magic point at the end of a session, if you do, you do not need to swap sheets.
(For this in terms of things like Derp, I'm making the assumption that MP's and things like that are based as a number on the sheet. So if A has Derp and B doesn't, only A gets access to the extra MP's cause B doesn't know about it or how to activate the item or whatever you flavored derp as. Essentially treat the sheets as completely separate characters, they don't share Magic points, Talent Spec points, Utilities or Combat Talents. On another note, in 99% of cases, Racials should be shared across sheets as well, unless you have a reallllllly good reason not to, again Changelings are about the only plausible reason for not doing it.)
- Helpful Psychosis:
Helpful Psychosis [1]
Pre-req Split Personality
Once per day, you may pick a utility from one of your other character sheets, and add it to your current character for the next hour.
Kindulas- Designer
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Re: New Expansions - New Content - Post your favorites here
Which he did, lol. His character isn't using them, it just has that setup in place. He made "official" options and I told him to go post them.Kindulas wrote:
This is hilarious, but it really doesn't seem like something we should have as on official piece of content. A split-personality character is more like something you'd work out with the DM, I think.
A1C Bronymous- Air Commander, Equestrian Armies Pegasus Corps, Eastern Skies Command
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Re: New Expansions - New Content - Post your favorites here
Updated my entry due to the Scent Tracker change. Added brief flavor text as well.
- Race - Diamond Dogs - Variant C:
- Diamond Dogs
As subterranean dwellers, Diamond Dogs mine for assorted gems and fineries. While sometimes blindly led by greed, their craftiness and pack mentality makes them a worthy ally to any friend.
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.
Call Out (1) – At Will
You let out a loud howl. You make make it clear whether or not your call is meant as a warning, distress call, etc.- A) Name any number of creatures that could recognize your voice. They hear your howl automatically and know how far away from them you are and in what direction.
B) Every creature within one to ten miles (your choice) hears the call and knows where you are in relation to them.
Hoard (4) (Predestined)
After each extended rest you may roll three d20s. These die results are “stored” until you expend them when using the following talent or until after your next extended rest (when they are replaced by the three new rolls).- Emergency Stockpile - Interrupt [3/Day] (I Make My Own Fate)
Trigger - You make a skill check and dislike the result.
Effect - Treat the die as though you had rolled one of the stored die results. This expends the chosen roll. For example, if you rolled a natural 1 - you could trade it out for the natural 20 you were lucky enough to roll at the end of your last extended rest.
Scent Tracker (1) - At Will
Characters of your race can pick up a person’s scent off of an object they have worn or held. You gain a +15 bonus to tracking that creature, until their trail crosses water, is washed away by rain or encounters any other circumstance that would mask or remove scents.
We’re Just Good At This Stuff (1)
Choose a skill. You gain training in that skill. - A) Name any number of creatures that could recognize your voice. They hear your howl automatically and know how far away from them you are and in what direction.
ZamuelNow- Freakin' Alicorn Princess
- Gender :
Posts : 3309
Join date : 2013-03-19
Re: New Expansions - New Content - Post your favorites here
Given that there's no new GE content here, I'd be fine adding the race to the doc without counting as an expansion submission.
On which note, do we have the materials to make crystal ponies a race layout?
On which note, do we have the materials to make crystal ponies a race layout?
Kindulas- Designer
- Posts : 636
Join date : 2012-12-11
Re: New Expansions - New Content - Post your favorites here
Two interesting suggestions that where where requested for me to suggestion... Because I do like them, and I can't think of anything to seggest of my own for this week, here is my adds to the pot:
[-5] Metronome Wave- Standard Utility [Created by Bronymous]
Use at random one of the Combat Talents you brought into battle. Random ally gains pips equal to the pip cost of that move.
[-3] Tag Team- Standard Utility [Created by Bronymous]
Select and use a [-] cost Combat Talent that an ally has brought into battle. You and that ally both pay half of the pip cost to use it. [*]
*If the cost is an odd number, you pay the higher half. eg: [-9] talent, you pay 5, ally pays 4
[-5] Metronome Wave- Standard Utility [Created by Bronymous]
Use at random one of the Combat Talents you brought into battle. Random ally gains pips equal to the pip cost of that move.
[-3] Tag Team- Standard Utility [Created by Bronymous]
Select and use a [-] cost Combat Talent that an ally has brought into battle. You and that ally both pay half of the pip cost to use it. [*]
*If the cost is an odd number, you pay the higher half. eg: [-9] talent, you pay 5, ally pays 4
Re: New Expansions - New Content - Post your favorites here
I realize the first one is probably no good as is. One suggestion to help is that its a random creature that gets the pips instead of a random ally, so you have the risk of feeding pips to a bad guy. Also maybe put a limit on pip costs of the random talent used, but that makes it not random anymore.
EDIT: Or we could try this.
[-7] Metronome Wave- Standard Utility
Use at random a combat talent you possess, whether you brought it in to battle or not, paying half the pip cost/gain. Random enemy gains pips equal to the absolute value of the pip cost/gain. [*]
Absolute value, if you haven't had a math class recently, means the value of the number from zero. So whether its a [-5] cost or a [+5] gain, the enemy gains 5 pips.
EDIT: Or we could try this.
[-7] Metronome Wave- Standard Utility
Use at random a combat talent you possess, whether you brought it in to battle or not, paying half the pip cost/gain. Random enemy gains pips equal to the absolute value of the pip cost/gain. [*]
Absolute value, if you haven't had a math class recently, means the value of the number from zero. So whether its a [-5] cost or a [+5] gain, the enemy gains 5 pips.
Last edited by Bronymous on Thu Sep 05, 2013 4:05 pm; edited 1 time in total
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: New Expansions - New Content - Post your favorites here
Well, since one of mine isn't being subtracted against my weekly total, I'll add this. While not a fan of most time travel stories, this could prove interesting for some campaigns. Don't know whether it's better as a utility talent or a 1 point racial since its a passive.
- 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 check would be required to figure out what is actually different.
ZamuelNow- Freakin' Alicorn Princess
- Gender :
Posts : 3309
Join date : 2013-03-19
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