A Few Special Talents

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A Few Special Talents

Post  Z2 on Sat Aug 31, 2013 3:56 am

So, these would actually be racial abilities, but because they're decisively TALENTS instead of the races themselves; I'm putting them here.

These were kind of designed for Fallout Equestria Alicorns, trying to balance their trio of abilities into gameplay.

Flash Step - At Will [-A- racial points]
Preparation Time - 6 seconds
You are naturally able to move differently to other ponies. At will, you can move to any point within 10 feet that you can see. For 3 seconds prior to your arrival at that point, a shimmer appears for 3 seconds (perception DC -X-). If you impact a moving object while trying to teleport, or suffer hp loss at any point, your flash step will be disabled for five minutes. In addition, you may spend a magic point to decrease this ability to instantaneous for -Y- minutes; usable withing a -Z- radius.

Fade Away - At Will [-B- racial points]
Preparation Time - 30 seconds
You can disappear, becoming totally undetectable to perception (unless the looker can see magic.) A Magecraft check can be used to still notice you, but otherwise you cannot be found. However, while in this state, you are unable to interact with ANY object. In addition, you cannot take any action for 5 seconds following a return to normal.

Mindlink - 3/Day [-C- racial points]
Preparation Time - 5 minutes
You may spend 5 minutes linking your thoughts to those of a nearby ally. While so linked, you have access to each others utility talents; and also automatically succeed at any assist check with a DC less than 30 (for double the bonus.) However, you must be within 10 feet of your chosen ally for this to work, and neither of you can more beyond a five foot radius without breaking contact. This ability does not cost a charge if used on another creature with Mindlink.

They're all fairly potent in terms of raw mechanics, but I think their limited range and restriction of action while using them keeps them from being unbalanced. That said, I'm not sure how much they'd cost, so any place you see -letter- is a variable I'm submitting to you to decide.
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Re: A Few Special Talents

Post  Zarhon on Sat Aug 31, 2013 2:19 pm

Interesting ideas. Could try posting them in the weekly submissions thread - might be implemented.

Fade Away probably needs to have a stealth bonus, or a higher-than-usual DC to notice you, instead of "guaranteed invisibility" - similar to Stealth Mode (which has limited uses, unlike this one).

Does Fade Away limit you from speaking/talking, or using utilities (there's a bit of vagueness between "interact" and "affect stuff with utility talents which may be magical/ranged/not involving touching"), whilst in effect?

Why does Mindlink have a 10 feet range, but breaks at 5 feet? Also, is it time-limited in any way, or just by range (allowing you to potentially link the entire party over 2 days, if you all stay within the short range, getting "permanent" assist bonuses for each other)?

Not sure if the Mindlink's doubled assist bonus is too much, either. It would make it stronger than most of the stand-alone "assist upgrade" utilities and racials, and potentially give up to +8 guaranteed assist bonuses, for those that have the assist upgrades.
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Re: A Few Special Talents

Post  SparkImpulse on Sat Aug 31, 2013 5:16 pm

Zarhon wrote:Not sure if the Mindlink's doubled assist bonus is too much, either.
Have you ever tried to take down a wing a alicorn monsters? If there are three, or six of the goddesses' children trying to do a thing, you better have complete surprise, and a coupla balefire eggs available before you make plans to stop them.

Speaking of which, I'm ... assuming this is for monsters, not PCs? Or were you assuming someone wanted to/could ascend to be the next Lacunae, Z2?
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Re: A Few Special Talents

Post  Z2 on Sat Aug 31, 2013 8:41 pm

Zarhon wrote:Interesting ideas. Could try posting them in the weekly submissions thread - might be implemented.

Fade Away probably needs to have a stealth bonus, or a higher-than-usual DC to notice you, instead of "guaranteed invisibility" - similar to Stealth Mode (which has limited uses, unlike this one).
If it's similar to stealth mode, we might as well use stealth mode. The guaranteed invisibility is to make it a more unique effect...

Zarhon wrote:Does Fade Away limit you from speaking/talking, or using utilities (there's a bit of vagueness between "interact" and "affect stuff with utility talents which may be magical/ranged/not involving touching"), whilst in effect?
If you talk, you can be overheard, but you can at least do it. Utilities of almost any sort break the spell, magical ones in particular. Thinking about it, you could fly while doing this (if you can fly otherwise) but any flying complex enough to require a check still defrosts you. It's pretty much only movement (and hiding), which still has some potential.

Zarhon wrote:Why does Mindlink have a 10 feet range, but breaks at 5 feet? Also, is it time-limited in any way, or just by range (allowing you to potentially link the entire party over 2 days, if you all stay within the short range, getting "permanent" assist bonuses for each other)?
The user has a 10 foot range when connecting, then each player has a five foot range. Basically, your five feet radius should be in your allies five foot radius.

Zarhon wrote:Not sure if the Mindlink's doubled assist bonus is too much, either. It would make it stronger than most of the stand-alone "assist upgrade" utilities and racials, and potentially give up to +8 guaranteed assist bonuses, for those that have the assist upgrades.
It is fairly stronger than a 'flat' upgrade to assist bonuses, but it ALSO has some severe restrictions to when you can use it as the assist that should make up for that.
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Re: A Few Special Talents

Post  Z2 on Sat Aug 31, 2013 8:46 pm

SparkImpulse wrote:
Zarhon wrote:Not sure if the Mindlink's doubled assist bonus is too much, either.
Have you ever tried to take down a wing a alicorn monsters? If there are three, or six of the goddesses' children trying to do a thing, you better have complete surprise, and a coupla balefire eggs available before you make plans to stop them.

Speaking of which, I'm ... assuming this is for monsters, not PCs? Or were you assuming someone wanted to/could ascend to be the next Lacunae, Z2?
Oh, it's definitely for PCs; I had a Fallout: Equestria campaign that follows after the events of the story in mind. In it, assorted survivors would decide that the improving world didn't need them/was kinda boring/had a poor color scheme and head off for browner pastures to see how THE OTHER GUYS (Zebra Kingdom) turned out. The alicorns, recovering free will but still potentially kind of loopy, would be a player race (With ponykinesis, almost like flying, one of these, and -3 racial points to spend on cutie marks and weathercrafting standard, or player choice.

...I probably should put in something to prevent full on hive mind troubles with too many players using mindlink.
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Re: A Few Special Talents

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