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Utility Prereq Destiny

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Utility Prereq Destiny Empty Utility Prereq Destiny

Post  Xel Unknown Sun Feb 02, 2014 7:56 pm

Let's go talk about options for a Destiny that is themed around a Utility talent getting upgraded in some way. I do hear that the Devs might not be the biggest fans of such an idea. But I personally believe it can be done.

If nothing else I'd strongly argue that the Companion Utility Talent could use a Destiny themed around it. Cause right now all you can do is just take Self Discovery and just pump it into getting as many upgrade points as the GM allows you which is kinda boring. (totally a valid use in my opinion, but don't like it's the ONLY option for a Companion heavy character)
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Post  ZamuelNow Sun Feb 02, 2014 11:09 pm

Actually, you could also use the Dynamic Duo destiny, pending on what powers you chose for both.
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Post  Stairc -Dan Felder Mon Feb 03, 2014 6:17 pm

Normally, we're not big fans of just upgrading utilities because we want the destiny powers to feel unique. However, this can be trumped if the upsides are huge or the destiny feels unique in some other way. Basing a whole destiny around upgrading your companion, especially if those upgrades are unique and can't be found anywhere else, could well make it into the system.
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Post  Xel Unknown Mon Feb 03, 2014 8:45 pm

Yeah, getting options that you couldn't get anywhere else would be totally how to build such Destinies for stuff like Companion or really any Destiny that'd require an Utilty talent in order to take it.

Hell would equally love to try and see what Element prereq Destinies would look like (akin to Master of Madness, but more sane-ish then that beast)
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Post  Crystalite Fri Feb 07, 2014 2:23 pm

I would love to see more done with Companions in general, as well as Element Destinies.

Frankly, I would also like to see more plain old Abilities that play off an Element as well.
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Post  mjh6 Fri Feb 07, 2014 2:49 pm

So, since it seems like no one has any major objections to a Companion destiny, what about ideas?

I feel like one option should be a flat ability point gift. Yeah, boring but I think worth having. Would probably need to be more than 3, in order to make it stand out from just leveling up. Same thing with offering Companion Telepathy to people who might not have it.

Under normal circumstances a Companion may not have training or an Expert Skill. Maybe taking this Destiny could give an exception.

And random ideas:
A limited number of times, a character may teleport their companion to their side, no matter where they are (as long as it's still alive)
Allowing a Companion to borrow/copy one of your abilities for a limited amount of time.

I don't know much about balancing or combos, just throwing out suggestions.
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Post  Crystalite Sat Feb 08, 2014 2:16 pm

mjh6 wrote:So, since it seems like no one has any major objections to a Companion destiny, what about ideas?

I feel like one option should be a flat ability point gift. Yeah, boring but I think worth having. Would probably need to be more than 3, in order to make it stand out from just leveling up. Same thing with offering Companion Telepathy to people who might not have it.

Under normal circumstances a Companion may not have training or an Expert Skill. Maybe taking this Destiny could give an exception.

And random ideas:
A limited number of times, a character may teleport their companion to their side, no matter where they are (as long as it's still alive)
Allowing a Companion to borrow/copy one of your abilities for a limited amount of time.

I don't know much about balancing or combos, just throwing out suggestions.

Another idea! Maybe something that lets you or someone else borrow a Companion's ability for a while.
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Post  Zarhon Sat Feb 08, 2014 4:26 pm

Well the aspects that could be turned into destiny features through 'upgrades', that are normally only utilities, could be:

1) Weather-crafting -Get even more power than you could get from just buying the utilities (e.g. instant 'perfect storm' summons, or calamity-level weather), or just turn the current (fairly ineffectual) upgrades into powerful/free destiny features. Additionally, one could get power to creatively shape clouds, and have almost no limits where the weathercrafting can be applied. A clear choice for weather-crafter specialists.

2) Telekinesis - Gaining absolute power over your telekinesis, making you have superman-levels of power, or unlimited flexibility with it (grab up to 100 objects simultaneously, use it to fly...). A destiny for masters of magic, or those that which to RP "uber powerful" (Hulk) characters.

3) Mechanical - You further upgrade your robot-self, gaining robot-unique features such as jetpacks, laser-eyes, robot-levels of intellect (instant calculations of trajectory/velocity) or precision (bulleyes every time), or the ability to turn into a mecha-monster of sorts. A destiny for those that wish to indulge in the silly and cool aspects of robots.

4) Enchanting - You become the ultimate "always prepared" character, capable of applying minor magic to almost any object or conjuring up phantasmal tools and constructions of varied complexity, and/or mimicking utilities or even destinies on a smaller scale. A destiny based on being flexible and creative.

5) Changeling Trickery/Alter Ego - More options for the changelings among us, gaining more mimicking powers and/or ways to gain power through their facades, whilst keeping their identities under such facades more secure. A social-based destiny.

6) Animal Magnetism - The player gains huge levels of control over any natural animal, and can use them as tools, conjured allies, "flexible companions", or as big shows of force (e.g. Dino summons). Optionally, this could be a branching destiny that can go either animal or plant life focus, or potentially both. A destiny for those that wish to play a Druid or Fluttershy-oriented character.

7) Illusion utilities - More elaborate / less restricting abilities to create illusions, fake images, hallucinatory events, or other things designed to obfuscate, hide, or confuse. An obvious choice for illusionists.

8 ) Teleportation - Make a destiny out of having absolute control over teleportation, which is mastered to become practically at-will, and potentially destructive (think "Jumper").

9) Elemental Abilities - depending on element, you gain further power over it. Similar to the avatar ability, but more focused on a single element and amplified in power.

10) Element of Harmony - Gain more flexibility/power in using specific harmony abilities, and/or gain additional harmony abilities in addition to the ones you have.
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Post  Philadelphus Tue Feb 11, 2014 1:28 am

mjh6 wrote:Under normal circumstances a Companion may not have training or an Expert Skill. Maybe taking this Destiny could give an exception.
That's a neat idea. Technically you can buy training for your Companion, but getting an additional one could work.

mjh6 wrote:And random ideas:
A limited number of times, a character may teleport their companion to their side, no matter where they are (as long as it's still alive)
Allowing a Companion to borrow/copy one of your abilities for a limited amount of time.
I like the teleport idea too.

mjh6 wrote:I don't know much about balancing or combos, just throwing out suggestions.
That's the hard part, getting the ideas in the first place. Smile Once they're out there, someone else can worry about balance.
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Post  mjh6 Sun Feb 16, 2014 4:53 am

Ok, more ideas for Companion Destiny

Helpful Companion
Your Companion gives a +X bonus over the normal bonus when it successfully assists you

Devoted Companion
If you are about to be killed, your companion dies in your place, and may be re-summoned as normal

Faithful Companion
As long as it can see you, your companion is immune to all mind altering effects, and receives a +X bonus to attempts to snap you out of mind altering effects

Mystical Companion
Once per Session, your companion may spend one of your Magic points (added to allow a Companion to take Magic Talents)

Resilient Companion
Reduce the amount of time it takes to re-summon your Companion to X

As far as structure of the Destiny, since there are practically as many ways to build and flavor a Companion as there are for player characters, I feel for a Companion Destiny, options are key. Similar to the Shapeshifter Destiny, the player picks from a list of possible abilities.

For a Level 10 Destiny, I kinda feel the way to take a Companion to the next level is to upgrade it to almost a Player Character in power, getting options for an expert skill, magic point etc. Also, causing it to lose Specialist, and get the same potential Attribute spread as PCs

Once again, just throwing out ideas. No idea how overpowered or useless they are, so if anyone else thinks so, say so.
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