Pony Tales: Aspirations of Harmony
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Coming Soon...

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A1C Bronymous
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Post  A1C Bronymous Sun Aug 19, 2012 5:51 pm

threezeus wrote:Another idea is that each tier of the destiny has additional prerequisites. Like, in order to get the tier four bonus, you need to be in a relationship as well as have chosen that destiny. This would mean that the features are probably much stronger, but they require a lot more to get them and are at risk of getting lost temporarily if you break up.

That concept only works if you keep the extra as extra. So say you pick Romance Destiny, and at level 4, you get a bonus to Streetwise and Persuasion Checks; i.e., the things you would need to pick up a girlfriend. BUT if you already have one, then you also get the extra bonus of a second magic point (for example, of course). Then if the relationship ends, you lose the extra effect but you keep the primary, as you renew your search for love, and your destiny remains intact. BUT ALSO keeping in mind you just broke up, the primary effects can be lessened temporarily, to reflect your aching heart, but they shouldn't go away altogether.

Then as you increase in levels, you gain more bonuses or talents, and if you pull another relationship, you get those earlier extras retroactively.

Im working on a rough draft.
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Post  A1C Bronymous Sun Aug 19, 2012 6:19 pm

Ok, here's the first draft. Tweakers and Mechanicals, do your thing.

Love is in Bloom: Romance Destiny
Wild adventures and crazy happenings are a part of daily life in Equestria, but for you, that's no way to spend your entire life. Your ultimate goal is to find that Pony of your dreams, a companion to share your life with- whether you believe in Soul Mates, Love at First Sight, or Fate, or you just want to find somepony that makes you happy, somepony that you want to make happy. While you my get called away on business, or to save the world from killer pastries, you constantly look for that most powerful of magics in Equestria: the Power of Love. Each Tier has two effects- the first applies if you are Single [S], the second if you are in a relationship [R]. If you are in a relationship when you reach a tier, or after the fact, then you gain the [R] effect for that tier. If that relationship ends, however, then you revert to [S], and take a -3 penalty to all rolls for the rest of the session.

Tier 1: Lvl 4
[S]The Flirt- 3/day
Whether its classic romanticism, or just devilish charm and wit, you have learned how to flirt, to pick up Mares (or Stallions), and but so far have had no luck on the long-term. You may attempt a skill challenge: Choose three skills you wish to use to impress your chosen target, and assign to them modifiers of +3, +1, and -1. If you succeed 2 of 3 attempts, the chosen target may be considered your very special somepony, beginning the next day.
[R]The Very Special Somepony
You found one! If you spend time with your Significant Other during the day, then the next day you may choose to treat one rolled 1 as a 2 instead.

Tier 2: Lvl 7
[S]Wingman- 1/day
In social situations, a fellow Party Member may offer assistance in one of two ways:
-The Bailout: If you roll a Natural 1 on any check, you may reroll.
-The Distraction: If you wish to have a more private conversation, your wingman will distract anyone who may get in the way, providing a +1 to persuasion and perception checks during the private time.
[R] If you are in a relationship, you may choose one of the following two talents:
-Attached at the Hip: Whenever you are together, you and your VSS gain +3 to all rolls. Whenever you are apart, you both take a -3 penalty to all rolls.
-Lovey-Dovey- 1/day: You’re so in love, it’s like you both know where the other is at all times. Once per day, you may learn the precise location of your VSS, and nothing can stop you from getting to her/him.

Tier 3: Lvl 10
[S] If you are still single, you may choose one of the following two Talents.
-Desperate- Magic: True Love seems to have eluded you so far. Maybe a long term relationship isn’t what you are destined to find- maybe brief companionship is all you need. If so, you’re in luck. You have by now learned all of the tips and tricks, and can convince any one pony to spend the day (or the night) with you. You gain a +5 bonus to all skill checks the next day, but you must also treat all rolled 2’s as a Critical Failure.
-Matchmaker- Magic: For you, love was not meant to be; sad, but true. However, your past exploits have given you a keen eye for matchmaking, one that even Princess Mi Amore Cadenza would be proud of. You can apply that skill to bringing other ponies together. If you see two Ponies that you think should be together (single, of course), you may initiate a skill challenge. Select 7 Skills to use to bring these two together. If you succeed at 4 of the 7, you gain a +7 to all rolls until the end of the day.
[R] Lover’s Bed
You have found the one, and are well on your way to spending the rest of your life with them. The idea of marriage is no longer so distant to you, nor is the idea of raising a family. But the future is still uncertain, so for now, you take comfort in your Lover’s embrace. You start each day with an additional magic point, and may select training in another skill.
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Post  Oblivious Mon Aug 20, 2012 12:15 am

@threezeus I was gonna say that, but I'm trying to avoid answering that kinda stuff, considering I don't need to jinx my character any more than I already have. Razz

@Bronymous Now that is interesting...wonder what Dan thinks about that? A question though, is the single/relationship talent selection permenant when you choose one, or does it change with along relationship, picking a new one up when your status changes?

Edit: Ok, read it, and I think I understand now.
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Post  A1C Bronymous Mon Aug 20, 2012 2:17 am

Oblivious wrote:@Bronymous Now that is interesting...wonder what Dan thinks about that? A question though, is the single/relationship talent selection permenant when you choose one, or does it change with along relationship, picking a new one up when your status changes?

Edit: Ok, read it, and I think I understand now.

To clarify, yes, if relationship status changes, so do the effects- its up to you to keep track of the changes. Also remember the penalty for a break up (or worse, potentially).
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Post  Zarhon Mon Aug 20, 2012 2:37 am

Another silly destiny!

A Rock.
...What?! Your destiny is A ROCK?! To hay with that! That's it, you're not playing by destinys stupid schemes any longer! In fact, you're doing the opposite: Playing against its rules! Wait, doesn't that technically count as a destiny? Meh, who cares. It's too confusing anyway.

Neigh-Theist
Your blatant disregard of the concept of fate or destiny allows you to outright refuse and ignore the outcome of an event, which through some weird means cause them to not actually happen. Twice per session, you may cause any non-combat rolls you've witnessed occur (both failed and successful, for any creature, including yourself) to act as though no skill check was made. The player can choose to prevent that type of roll for repeating for up to five minutes from it "not happening" (if the situation would cause to repeat due to physics or similar stuff).

Examples of use:
- You try to stealth into a mansion, but a guard sees you with a successful perception check, rousing an alarm. Using Nay-Theist, no alarm is raised, as the guard never attempted the perception check (and thusly, never noticed you) and will be unable to do so for 5 minutes. He can still make other checks, however.
- A villain makes a big rousing speech in front of his minions with a persuasion check. Using Nay-Theist, no speech is made, and the villain stares awkwardly for 5 minutes at his crowd (or attempts something else).
- You are submerged and start drowning, prompting an endurance check. You ignore it instead. After 5 minutes though, you probably will suffer some negative effects from having water in your lungs...

Reversal of fortune
Twice per session, you can cause an event or action you've witnessed to be "turned upside down", "reversed" or otherwise have its polar opposite happen. For instance, a fire could extinguish itself rather than grow larger, a landslide might travel up a mountain, a running villain may attempt to escape by running towards the heroes, a poison might cause you to feel better, or a mind-control attempt against you results in the caster being mind controlled by you instead. This cannot affect anything that resulted from critical failures, critical successes, combat, or cutie mark critical successes. DM discretion can apply for such reversals.

Rules are for mules (No offense)
You've somehow managed to forge a skill in outright defying the "rules of the game", as you like to call it. At the start of a session, announce to the DM that one of the following now applies for you (and only you), for the rest of that session:
- Rolling a natural 1 on a skill check no longer results in an automatic failure for your skill checks or rolls.
- You no longer need to roll confirmation rolls to assist others, and others no longer need to roll confirmation rolls to assist you.
- You can naturally walk on clouds or alter the weather (as with Weather-Crafter), even if you aren't a pegasus or creature with similar abilities.
- You can perform magic (gaining ponykinesis and ability to use unicorn talents), even if you aren't a unicorn or similar magic-using creature.
- You gain basic flight, (like a pegasus), even if you have no wings or other natural flight methods available.
- You can use any element of harmony that one of your allies also have. You pay its magic cost as normal.
- You can use any of your utility talents an extra time ("Daily" becomes "2/day", "3/day" becomes "4/day", etc...)


Last edited by Zarhon on Mon Aug 20, 2012 3:15 am; edited 3 times in total
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Post  A1C Bronymous Mon Aug 20, 2012 2:42 am

Zarhon wrote:Another silly destiny!

A rock
Wait, what?! Your destiny is a ROCK?! To hay with that, you're not playing by destiny's it's stupid schemes any longer! In fact, you're doing the opposite: Playing against its rules! Wait, doesn't that technically count as a destiny? Meh, who cares. It's too confusing anyway.

Neigh-Theist
Your blatant disregard of the concept of fate or destiny allows you to outright refuse and ignore the outcome of an event, which through some weird means cause them to not actually happen. Twice per session, you may cause any non-combat rolls you've witnessed occur (both failed and successful, for any creature, including yourself) to act as though no skill check was made. The player can choose to prevent that type of roll for repeating for up to five minutes from it "not happening" (if the situation would cause to repeat due to physics or similar stuff).

Examples of use:
- You try to stealth into a mansion, but a guard sees you with a successful perception check, rousing an alarm. Using Nay-Theist, no alarm is raised, as the guard never attempted the perception check (and thusly, never noticed you) and will be unable to do so for 5 minutes. He can still make other checks, however.
- A villain makes a big rousing speech in front of his minions with a persuasion check. Using Nay-Theist, no speech is made, and the villain stares awkwardly for 5 minutes at his crowd (or attempts something else).
- A decapitated enemy doesn't die. At least, not for the next 5 minutes it doesn't.

Reversal of fortune
Twice per session, you can cause an event or action you've witnessed to be "turned upside down", "reversed" or otherwise have its polar opposite happen. For instance, a fire could extinguish itself rather than grow larger, a landslide might travel up a mountain, a running villain may attempt to escape by running towards the heroes, a poison might cause you to feel better, or a mind-control attempt against you results in the caster being mind controlled by you instead. This cannot affect anything that resulted from critical failures, critical successes, combat, or cutie mark critical successes. DM discretion can apply for such reversals.

Rules are for mules (No offense)
You've somehow managed to forge a skill in outright defying the "rules of the game", as you like to call it. At the start of a session, announce to the DM that one of the following now applies for you (and only you), for the rest of that session:
- Rolling a natural 1 on a skill check no longer results in an automatic failure for your skill checks or rolls.
- You no longer need to roll confirmation rolls to assist others, and others no longer need to roll confirmation rolls to assist you.
- You can naturally walk on clouds or alter the weather (as with Weather-Crafter), even if you aren't a pegasus or creature with similar abilities.
- You can perform magic (gaining ponykinesis and ability to use unicorn talents), even if you aren't a unicorn or similar magic-using creature.
- You gain basic flight, (like a pegasus), even if you have no wings or other natural flight methods available.
- You can use any element of harmony that one of your allies also have. You pay its magic cost as normal.
- You can use any of your utility talents an extra time ("Daily" becomes "2/day", "3/day" becomes "4/day", etc...)

That's so broken I can't see straight. I like it.
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Post  threezeus Mon Aug 20, 2012 2:44 am

Zarhon wrote:Another silly destiny!

A rock
Wait, what?! Your destiny is a ROCK?! To hay with that, you're not playing by destiny's it's stupid schemes any longer! In fact, you're doing the opposite: Playing against its rules! Wait, doesn't that technically count as a destiny? Meh, who cares. It's too confusing anyway.

Neigh-Theist
Your blatant disregard of the concept of fate or destiny allows you to outright refuse and ignore the outcome of an event, which through some weird means cause them to not actually happen. Twice per session, you may cause any non-combat rolls you've witnessed occur (both failed and successful, for any creature, including yourself) to act as though no skill check was made. The player can choose to prevent that type of roll for repeating for up to five minutes from it "not happening" (if the situation would cause to repeat due to physics or similar stuff).

Examples of use:
- You try to stealth into a mansion, but a guard sees you with a successful perception check, rousing an alarm. Using Nay-Theist, no alarm is raised, as the guard never attempted the perception check (and thusly, never noticed you) and will be unable to do so for 5 minutes. He can still make other checks, however.
- A villain makes a big rousing speech in front of his minions with a persuasion check. Using Nay-Theist, no speech is made, and the villain stares awkwardly for 5 minutes at his crowd (or attempts something else).
- A decapitated enemy doesn't die. At least, not for the next 5 minutes it doesn't.

Reversal of fortune
Twice per session, you can cause an event or action you've witnessed to be "turned upside down", "reversed" or otherwise have its polar opposite happen. For instance, a fire could extinguish itself rather than grow larger, a landslide might travel up a mountain, a running villain may attempt to escape by running towards the heroes, a poison might cause you to feel better, or a mind-control attempt against you results in the caster being mind controlled by you instead. This cannot affect anything that resulted from critical failures, critical successes, combat, or cutie mark critical successes. DM discretion can apply for such reversals.

Rules are for mules (No offense)
You've somehow managed to forge a skill in outright defying the "rules of the game", as you like to call it. At the start of a session, announce to the DM that one of the following now applies for you (and only you), for the rest of that session:
- Rolling a natural 1 on a skill check no longer results in an automatic failure for your skill checks or rolls.
- You no longer need to roll confirmation rolls to assist others, and others no longer need to roll confirmation rolls to assist you.
- You can naturally walk on clouds or alter the weather (as with Weather-Crafter), even if you aren't a pegasus or creature with similar abilities.
- You can perform magic (gaining ponykinesis and ability to use unicorn talents), even if you aren't a unicorn or similar magic-using creature.
- You gain basic flight, (like a pegasus), even if you have no wings or other natural flight methods available.
- You can use any element of harmony that one of your allies also have. You pay its magic cost as normal.
- You can use any of your utility talents an extra time ("Daily" becomes "2/day", "3/day" becomes "4/day", etc...)

Goddamn brilliant. I will be sorely disappointed if my destiny cannot be A Rock in the official version of Pony Tales.
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Post  Zarhon Mon Aug 20, 2012 3:58 am

Zarhon wrote:Another silly destiny!

A Rock.
...What?! Your destiny is A ROCK?! To hay with that! That's it, you're not playing by destinys stupid schemes any longer! In fact, you're doing the opposite: Playing against its rules! Wait, doesn't that technically count as a destiny? Meh, who cares. It's too confusing anyway.

Neigh-Theist
Your blatant disregard of the concept of fate or destiny allows you to outright refuse and ignore the outcome of the events that are "keeping you on the tracks", which through some weird means cause them to not actually happen. Twice per session, you may cause any non-combat rolls you've witnessed occur (both failed and successful, for any creature, including yourself) to act as though no skill check was made. The player can choose to prevent that type of roll for repeating for up to five minutes from it "not happening" (if the situation would cause to repeat due to physics or similar stuff).

Examples of use:
- You try to stealth into a mansion, but a guard sees you with a successful perception check, rousing an alarm. Using Nay-Theist, no alarm is raised, as the guard never attempted the perception check (and thusly, never noticed you) and will be unable to do so for 5 minutes. He can still make other checks, however.
- A villain makes a big rousing speech in front of his minions with a persuasion check. Using Nay-Theist, no speech is made, and the villain stares awkwardly for 5 minutes at his crowd (or attempts something else).
- You are submerged and start drowning, prompting an endurance check. You ignore it instead. After 5 minutes though, you probably will suffer some negative effects from having water in your lungs...

Reversal of fortune
Twice per session, you can cause an event or action you've witnessed to be "turned upside down", "reversed" or otherwise have its polar opposite happen. For instance, a fire could extinguish itself rather than grow larger, a landslide might travel up a mountain, a running villain may attempt to escape by running towards the heroes, a poison might cause you to feel better, or a mind-control attempt against you results in the caster being mind controlled by you instead. This cannot affect anything that resulted from critical failures, critical successes, combat, or cutie mark critical successes. DM discretion can apply for such reversals.

Rules are for mules (No offense)
You've somehow managed to forge a skill in outright defying the "rules of the game", as you like to call it. At the start of a session, announce to the DM that one of the following now applies for you (and only you), for the rest of that session:
- Rolling a natural 1 on a skill check no longer results in an automatic failure for your skill checks or rolls.
- You no longer need to roll confirmation rolls to assist others, and others no longer need to roll confirmation rolls to assist you.
- You can naturally walk on clouds or alter the weather (as with Weather-Crafter), even if you aren't a pegasus or creature with similar abilities.
- You can perform magic (gaining ponykinesis and ability to use unicorn talents), even if you aren't a unicorn or similar magic-using creature.
- You gain basic flight, (like a pegasus), even if you have no wings or other natural flight methods available.
- You can use any element of harmony that one of your allies also have. You pay its magic cost as normal.
- You can use any of your utility talents an extra time ("Daily" becomes "2/day", "3/day" becomes "4/day", etc...)

Editing this destiny a bit:

A Rock.
...What?! Your destiny is A ROCK?! To hay with that! That's it, you're not playing by destinys stupid schemes any longer! In fact, you're doing the opposite: Playing against its rules! Wait, doesn't that technically count as a destiny? Meh, who cares. It's too confusing anyway.

Neigh-Theist / A rock?!
Your blatant disregard of the concept of fate or destiny allows you to outright refuse and ignore the outcome of an event, which through some weird means cause them to not actually happen. Twice per session, you may cause any non-combat rolls you've witnessed occur (both failed and successful, for any creature, including yourself) to act as though no skill check was made. The player can choose to prevent that type of roll for repeating for up to five minutes from it "not happening" (if the situation would cause to repeat due to physics or similar stuff).

I demand a second opinion! / That's my destiny?!
Unsatisfied with your "destiny-predetermined" personal attributes, you "borrow" an ally's attributes to further your own goals. Choose an ally at the start of each session. Whenever you make a skill check, you can substitute your own skill bonuses for that of the chosen ally (for instance, instead of using your own character's +6 arcana bonus, you can use the +13 bonus of the chosen ally). The bonuses include trained, situational, cutie mark and other bonuses that would apply for that character in such a situation, but do not allow for alternate cutie mark critical successes or "trigger" their utilites (You trigger your own, however). You can also use one of their utility talents once a day, provided you aren't restricted by race, prerequisite, or magic point or daily limit requirements.

Rules are for mules / What is your problem, player?!
You've somehow managed to forge a skill in outright defying both your own player and the DM's rules. At the start of a session, announce to the DM that one of the following now applies for you (and only you), for the rest of that session:
- Rolling a natural 1 on a skill check no longer results in an automatic failure for your skill checks or rolls.
- You no longer need to roll confirmation rolls to assist others, and others no longer need to roll confirmation rolls to assist you.
- You can naturally walk on clouds or alter the weather (as with Weather-Crafter), even if you aren't a pegasus or creature with similar abilities.
- You can perform magic (gaining ponykinesis and ability to use unicorn talents), even if you aren't a unicorn or similar magic-using creature.
- You gain basic flight, (like a pegasus), even if you have no wings or other natural flight methods available.
- You can use any element of harmony that one of your allies also have. You pay its magic cost as normal.
- You can use any of your utility talents an extra time ("Daily" becomes "2/day", "3/day" becomes "4/day", etc...)[/quote]
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Post  A1C Bronymous Mon Aug 20, 2012 1:38 pm

Bronymous wrote:Ok, here's the first draft. Tweakers and Mechanicals, do your thing.

Love is in Bloom: Romance Destiny
Wild adventures and crazy happenings are a part of daily life in Equestria, but for you, that's no way to spend your entire life. Your ultimate goal is to find that Pony of your dreams, a companion to share your life with- whether you believe in Soul Mates, Love at First Sight, or Fate, or you just want to find somepony that makes you happy, somepony that you want to make happy. While you my get called away on business, or to save the world from killer pastries, you constantly look for that most powerful of magics in Equestria: the Power of Love. Each Tier has two effects- the first applies if you are Single [S], the second if you are in a relationship [R]. If you are in a relationship when you reach a tier, or after the fact, then you gain the [R] effect for that tier. If that relationship ends, however, then you revert to [S], and take a -3 penalty to all rolls for the rest of the session.

Tier 1: Lvl 4
[S]The Flirt- 3/day
Whether its classic romanticism, or just devilish charm and wit, you have learned how to flirt, to pick up Mares (or Stallions), and but so far have had no luck on the long-term. You may attempt a skill challenge: Choose three skills you wish to use to impress your chosen target, and assign to them modifiers of +3, +1, and -1. If you succeed 2 of 3 attempts, the chosen target may be considered your very special somepony, beginning the next day.
[R]The Very Special Somepony
You found one! If you spend time with your Significant Other during the day, then the next day you may choose to treat one rolled 1 as a 2 instead.

Tier 2: Lvl 7
[S]Wingman- 1/day
In social situations, a fellow Party Member may offer assistance in one of two ways:
-The Bailout: If you roll a Natural 1 on any check, you may reroll.
-The Distraction: If you wish to have a more private conversation, your wingman will distract anyone who may get in the way, providing a +1 to persuasion and perception checks during the private time.
[R] If you are in a relationship, you may choose one of the following two talents:
-Attached at the Hip: Whenever you are together, you and your VSS gain +3 to all rolls. Whenever you are apart, you both take a -3 penalty to all rolls.
-Lovey-Dovey- 1/day: You’re so in love, it’s like you both know where the other is at all times. Once per day, you may learn the precise location of your VSS, and nothing can stop you from getting to her/him.

Tier 3: Lvl 10
[S] If you are still single, you may choose one of the following two Talents.
-Desperate- Magic: True Love seems to have eluded you so far. Maybe a long term relationship isn’t what you are destined to find- maybe brief companionship is all you need. If so, you’re in luck. You have by now learned all of the tips and tricks, and can convince any one pony to spend the day (or the night) with you. You gain a +5 bonus to all skill checks the next day, but you must also treat all rolled 2’s as a Critical Failure.
-Matchmaker- Magic: For you, love was not meant to be; sad, but true. However, your past exploits have given you a keen eye for matchmaking, one that even Princess Mi Amore Cadenza would be proud of. You can apply that skill to bringing other ponies together. If you see two Ponies that you think should be together (single, of course), you may initiate a skill challenge. Select 7 Skills to use to bring these two together. If you succeed at 4 of the 7, you gain a +7 to all rolls until the end of the day.
[R] Lover’s Bed
You have found the one, and are well on your way to spending the rest of your life with them. The idea of marriage is no longer so distant to you, nor is the idea of raising a family. But the future is still uncertain, so for now, you take comfort in your Lover’s embrace. You start each day with an additional magic point, and may select training in another skill.

Just moving this along since someone decided to cut it off mid-deliberation, yakking on about rocks or something.

And a question. This one aside, do destinies have to be actively worked on by the character, like relationship building or working at their special talent, or can they be things that just sort of happen to them?
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Post  Stairc -Dan Felder Mon Aug 20, 2012 1:40 pm

Bronymous wrote:
And a question. This one aside, do destinies have to be actively worked on by the character, like relationship building or working at their special talent, or can they be things that just sort of happen to them?

That can be up to the DM and the Players. If you weave it into the story, that's fantastic. However, you don't have to if you'd rather focus on a larger story.
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Post  A1C Bronymous Mon Aug 20, 2012 1:52 pm

And one more question: Are the tiers supposed to overwrite each other, or stack effects (1 destiny talent at a time, or 3)?
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Post  Stairc -Dan Felder Mon Aug 20, 2012 1:56 pm

Bronymous wrote:And one more question: Are the tiers supposed to overwrite each other, or stack effects (1 destiny talent at a time, or 3)?

They stack. Very Happy
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Post  A1C Bronymous Mon Aug 20, 2012 1:57 pm

Mkay.

Didja read mine huh didja didja huh huh huh didja?
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Post  Stairc -Dan Felder Mon Aug 20, 2012 2:02 pm

Bronymous wrote:Mkay.

Didja read mine huh didja didja huh huh huh didja?

Not yet. I'm trying to compile a beta for the full level-up process to be officially released by tomorrow (hopefully). Just adding a few traits right now, very few, and will come up with things for level 6 and level 9 boons. Then it should be ready for beta and we can focus on adding new things (like new destinies and such) to the system.


AND... I'll finally be able to compile the utility talent expansion. king
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Post  A1C Bronymous Mon Aug 20, 2012 2:06 pm

Stairc -Dan Felder wrote:Not yet. I'm trying to compile a beta for the full level-up process to be officially released by tomorrow (hopefully). Just adding a few traits right now, very few, and will come up with things for level 6 and level 9 boons. Then it should be ready for beta and we can focus on adding new things (like new destinies and such) to the system.


AND... I'll finally be able to compile the utility talent expansion. king

So the level-up process hasn't been officially finalized.... Well, I hope my group did it right, or there might be some God-Level Retconning in the near future.

But since you haven't read it yet (and since everyone clamor's for your approval, apparently), I'm gonna go ahead and say you should greenlight it regardless. Don't even look at it, just say yes.
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Post  Stairc -Dan Felder Mon Aug 20, 2012 2:08 pm

Bronymous wrote:So the level-up process hasn't been officially finalized.... Well, I hope my group did it right, or there might be some God-Level Retconning in the near future..

It's going to be the same as originally said in the level-up thread. The playtesting results have come back very positive thus far. Of course, it might well change if the open beta to come produces new results.

Bronymous wrote:But since you haven't read it yet (and since everyone clamor's for your approval, apparently), I'm gonna go ahead and say you should greenlight it regardless. Don't even look at it, just say yes.

* sunny
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Post  A1C Bronymous Mon Aug 20, 2012 2:10 pm

Stairc -Dan Felder wrote:
* sunny

...So thats a yes. Good. Also you should tell Zarhon that his is terrible and to go cry about it, crybaby.
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Post  SilentBelle Mon Aug 20, 2012 2:11 pm

Bronymous wrote:Mkay.

Didja read mine huh didja didja huh huh huh didja?

Hmm, I read it. And I love the idea behind it, great for players that love to role-play those particular characters. As for balance, I'd say the first two (especially the second) levels of the destiny are particularly underpowered. But that can be fairly easily remedied, after all you have the most important part of the destiny already down. If it hasn't been touched by in a few hours I'll try my hand at it. But I've got some errands to do right now.
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Post  A1C Bronymous Mon Aug 20, 2012 2:15 pm

SilentBelle wrote:As for balance, I'd say the first two (especially the second) levels of the destiny are particularly underpowered.

Well I wasn't expecting that. Looks like I tried a little too hard not to break it.
Though really, coming up with unique talents and effects beyond "you get this bonus", and then qualifying them in the situation was the difficult part. I can boost for more effectiveness no problem, but I would prefer suggestions on better or more unique and interesting talents.
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Post  threezeus Mon Aug 20, 2012 2:33 pm

Bronymous wrote:Well I wasn't expecting that. Looks like I tried a little too hard not to break it.
Though really, coming up with unique talents and effects beyond "you get this bonus", and then qualifying them in the situation was the difficult part. I can boost for more effectiveness no problem, but I would prefer suggestions on better or more unique and interesting talents.

I'll tackle more of this in a bit, right now I need to run and do some errands as well. Just something nit-picky, the title of the destiny needs to be an actual title you could apply to a pony. Try something like "The Romantic" or something like that. "Love is in Bloom" is a good talent name, but it's not a title.
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Post  A1C Bronymous Mon Aug 20, 2012 4:40 pm

threezeus wrote:Just something nit-picky, the title of the destiny needs to be an actual title you could apply to a pony. Try something like "The Romantic" or something like that. "Love is in Bloom" is a good talent name, but it's not a title.

Psh, ain't nobody asked you. Makes sense though. I was avoiding something as generic as "The Romantic", but I bet I can come up with something.
- Starcross'd
- The LoveStruck
- The Playa
- Heartsick
- The Schmoopy Doo

...Ok, so none of those are particularly good. Believe it or not, love and romance isn't actually my strong suit, so...

-The Lover might work.
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Post  LoganAura Tue Aug 21, 2012 12:02 am

This is a pending salespony destiny My current ideas are Freaky Knowledge: Product for Lv 4 and a bit of a Streetwise bonus in small towns, then at Lv 7 the bonus goes for medium size towns and they pony gets Silver Tongue Sales Pitch: (Magic) Persuasion is automatically a nat20 Non-cutie mark crit, and finally at lv10 they get a permanant boost to Horse Sense, a rest stop in ALL THE TOWNS, and everypony in the party gets a free Freaky Knowledge that is tangentially related to the product (PH discression here)

And here is what I have so far for flavor text:

HELLO EVERYPONY!
Today I'm here to talk to you about your DESTINY!
What is your destiny you ask? We-he-hel your destiny is what you make of it! One destiny you could choose is the ENTREPRENEUR destiny! What is an entrepreneur you ask? Well go find a Sweetie Belle and look it up. An Entrepreneur is a salespony that runs their own business. Well known Entrepreneurs are Donald Trot and the original owners of Sweet Apple Acres in Ponyville!
That business revolves around selling a product, whether it be apples, chocolate, dresses, flapjacks, ANYTHING!
(Warning, not everything will be excepted by the Pony Handler as a valid product. Some arguments will occur)
At the start of your destiny, you start small. A stand or two, maybe a building in your hometown, just enough to get you a steady flow of profits. However to sell your product you must KNOW your product. Sell apples? Know exactly how to make Zap Apple Jam. Sell dresses? Know the difference between a half stitch and a cross stich and which looks better with French Haute Couture or Italian Silk Style. The best Entrepreneurs have some freaky knowledge about the product they put time into selling.
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Post  Cardbo Tue Aug 21, 2012 12:27 am

"I'm gonna show you and everybody else that Filly Lomane did not die in vain. She had a good dream. It's the only dream you can have -- to come out number-one pony. She fought it out here, and this is where I'm gonna win it for her."


Last edited by Cardbo on Wed Aug 22, 2012 6:00 pm; edited 1 time in total
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Post  Snagging Roots Tue Aug 21, 2012 3:12 pm

Just wondering on a technicality: Could you use the Self Discovery Destiny to gain two Lv.4's and a Lv.7? In theory, this could be done by taking the level 7 feature from self discovery as one of your ones for level 10.
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Post  Videocrazy Tue Aug 21, 2012 3:19 pm

Many Manes wrote:Just wondering on a technicality: Could you use the Self Discovery Destiny to gain two Lv.4's and a Lv.7? In theory, this could be done by taking the level 7 feature from self discovery as one of your ones for level 10.

You can. You can also use the Level 7 Destiny to take the Self Discovery 4 again. At level 10, if you were dedicated enough to it, you can get training in 8 or 9 skills, depending on if you're a pony or not.
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