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Some Everypony Talents

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Xel Unknown
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threezeus
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Cardbo
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Post  Appkes Sun Oct 07, 2012 5:52 pm

Invoke Cheese 2/day
Add +10 to any roll using a skill in a way it wasn't intended.

Invoke That Kobold, Yes Him Magic
Take one skill roll and either add 30 to it if it would fail, turn it into a Critical success if it was a success, if it was a crit, treat it bormally, and if it was a Cutie Mark Critical, open a portal to the plane of Win for 1d10 minutes.
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Post  Zarhon Thu Oct 11, 2012 4:11 pm

Everypony utility! Although I'm thinking the earth ponies would fit this one as well, due to its nature.

Offscreen Occurrence - 1/Day Interrupt
When one of your allies is attempting/rolling a skill check, you may use this utility to simultaneously do your own skill check, with the following restrictions:
- It must last or require equal/less time than the triggering skill check would require to do.*
- It cannot influence the triggering skill and must be unrelated to that task. **
- The skill check cannot be influenced or affected by other creatures/allies and is kept hidden from them during the attempt.
- If it succeeds, the result occurs simultaneously as the triggering ally's skill finishes. You can then attempt to keep this check hidden (from everyone) with a stealth check (DC20+, depending on complexity/obviousness of task), or automatically does so on a critical success.
- If it critically fails, the attempt is exposed to everyone at once and you suffer the standard penalty.
- If it fails normally, the attempt is treated as though it had not occurred at all.


* So, for instance, if you use it while an ally is picking a lock, you could only do skill checks that would take as long as picking the lock would.
** You could not attempt to do pick the same lock your ally is, or anything else that would affect the desired result somehow.
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Post  SilentBelle Mon Oct 29, 2012 5:37 pm

Bound Familiar (Everypony Utility Talent)
You gain a pet, bound familiar, or animal companion, whatever you want to call it. What it is is up to you, but it must be smaller than your character. (It could be an animal, an animated robot, or whatever makes sense with your character). This creature does your bidding loyally, but cannot actually speak (unless the one it is talking to has the Speak with Animals talent, and has no combat applications. It's HP is 10 but it doesn't die even when reduced to -10 HP, it just remains unconscious at any HP value 0 or lower. It does die if it's owner is killed.
When choosing your familiar/animal also choose one attribute (Athletics, Precision, Knowledge, Ponysense).
It also has a stat block of 5 in all attributes except for the chosen talent, it has 8 in that one.
Three times a day, When your familiar is by your side, it can aid you in a skill that falls in it's chosen attribute (Ie: knowledge could assist in history or arcana, but not stunts), granting a +2 to your skill check, but is unable to aid you otherwise.

Share the burden 1/day
Prerequisite: Bound Familiar
Once per day,when your Pet/Familiar/animal companion, is by your side, when using a utility talent, you may forgo spending a use on any one X/day talent, while still gaining the full effect of the talent.

Intimate Bond
Prerequisite: Bound Familiar
Prep Time: 1 Minute
If your Familiar is by your side, you may enter a trance (like being asleep) and transfer your consciousness into your familiar. While in your familiar you control it as if it were dominated. It has training in no skills and has 5 in every attribute except for it's chosen attribute which is 8. While dominated, your familiar may travel up to 1 mile away from you. Any further and you receive a mental backlash as your consciousness returns to your body, dealing you 1d10 damage and leaving you weakened for a half hour.

Familiar Hoarder
Prerequisite: Bound Familiar
You can give your familiar any assortment of items whose total weight can be no more than 100 lbs. The familiar will bound off with the items in tow and presumably hide them somewhere. The familiar will arrive back a minute later. Whenever you need one of the items that the familiar has stored, you need only ask for it and the familiar can bring it back in one minute.

Well those are some ideas that popped into my mind today Smile If there has already been a Familiar Utility talent posted somewhere I must have missed it.
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Post  Appkes Wed Oct 31, 2012 12:29 pm

Enthrall 1/day.
Whether by magic, a showy display or a thrilling story, you gain the attention of every NPC that can see you, giving a +15 bonus to stealth - related skill checks against them, such as picking a pocket, or sneaking past a bouncer.
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Post  Cardbo Wed Oct 31, 2012 5:06 pm

Utility Belt
Exactly what you need when you need it. Provides a +3 bonus to all trained skills.

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Post  Masterweaver Wed Oct 31, 2012 5:27 pm

Cardbo wrote:Utility Belt
Exactly what you need when you need it. Provides a +3 bonus to all trained skills.


I LOVE THIS.
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Post  elfowlgirl Wed Oct 31, 2012 5:28 pm

The only problem is that it makes trained talents more worthwhile than CM talents.
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Post  LoganAura Wed Oct 31, 2012 5:30 pm

I love it too! However, that does become overpowered if someone takes the self-discovery destiny to get training in 8-9 skills.
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Post  Xel Unknown Wed Oct 31, 2012 5:40 pm

That strikes me as something that'd work better an Item... But don't think most think that there will be Utility Items added to the game system.
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Post  Appkes Wed Oct 31, 2012 6:21 pm

Ghost Walk 3/day
Preparation time: 10 seconds
For one minute you literally shove yourself out of reality by force of will, allowing you to move at a walking pace in any direction, regardless of walls or gravity. If the skill runs out while inside an object or in the air, the user is flung towards the nearest safe area.
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Post  Cardbo Wed Oct 31, 2012 6:29 pm

LoganAura wrote:I love it too! However, that does become overpowered if someone takes the self-discovery destiny to get training in 8-9 skills.

How about ...

Utility Belt - 3x/Day
Exactly what you need when you need it. Provides a +3 bonus to all trained skills.
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Post  Zarhon Wed Oct 31, 2012 7:09 pm

Average Joe
Whenever you roll a natural 20 on a non-cutie-mark-related skill, you must first toss a coin. If you lose the toss, it does not count as a critical success. You begin the day with an additional Magic Point.

Slapstick Comedian
Whenever you critically fail on any skill check, any allies witnessing it gain a +4 bonus to their next skill check and may choose to prevent a single critical failure on their rolls.

Woobie
You gain a magic point when you:
- Roll a natural 1 on your cutie mark skill
- Roll a total of two natural 1's with any of trained skills, in a single session.

Uncanny Thief [Magic]
You may steal a single item from a creature you can touch without any penalties, regardless of complexity or impossibility. You must be aware of the item's existence beforehand, as well as its rough location on the creature. You roll a stealth check with a +15 bonus against their perception (with bonuses applied, the more preposterous the theft was) to determine if they notice the theft immediately.

Batpony Belt - 3/day
You may retrieve a single tool, item or component that would suit your current purposes. The tool/item must be small enough to fit on a utility belt and cannot be magical, electrical, mechanical or otherwise powered in any way. The tool is discarded after 5 minutes (unless used as a component) and has no value of its own.
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Post  Appkes Fri Nov 02, 2012 3:56 am

Pickpocket
You gain a +5 to steal from other ponies.
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Post  Jason Shadow Wed Nov 21, 2012 12:06 am

Double Trouble
Choose one X/Day or X/Session utility talent or racial ability. That utility/racial's number of uses is now doubled.

(Yes, I realize that this is essentially just taking the same utility talent twice.)
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Post  Appkes Thu Nov 22, 2012 8:09 pm

Bitch-slapping the DM is a 5 point racial, so how would a basic utility doubling that be balanced. Plus, if it worked with Nightwisp charges, +80s to stealth are easy.
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Post  Philadelphus Mon Jan 28, 2013 1:24 am

I know this thread is a bit old, but I didn't want to make a whole new thread for just a few ideas, so...

I know we already have Awesomeness as a talent, why not Coolness and Radicalness as well?

Coolness - 2/Day Interrupt
Trigger: You roll a skill check.
Effect: After seeing the result of the roll, you may choose to add a +5 bonus to it.

Radicalness - 1/Day Interrupt
Choose a specific skill like Arcana or Mechanics for this talent.
Trigger: You or an ally rolls a skill check in that skill.
Effect: After seeing the result of the roll, you or the triggering ally may choose to re-roll the check, and may choose which result to keep.

Any suggestions? I'm terrible at the balancing, so if you think the numbers should change...you're probably right. Embarassed
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