Time Turner
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Pony Tales: Aspirations of Harmony :: Developer's Corner :: Game Mechanics Discussion :: Destinies and Boons
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Time Turner
Just a thing that popped into my head the other day. Time, more specifically time manipulation, has always been one of my favourite topics and we know that Doctor Who exists in MLP with an extensive fanon so here's something I cobbled together. Reflavour according to your personal taste.
Destiny: Time Manipulator/Time Master/Timelord/etc.
You aren't sure why but when you woke up this morning, you felt... different. Like the hands on the clock tick louder or that time seems to stretch at some points. Maybe you ate something wrong when you went picknicking with that nice doctor fellow and that clumsy mailpony. Or is it an after-effect of nearly being crashed into by that other doctor and his crazy car? Or perhaps it was that time vortex you fell through on your morning stroll to the bakery. Whatever the reason, you can now feel the faint heartbeat of the universe...
Level 4: Déjà vu
As you're wandering about, you get the feeling that you've seen it all before. So much so that you can even seem to tell when something is going to happen. In the next 10 seconds, that cart is going to break a wheel, causing it to topple over and hit the ladder on which the painter will drop a bucket on the passerby below. As you watch the event unfold before you with clockwork precision, you fail to realise the most important question: where did you get that second cupcake from?
Let's try that again - 3/day
Before you roll a skill check, you may ask your GM what would happen if you fail said skill check (he or she is not obliged to tell you the DC however)
After the answer, should you fail the skill check, you may roll again and add your original roll as a modifier (the actual roll, not the result) *
Level 7: Savescumming/Regeneration/etc.
Empowered by the flow of time, you have developed some tricks of your own. You don't know the technical details of it all just yet but somehow, you manage to jump around in time a little bit. Not much but enough to blink in and out.
You get the following:
Save - At Will
Your current character sheet is now saved. Note down HP, Pips, Magic Points, how much charges you have of utility talents of x/day, x/session, items, etc.
Load - 1/session
Load your saved character sheet. Replace all your current HP, Pips, Magic Points, utility talent charges, items, etc. with the ones you saved.
(Yes, this can save you from dying)
Level 10: My Future Self and I
Your actions in the time stream have attracted the attention of someone else. Luckily for you, that someone is yourself! Occasionally popping in to help you out of a jam or just for tea and biscuits, your future self is there for you when you most need him or her.
Have no fear, Future Me is here! - 1/session
For the next hour (real time), you get to use your level 15 character sheet. Characters on level 15 get the following:
- 2 utility talents
- 1 personal level three boon
- 1 level four destiny talent of your choosing
- 3 combat traits
NOTE! This talent cannot be used in conjunction with the level 7 talent. This means you cannot save your level 15 character sheet and load it again after the hour has passed. No cheating for you
Level 10 was originally going to be something with a time machine but having access to a device that lets you redo just about anything is too powerful. Alternatively, if your GM is okay with it, you also get this in addition to the above:
Time Machine
Your future self realised just in time that it is your birthday and has send you a gift from the future: a brand spanking new time machine! Or that was his or her intention anyway. Going back into the past seems to have done quite a number on the device: a lot of the functions seem to be offline and the thing can do with a maintenance check. But all of that can wait for now, ADVENTURE AWAITS! Now for that foot think manual you have to read...
The Time Machine basically functions as the level 3 party boon 'A Place of Your Own' as it is bigger on the inside but with everything an aspiring time traveller needs. The GM can also use the Time Machine for future campaigns/sessions but be wary of 2 things:
- the Time Machine cannot be used as a Deus Ex Machina.
- novice time travellers are advised not to go to any period of time wherein their past self lives unless you really know what you're doing.
* an example: your character has a 5 in Mechanics. You ask the GM what would happen if you fail your skill check. After he or she answers, you roll a 7 + 5 Mechanics = 12 and you don't hit the DC. You use 'Let's try that again' in response. Now you get to roll 1d20 + 5 Mechanics + 7 of your previous roll.
Destiny: Time Manipulator/Time Master/Timelord/etc.
You aren't sure why but when you woke up this morning, you felt... different. Like the hands on the clock tick louder or that time seems to stretch at some points. Maybe you ate something wrong when you went picknicking with that nice doctor fellow and that clumsy mailpony. Or is it an after-effect of nearly being crashed into by that other doctor and his crazy car? Or perhaps it was that time vortex you fell through on your morning stroll to the bakery. Whatever the reason, you can now feel the faint heartbeat of the universe...
Level 4: Déjà vu
As you're wandering about, you get the feeling that you've seen it all before. So much so that you can even seem to tell when something is going to happen. In the next 10 seconds, that cart is going to break a wheel, causing it to topple over and hit the ladder on which the painter will drop a bucket on the passerby below. As you watch the event unfold before you with clockwork precision, you fail to realise the most important question: where did you get that second cupcake from?
Let's try that again - 3/day
Before you roll a skill check, you may ask your GM what would happen if you fail said skill check (he or she is not obliged to tell you the DC however)
After the answer, should you fail the skill check, you may roll again and add your original roll as a modifier (the actual roll, not the result) *
Level 7: Savescumming/Regeneration/etc.
Empowered by the flow of time, you have developed some tricks of your own. You don't know the technical details of it all just yet but somehow, you manage to jump around in time a little bit. Not much but enough to blink in and out.
You get the following:
Save - At Will
Your current character sheet is now saved. Note down HP, Pips, Magic Points, how much charges you have of utility talents of x/day, x/session, items, etc.
Load - 1/session
Load your saved character sheet. Replace all your current HP, Pips, Magic Points, utility talent charges, items, etc. with the ones you saved.
(Yes, this can save you from dying)
Level 10: My Future Self and I
Your actions in the time stream have attracted the attention of someone else. Luckily for you, that someone is yourself! Occasionally popping in to help you out of a jam or just for tea and biscuits, your future self is there for you when you most need him or her.
Have no fear, Future Me is here! - 1/session
For the next hour (real time), you get to use your level 15 character sheet. Characters on level 15 get the following:
- 2 utility talents
- 1 personal level three boon
- 1 level four destiny talent of your choosing
- 3 combat traits
NOTE! This talent cannot be used in conjunction with the level 7 talent. This means you cannot save your level 15 character sheet and load it again after the hour has passed. No cheating for you
Level 10 was originally going to be something with a time machine but having access to a device that lets you redo just about anything is too powerful. Alternatively, if your GM is okay with it, you also get this in addition to the above:
Time Machine
Your future self realised just in time that it is your birthday and has send you a gift from the future: a brand spanking new time machine! Or that was his or her intention anyway. Going back into the past seems to have done quite a number on the device: a lot of the functions seem to be offline and the thing can do with a maintenance check. But all of that can wait for now, ADVENTURE AWAITS! Now for that foot think manual you have to read...
The Time Machine basically functions as the level 3 party boon 'A Place of Your Own' as it is bigger on the inside but with everything an aspiring time traveller needs. The GM can also use the Time Machine for future campaigns/sessions but be wary of 2 things:
- the Time Machine cannot be used as a Deus Ex Machina.
- novice time travellers are advised not to go to any period of time wherein their past self lives unless you really know what you're doing.
* an example: your character has a 5 in Mechanics. You ask the GM what would happen if you fail your skill check. After he or she answers, you roll a 7 + 5 Mechanics = 12 and you don't hit the DC. You use 'Let's try that again' in response. Now you get to roll 1d20 + 5 Mechanics + 7 of your previous roll.
Demonu- Equestrian Honor Guard
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Posts : 699
Join date : 2012-07-18
Age : 34
Location : Belgium
Re: Time Turner
I like the first two, only have one real question about the last one.
Why lvl 15 and not just say lvl 10?
Why lvl 15 and not just say lvl 10?
Hayatecooper- Equestrian Honor Guard
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Posts : 549
Join date : 2012-08-03
Age : 31
Location : Brisbane Australia
Re: Time Turner
Because you ARE at level ten at that time, so that might be confusing... Or something...
Re: Time Turner
Flavouring and what Xel said: you are at level 10 but you get the ability to become level 15 for an hour. It sounds more themetic rather than just saying "For the next hour, get the following..."Hayatecooper wrote:I like the first two, only have one real question about the last one.
Why lvl 15 and not just say lvl 10?
Demonu- Equestrian Honor Guard
- Gender :
Posts : 699
Join date : 2012-07-18
Age : 34
Location : Belgium
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Pony Tales: Aspirations of Harmony :: Developer's Corner :: Game Mechanics Discussion :: Destinies and Boons
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