Shadow Master - For those who walk in Shadows
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Pony Tales: Aspirations of Harmony :: Developer's Corner :: Game Mechanics Discussion :: Destinies and Boons
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Shadow Master - For those who walk in Shadows
Shadow Master
Destiny by Hayate Cooper
Helped by Lyntermas and Philadelphus(Who seems to help me a lot. So you should go comment on his stuff cause it’s cool)
Destiny by Hayate Cooper
Helped by Lyntermas and Philadelphus(Who seems to help me a lot. So you should go comment on his stuff cause it’s cool)
Destiny idea kinda taken and expanded from the idea in the Lunar's Ranger post by Fury of the Tempest. But I like to think I added enough of a flair to change it to something fairly different. Either way both his first and the revised version of Luna's Rangers can be found below.
Luna's Rangers : https://ponytales.forumotion.com/t227-luna-s-ranger
Luna's Rangers(Rewrite): https://ponytales.forumotion.com/t323-luna-s-ranger-rewrite
The Part where we start talking about the Destiny
- Level 4 - Shadow Walker:
You’ve risen beyond being merely “Stealthy” and the shadows no longer just hide you. When you are standing in low light or complete darkness areas gain a +10 to your stealth check and gain the following utility talent:
First timer Shadowport
3/day
10 second prep-time
Pick a shadow of at least 12 feet by 12 feet min that *completely conceals the pony and port to one of the same size in 50 feet of the caster.
*When it says completely conceals, it means the Shadow must go around the whole of a pony. For example, if a pony was standing inside the shadow cast by a wall of a house it would count as completely concealed. Or if the caster was in the shadow of a storm cloud overhead.
- Level 7 - Shadow Watcher :
The Shadows seem to be more willing to help you, it’s odd but you almost feel safe in their embrace. You lose First Timer Shadowport and gain the following two Utility Talents.
Veteran Shadowport
4/day
5 second prep-time
Pick a shadow of at least 5 feet by 5 feet minmum that you can stand on/in, you and up to one willing ally can port to one of the same size in 100 feet of the caster.
Shadow Bug - 2/day
1 minute prep time
For the next 10 minutes you may roll your stealth modifier instead of your perception modifier for perception checks. During the duration are made instantly aware of all the locations of shadows within 50 feet of you and may roll perception checks to see and hear as though you were in that location, you may end this effect any time before the 10 minutes is up. While in Shadow Bug mode you can not use use Veteran Shadow.
- level 10 - Shadow Master:
- Level 10 - Shadow Master
The Shadows know you as a friend willing to take you in and help you anyway they can. Up to twice a day you may create a shadow – no matter how small – that lasts for 1 hour in 50 feet of you. You also lose Veteran Shadowport and gain the following two utility talents.
Shadowport Master
5/day
Prep time: instantaneous
Pick a shadow you can see, you slip into that shadow no matter how small and teleport to another shadow within 100 feet of the caster. You may bring up to 6 willing allies along for the trip.
Shadow Hole
4/day - At will
Pick a shadow of any size. For the next 15 minutes(you may end this effect at any time), you exist inside that shadow(Think of it as though you were in a pocket dimension anchored to that shadow) and can see, hear and smell anything that is within what would be your normal line of sight of the shadows location.
If the shadow moves while you are inside it, you may move with it at the same speed and such if the shadow vanishes, either by melding with another shadow or vanishing/splitting due to a light source or you choose to leave early, you may either spend a charge of Shadow Port Master to move to the nearest shadow or appear in a non-obstructed location(meaning you can just appear inside a wall, pony cart what have you) within 5 feet of the shadow and if unobserved roll a stealth check with a +15 bonus.
While inside the Shadow, you are not able to start combat(Or grappling) but may use utility talents as per normal and anyone witnessing you to do so must roll a DC30 perception check to see where the talent or ability originated from. You may also take any small within hoof reach of the shadow and bring it inside and anyone who may witness this must make a DC35 check to see you do it.
Questions and comments are more then welcome and I hope you guys enjoy it. I had fun making it.
Last edited by Hayatecooper on Mon Jul 01, 2013 11:36 pm; edited 2 times in total
Hayatecooper- Equestrian Honor Guard
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Re: Shadow Master - For those who walk in Shadows
What exactly prevents a pony in a zero-light area, pitch-black area, or similar area that's fully in the cover of darkness (e.g. moonless night, non-illuminated cave) from essentially entering a God(ess) mode? Especially if they have darkvision. What is defined as a "shadow" in such cases of all-enveloping darkness?
Also, fun fact: From the wording, I think it is possible to define "The dark side of the Moon" as a viable shadow target.
Also, fun fact: From the wording, I think it is possible to define "The dark side of the Moon" as a viable shadow target.
Zarhon- Smile Smile Smile
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Re: Shadow Master - For those who walk in Shadows
Zarhon wrote:What exactly prevents a pony in a zero-light area, pitch-black area, or similar area that's fully in the cover of darkness (e.g. moonless night, non-illuminated cave) from essentially entering a God(ess) mode? Especially if they have darkvision. What is defined as a "shadow" in such cases of all-enveloping darkness?
Also, fun fact: From the wording, I think it is possible to define "The dark side of the Moon" as a viable shadow target.
"What exactly prevents a pony in a zero-light area, pitch-black area, or similar area that's fully in the cover of darkness (e.g. moonless night, non-illuminated cave) from essentially entering a God(ess) mode?"
I'm not sure I understand the question. Nothing in the destiny would allow the pony to do so even if those counted as shadows. What are you going to do, port three times in the same area?
Also a zero-light area or a moonless night would not, by the definition, be a shadow. (As seen below, taken from the Wiki article) "A shadow is an area where direct light from a light source cannot reach due to obstruction by an object."
"Also, fun fact: From the wording, I think it is possible to define "The dark side of the Moon" as a viable shadow target."
You could, have fun dying in the cold vacuum of space.
Hayatecooper- Equestrian Honor Guard
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Re: Shadow Master - For those who walk in Shadows
Looks like a fun concept at first glance but you do put more strain on your GM if you constantly have to ask about shadows.
To build on the previous question: What if, in a completely dark room, a torch gets lit? Would the surrounding darkness count as shadow considering there is a light source (but no obstruction) or mere darkness?
Level 4:
Under the right circumstances, this would enable the user to teleport further than the teleportation utility talent. Does it have to be a shadow of the same size or can it also be bigger? Because if so, the user could, hypothetically, teleport from Ponyville to Canterlot by shadowport if they can spot the castle's shadow on the mountain.
Level 7:
You might want to word this a bit differently. Because as it is written now, one merely has to lift a limb, cast a shadow over themselves and voila, instant shadowport. I also don't see the interchangeble factor between stealth and perception but okay. Turning shadows into spy-gear is neat though I would suggest extending the range because if you can't spot a shadow within 20 feet/6 metres of you, you have pretty bad eyesight. Unless it is meant to spy around corners and the like but still, for 6 metres you can just listen in with perception.
Level 10:
Don't really see the point of the first ability because all you need to make a shadow is a light source and an obstruction. Unless you're talking about creating a shadow without those but that would just be darkness and defeating the purpose of using shadows.
Shadow Hole seems interesting but lacks that level 10 wow-factor and it can be simplified when combining with the level 4 ability.
If you're talking about a destiny that makes effective use of shadows, here's my take (sans flavour):
- Level 4:
--> Shadow Portal 5/day
You can enter a shadow and emerge from another one within 50 feet of your original starting position.
- Level 7:
--> The range of your Shadow Portal increases to 100 feet.
--> Animate Shadow: 3/day
You take control of a shadow that you can see and can move and mold it as you see fit. This can range from anything from looking a giant monster to putting on a shadow puppet show. Shadows manipulated this way cannot be used to fysically harm others.
- Level 10:
--> The range of your Shadow Portal increases to 200 feet.
Detach Shadow: 1/day
You can detach your shadow from you and send it out forth as a shade. Roll a stealth check with a +20 bonus. This is the DC set for perception checks to spot the shade. The shade is considered 2-dimensional, silent and intangible but its movements are restricted to the surfaces it can glide on. It has no combat applications and will disperse upon discovery, at which point it will reconstitute itself attached to you. There is no limit on how far the shade can go but for every 100 feet it is away from you, the DC to spot it lowers with 5. This can be used in conjunction with Shadow Portal (meaning you can send your shade forth and then teleport towards your shade instead of making it come back)
The shade cannot be harmed in any way, save for intens bursts of light, and it has the following utility talents:
- Nightwatch
- Shadowbound item: 2/day
Harmlessly absorb any small item into the shade. The item becomes part of of it. It cannot be traced in any way and does not impede movement. An absorbed item cannot be detected in any way. You may end this effect at any time. When the effect ends, the item reappears from the shade. For every item absorbed this way, the DC for noticing the shade lowers with 5. The shade loses all items upon discovery and subsequent dispersion.
- Flick the switch: 1/day
Extinguish all the light within 50 feet of the shade. For the next 1 minute, the area affected is completely black. Treat the area as if it was obscured by a cloud of total darkness. The shade is completely undetectable during this period. After 1 minute, the light reappears as if nothing happened.
- Hide away: at will
The shade can merge and hide in a different shadow. When it does so, add another 10 to the DC to spot it. When the shadow it is hiding in moves, the shade moves along with it. The shade can exit the shadow at will. However, merging with a different shadow is difficult to maintain. After every 15 minutes, roll a d20. On a 15 or lower, the shade remains concealed within the shadow. On a 16 or higher, the shade gets forcefully removed from the shadow and the DC to spot it drops with 10.
Yeah, I know it can be worded differently to fit better with the actual rules and there is some number crunching involved but might work on that.
To build on the previous question: What if, in a completely dark room, a torch gets lit? Would the surrounding darkness count as shadow considering there is a light source (but no obstruction) or mere darkness?
Level 4:
Under the right circumstances, this would enable the user to teleport further than the teleportation utility talent. Does it have to be a shadow of the same size or can it also be bigger? Because if so, the user could, hypothetically, teleport from Ponyville to Canterlot by shadowport if they can spot the castle's shadow on the mountain.
Level 7:
You might want to word this a bit differently. Because as it is written now, one merely has to lift a limb, cast a shadow over themselves and voila, instant shadowport. I also don't see the interchangeble factor between stealth and perception but okay. Turning shadows into spy-gear is neat though I would suggest extending the range because if you can't spot a shadow within 20 feet/6 metres of you, you have pretty bad eyesight. Unless it is meant to spy around corners and the like but still, for 6 metres you can just listen in with perception.
Level 10:
Don't really see the point of the first ability because all you need to make a shadow is a light source and an obstruction. Unless you're talking about creating a shadow without those but that would just be darkness and defeating the purpose of using shadows.
Shadow Hole seems interesting but lacks that level 10 wow-factor and it can be simplified when combining with the level 4 ability.
If you're talking about a destiny that makes effective use of shadows, here's my take (sans flavour):
- Level 4:
--> Shadow Portal 5/day
You can enter a shadow and emerge from another one within 50 feet of your original starting position.
- Level 7:
--> The range of your Shadow Portal increases to 100 feet.
--> Animate Shadow: 3/day
You take control of a shadow that you can see and can move and mold it as you see fit. This can range from anything from looking a giant monster to putting on a shadow puppet show. Shadows manipulated this way cannot be used to fysically harm others.
- Level 10:
--> The range of your Shadow Portal increases to 200 feet.
Detach Shadow: 1/day
You can detach your shadow from you and send it out forth as a shade. Roll a stealth check with a +20 bonus. This is the DC set for perception checks to spot the shade. The shade is considered 2-dimensional, silent and intangible but its movements are restricted to the surfaces it can glide on. It has no combat applications and will disperse upon discovery, at which point it will reconstitute itself attached to you. There is no limit on how far the shade can go but for every 100 feet it is away from you, the DC to spot it lowers with 5. This can be used in conjunction with Shadow Portal (meaning you can send your shade forth and then teleport towards your shade instead of making it come back)
The shade cannot be harmed in any way, save for intens bursts of light, and it has the following utility talents:
- Nightwatch
- Shadowbound item: 2/day
Harmlessly absorb any small item into the shade. The item becomes part of of it. It cannot be traced in any way and does not impede movement. An absorbed item cannot be detected in any way. You may end this effect at any time. When the effect ends, the item reappears from the shade. For every item absorbed this way, the DC for noticing the shade lowers with 5. The shade loses all items upon discovery and subsequent dispersion.
- Flick the switch: 1/day
Extinguish all the light within 50 feet of the shade. For the next 1 minute, the area affected is completely black. Treat the area as if it was obscured by a cloud of total darkness. The shade is completely undetectable during this period. After 1 minute, the light reappears as if nothing happened.
- Hide away: at will
The shade can merge and hide in a different shadow. When it does so, add another 10 to the DC to spot it. When the shadow it is hiding in moves, the shade moves along with it. The shade can exit the shadow at will. However, merging with a different shadow is difficult to maintain. After every 15 minutes, roll a d20. On a 15 or lower, the shade remains concealed within the shadow. On a 16 or higher, the shade gets forcefully removed from the shadow and the DC to spot it drops with 10.
Yeah, I know it can be worded differently to fit better with the actual rules and there is some number crunching involved but might work on that.
Demonu- Equestrian Honor Guard
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Re: Shadow Master - For those who walk in Shadows
Your right, I definitely need to do some work on ranges of stuff and I like your idea with 10 and 7 but not really where I was going with this.
When I thought up the destiny, I was thinking essentially, Shadow Porting and less "Shadowmancy" for lack of a better term. Also I find it interesting, you're telling me lvl 10 lacks the wow factor and I've had others tell me it essentially makes the caster OP so I might play around with it and see what it does.
I'll play around with it some more, change some of the ranges and that kind of thing. Also the reason for changing the Stealth, perception thing is to make Shadowbug viable for none horse-sense based characters.
When I thought up the destiny, I was thinking essentially, Shadow Porting and less "Shadowmancy" for lack of a better term. Also I find it interesting, you're telling me lvl 10 lacks the wow factor and I've had others tell me it essentially makes the caster OP so I might play around with it and see what it does.
I'll play around with it some more, change some of the ranges and that kind of thing. Also the reason for changing the Stealth, perception thing is to make Shadowbug viable for none horse-sense based characters.
Hayatecooper- Equestrian Honor Guard
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Re: Shadow Master - For those who walk in Shadows
And yet another way to look at it is that these could be repurposed as a themed set of utility talents since it would open up more character concepts.
ZamuelNow- Freakin' Alicorn Princess
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Re: Shadow Master - For those who walk in Shadows
Actually, doing them as Utility talents could be fun, cause Destinies are kinda overbearing.
Changes Made: Defined some distances and sizes pretty arbitrarily to be honest I'm not really sure the best way to do that, as well as limits on distances and stuff(And defined Shadow Hole and Shadow Bug somewhat more in terms of what you can do with them).
Changes Made: Defined some distances and sizes pretty arbitrarily to be honest I'm not really sure the best way to do that, as well as limits on distances and stuff(And defined Shadow Hole and Shadow Bug somewhat more in terms of what you can do with them).
Hayatecooper- Equestrian Honor Guard
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Location : Brisbane Australia
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Pony Tales: Aspirations of Harmony :: Developer's Corner :: Game Mechanics Discussion :: Destinies and Boons
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