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What's Missing?: Utility Talents version

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Post  ZamuelNow Fri Jul 05, 2013 1:57 am

Something going through my head recently was wondering what all you can't do in the system and subsequently, what would it would take to make them playable. These are just the initial thoughts since I'm sure there's more. More of a catch all thread for individual utility talents.

-Digging. While it could be used for certain races, it really feels like it would be a utility talent at its base. Probably needs varying strengths for different soil types.
-Growing and shrinking. This is different from a racial option of naturally being big or small since this would be an active power. Plus, it would be another option for the otherwise small Shapeshifting category.
-More utilities to aid History and Streetwise characters due to the major lack of options.
-More "natural" utilities overall since it's currently very magic focused.
-Shadowmancy. Arguably, a number of whatever-kinesis abilities abilities could be made.
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Post  Hayatecooper Fri Jul 05, 2013 3:28 am

Shadowmancy... I see what you are up to Razz

But good, I was looking for a thread like this to deposit some of my more random ideas. Warning, most of these will probably be terrible/broken or both

Necromancy Talents:
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Post  ZamuelNow Sat Jul 06, 2013 2:08 pm

Intriguingly, had other reasons why I was looking into shadowmancy. I'll look at the necromantic ideas later, but was brainstorming some other stuff. Actually had to take a step back since I saw a bit of a problem with an existing power.

Time Sensitive:
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Post  Zarhon Sun Jul 07, 2013 12:01 am

Have some talents!

Nature stuff:

Growing/shrinking stuff:

Necromancy stuff:


Last edited by Zarhon on Tue Jul 09, 2013 5:09 pm; edited 4 times in total
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Post  Caden2112 Sun Jul 07, 2013 12:20 am

I support the nature stuff if for no other reason than to make Amaterasu from Okami as a character.
...On a serious note, that could be quite interesting for someone with more than a passing knowledge of flora. "And...Insanely poisonous plant goes...There." Or simply growing vines to use as improvised ropes. The growing/shrinking could be useful too.
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Post  Zarhon Sun Jul 07, 2013 2:20 am

Yep, Amaterasu is pretty much what I based it off, as well as partially from a self-made destiny Philadelphus used for his character Pony Team Bravo.

Another nature thing:

Edit: Tweaked the previous talents a bit.
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Post  Jason Shadow Sun Jul 07, 2013 10:24 am

Zarhon wrote:
Mind of its own - 3/day
Preparation time: 30 seconds
You enchant the limb, sensory organ, or extremity of a willing creature, causing it to detach and allowing the creature owning it to remotely control it with telepathy. The limb/extremity functions as it would when attached (e.g. an eye can see its surroundings), and is mobile (via hopping or rolling) for the next 30 minutes. Afterwards, it magically flies off back to its owner and reattaches, if able. Whilst detached, you may
...You may what?! The suspense is killing me!
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Post  Zarhon Tue Jul 09, 2013 5:10 pm

Jason Shadow wrote:
Zarhon wrote:
Mind of its own - 3/day
Preparation time: 30 seconds
You enchant the limb, sensory organ, or extremity of a willing creature, causing it to detach and allowing the creature owning it to remotely control it with telepathy. The limb/extremity functions as it would when attached (e.g. an eye can see its surroundings), and is mobile (via hopping or rolling) for the next 30 minutes. Afterwards, it magically flies off back to its owner and reattaches, if able. Whilst detached, you may...
...You may what?! The suspense is killing me!
...keep Jason Shadow in suspense.
Very Happy
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Post  ZamuelNow Tue Jul 09, 2013 7:01 pm

Fertile Hooves, Nature's Avatar, and Nature's Miracle actually feel more like a Destiny progression intriguingly enough.

Can't immediately think of any issues with Enlarge or Shrink off the top of my head.

My own digging ideas from a while back:

Digging:

These might be "too good" right now due to the fact that flight utilities start out with penalties and this technically has some semblance of stealth due to the ability to hide underground.
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Post  Philadelphus Wed Jul 10, 2013 1:37 am

ZamuelNow wrote:Fertile Hooves, Nature's Avatar, and Nature's Miracle actually feel more like a Destiny progression intriguingly enough.
That might have something to do with the fact that they're partially based on one of my custom destinies I came up with last year. Smile  ("Master Gardener" in the Destinies sub-forum if you're curious.) Which I keep meaning to get back to and re-write, now that I've had a chance to play-test it. I should probably do that one of these days. Although the thought of rebalancing it into utility talents has a certain appeal as well...
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Post  A1C Bronymous Wed Jul 10, 2013 4:38 am

I put this in the "submit two ideas, something something whatever" thread.

Levitate- 3/day
Prep Time: ...lets say 10 seconds
You can levitate, lifting yourself into the air through mind, magic or sheer force of will. For the next 10 minutes, you can fly with good maneuverability (no/penalty to checks), using Arcana for skill checks rather than Athletics or Acrobatics.
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Post  Ramsus Wed Jul 10, 2013 4:41 am

I don't really like that idea. It implies that you basically cast a spell to control your flight for you instead of controlling and adjusting it as you move yourself. Also, it implies that mages can't just be self-levitating with the existing flight talents.
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Post  A1C Bronymous Wed Jul 10, 2013 2:41 pm

Well A, like everything else it can be reflavored. B, its a trade off. Instead of taking two talents, or a Racial and a Talent that lets them fly whenever with no penalties, but they just take this,but can only do it a few times a day for a short duration. They also get to use a skill that they, being mages, are probably more adept at to fly with.
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Post  ZamuelNow Thu Jul 11, 2013 1:27 am

Tried to credit the originals from the Season 3 thread

Dream Walker:

Allows you to build Princess Luna from G4 or Ribbon from G1.  Tried to build enough rules directly into the power so that there's less GM headache and it's less appealing to metagamers who might want to try to kill a character out of combat.  I'd like it to be able to combo with Dream Stride but may need rewording for that.

Artificial Gravity:

Increased to six allies in case you have an important NPC or the adorable assistant.  Clarified some wording from the original version.  I'm on the fence about it being multiple uses.  Indoors has tons of creative things it can do.  Outdoors seems like either free flight or accidental team kills if done at the wrong time/place.
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Post  Zarhon Thu Jul 11, 2013 11:56 am

Dream Walker sort of forces the DM to improvise on the spot, and gives the player using the dreamwalking what equates to a "private session". This is the equivalent of being a Decker in Shadowrun - boring for anyone not involved with the dream. You better make it applicable to the entire party.

Obligatory Counter Monkey video:

You also didn't actually specify how one would benefit from going through somepony's dream (Mind reading? Inception-style thought implanting? Determining whether someone is trustworthy?), or what such a dream might involve, or be limited by.
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Post  Philadelphus Thu Jul 11, 2013 2:55 pm

ZamuelNow wrote:
Artificial Gravity:

Increased to six allies in case you have an important NPC or the adorable assistant.  Clarified some wording from the original version.  I'm on the fence about it being multiple uses.  Indoors has tons of creative things it can do.  Outdoors seems like either free flight or accidental team kills if done at the wrong time/place.
Ahh, yes, I remember making that one. Absolutely loved that part of the season 3 opener. Smile  Yeah, if you can cast it on multiple allies like that it probably should be just 1/day and have a longer duration in exchange. Maybe 1/day and 15 minutes duration?

Also, I realized it doesn't say anything about interacting with other objects. Should we put something in there to the effect of "any objects not held or worn by one of the targets of this talent at the moment it is triggered continue to feel gravity normally"? To prevent questions like "Ok, we're walking across the ceiling, and reach down to pick up the priceless vase, what happens to it?".
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Post  Zarhon Thu Jul 11, 2013 4:48 pm

Maybe there should be an added clause for artificial gravity to prevent accidental team-kills?

"Gravity will automatically switch back to normal before the affected creatures would achieve terminal velocity (a height unlikely to kill, but very likely to cause serious injury)" Very Happy 
or
"Any affected creature can end the effect on them early."

It also might need a "portal" clause - how is velocity and momentum maintained, with mid-flight gravity switching (e.g. you use it to flip gravity sideways whilst somepony is falling into the sky - is the change immediate (90° turn), or gradual (curved motion)?
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Post  ZamuelNow Thu Jul 11, 2013 7:17 pm

Alright, attempted another revamp of it.

Artificial Gravity - New Draft:

I'll brainstorm things with Dream Walker some other time.
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Post  Ramsus Thu Jul 11, 2013 7:22 pm

I think that'd be fine as a 2/Day. Seems too expensive for it to cost a magic point imo. It should probably have a minute prep time or something at least though.
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Post  Philadelphus Fri Jul 12, 2013 5:59 am

Zarhon wrote:Maybe there should be an added clause for artificial gravity to prevent accidental team-kills?
It already requires a "willing" ally to be cast – if you're willing to have gravity reversed for you in the middle of an open field without some way to deal with the fallout, well, you kinda deserve the results. Smile 
But seriously, it's a powerful and potentially dangerous talent that should be treated with respect. I don't think it needs training wheels on it. Mess with gravity at your peril. Same with Flight, really.

I also don't think it needs to be a Magic talent. Once per day is probably fine.
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Post  ZamuelNow Mon Jul 15, 2013 11:09 pm

Artificial Gravity - New Draft 2:

Dream Walker may wind up needing it's own mini supplement the more I think about it.
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Post  Zarhon Tue Jul 16, 2013 5:36 am

Hm, when gravity is negated, do winged creatures affected still have the ability to fly, and to non-winged creatures gain the ability to do so? Are they helplessly floating around (as is normal for zero gravity) and uncontrollably propel in a single direction, that they push themselves off, or can they "swim" to where they want, or use their usual flying abilities?
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Post  Philadelphus Tue Jul 16, 2013 6:07 am

Y'know, I can't help feeling like Artificial Gravity is starting to suffer a little from feature creep. Not to be down on your work ZamuelNow, I appreciate that you're trying to juggle mutually incompatible suggestions from multiple people, and I'm glad you brought it up for discussion again. Smile  Maybe it could stand to be multiple talents at multiple levels of power? For instance, maybe the following simpler version could be a prerequisite for your version (or maybe they could co-exist, like Ponykinesis and Advanced Ponykinesis):

Reverse Gravity – 3/day
Preparation Time: 5 seconds.
You or target willing creature you can see has gravity reversed for them for 5 minutes (this includes any gear worn by target at time of casting). The caster may choose to end the effects early at will.
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Post  Zarhon Tue Jul 16, 2013 8:32 am

I still think the affected creatures should have control over its ending - cause what do you do if the caster is incapacitated (and thus unable to end the effect by their will), or simply unable to see the threat the reversed creature is in (e.g. crit-fail perception on the caster)?
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Post  Philadelphus Tue Jul 16, 2013 3:07 pm

Then you realize the messing with gravity is both powerful and dangerous. Smile I mean, if I give someone wings with Dazzling Wings, and they do something that causes them to lose their wings high in the air, should we put some clause into Dazzling Wings that "oh, well, they don't actually take any falling damage if the wings are lost"? They accepted that risk when they accepted the wings. Some utility talents are just inherently more dangerous to use than others.
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