New Abilities Suggestions
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New Abilities Suggestions
Decided to make this thread for all the Ability suggestions that may be out there, because I couldn't really find a thread that I thought would be appropriate for this, and because, y'know, new system, sorta.
Anyway, this is purely a place to post'em and get reviews, if people want to use them/make them official, no problem, but they're still just suggestions.
Anyway, this is purely a place to post'em and get reviews, if people want to use them/make them official, no problem, but they're still just suggestions.
- My first suggestion so I don't double post:
- Werewolf (2)
Trigger: roll a 30 or higher on a skill check
Effect: make a DC 25 Endurance check, on failing it, turn into a werewolf for 1d100 minutes.
Copper Rose- Epic Pwny
- Gender :
Posts : 1931
Join date : 2013-08-18
Age : 27
Location : Port Angeles, WA
Re: New Abilities Suggestions
You may need to build on that a bit telling what being a werewolf actually does.
tygerburningbright- Freakin' Alicorn Princess
- Gender :
Posts : 3141
Join date : 2012-07-19
Location : USA
Re: New Abilities Suggestions
Typically, intentionally failing checks is not something well liked. I still don't know what werewolf DOES, but making it a guaranteed transformation and just Healing or Persuasion to not flip out might be better... or specify that you don't HAVE to make the endurance check. If you're charging for the ability, it's supposed to do something useful.
Z2- Equestrian Honor Guard
- Gender :
Posts : 838
Join date : 2012-12-10
Re: New Abilities Suggestions
The werewolf ability, as you suggest it now, seems more like a flaw than anything else. It should probably be defined as to what it turns you into, as well, and what you gain.
The Bats! episode seems like a good thing to go from, but it needs not be specific to that form. It would probably work best as a variant of the shapechanger abilities.
The ability brings the benefits of an alternate set of abilities, at the drawback of unpredictability (unless you invest in it) and limitations in teamwork. Functionally, it should be similar to the transformation of "Bats!".
The Bats! episode seems like a good thing to go from, but it needs not be specific to that form. It would probably work best as a variant of the shapechanger abilities.
- Werewolf ability:
- Lycanquine/Lycanthrope (3)
You gain the ability to transform into a were-creature, though not entirely voluntarily. Whenever you meet a "criteria" to transform, roll a d20. On a 10 or less, or if you choose not to roll, you will forcefully transform for the next 1d4 x 30 minutes. "Criteria" to transform are determined/agreed upon by the DM and may include, but are not limited to:
- Self-harm, or grievous injuries.
- Sight or smell of blood, or certain types of food/drink.
- Sensing an ally in mortal danger.
- Sensing a rival, or other well-hated creature.
- Hunger or thirst.
- Celestial or weather events (full moon, lightning...).
When you pick this ability, choose up to 10 points worth of abilities, as well as the type/genus of creature (excluding playable races) you will transform into. You gain these abilities in your were-form and lose access to your 'normal' abilities. A transformation can only occur once a day, and whilst in it, your communication is limited to that of an animal (animal speak applies, many tongues cannot, telepathy is limited) and you cannot perform assist checks. Any skill checks that do not correspond to instinct or similar "animal" behavior (e.g. reading a book) require a d20 roll. On a 10 or less, you perform an instinctual action instead.
- Upgrades:
- Dire Form (1)
Prerequisite: Lycan
Gain an extra 5 points to spend on abilities for your Lycan form. You may take this upgrade multiple times, up to a max of 30 points total.
Strained Control (2)
Prerequisite: Lycan
You now need to roll a 5 on both d20 rolls to transform/act on instinct. In addition, you may choose to stop a forced transformation, once a day.
Masterful Control (3)
Prerequisite: Strained Control
You may now transform at will, and no longer act on instinct.
The ability brings the benefits of an alternate set of abilities, at the drawback of unpredictability (unless you invest in it) and limitations in teamwork. Functionally, it should be similar to the transformation of "Bats!".
Zarhon- Smile Smile Smile
- Gender :
Posts : 3531
Join date : 2012-07-19
Age : 34
Re: New Abilities Suggestions
I found the ability to produce common items one of the more interesting aspects of taking Magical Tricks without taking Magecraft. Tossing out a potential proposal for that concept either as a standalone Ability or as a part of Enchanting.
- Item conjure proposals:
- Right Tool for the Job (1) – At Will
Preparation Time: 5 seconds
Whether through magic spell or the depths of hammerspace, you produce a common mundane item with volume no greater than one cubic foot - such as a lock pick or hand mirror. It seems artificial and crude but is still serviceable. After 10 minutes, the item crumbles, breaks, or otherwise disappears.
OR
Deep Pockets – Enchantment
Preparation Time: 5 seconds
You produce a common mundane item with volume no greater than one cubic foot - such as a lock pick or hand mirror. It seems artificial and crude but is still serviceable.
ZamuelNow- Freakin' Alicorn Princess
- Gender :
Posts : 3309
Join date : 2013-03-19
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