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New Boon Ideas!

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A1C Bronymous
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Post  Fury of the Tempest Sun Sep 23, 2012 11:32 am

Just for the fun of it... I doubt these will be accepted.

Master Blacksmith - LV3

You gain the aid of a Master Blacksmith for free. Allowing you access to master-work tools and armour. Gain a +3 Skill check to all trained skills, and Resist 1 to non-combat damage.

Power Armour - LV6

In your quests, you have found suits of Power Armour. Whenever they have been crafted by the greatest mages in the world or are relics of a lost civilization, they are a cut above normal armour. While wearing your Power Armour, you gain +3 to all physical abilities (Stunts, Endurance and Acrobatics), Resist 2 to non-combat damage and +2 to intimidation checks. In addition, each member can chose to give up the +3 in order to specialize their Power Armour, by either gaining a total of +7 to any number of skill checks (up to +3) or gain flight or magical abilities.

Form the Megazord! - LV9

Sure, you might be able to stop that huge army, prevent a natural disaster or reseal the ancient evil in the can. But why take the chance? The party each gains a personal vehicle which only they can drive. (Probably need to go into more detail about that). The vehicles must have a similar motif, whenever its vehicles, animals or something else all together. These vehicles can combined together to create one giant robot. This robot grants you all +2 to all physical abilities and intimation checks as well as +1 Resist to non-combat damage for each member of the party that has formed the Megazord. A player can chose to give up the +2 in order to grant the Megazord, flight, magical abilities or Cloaking.


Last edited by Fury of the Tempest on Sun Sep 23, 2012 3:58 pm; edited 1 time in total
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Post  Stairc -Dan Felder Sun Sep 23, 2012 3:08 pm

The funny thing is that I'd probably be happy to accept them with some polishing - but the only thing standing in their way right now is the Boon design statement. Boons aren't supposed to give combat bonuses. That's the only thing getting in your way.
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Post  Fury of the Tempest Sun Sep 23, 2012 3:40 pm

Yeah, I thought something like that would come up... would the psychical thing apply to battle? Because I could remove the damage boost as well as the resist - or at least change it to resist damage outside of battle - they'll just need polishing.
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Post  Stairc -Dan Felder Sun Sep 23, 2012 3:46 pm

Fury of the Tempest wrote:Yeah, I thought something like that would come up... would the psychical thing apply to battle? Because I could remove the damage boost as well as the resist - or at least change it to resist damage outside of battle - they'll just need polishing.

Just clarify that, "physical" means, "Stunts, Endurance and Acrobatics" or something. Should work fine.
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Post  Fury of the Tempest Sun Sep 23, 2012 3:58 pm

Edited! I only said so once because it really should only be need to be said once...
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Post  Zarhon Sat Nov 03, 2012 9:05 pm

Ditzy friend

Through some way or another, you've acquired a... "special"... friend. This friend may not seem like much help, however, through reasons you cannot explain or understand, they know random facts, details and ideas that are surprisingly helpful! Once a session, you may request the help of your friend. They will show up (One way or another... His ways are strange.) and supply you with one of the following:
- An elaborate, well-thought out plan of action that is (almost) guaranteed to help you solve a specific problem, provided it is enacted in the way described. The plan may seem illogical or detrimental, but is relatively simple to accomplish and "works out" in the end. Enacting the plan is not guaranteed to avoid combat encounters. The problem must be one that is affecting you right now and can be resolved within the current session. The plan allows for up to two deviations (either intentional, through critical failures, or losing combat encounters) before it falls apart and can no longer function.
- Two seemingly random pieces of information or trivia. They will be useless in their current state, but will prove invaluable later (current session, or on the next one), providing a clear solution, unknown facts or helpful context, as well as a +10 bonus to skill checks utilizing the provided information. DMs may relay the information at the end of the session and prepare it for the next one.
- Randomly choose three effects from the "Tons of Fun" table, then choose which of the three takes effect.
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Post  Whiteeyes Mon Dec 03, 2012 4:27 pm

Bumbling Sidekick

Your team has atracted the admiration of a loyal fan who has decided to follow you around and give what help they can. This is like an Adorable Assistant except for one problem. They stink at it. Whether it is a lack of common sense, bad luck, or simply a lack of skills, they mess up a lot. The only reasons your group keeps this pony/dragon/whatever around is that 1) they are honestly trying their best and you feel a bit for them, and 2) somehow they a,ways wind up helping when they don't mean to. They literally have the weirdest turns of fortune. They might lean on a wall, only to reveal a hidden tunnel, know the needed obscure information the party just can't seem to find, triggering a trap in such a way that it doesn't hurt them, or having gotten their bag mixed up with the plot critical files contained in another, they somehow always manage to help in an adventure. Or start one.

- One per session the NPC is able to help out the party in an unexpected way. The PCs can't ask them to do something (the sidekick would just fail), it's up to the GM to decide when to use it. However it can be as big a help as the GM wants.
- When the sidekick is captured by the bad guys (no, not if, when) the PCs get a +5 bonus on all skills used while attempting to find and rescue him/her.
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Post  A1C Bronymous Tue Mar 26, 2013 5:56 pm

This is a rough draft of an idea I had. I kind of left the Flavoring intentionally vague so it could be based on individual campaign settings.

Support Option
You have gained access to a support team that operates behind the scenes.

Lvl3- Fast Transit
Your team can offer you a quick and reliable mode of transportation with X uses per day*. This has a preparation time of 10 minutes, and can take you anywhere you already know the location of (cities, landmarks) in substantially less time then it would take to get there on foot.
* X= whatever's fair.

Lvl6- Intel
Your support can now offer you intelligence reports on new areas. The party gains a +10 to Knowledge and Sense Checks while within this region. The preparation time of your Fast Transit also decreases to 5 minutes.

Lvl9- Effectual Support
Your intelligence reports now offer a +15 bonus to Knowledge and Sense Checks. In addition, once per day you may use one of the following:

  • Close Air Support
    Preparation Time: 5 minutes
    A single precision munitions strike can be called to clear an obstacle, demolish a structure, provide a distraction, etc. This cannot be used during combat.

  • Elite Operations Team
    Preparation Time: 10 minutes
    A strike team consisting of X operatives, where X= the number of Party members, will be deployed to your location, and will follow the party for 10 minutes, or until combat is engaged, at which point they will flee. Each operative has a 10 in a specific skill (up to the party to choose which skills, no two can be the same), and a 5 in every other skill. In addition to this, each operative can provide a +5 assist bonus on party checks in specified skills. Finally, the entire team can be set a task (out of combat) that will take 15 minutes to accomplish and will always succeed. After this, the Team disappears.
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