Editing MLP Skills

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:Key Ability: The abbreviation for the ability whose modifier applies to the skill check.
 
:Key Ability: The abbreviation for the ability whose modifier applies to the skill check.
 
:Trained Only: If "Trained Only" appears on the line beneath the skill name, you must be trained in that skill to use it. If "Trained Only" is omitted, the skill can be used untrained except for some uses. If any special notes apply to trained or untrained use, they are covered in the Special section.
 
:Trained Only: If "Trained Only" appears on the line beneath the skill name, you must be trained in that skill to use it. If "Trained Only" is omitted, the skill can be used untrained except for some uses. If any special notes apply to trained or untrained use, they are covered in the Special section.
:Skill Check Penalty: If "Skill Check Penalty" appears on the line beneath the skill name, a character takes a penalty on skill checks made with this skill if he's wearing armor with which he is not proficient. The size of the armor check penalty depends on the type of armor: light, -2; medium, -5; or heavy, -10. For example, Woody the Earth Pony scout is proficient with light armor only. If he attempts to swim in medium armor, he takes a -5 armor check penalty on his Swim check.
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:Skill Check Penalty: If "Skill Check Penalty" appears on the line beneath the skill name, a character takes a penalty on skill checks made with this skill if he's wearing armor with which he is not proficient. The size of the armor check penalty depends on the type of armor: light, -2; medium, -5; or heavy, -10. For example, Woody the Earth Pony scout is proficient with light armor only. If he attempts to swim in medium armor, he takes a -5 armor
 
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check penalty on his Swim check.
 
:Retry: Any circumstances that apply to successive attempts to use the skill successfully. If this paragraph is omitted, the skill check can be tried again without any inherent penalty other than consuming additional time.
 
:Retry: Any circumstances that apply to successive attempts to use the skill successfully. If this paragraph is omitted, the skill check can be tried again without any inherent penalty other than consuming additional time.
 
 
:Special: Any special notes that apply, such as rules regarding untrained use and whether or not you can take 10 or take 20 when using the skill.
 
:Special: Any special notes that apply, such as rules regarding untrained use and whether or not you can take 10 or take 20 when using the skill.
 
 
:Time: How much time it takes to make a check with this skill, if that information hasn't already been covered elsewhere.
 
:Time: How much time it takes to make a check with this skill, if that information hasn't already been covered elsewhere.
  
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Armor Check Penalty
 
Armor Check Penalty
  
for instance Baseball, Basketball, Football, Golf, Soccer, Tennis, ...
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You can move at normal speed across difficult terrain, keep your balance while walking on a narrow surface, take less damage from a fall, slip free of restraints or a grappling foe, and get up from prone safely. In addition to the specific options listed below, you can use Acrobatics to perform typical tumbling, flipping, or gymnastic maneuvers.
Acrobatics encompasses a number of unrelated skills. Acrobatics represents your capability in certain types of sports. Each time you select Acrobatics as a trained skill, you can choose a type of sport from the example list below or create a new one. Also You can move at normal speed across difficult terrain, keep your balance while walking on a narrow surface, take less damage from a fall, slip free of restraints or a grappling foe, and get up from prone safely. In addition to the specific options listed below, you can use Acrobatics to perform typical tumbling, flipping, or gymnastic maneuvers.
 
 
 
<table width=40% border=1 cellpadding=0 cellspacing=2>
 
<tr bgcolor=#999999><td><b>Subcategory</b></td><td><b>Example</b></td></tr>
 
<tr><td>Baseball</td><td> </td></tr>
 
<tr><td>Basketball</td><td> </td></tr>
 
<tr><td>Football</td><td> </td></tr>
 
<tr><td>Golf</td><td> </td></tr>
 
<tr><td>Lacrosse</td><td> </td></tr>
 
<tr><td>Soccer</td><td> </td></tr>
 
<tr><td>Tennis</td><td> </td></tr>
 
</table>
 
  
 
* Balance: A successful Acrobatics check allows you to move at half speed along a narrow surface such as a ledge or wire. The DC of the Acrobatics check varies with the width of the surface (see below). If the surface is slippery or unstable, increase the DC by 5. A failed check means you fall prone and must make a DC 25 Reflex save to catch the ledge or wire.
 
* Balance: A successful Acrobatics check allows you to move at half speed along a narrow surface such as a ledge or wire. The DC of the Acrobatics check varies with the width of the surface (see below). If the surface is slippery or unstable, increase the DC by 5. A failed check means you fall prone and must make a DC 25 Reflex save to catch the ledge or wire.
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The Melee skill represents your ability to strike someone or something in close combat. When you make an Melee roll and your result equals or surpasses the target's Reflex Defense modified by your size, you are able to hit and deal damage. If your skill check succeeds, you deal damage. The type of weapon used, or your size together with your Strength bonus, and bonuses from other sources if applicable, determine the amount of fatigue lost by that individual. When the fatigue loss exceeds the physical damage threshold, the target move down one step on the physical condition track. If the fatigue loss exceeds double the physical damage threshold the physical condition track is moved by two steps, but one of those is considered persistent. If it happens that the fatigue loss exceeds three times the physical damage threshold, the physical condition track is moved by three steps but one of those is considered persistent and another one is considered a crippling condition (see page xxx for more information about the condition track).
 
The Melee skill represents your ability to strike someone or something in close combat. When you make an Melee roll and your result equals or surpasses the target's Reflex Defense modified by your size, you are able to hit and deal damage. If your skill check succeeds, you deal damage. The type of weapon used, or your size together with your Strength bonus, and bonuses from other sources if applicable, determine the amount of fatigue lost by that individual. When the fatigue loss exceeds the physical damage threshold, the target move down one step on the physical condition track. If the fatigue loss exceeds double the physical damage threshold the physical condition track is moved by two steps, but one of those is considered persistent. If it happens that the fatigue loss exceeds three times the physical damage threshold, the physical condition track is moved by three steps but one of those is considered persistent and another one is considered a crippling condition (see page xxx for more information about the condition track).
  
* Damaging inanimate objects: The basic difficulty of a melee roll against an inanimate object is 10, modified according to the stablemaster, if complicating circumstances exist. When your melee roll is successful you make a normal damage roll. If the result exceeds the object's Damage Reduction, it is compared to the damage threshold of the object. If higher, the physical condition of the object moves down one persistent step on the physical condition track for every time the result exceeds the damage threshold. Most objects have no fatigue score, therefore damage that did not exceeded the damage threshold has no effect. Some objects, like clouds, plants, or gemstone caches have an equivalent to fatigue points. In that case, damage that has not exceeded the threshold can be used for a Harvest result, but the base difficulty for the melee roll is 15 instead of 10 (see page xxx).
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* Damaging an nonliving item: The basic difficulty of a melee roll against an inanimate object is 5, modified according to the stablemaster when discretionary complicating circumstances exist. If your melee roll is successful you can make a normal damage roll. If the result that exceeds the object's Damage Reduction is compared to the damage threshold of the Object, the object move down one persistent step on the physical condition track for every time the result exceeds the physical damage threshold. Most objects have no fatigue score therefore damage that have not exceeded the damage threshold has no effect. Exceptions are for example plants where damage that have not exceeded the threshold can be used for Harvest result but the base difficulty for the melee roll is 15(see page xxx).
  
 
<table width=40% border=1 cellpadding=0 cellspacing=2>
 
<table width=40% border=1 cellpadding=0 cellspacing=2>
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</table>
 
</table>
  
Special: You can take 10 on a Melee check in a non-dramatic situation, but you can't take 20.
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-----
 
 
====Ranged (Dex)====
 
 
 
The Ranged skill represents your ability to strike someone or something on Long range. Ranged is working the same way like Melee with some exceptions. With a ranged weapon or  some sport equipment, you can shoot or throw at any target that is within the items's maximum range and in line of sight. The maximum range for a thrown weapon is five range increments. For projectile weapons and some sport equipment, it is 10 range increments. Some ranged items have shorter maximum ranges, as specified in their descriptions. In addition it should be noted that some Range equipment not add the Strength Modifier to the Damage. Penalty through poor visibility are doubled on close range, tripled on medium range and quadrupled on long range.
 
 
 
Special: You can take 10 on a Ranged check in non-dramatic situations, but you can't take 20.
 
  
 
====Stealth (Dex)====
 
====Stealth (Dex)====
 
Armor Check Penalty
 
Armor Check Penalty
 
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Use th is skill to slink past a sentry without being heard, catch your enemy
Use this skill to hide from someone, slink past a sentry without being heard, or perform sleight of hand.
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off-guard, snipe from a concealed location, or perform sleight of hand.
 
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Sneak: Your Stealth check sets the DC for Perception checks made to
* Sneak: Your Stealth check sets the DC for Perception checks made to notice you. If an opponent's Perception check equals or exceeds your Stealth check, your opponent notices you. Any circumstance that hampers your ability to sneak imposes a -2 penalty on your check, while favorable circumstances grant a +2 bonus. For example, sneaking across a surface littered with debris imposes a -2 penalty on your Stealth check, while a room filled with abundant hiding places grants a +2 bonus on your check. If you move more than your speed in any given round, you take a -5 penalty on your Stealth check. If you move more than twice your speed in any given round, you take a -10 penalty on your Stealth check. Your size provides a modifier to your Stealth checks: Fine, +20; Diminutive, +15; Tiny, +10; Small, +5; Medium, +0; Large, -5; Huge, -10; Gargantuan, -15; Colossal, -20.
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notice you. If an opponent's Perception check equals or exceeds your Stealth
 
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check, your opponent notices you.
* Conceal Item: As a standard action, you can attempt to conceal an item on your person. The concealed object must be at least one size smaller than you, and you get a modifier on your skill check based on the object's relative size: One size smaller, -5; two sizes smaller, +0; three sizes smaller, +5; four or more sizes smaller, + 10. Other characters may notice a concealed object with a successful Perception check (opposed by your Stealth check result), but only if you do not have total concealment. A character gains a +10 circumstance bonus on his Perception check if he physically touches you to search for concealed items; this requires a full-round action that can only be performed if you're a willing, pinned, or helpless target. Drawing a concealed item is a move action.
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Any circumstance that hampers your ability to sneak imposes a -2 penalty
 
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on your check, while favorable circumstances grant a +2 bonus. For example,
* Create a Diversion to Hide: You can use the Deception skill to help you be stealthy. A successful Deception gives you the momentary diversion you need to attempt a Stealth check even though people are aware of you. While the others turn their attention from you, you can make a Stealth check (as normal, and at no penalty) if you can reach a hiding place of some kind as a move action.
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sneaking across a surface littered with debris imposes a -2 penalty on your
 
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Stealth check, while a room filled with abundant hiding places grants a +2
* Pick Pocket: With a successful Stealth check, you can pilfer a small, hand-sized object from a target within reach. Your Stealth check is opposed by the target's Perception check, and the target gains a +5 bonus. If you fail by 4 or less, you are unable to take the item, but the target does not notice the effort. If you fail by 5 or more, you are unable to take the item and the target catches you in the act.
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bonus on your check.
 
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If you move more than your speed in any given round, you take a -5
* Sleight of Hand: You can palm hand-sized objects, perform minor feats of legerdemain, or attempt to perform a minor action without being noticed (such as flipping a switch, or pulling out a joke article without being noticed). All such efforts are opposed by observer's perception check. Any observer that beats your Stealth check notices the action you attempted, and knows how you did it.
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penalty on your Stealth check. If you move more than twice your speed in
 
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any given round, you take a -10 penalty on your Stealth check.
* Snipe: After making a ranged attack from hiding, you can try to hide again. You must be at least 2 squares from the target, and you must already have successfully used Stealth to hide from the target. Make a new Stealth check (as normal, but with a -10 penalty) as a move action. If you succeed, you remain hidden; otherwise, your location is revealed.
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Your size provides a modifier to your Stealth checks: Fine, +20; Diminutive,
 
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+15; Tiny, +10; Small, +5; Medium, +0; Large, -5; Huge, -10; Gargantuan,
Special: You can take 10 when making a Stealth check in a non-dramatic situation, but you can't take 20.
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-15; Colossal, -20.
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Conceal Item: As a standard action, you can attempt to conceal an item
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(such as a weapon) on your person. The concealed object must be at least
 +
one size smaller than you, and you get a modifier on your skill check based
 +
on the object's relative size: One size smaller, -5; two sizes smaller, +0; three
 +
sizes smaller, +5; four or more sizes smaller, + 10.
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Other characters may notice a concealed object with a successful Perception
 +
check (opposed by your Stealth check result), but only if you do not
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have total concealment. A character gains a +10 circumstance bonus on
 +
his Perception check if he physically touches you to search for concealed  
 +
items; this requires a full-round action that can only be performed if you're
 +
a willing, pinned, or helpless target.
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Drawing a concealed item is a move action.
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Create a Diversion to Hide: You can use the Deception skill (page 64)
 +
to help you be stealthy. A successful Deception gives you the momentary
 +
diversion you need to attempt a Stealth check even though people are aware
 +
of you. While the others turn their attention from you, you can make a Stealth
 +
check (as normal, and at no penalty) if you can reach a hiding place of some
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kind as a move action.
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Pick Pocket: With a successful Stealth check, you can pilfer a small,
 +
hand-sized object from a target within reach. Your Stealth check is opposed
 +
by the target's Perception check, and the target gains a +5 bonus. If you fail
 +
by 4 or less, you are unable to take the item, but the target does not notice
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the effort. If you fail by 5 or more, you are unable to take the item and the
 +
target catches you in the act.
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Sleight of Hand: You can palm hand-sized objects, perform minor feats
 +
of legerdemain, or attempt to perform a minor action without being noticed
 +
(such as flipping a switch, pulling out a thermal detonator, or drawing a
 +
pistol under the cover of a table). All such efforts are opposed by observer's
 +
Perception check. Any observer that beats your Stealth check notices the
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action you attempted, and knows how you did it.
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Snipe: After making a ranged attack from hiding, you can try to hide
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again. You must be at least 2 squares from the target, and you must already
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have successfully used Stealth to hide from the target. Make a new Stealth
 +
check (as normal, but with a -10 penalty) as a move action. If you succeed,
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you remain hidden; otherwise, your location is revealed.
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Special: You can take 10 when making a Stealth check, but you can't
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take 20.
  
 
====Swim (Str)====
 
====Swim (Str)====
 
Armor Check Penalty
 
Armor Check Penalty
 
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Using this skill, a land-based creature can swim, dive, navigate underwater
Using this skill, a land-based creature can swim, dive, navigate underwater obstacles, and so on.
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obstacles, and so on.
 
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Swim: A successful Swim check allows you to swim one-quarter your
* Swim: A successful Swim check allows you to swim one-quarter your speed as a move action or one-half your speed as a full-round action. Roll once per round. If you fail, you make no progress through the water. If you fail by 5 or more, you go underwater and must hold your breath (see the Endurance skill) until you reach the surface by succeeding on a Swim check.
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speed as a move action or one-half your speed as a full-round action. Roll
 
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once per round. If you fail, you make no progress through the water. If you
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fail by 5 or more, you go underwater and must hold your breath (see the
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Endurance skill, page 66) until you reach the surface by succeeding on a
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Swim check.
 
The DC for the Swim check depends on the situation:
 
The DC for the Swim check depends on the situation:
 
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SITUATION DC
<table width=30% border=1 cellpadding=0 cellspacing=2>
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Calm water 10
<tr bgcolor=#999999><td><b>Situation</b></td><td><b>DC</b></td></tr>
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Rough water
<tr><td>Calm water</td><td>15</td></tr>
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Stormy water
<tr><td>Rough water</td><td>20</td></tr>
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15
<tr><td>Stormy water</td><td>25</td></tr>
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20
</table>
 
 
 
 
Retry: A new check is allowed the round after a check is failed.
 
Retry: A new check is allowed the round after a check is failed.
 
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Special: You can take 10 when making a Swim check, but you can't take
Special: You can take 10 when making a Swim check, but you can't take 20.
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20.
  
 
===Mental Skills===
 
===Mental Skills===
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* Deceive: When you want to make another character believe something that is untrue, you can attempt to deceive them. You can deceive a target in one of two ways: by producing a deceptive appearance or by communicating deceptive information.
 
* Deceive: When you want to make another character believe something that is untrue, you can attempt to deceive them. You can deceive a target in one of two ways: by producing a deceptive appearance or by communicating deceptive information.
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** Deceptive Appearance: When you produce a deceptive appearance, such as disguising your appearance or producing forged documents, make a Deception check opposed by the Wits Defense of any target that sees the deception. If you succeed, that character believes that the appearance is authentic. If you fail, the target detects the deception. Creating a deceptive appearance requires at least 10 rounds for small deceptions, one scene for medium deceptions, 2 scenes for large deceptions, 3 scenes for huge deceptions, or a whole session for gargantuan deceptions. You can rush and create the deception in less time (treating it as if it were one step easier, to a minimum of small), but you take a -10 penalty on your Deception check. In all cases, make a single Deception check at the time you create the deceptive appearance and compare your check result to the Perception check of any character who encounters it.
 
** Deceptive Appearance: When you produce a deceptive appearance, such as disguising your appearance or producing forged documents, make a Deception check opposed by the Wits Defense of any target that sees the deception. If you succeed, that character believes that the appearance is authentic. If you fail, the target detects the deception. Creating a deceptive appearance requires at least 10 rounds for small deceptions, one scene for medium deceptions, 2 scenes for large deceptions, 3 scenes for huge deceptions, or a whole session for gargantuan deceptions. You can rush and create the deception in less time (treating it as if it were one step easier, to a minimum of small), but you take a -10 penalty on your Deception check. In all cases, make a single Deception check at the time you create the deceptive appearance and compare your check result to the Perception check of any character who encounters it.
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** Deceptive Information: When you communicate deceptive information, such as telling a lie or distorting facts to lead the target to a false conclusion, make a Deception check against the Wits Defense of any target that can understand you. If you succeed, the target believes that what you're telling them is true. While most cases of deceptive information are either verbal or written (requiring the target to be able to understand you), you can deceive with gestures, body language, facial expressions, and so forth. Communicating deceptive information requires at least a standard action for small deceptions, a full-round action for medium deceptions, 10 rounds for difficult (large), a scene or even more for huge, or gargantuan deceptions.
 
** Deceptive Information: When you communicate deceptive information, such as telling a lie or distorting facts to lead the target to a false conclusion, make a Deception check against the Wits Defense of any target that can understand you. If you succeed, the target believes that what you're telling them is true. While most cases of deceptive information are either verbal or written (requiring the target to be able to understand you), you can deceive with gestures, body language, facial expressions, and so forth. Communicating deceptive information requires at least a standard action for small deceptions, a full-round action for medium deceptions, 10 rounds for difficult (large), a scene or even more for huge, or gargantuan deceptions.
 
You can rush and communicate your deception in less time (treating as if it were one step easier, to a minimum of small), but you take a -10 penalty on your Deception check. If your deceptive information is written, recorded, or otherwise preserved for later viewing, your original Deception check result is compared to the Wits Defense of all targets who later read or observe your deception.
 
You can rush and communicate your deception in less time (treating as if it were one step easier, to a minimum of small), but you take a -10 penalty on your Deception check. If your deceptive information is written, recorded, or otherwise preserved for later viewing, your original Deception check result is compared to the Wits Defense of all targets who later read or observe your deception.
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* Sense Influence: Make an Empathy check to determine whether someone is under the influence of a mind-affecting spell or other method of coercion (assuming the effect isn't obvious). This requires a full-round action and a successful DC 20 check.
 
* Sense Influence: Make an Empathy check to determine whether someone is under the influence of a mind-affecting spell or other method of coercion (assuming the effect isn't obvious). This requires a full-round action and a successful DC 20 check.
  
* Sense Influence: Make an Empathy check to determine whether someone is under the influence of a mind-affecting spell or other method of coercion (assuming the effect isn't obvious). This requires a full-round action and a successful DC 20 check.
+
* Soothe: As a full-round action, you can analyze an creature to learn how to calm it. If you succeed on a Empathy check against the Wits Defense of the target (-5 if it is an ally), you gain the opportunity to make a persuasion check against the Will Defense of the target (again -5 if it is an ally) to calm it down. The creature regains a number of fatigue points equal to its character level, + 1 for every point by which your check result exceeds the Will Defense. If you score both the Will and the Wits Defense +5 on your checks, you can step down a mental condition track of your target by a level. Using an applicable statement of at leased Medium size (see page xxx) normally grants a +2 equipment bonus on your skill check. Bigger statements could convey a better bonus (Stablemaster's decision). If the skill checks succeeds, no further attempt can be made if no new mental damage occurs. You can't administer this skill application to yourself.
 
 
* Examine Psyche: Make an Empathy check, against the Wits defense of the target, to obtain information about her mental condition track. As a result a statment is generated (see table). This statement can be used to treat the problem (see Soothe). The target can use Deception in a skill challenge instead of the Wits defense.
 
 
 
<table width=40% border=1 cellpadding=0 cellspacing=2>
 
<tr bgcolor=#999999><td><b>Mental Condition</b></td><td><b>Statement Size</b></td></tr>
 
<tr><td>-1</td><td>Small</td></tr>
 
<tr><td>-2</td><td>Medium</td></tr>
 
<tr><td>-5</td><td>Large</td></tr>
 
<tr><td>-10</td><td>Huge</td></tr>
 
<tr><td>Helpless</td><td>Gargantuan</td></tr>
 
</table>
 
 
 
* Soothe: As a full-round action, you can analyze an creature to learn how to calm it. If you succeed on a Empathy check against the Wits Defense of the target (-5 if it is an ally), you gain the opportunity to make a persuasion check against the Will Defense of the target (again -5 if it is an ally) to calm it down. The creature regains a number of fatigue points equal to its character level, + 1 for every point by which your check result exceeds the Will Defense. If you score both the Will and the Wits Defense +5 on your checks, you can step down a persistant mental condition track of your target by a level. Using an applicable statement of at leased Medium size (see page xxx) normally grants a +2 equipment bonus on your skill check. Bigger statements could convey a better bonus (Stablemaster's decision). If the skill checks succeeds, no further attempt can be made if no new mental damage occurs. You can't administer this skill application to yourself.
 
  
 
* Therapy (Trained Only; requires a quiet location and repeated visits): You can perform therapy to heal mental damage to a despaired creature, or remove a persistent or crippling mental condition. This treatment requires up to a session (persistent), or even a whole campaign (crippling) worth of time of quietness and peace to treat the target. At the end of the time you make a Empathy check. If you fail your check, the therapy does not yield any benefit. In addition, if you fail your check by 5 or more, the creature move persistent down on the mental condition track by one step. For every 5 points that you're lying over the difficulty reduces the time required by half.
 
* Therapy (Trained Only; requires a quiet location and repeated visits): You can perform therapy to heal mental damage to a despaired creature, or remove a persistent or crippling mental condition. This treatment requires up to a session (persistent), or even a whole campaign (crippling) worth of time of quietness and peace to treat the target. At the end of the time you make a Empathy check. If you fail your check, the therapy does not yield any benefit. In addition, if you fail your check by 5 or more, the creature move persistent down on the mental condition track by one step. For every 5 points that you're lying over the difficulty reduces the time required by half.
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<table width=40% border=1 cellpadding=0 cellspacing=2>
 
<table width=40% border=1 cellpadding=0 cellspacing=2>
 
<tr bgcolor=#999999><td><b>Subcategory</b></td><td><b>Example</b></td></tr>
 
<tr bgcolor=#999999><td><b>Subcategory</b></td><td><b>Example</b></td></tr>
<tr><td>Arcana</td><td>Famous Magicians of the Past, Spell Lore, and Knowledge about Magic hazards</td></tr>
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<tr><td>Arcana</td><td>Famos Magican of the Past, Spell Lore, and Knowledge about Magic hazards</td></tr>
 
<tr><td>Creature Lore</td><td>feeding, habitats, behavior and special features</td></tr>
 
<tr><td>Creature Lore</td><td>feeding, habitats, behavior and special features</td></tr>
 
<tr><td>Geography</td><td>travel routes, regional features and landmarks</td></tr>
 
<tr><td>Geography</td><td>travel routes, regional features and landmarks</td></tr>
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While Earth and Pegasus Ponies possess subtle types of subconscious magic, Unicorns are unique in their ability to actively perform magic. Every Pony can try to learn the art of Magic but the mastery can only be achieved by Unicorns (and maybe some rare and alien species).
 
While Earth and Pegasus Ponies possess subtle types of subconscious magic, Unicorns are unique in their ability to actively perform magic. Every Pony can try to learn the art of Magic but the mastery can only be achieved by Unicorns (and maybe some rare and alien species).
  
* Cast Magic Spell (Trained Only, Lesser Spell Knowlege): You make a Use Magic check to use a Magic Maneuver (see Maneuver, page xxx). This use of the skill requires no separate action, instead refer to the individual spell description to see which kind of action is required to cast that spell.
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* Cast Magic Spell (Trained Only, First Hoof Knowledge): You make a Use Magic check to use a Magic Maneuver (see Maneuver, page xxx). This use of the skill requires no separate action, instead refer to the individual spell description to see which kind of action is required to cast that spell.
  
 
* Light Telekinesis (Unicorn Only): As a move action, you can use the Magic to telekinetically lift and move a relatively light object within your line of sight. A successful DC 10 Use Magic check allows you to move an object weighing up to 5 kg a distance of 6 squares in any direction. As a standard action, you can perform normal tasks with the object without the +5 Difficulty from Non-Dexterous but you are need 1 Fatigue more than normal.  
 
* Light Telekinesis (Unicorn Only): As a move action, you can use the Magic to telekinetically lift and move a relatively light object within your line of sight. A successful DC 10 Use Magic check allows you to move an object weighing up to 5 kg a distance of 6 squares in any direction. As a standard action, you can perform normal tasks with the object without the +5 Difficulty from Non-Dexterous but you are need 1 Fatigue more than normal.  
  
 
Special: You can improve your Use Magic check by using material components or a focus as an equipment bonus. The benefit from using material components or a focus varies between +1 and +5 and depends on how expensive or rare it is. The horn of a Unicorn always counts as a +1 focus, or as a +2 focus for all Star magic spells.
 
Special: You can improve your Use Magic check by using material components or a focus as an equipment bonus. The benefit from using material components or a focus varies between +1 and +5 and depends on how expensive or rare it is. The horn of a Unicorn always counts as a +1 focus, or as a +2 focus for all Star magic spells.
Use Magic is a Class- Skill for ALL Unicorns.
 
  
 
You can take 10 on a Use Magic check in non-dramatic situations, but you can't take 20.
 
You can take 10 on a Use Magic check in non-dramatic situations, but you can't take 20.

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