Editing MLP Talents

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* '''Jack of All Trades''' (6/6) -  
 
* '''Jack of All Trades''' (6/6) -  
** '''Tried It All''': Up to its Commoner level times per day, the pony is able to use any skill he or she is not trained in with a +1 rookie bonus for one skill check.
+
** '''Tried It All''': Up to its Commoner level times per day, the pony is able to use any skill he or she is not trained in with a +2 rookie bonus for one skill check.
 
** '''Know It All''' (Prerequisite: Tried It All): Up to its Commoner level times per day, the pony can use any trained only applications of any specific skill the character is not trained in for one skill check.
 
** '''Know It All''' (Prerequisite: Tried It All): Up to its Commoner level times per day, the pony can use any trained only applications of any specific skill the character is not trained in for one skill check.
 
** '''Knack''': Once per day, you can reroll a skill check and take the better result. You can select this talent multiple times; each time you select this talent, you gain one additional luck reroll per day.
 
** '''Knack''': Once per day, you can reroll a skill check and take the better result. You can select this talent multiple times; each time you select this talent, you gain one additional luck reroll per day.
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** '''Royal Behavior'''(Prerequisites: Noble Behavior): Same like Noble Behavior but the full difference between your Society Rating and the Society Rating of the lower Pony counts.
 
** '''Royal Behavior'''(Prerequisites: Noble Behavior): Same like Noble Behavior but the full difference between your Society Rating and the Society Rating of the lower Pony counts.
 
* '''Coordinator''' (6/6) -  
 
* '''Coordinator''' (6/6) -  
** '''Born Leader''': Once per encounter, as a swift action, you grant all allies within your line of sight a + 1 insight bonus on skill rolls. This effect lasts for as long as they remain within line of sight of you. An ally loses this bonus immediately if line of sight is broken or if you are unconscious or dead.
+
** '''Born Leader''': Once per encounter, as a swift action, you grant all allies within your line of sight a + 1 insight bonus on attack rolls. This effect lasts for as long as they remain within line of sight of you. An ally loses this bonus immediately if line of sight is broken or if you are unconscious or dead.
 
** '''Coordinate''': A character with this talent has a knack for getting people to work together. When you use this talent as a standard action, all allies within your line of sight grant an additional + 1 bonus when they use the aid another action until the start of your next turn. You may select this talent multiple times; each time you do, the bonus granted by the coordinate ability increases by + 1 (to a maximum of +5).
 
** '''Coordinate''': A character with this talent has a knack for getting people to work together. When you use this talent as a standard action, all allies within your line of sight grant an additional + 1 bonus when they use the aid another action until the start of your next turn. You may select this talent multiple times; each time you do, the bonus granted by the coordinate ability increases by + 1 (to a maximum of +5).
 
** '''Distant Command''' (Prerequisite: Born Leader): Any ally who gains the benefit of your Born Leader talent (see above) does not lose the benefit if their line of sight to you is broken.
 
** '''Distant Command''' (Prerequisite: Born Leader): Any ally who gains the benefit of your Born Leader talent (see above) does not lose the benefit if their line of sight to you is broken.
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===Ranger===
 
===Ranger===
  
* '''Critter Whisperer''' (6/6) -
 
** '''Advanced Critter Friendship''' (Prerequisite: Critter Affinity, Wild Empathy, Critter Friendship): With this talent, the Pony spends a Harmony Point to beguile any creature of the Critter, Vermin, or Magical Beast type with an Intelligence of 6 or less. To use this ability, the Pony must be within 30 feet of the intended target creature. Attempting to beguile the critter is a standard action Profession [Handle Critter] check against the Will defense of the critter, that provokes an attack of opportunity. On success the creature becomes friendly until the end of the story.
 
** '''Call Critters''' (Prerequisites: Critter Affinity, Critter Friendship): Once per encounter, as a full round action, a Pony with this talent can spend an Harmony Point to call up to (Charisma modifier + Ranger level) Hit Dice of critters that arrive and assist the pony. The critter(s) summoned is usually typical to the environment where the Pony is located, if any. If no such creature is available, smaller creatures that are appropriate to the area arrive in a group. These summoned critters instinctively assist the pony who called them and will automatically have an attitude of "helpful". Their primary function is to aid the pony, but they may also perform other tasks as per the Profession [Handle Critter] skill. The summoned critter or critters always arrive 1d3 rounds following the summoning, running to the scene from some nearby location. They will assist the pony who summoned them for one round per level of Ranger.
 
** '''Critter Affinity''': You can choose to reroll an Profession [Handle Critter] check, but the result of the reroll must be accepted even if it is worse.
 
** '''Critter Friendship''': With this talent, the Pony spends a Harmony Point to beguile any creature of the critter type. To use this ability, the hero must be within 30 feet of the intended target critter. Attempting to beguile the critter is a standard action Profession [Handle Critter] check agains the Will defence of the critter, that provokes an attack of opportunity. The critter becomes friendly until the end of the scene.
 
** '''Critter Language''': The Pony is able to communicate with any creature of the Critter or Magical Beast type with an Intelligence of 6 or less, that does not speak its own specific language (i.e. Dragonic, or something alike).
 
** '''Wild Empathy''' (Prerequisite: Critter Affinity): A Pony can make an additional attempt to improve the attitude of a critter. This ability functions just like a Diplomacy check made to improve the attitude of a person. The Pony rolls Profession [Handle Critter] against the Will Defense of the critter. The typical domestic critter has a starting attitude of indifferent, while wild critters are usually unfriendly. To use wild empathy, the Pony and the critter must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing a critter in this way takes 1 minute but, as with influencing people, it might take more or less time. A Pony can also use this ability to influence a magical beast with an Intelligence score of 6 or less, but she takes the usual –5 penalty on the check.
 
 
* '''Herder''' (6/6) -
 
* '''Herder''' (6/6) -
** '''Boss Mare''': The Pony can use the Strength Bonus instead of the Charisma Bonus on Profession [Handle Critter] checks.
+
** '''Boss Mare''': The Pony can use the Strength Bonus instead of the Charisma Bonus on Handle Animal checks.
 
** '''Call Herd''' (Prerequisite: Mark of the Herd): The pony gains the supernatural ability to call any member of her herd to her. The animal must be in the area (within a mile of the pony’s location), and will arrive within 10d6 minutes. Situations in which the pony and animal are clearly separated (separate cities, or the animal is chained or otherwise prevented from being anywhere near the pony), the animal will express consternation and distress but will not be able to respond.
 
** '''Call Herd''' (Prerequisite: Mark of the Herd): The pony gains the supernatural ability to call any member of her herd to her. The animal must be in the area (within a mile of the pony’s location), and will arrive within 10d6 minutes. Situations in which the pony and animal are clearly separated (separate cities, or the animal is chained or otherwise prevented from being anywhere near the pony), the animal will express consternation and distress but will not be able to respond.
** '''Expert Herder''': The pony is considered to be a master of nature lore, critters, and plants. The pony gains a circumstance bonus equal to her Reputation bonus when making skill checks that are directly involved with her knowledge of the natural world. Such skills would include applicable Knowledge skills, as well as such social skills when critters are involved.
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** '''Expert Herder''': The pony is considered to be a master of nature lore, animals, and plants. The pony gains a circumstance bonus equal to her Reputation bonus when making skill checks that are directly involved with her knowledge of the natural world. Such skills would include applicable Knowledge skills, as well as such social skills when animals are involved.
 
** '''Herdmaster''' (Prerequisite: Call Herd, Expert Herder): The character may spend a Harmony point to turn, command, or rebuke herd animals.
 
** '''Herdmaster''' (Prerequisite: Call Herd, Expert Herder): The character may spend a Harmony point to turn, command, or rebuke herd animals.
 
** '''Mark of the Herd''': The herder may spend a Harmony point to transform an encountered herd animal (chicken, cow, duck, goat, goose, pig or sheep) into a member of the character's herd . This requires a full-round action. The animal must already be friendly in attitude toward the character. This animal further accompanies the character on her adventures as is appropriate to its species, counts as an ally and a member of the character's herd. When an animal becomes bonded to the character it begins to display a mystical marking, often a smaller resemblance or variation of the herding pony's Cutie Mark, in a well visible spot on it's body, marking it part of the character's herd.
 
** '''Mark of the Herd''': The herder may spend a Harmony point to transform an encountered herd animal (chicken, cow, duck, goat, goose, pig or sheep) into a member of the character's herd . This requires a full-round action. The animal must already be friendly in attitude toward the character. This animal further accompanies the character on her adventures as is appropriate to its species, counts as an ally and a member of the character's herd. When an animal becomes bonded to the character it begins to display a mystical marking, often a smaller resemblance or variation of the herding pony's Cutie Mark, in a well visible spot on it's body, marking it part of the character's herd.
** '''Pro Herder'''(Prerequisite: Boss Mare) The Pony can use both the Strength Bonus and Charisma Bonus on Profession [Handle Critter] checks.
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** '''Pro Herder'''(Prerequisite: Boss Mare) The Pony can use both the Strength Bonus and Charisma Bonus on Handle Animal checks.
 +
* '''Animal Whisperer''' (6/6) -
 +
** '''Animal Affinity''': You can choose to reroll an Handle Animal check, but the result of the reroll must be accepted even if it is worse.
 +
** '''Animal Language''': The Pony is able to communicate with any creature of the Animal, Vermin, or Magical Beast type with an Intelligence of 6 or less, that does not speak its own specific language (i.e. Dragonic, or something alike).
 +
** '''Wild Empathy''' (Prerequisite: Animal Affinity): A Pony can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The Pony rolls Handle Animal against the Will Defence of the Animal. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the Pony and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A Pony can also use this ability to influence a magical beast with an Intelligence score of 6 or less, but she takes a –4 penalty on the check.
 +
** '''Animal Friendship''': With this talent, the Pony spends a Harmony Point to beguile any creature of the animal type. To use this ability, the hero must be within 30 feet of the intended target animal. Attempting to beguile the animal is a standard action Handle Animal check agains the Will defence of the Animal, that provokes an attack of opportunity. The animal becomes friendly for 1 minute per character level.
 +
** '''Advanced Animal Friendship''' (Prerequisite: Animal Affinity, Wild Empathy, Animal Friendship): With this talent, the Pony spends a Harmony Point to beguile any creature of the Animal, Vermin, or Magical Beast type with an Intelligence of 6 or less. To use this ability, the Pony must be within 30 feet of the intended target creature. Attempting to beguile the animal is a standard action Handle Animal check agains the Will defence of the Animal, that provokes an attack of opportunity. On success the creature becomes friendly for 10 minutes per class level.
 +
** '''Call Animals''' (Prerequisites: Animal Affinity, Animal Friendship): Once per encounter, as a full round action, a Pony with this talent can spend an Harmony Point to call up to (Charisma modifier + Ranger level) Hit Dice of natural animals that arrives and assists the pony. The animal(s) summoned is usually typical to the environment where the Pony is located, if any. If no such creature is available, smaller creatures that are appropriate to the area arrive in a group. These summoned animals instinctively assist the Pony who called them and will automatically have an attitude of "helpful". Their primary function is to aid the Pony, but they may also perform other tasks as per the Handle Animal skill. The summoned animal or animals always arrive 1d3 rounds following the summoning, running to the scene from some nearby location. They will assist the pony who summoned them for one round per level of Ranger.
 
* '''Scout''' (6/6) -
 
* '''Scout''' (6/6) -
 
** '''Expert Tracker'''(Prerequisite: Surehoofed): You take no penalty on Survival checks made to follow tracks while moving your normal speed. (Without this talent, you take a -5 penalty on Survival checks made to follow tracks while moving your normal speed.)
 
** '''Expert Tracker'''(Prerequisite: Surehoofed): You take no penalty on Survival checks made to follow tracks while moving your normal speed. (Without this talent, you take a -5 penalty on Survival checks made to follow tracks while moving your normal speed.)
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* '''Enchantment''' (6/6) -  
 
* '''Enchantment''' (6/6) -  
** '''Enchant Object''' (Prerequisites: Arcane Sage feat, or Magical Training talent, trained in Craft (appropriate to selection), Remaining Harmony point 1): Select one of the following: alchemy, architecture, artwork, device, garment, tool or vehicle. You can enchant the selected type of object with either a magical effect of a Grade known to the character (Consult your Stablemaster if you are imbuing an object with a magical effect), or another enhancement effect from the table (Enhancement/Enchantment Effects). These enchantments stack with any traits granted by the Master Craftsman, or Upgrade talents. When creating a Enchantment you need some Bits worth on Materials on components before beginning the enchantment. Enchanting the item requires 1 day per Grade of the spell used. At the end of this time, make a DC 30 Craft (appropriate to selection) check; you cannot take 10 or take 20 on this check. If the check succeeds, the enchantment is completed successfully. If the check fails, you lose the used components, and the object does not gain the desired enchantment. However, you can start again if you wish. Only characters with the Enchant Item feat can assist you, reducing proportionately the time needed to complete the enchantment. At the end of the process, they can make a Craft (appropriate to selection) check to aid your check. The cost of an enchanted item is three times the cost of the components and the base object (not including components wasted on failed attempts). An item can only ever have one enchantment trait. You may select this talent multiple times. Each time you do, you must choose a different type of object (alchemy, architecture, artwork, device, garment, vehicle).
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** '''Enchant Object''' (Prerequisites: Arcane Sage feat, or Magical Training talent, trained in Craft (appropriate to selection)): Select one of the following: alchemy, architecture, artwork, device, garment, tool or vehicle. You can enchant the selected type of object with either a magical effect of a Grade known to the character (Consult your Stablemaster if you are imbuing an object with a magical effect), or another enhancement effect from the table (Enhancement/Enchantment Effects). These enchantments stack with any traits granted by the Master Craftsman, or Upgrade talents. Make a Wealth DC check (Wealth DC of object to enchant –3, minimum 10) on components before beginning the enchantment. Enchanting the item requires 1 day per 5 points of wealth DC of the enchantment's cost. At the end of this time, make a DC 30 Craft (appropriate to selection) check; you cannot take 10 or take 20 on this check. If the check succeeds, the enchantment is completed successfully. If the check fails, you lose Wealth according to the Wealth check rules, spent on components, and the object does not gain the desired enchantment. However, you can start again if you wish. Only characters with the Enchant Item feat can assist you, reducing proportionately the time needed to complete the enchantment. At the end of the process, they can make a Craft (appropriate to selection) check to aid your check. The wealth DC of an enchanted item is equal to base cost of the item plus three (not including wealth wasted on failed attempts). An item can only ever have one enchantment trait. You may select this talent multiple times. Each time you do, you must choose a different type of object (alchemy, architecture, artwork, device, garment, vehicle).
 
+
** '''Enchanting Personality''': Choose one appropriate Craft or Profession Skill. This Skill now uses your Charisma modifier in addition to the regular base attribute modifier of the Skill.
- The formula to calculate the cost: [Grade * Grade * 1000 Bits]
+
** '''Fascinating'''(Prerequisite: Enchanting Personality): The character's works of art may fascinate nearby creatures, causing them to stop and stare at it. In addition, you can use their rapt attention to make your suggestions and requests seem more plausible. Roll 2d4 to see how many total Hit Dice of creatures are affected by the work of art. Creatures with fewer HD are affected before creatures with more HD. Only creatures that can see the work of art are affected. While the subject is fascinated by this effect, it reacts as though it were two steps more friendly in attitude. This allows you to make a single request of the affected creature (provided you can communicate with it). The request must be brief and reasonable. Even after the effect ends, the creature retains its new attitude toward you, but only with respect to that particular request. If the effect triggers during combat, each target gains a +5 bonus on its defense. If the spell affects only a single creature not in combat at the time, the defense has a penalty of –5. The appropriate skill to determine the check against the Will Defense of the viewer is selected if the talent was chosen.  
 
+
** '''Harmonic Presence'''(Prerequisite: Inspiring Personality): It is easy for you to shine or leave a impressive work, but the work of a true master is the ability to make the work of your friends to be impressive. Spend a Harmony point and use any other Generosity talent, which assists an ally. As long as you do not gain a benefit (except the good feeling of helping a friend), you get your Harmony Point back. If your friend receives praise, or some kind of positive recognition from others in regard to his work, you gain an additional Harmony Point.
** '''Enchanting Personality''' (Prerequisites: Remaining Harmony point 1): Choose one appropriate Craft or Profession Skill. This Skill now uses your Charisma modifier in addition to the regular base attribute modifier of the Skill.
+
** '''Inspiring Personality'''(Prerequisite: Enchanting Personality): When assisting an ally with a Craft or Profession check, use your Charisma modifier in addition to the regular base attribute modifier of your ally's Skill.
** '''Fascinating'''(Prerequisite: Enchanting Personality, Remaining Harmony point 2): The character's works of art may fascinate nearby creatures, causing them to stop and stare at it. In addition, you can use their rapt attention to make your suggestions and requests seem more plausible. Roll 2d4 to see how many total Hit Dice of creatures are affected by the work of art. Creatures with fewer HD are affected before creatures with more HD. Only creatures that can see the work of art are affected. While the subject is fascinated by this effect, it reacts as though it were two steps more friendly in attitude. This allows you to make a single request of the affected creature (provided you can communicate with it). The request must be brief and reasonable. Even after the effect ends, the creature retains its new attitude toward you, but only with respect to that particular request. If the effect triggers during combat, each target gains a +5 bonus on its defense. If the spell affects only a single creature not in combat at the time, the defense has a penalty of –5. The appropriate skill to determine the check against the Will Defense of the viewer is selected if the talent was chosen.  
+
** '''Inspiring Work'''(Prerequisite: Fascinating): When creating a masterworked decoration, dress, or work of art, you may spend a Harmony Point to have it increase the harmonic aura of a single event by one step. Only one decoration, dress, or work of art may raise the harmonic aura of an event at a given time. When the event ends, the effect of this talent also ends.
** '''Harmonic Presence'''(Prerequisite: Inspiring Personality, Remaining Harmony point 2): It is easy for you to shine or leave a impressive work, but the work of a true master is the ability to make the work of your friends to be impressive. Spend a Harmony point and use any other Generosity talent, which assists an ally. As long as you do not gain a benefit (except the good feeling of helping a friend), you get your Harmony Point back. If your friend receives praise, or some kind of positive recognition from others in regard to his work, you gain an additional Harmony Point.
 
** '''Inspiring Personality'''(Prerequisite: Enchanting Personality, Remaining Harmony point 3): When assisting an ally with a Craft or Profession check, use your Charisma modifier in addition to the regular base attribute modifier of your ally's Skill.
 
** '''Inspiring Work'''(Prerequisite: Fascinating, Remaining Harmony point 3): When creating a masterworked decoration, dress, or work of art, you may spend a Harmony Point to have it increase the harmonic aura of a single event by one step. Only one decoration, dress, or work of art may raise the harmonic aura of an event at a given time. When the event ends, the effect of this talent also ends.
 
 
* '''Endowment''' (6/6) -
 
* '''Endowment''' (6/6) -
** '''Small Gifts''' (Prerequisites: Remaining Harmony point 1): By making a small gift to somepony, the character may impose a +1 morale bonus to rolls related to the gift for up to number of rolls equal to the character's Charisma modifier.
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** '''Small Gifts''': By making a small gift to somepony, the character may impose a +1 morale bonus to rolls related to the gift for up to number of rolls equal to the character's Charisma modifier.
** '''Moral Support''' (Prerequisites: Remaining Harmony point 1): Generous Ponies with this talent can invest their own mental resolve in another intelligent creature by offering words of encouragement and support. By bearing some of the burdens of another character, the Pony helps them through their difficult times of sickness, pain or temptation. Using this talent causes the Pony to suffer a –2 penalty to the Will defence, but imparts a +4 bonus to Will defence to the target Pony. The Pony can maintain this assistance for 1 minute per character level and may use this talent a number of times per day equal to his Wisdom modifier. Assisting another creature in this manner is considered a standard action.
+
** '''Moral Support''': Generous Ponies with this talent can invest their own mental resolve in another intelligent creature by offering words of encouragement and support. By bearing some of the burdens of another character, the Pony helps them through their difficult times of sickness, pain or temptation. Using this talent causes the Pony to suffer a –2 penalty to the Will defence, but imparts a +4 bonus to Will defence to the target Pony. The Pony can maintain this assistance for 1 minute per character level and may use this talent a number of times per day equal to his Wisdom modifier. Assisting another creature in this manner is considered a standard action.
** '''Financial Support''' (Prerequisite: Moral support, Remaining Harmony point 2): By pulling some strings and engaging in some creative accounting, the Pony is able to scrimp some money together and make a loan to a friend in need. This amounts to a –4 to the Pony’s profession rolls to to determine his wages, but a +6 bonus to the recipient’s profession check. The change will last until the end of the current adventure and can only used once per Story on the same Pony.
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** '''Financial Support''' (Prerequisite: Moral support): By pulling some strings and engaging in some creative accounting, the Pony is able to scrimp some money together and make a loan to a friend in need. This amounts to a –2 to the Pony’s Wealth score, but a +4 bonus to the recipient’s Wealth score. The affected Wealth score can not be increased above the Wealth score of the donor. The change will last until the end of the current story and can only used once per Story on the same Pony.
** '''Society Support''' (Prerequisites: Remaining Harmony point 1): Thereby that the pony is committed to his friends, they can give up a part of their social standing to increase the social standing of her Friends. This amounts to a –2 to the Pony’s Society Rating, but a +4 bonus to the recipient’s Society Rating score. The affected Society Rating can not be increased above the Society Rating of the donor. The change will last until the end of the current story and can only used once per Story on the same Pony.
+
** '''Society Support''': Thereby that the pony is committed to his friends, they can give up a part of their social standing to increase the social standing of her Friends. This amounts to a –2 to the Pony’s Society Rating, but a +4 bonus to the recipient’s Society Rating score. The affected Society Rating can not be increased above the Society Rating of the donor. The change will last until the end of the current story and can only used once per Story on the same Pony.
** '''Permanent Support'''(Prerequisites: Society Support or Financial Support): If you give something then it comes from your heart. Boni and mali from Financial Support or Society Support will last forever if you decide it so. If the Stablemaster agrees that this was a noble sacrifice you gain 4 Harmony Points. you can decide later to stop this suport but you are loosing 4 Harmony Points when doing this. If removing the support has a bad impact then this can lead to Discord Points.
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** '''Permanent Support''': If you give something then it comes from your heart. Boni and mali from Financial Support or Society Support will last forever if you decide it so. If the Stablemaster agrees that this was a noble sacrifice your Harmony points maximum increase by 1 and your gain 2 Harmony Points (limited by the maximum value).
** '''All of you!'''(Prerequisites: Remaining Harmony point 3): All close friends present, for which can logically explained how they can be affected by this talent, are target of your "Endowment" Talent.
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** '''All of you!''': All close friends present, which can see and hear you, are target of your "Endowment" Talent.
  
 
===Honesty===
 
===Honesty===
  
 
* '''Empathy''' (6/6) -  
 
* '''Empathy''' (6/6) -  
** '''Insight'''(Prerequisites: Remaining Harmony point 1): You may choose to reroll any Empathy check, but the result of the reroll must be accepted even if it is worse.  
+
** '''Insight''': You may choose to reroll any Sense Motive, but the result of the reroll must be accepted even if it is worse.  
** '''Deeper Insight'''(Prerequisite: Insight, Remaining Harmony point 2): You can use Harmony Bonus on Wits Defense from the Intuition talent also as a bonus on opposed Empathy checks.
+
** '''Deeper Insight'''(Prerequisite: Insight): You can make a Sense Motive check against the Will Defence of the target to find out if something is not right with the target. The information is less vague like the standard application of Sense Motive. Accordingly to the success on the test you can ask her, Player or Stablemaster, a question for all 5 successes over the Will Defence. She has to answer truthfully and in detail but the question has to be related to a Problem the target has. You can use this talent only once per scene.
** '''Intuition'''(Prerequisite: Insight, Remaining Harmony point 2): Your Wits Defense against any not magical type of cheating or deception is increased by the number of Empathy talents taken. This is a Harmony Bonus(for example if you have Intuition and Insight your Defense is raised by +2).  
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** '''Intuition'''(Prerequisite: Insight): Your Will Defence against any not magical type of cheating or deception is increased by the number of Empathy talents taken. This is a Harmony Bonus(for example if you have Intuition and Insight your Defence is raised by +2).  
** '''Discernment'''(Prerequisite: Intuition, Remaining Harmony point 3): The Harmony Bonus on Wits Defense from the Intuition talent is double the number of Empathy talents and the bonus also apply on magical cheating or deception (for example Illusions or suggestion)
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** '''Discernment'''(Prerequisite: Intuition): The Harmony Bonus on Will Defense from the Intuition talent is double the number of Empathy talents and the bonus also apply on magical cheating or deception (for example Ilusions or sugestion)
** '''Investigation'''(Prerequisite: Insight, Remaining Harmony point 2): You can make an Empathy check against the Wits Defense of the target to find out if something is not right with the target. The information is less vague like the standard application of Sense Motive. Accordingly to the success on the test you can ask her, Player or Stablemaster, a question for all 5 successes over the Wits Defense. She has to answer truthfully and in detail but the question has to be related to a Problem the target has. You can use this talent only once per scene.
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** '''Investigation'''(Prerequisite: Intuition): You can use Harmony Bonus on Will Defense from the Intuition talent also as a bonus on opposed Sense Motive checks.
** '''Harmonic Exposure'''(Prerequisite: Discernment, Deeper Insight, Remaining Harmony point 4): Most of the Tricksters are like an Open Book for you, but the big tick is to give them the chance to be honest. After you catch someone in his deception or cheating you can make as a standard action once per scene a persuasion against the Will defense of the Trickster. If you are successful the Trickster has to confess in some way what he has done. If you managing to clear the situation with a good feeling for all involved you regain a Harmony Point (if the Stablemaster and the group are impressed by the outcome you gain two Harmony Points).
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** '''Harmonic Exposure'''(Prerequisite: Discernment, Deeper Insight): Most of the Tricksters are like an Open Book for you, but the big tick is to give them the chance to be honest. After you catch someone in his deception or cheating you can make as a standart action once per scene a persuation against the Will defense of the Trickster. If you are successful the Trickster has to confess in some way what he has done. If you managing to clear the situation with a good feeling for all involved you regain a Harmony Point (if the stablemaster and the group are imprest of the Outcome you gain two Harmony Points).
 
* '''Fortitude''' (6/6) -
 
* '''Fortitude''' (6/6) -
** '''Dauntless'''(Prerequisite: Indomitable, Iron Will feat, Remaining Harmony point 3): Once per day as a immediate action you can spend a Harmony point to end all Mind-Affecting abilities on you. Using this Talent removes all non persistent mental conditions on the condition track.
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** '''Dauntless'''(Prerequisite: Indomitable, Iron Will feat): Once per day as a immediate action you can spend a Harmony point to end all Mind-Affecting abilities on you. For the rest of the scene, you cannot be affected by Mind-Affecting Abilities.
** '''Indomitable'''(Prerequisites: Remaining Harmony point 1): Once per day as a swift action, you can move +2 steps on the condition track. This does not remove any persistent conditions that may be affecting you.
+
** '''Indomitable''': Once per day as a swift action, you can move +3 steps on the condition track. This does not remove any persistent conditions that may be affecting you.
** '''Peace of Mind'''(Prerequisite: Go for the Limit, Remaining Harmony point 2): Characters with this talent can spend a Harmony Point and a standard action to become focused. Once the character becomes focused, he adds his Wisdom modifier as a morale bonus to all attacks (physical, magical and social), damage and defenses. This bonus persists for a number of rounds equal to half his character level.
+
** '''Peace of Mind'''(Prerequisite: Go for the Limit): Characters with this talent can spend a Harmony Point and a standard action to become focused. Once the character becomes focused, he adds his Wisdom modifier as a morale bonus to all attacks (physical, magical and social), damage and defenses. This bonus persists for a number of rounds equal to half his character level.
** '''Go for it'''(Prerequisites: Remaining Harmony point 1): Once per scene you can go for broke and move one ore more step(s) down on the condition track. For that you get a +2 for every step down on the condition track on a single physical or mental exhausting action (Stablemaster decides what skill can be used).
+
** '''Go for it''': Once per scene you can go for broke and move one ore more step(s) down on the condition track. For that you get a +2 for every step down on the condition track on a single physical or mental exhausting action (Stablemaster decides what skill can be used).
** '''Go for the Limit'''(Prerequisite: Go for it,Remaining Harmony point 2): When you use "Go for it" you can spend a Harmony Point to increase the Bonus to +5 for each step down on the condition track.  
+
** '''Go for the Limit'''(Prerequisite: Go for it): When you use "Go for it" you can spend a Harmony Point to increase the Bonus to +5 for each step down on the condition track.  
** '''Stand Firm'''(Prerequisite: Dauntless, Remaining Harmony point 4): Once per adventure as a free action "Stand Firm" can removes all non persistent physical conditions on the condition track and activate a Second Lunch (even if you already used it). You can use this ability even when you fall unconscious. If you doesn't used your Second Lunch today you recover one Harmony Point.
+
** '''Stand Firm'''(Prerequisite: Dauntless): Indomitable can move you +5 steps on the condition track and activate a Second Lunch (even if you already used it). You can use this ability even when you fall unconscious. If you dosent used your Second Lunch today you recover one Harmony Point.
  
 
===Kindness===
 
===Kindness===
  
 
* '''Providence''' (6/6) - Some Ponies are devoted to helping others, even to the point of sacrificing their own health or welfare.
 
* '''Providence''' (6/6) - Some Ponies are devoted to helping others, even to the point of sacrificing their own health or welfare.
** '''Caretaker'''(Prerequisite: Salvation, Treatment): You use your own life force to heal another living creature, using the power of Harmony as a conduit. Up to your Wisdom modifier times per day (minimum 1), as a Standard action you heal one creature touched by your character. Make a Wisdom check and add half of your character level. The result of the check determines the effect, if any, see the table below. Each time you successfully use caretaker, you take half as much fatigue loss as you heal (rounded down), move down one stepp on the condition track and gain a Harmony point (if the Stablemaster agrees that the talent use was appropriate). You may forgo to regain that Harmony Point to avoid taking any fatigue loss or moving down on the condition track when you use this talent.
+
** '''Caretaker'''(Prerequisite: Salvation, Treatment): You use your own life force to heal another living creature, using the power of Harmony as a conduit. Up to your Wisdom modifier times per day (minimum 1), as a Standard action you heal one creature touched by your character. Make a Wisdom check and add half of your character level. The result of the check determines the effect, if any, see the table below. Each time you use caretaker, you take half as much damage as you heal (rounded down) and gain a Harmony point (if the Stablemaster agrees that the talent use was appropriate). You may forgo to regain that Harmony Point to avoid taking any damage when you use this talent.
 
<table width=90% border=1 cellpadding=0 cellspacing=2>
 
<table width=90% border=1 cellpadding=0 cellspacing=2>
 
<tr bgcolor=#999999><td><b>DC</b></td><td><b>Amount of damage healed</b></td></tr>
 
<tr bgcolor=#999999><td><b>DC</b></td><td><b>Amount of damage healed</b></td></tr>
<tr><td>DC 15</td><td>The target heals fatigue points equal to 2 x its character level and move one non persistant stepp on the condition track.</td></tr>
+
<tr><td>DC 15</td><td>The target heals hit points equal to 2 x its character level.</td></tr>
<tr><td>DC 20</td><td>The target heals fatigue points equal to 3 x its character level and move two non persistant stepp on the condition track.</td></tr>
+
<tr><td>DC 20</td><td>The target heals hit points equal to 3 x its character level.</td></tr>
<tr><td>DC 25</td><td>The target heals fatigue points equal to 4 x its character level and move two non crippled stepp on the condition track.</td></tr>
+
<tr><td>DC 25</td><td>The target heals hit points equal to 4 x its character level.</td></tr>
 
</table>
 
</table>
** '''Encouragement''': You instill courage in a subject that is able to perceive you, granting it a +4 morale bonus on Will Defence against fear and Intimidation effects for on scene. If the subject is under the influence of a fear effect when targeted by this talent, that effect is suppressed for the duration of the talent.
+
** '''Encouragement''': You instill courage in a subject that is able to perceive you, granting it a +4 morale bonus against fear effects for 10 minutes. If the subject is under the influence of a fear effect when targeted by this talent, that effect is suppressed for the duration of the talent.
** '''Release'''(Prerequisite: Encouragement): Once per encounter as a swift action, you can free one or more creatures from the effects of any temporary paralysis or related effects, including a slow spell. The effect may set free up to the character's Wisdom modifier (minimum 1) creatures, for which the paralysis is negated. The effect does not restore ability scores reduced by penalties, damage, or drain. This effect counters and dispels fear effects.
+
** '''Release'''(Prerequisite: Encouragement): Once per encounter, you can free one or more creatures from the effects of any temporary paralysis or related effects, including a slow spell. The effect may set free up to the character's Wisdom modifier (minimum 1) creatures, for which the paralysis is negated. The effect does not restore ability scores reduced by penalties, damage, or drain. This effect counters and dispels fear effects.
** '''Relief'''(Prerequisite: Encouragement):Once per encounter as a standard action, Relief removes any effects reducing one of the subject’s ability scores or cures 1d4 points of temporary ability damage to one of the subject’s ability scores. It also improves the condition track of a character by one step. It does not restore permanent ability drain or move a persistant Stepp on the condition track.
+
** '''Relief'''(Prerequisite: Encouragement): Relief removes any (magical) effects reducing one of the subject’s ability scores or cures 1d4 points of temporary ability damage to one of the subject’s ability scores. It also improves the condition track of a character by one step. It does not restore permanent ability drain.
** '''Salvation'''(Prerequisite: Relief): Once per encounter as a standard action, Salvation removes most curses on an object or a creature. Salvation does not remove the curse from a cursed item, although the spell typically enables the creature afflicted with any such cursed item to remove and get rid of it. Salvation counters and dispels curse effects or spells. Certain special curses may not be countered by this effect.
+
** '''Salvation'''(Prerequisite: Relief): Salvation instantaneously removes all curses on an object or a creature. Salvation does not remove the curse from a cursed item, although the spell typically enables the creature afflicted with any such cursed item to remove and get rid of it. Salvation counters and dispels curse effects or spells. Certain special curses may not be countered by this effect.
** '''Treatment'''(Prerequisite: Salvation): For the additional expeniture of a point harmony relief cures nearly any diseases that a touched subject is suffering from. The spell also repels parasites. Certain special diseases, like Cutie Pox, CMFS/CMFIS, or being Discordic may not be countered by this talent. The talents duration is instantaneous, it does not prevent reinfection after a new exposure to the same disease at a later date. It also improves the condition track of a character by one persistent step. It does not move a crippled Stepp on the condition track.
+
** '''Treatment'''(Prerequisite: Release): Relief cures nearly any diseases that a touched subject is suffering from. The spell also repels parasites. Certain special diseases, like Cutie Pox, CMFS/CMFIS, or being Discordic may not be countered by this talent. The talents duration is instantaneous, it does not prevent reinfection after a new exposure to the same disease at a later date.
 
 
 
* '''Vindicator''' (6/6) - Protecting of friends
 
* '''Vindicator''' (6/6) - Protecting of friends
** '''Shocking Insight''' Once per encounter, when a ally within your line of sight moves more than 2 steps down on the condition track, Because of the action of an opponent, you gain one Harmony point to use it in this scene.
+
** '''Shocking Insight''' Once per encounter, when a ally within your line of sight moves more than 3 steps down on the condition track, Because of the action of an opponent, you gain one Harmony point to use it in this scene.
** '''Righteous Fury'''(Prerequisite: Shocking Insight) Once per encounter you can spend a Harmony point when one or more allys within your line of sight has moved more than 2 steps down on the condition track, because of the action of an opponent, you gain an moral Bonus on your next attack or skill check equivalent to affected allys x 2.
+
** '''Righteous Fury'''(Prerequisite: Shocking Insight) Once per encounter you can spend a Harmony point when one or more allys within your line of sight has moved more than 3 steps down on the condition track, because of the action of an opponent, you gain an moral Bonus on your next attack or skill check equivalent to affected allys x 2.
 
** '''Unwavering Defender'''(Prerequisite: Righteous Fury) All Vindicator Talents also trigger when allys or you suffers on status effects like, stunned, level drain, petrification, loss of soul, negativ transformation effects, ... (Gamemaster decision what all counts)
 
** '''Unwavering Defender'''(Prerequisite: Righteous Fury) All Vindicator Talents also trigger when allys or you suffers on status effects like, stunned, level drain, petrification, loss of soul, negativ transformation effects, ... (Gamemaster decision what all counts)
 
** '''Resolute Defender''' Nothing can stop you in protecting your Friends. Once per encounter, if an ally within your line of sight has moved more than 3 steps down on the condition track in this Encounter, due to the actions of an opponent, you can spend one Harmony Point to remain consciousness equivalent to your Wisdom Modifier in Combat rounds and ignore the related negativ modifier in this time.
 
** '''Resolute Defender''' Nothing can stop you in protecting your Friends. Once per encounter, if an ally within your line of sight has moved more than 3 steps down on the condition track in this Encounter, due to the actions of an opponent, you can spend one Harmony Point to remain consciousness equivalent to your Wisdom Modifier in Combat rounds and ignore the related negativ modifier in this time.
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** '''Promise''' (Prerequisite: Trained in Empathy and Persuasion): A Promise places a restriction or code of behavior on a creature to carry out, as agreed upon when this talent is activated. The targets of the Promise must be able to see and understand each other and must both agree on the set condition(s). While a promise cannot compel a creature to endanger itself or perform acts that would result in major injury, it can encourage almost any other course of activity. The target of a promise must follow the given instructions until, or as long as the conditions of the promise are met or completed, no matter how long it takes. If the conditions involve some open-ended task that the target(s) cannot complete through his own actions the effect remains in effect for a maximum of one day per character level. A clever recipient can subvert some instructions. If any target is prevented from adhering to the promise for 24 hours, it takes a –1 disharmony penalty to all social rolls. Each day, another –1 penalty accumulates, up to a total of –6. The disharmony penalty is removed 24 hours after the subject resumes adhering to the promise, or the duration of the promise effect ends. Any subject that adheres to the promise gains a temporary Harmony point at the Stablemaster's discretion, that may be used only to fulfill the objective of the promise.  
 
** '''Promise''' (Prerequisite: Trained in Empathy and Persuasion): A Promise places a restriction or code of behavior on a creature to carry out, as agreed upon when this talent is activated. The targets of the Promise must be able to see and understand each other and must both agree on the set condition(s). While a promise cannot compel a creature to endanger itself or perform acts that would result in major injury, it can encourage almost any other course of activity. The target of a promise must follow the given instructions until, or as long as the conditions of the promise are met or completed, no matter how long it takes. If the conditions involve some open-ended task that the target(s) cannot complete through his own actions the effect remains in effect for a maximum of one day per character level. A clever recipient can subvert some instructions. If any target is prevented from adhering to the promise for 24 hours, it takes a –1 disharmony penalty to all social rolls. Each day, another –1 penalty accumulates, up to a total of –6. The disharmony penalty is removed 24 hours after the subject resumes adhering to the promise, or the duration of the promise effect ends. Any subject that adheres to the promise gains a temporary Harmony point at the Stablemaster's discretion, that may be used only to fulfill the objective of the promise.  
 
* '''Low Magic''' (4/4) - Somtimes even the Earthponies found their way tho Magic.
 
* '''Low Magic''' (4/4) - Somtimes even the Earthponies found their way tho Magic.
Whenever you take a talent from the Low Magic tree, your learn a number of spells from the spell list of that Grade equal to 1 + your Intelligence modifier (minimum 1). These spells are not considered in your “spell-suite,” you just have them in a book, on a scroll, or otherwise in your possession. You learn other spells by research or tutelage picked up over the course of your adventuring. More Spells of unlocked Grades can be obtained if you take the "Extra Training" Feat (NPC magicians simply know as many spells as the Stablemaster decides they should know). Your character has a so-called "spell-suit", which means spells he or she can actively remember and cast. When you learn Apprentice Spell Knowledge you gain a spell-suit of 1 + your Intelligence modifier. Spells in your spell suite may be of any Grade the character knows and may be defined whenever the character gains a level. A character must have at least a number of spells in a lower grade, than he or she has of a higher grade. Whenever a character unlocks a new Grade, he or she gains an additional spell to his or her spell-suite.
+
Whenever you take a talent from the Low Magic tree, your learn a number of spells from the spell list of that Grade equal to 1 + your Wisdom modifier (minimum 1). These spells are not considered in your “spell-suite,” you just have them in a book, on a scroll, or otherwise in your possession. You learn other spells by research or tutelage picked up over the course of your adventuring. More Spells of unlocked Grades can be obtained if you take the "Higher Knowlege" Feat. (NPC magicians simply know as many spells as the Stablemaster decides they should know.)
 
** '''Lesser Spell Knowlege'''(Prerequisite: trained in Use Magic): Grade 1 Spells unlocked. Known spells based on Wisdom bonus (see on table "Bonus spells by Hight Ability Score).
 
** '''Lesser Spell Knowlege'''(Prerequisite: trained in Use Magic): Grade 1 Spells unlocked. Known spells based on Wisdom bonus (see on table "Bonus spells by Hight Ability Score).
 
** '''Apprentice Spell Knowlege'''(Prerequisite: Lesser Spell Knowlege): Grade 2 Spells unlocked. (see Lesser Spell Knowlege)
 
** '''Apprentice Spell Knowlege'''(Prerequisite: Lesser Spell Knowlege): Grade 2 Spells unlocked. (see Lesser Spell Knowlege)
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** '''''' (Prerequisite: ):  
 
** '''''' (Prerequisite: ):  
  
* '''Socialize''' - All Unicorns may learn Socialize as a Racial- instead of Miscellaneous Talent Tree
+
* '''Alchemy''' - All Unicorns may learn Alchemy as a Racial- instead of Miscellaneous Talent Tree
  
 
* '''Low Magic''' - Even Starswirl the Bearded once had to start low. All Unicorns may learn Low Magic as a Racial- instead of Element Talent Tree (see Magic)
 
* '''Low Magic''' - Even Starswirl the Bearded once had to start low. All Unicorns may learn Low Magic as a Racial- instead of Element Talent Tree (see Magic)
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* '''Athletics''' (6/6) -  
 
* '''Athletics''' (6/6) -  
Whenever you take a talent from the Athletics tree, your learn a number of acrobatic maneuvers from the maneuver list of that Grade equal to 1 + your Dexterity modifier (minimum 1). These maneuvers are not considered in your “training-suite,” you just have learned them sometime during your training. You learn other maneuvers by training or tutelage picked up over the course of your adventuring. More maneuvers of unlocked Grades can be obtained if you take the "Extra Training" Feat. (NPC Flyers simply know as many maneuvers as the Stablemaster decides they should know.)  
+
Whenever you take a talent from the Acrobatics tree, your learn a number of acrobatic maneuvers from the maneuver list of that Grade equal to 1 + your Dexterity modifier (minimum 1). These maneuvers are not considered in your “training-suite,” you just have learned them sometime during your training. You learn other maneuvers by training or tutelage picked up over the course of your adventuring. More maneuvers of unlocked Grades can be obtained if you take the "Extra Training" Feat. (NPC Flyers simply know as many maneuvers as the Stablemaster decides they should know.)  
** '''Rookie Training''' (Prerequisite: trained in Athletics): Grade 1 acrobatic maneuvers unlocked. Known maneuvers based on Dexterity bonus (see table: "Bonus spells or maneuvers by High Ability Score").  
+
** '''Rookie Training''' (Prerequisite: trained in Acrobatics): Grade 1 acrobatic maneuvers unlocked. Known maneuvers based on Dexterity bonus (see table: "Bonus spells or maneuvers by High Ability Score").  
** '''Basic Athletics Training''' (Prerequisite: Rookie Training): Grade 2 athletic maneuvers unlocked. (see Rookie Training)  
+
** '''Basic Acrobatic Training''' (Prerequisite: Rookie Training): Grade 2 acrobatic maneuvers unlocked. (see Rookie Training)  
** '''Apprentice Athletics Training''' (Prerequisite: Basic Athletic Training): Grade 3 acrobatic maneuvers unlocked. (see Rookie Training)  
+
** '''Apprentice Acrobatic Training''' (Prerequisite: Basic Acrobatic Training): Grade 3 acrobatic maneuvers unlocked. (see Rookie Training)  
** '''Advanced Athletics Training''' (Prerequisite: Apprentice Athleic Training): Grade 4 acrobatic maneuvers unlocked. (see Rookie Training)  
+
** '''Advanced Acrobatic Training''' (Prerequisite: Apprentice Acrobatic Training): Grade 4 acrobatic maneuvers unlocked. (see Rookie Training)  
** '''Expert Athletics Training''' (Prerequisite: Advanced Athletic Training): Grade 5 acrobatic maneuvers unlocked. (see Rookie Training)   
+
** '''Expert Acrobatic Training''' (Prerequisite: Advanced Acrobatic Training): Grade 5 acrobatic maneuvers unlocked. (see Rookie Training)   
** '''Master Athletic Training''' (Prerequisite: Expert Athletic Training): Grade 6 acrobatic maneuvers unlocked. (see Rookie Training)  
+
** '''Master Acrobatic Training''' (Prerequisite: Expert Acrobatic Training): Grade 6 acrobatic maneuvers unlocked. (see Rookie Training)  
  
 
* '''Alchemy''' (6/6) -  
 
* '''Alchemy''' (6/6) -  
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* '''Socialize''' (6/6) -  
 
* '''Socialize''' (6/6) -  
Whenever you take a talent from the Socialize tree, your learn a number of social maneuvers from the maneuver list of that Grade equal to 1 + your Dexterity modifier (minimum 1). These maneuvers are not considered in your “social-suite,” you just have learned them sometime during your social life. You learn other maneuvers by training or tutelage picked up over the course of your adventuring. More maneuvers of unlocked Grades can be obtained if you take the "Society Expert" Feat. (NPC Socializers simply know as many maneuvers as the Stablemaster decides they should know.)  
+
Whenever you take a talent from the Acrobatics tree, your learn a number of social maneuvers from the maneuver list of that Grade equal to 1 + your Dexterity modifier (minimum 1). These maneuvers are not considered in your “social-suite,” you just have learned them sometime during your social life. You learn other maneuvers by training or tutelage picked up over the course of your adventuring. More maneuvers of unlocked Grades can be obtained if you take the "Society Expert" Feat. (NPC Socializers simply know as many maneuvers as the Stablemaster decides they should know.)  
** '''Newbie Etiquette''' (Prerequisite: trained in Persuasion): Grade 1 social maneuvers unlocked. Known maneuvers based on Charisma bonus (see table: "Bonus spells or maneuvers by High Ability Score").  
+
** '''Newbie Etiquette''' (Prerequisite: trained in Acrobatics): Grade 1 social maneuvers unlocked. Known maneuvers based on Charisma bonus (see table: "Bonus spells or maneuvers by High Ability Score").  
 
** '''Basic Social Etiquette''' (Prerequisite: Newbie Etiquette): Grade 2 social maneuvers unlocked. (see Newbie Etiquette)  
 
** '''Basic Social Etiquette''' (Prerequisite: Newbie Etiquette): Grade 2 social maneuvers unlocked. (see Newbie Etiquette)  
 
** '''Apprentice Social Etiquette''' (Prerequisite: Basic Social Etiquett): Grade 3 social maneuvers unlocked. (see Newbie Etiquette)  
 
** '''Apprentice Social Etiquette''' (Prerequisite: Basic Social Etiquett): Grade 3 social maneuvers unlocked. (see Newbie Etiquette)  

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