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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.
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** '''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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* '''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), 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.  
  
- The formula to calculate the cost: [Grade * Grade * 1000 Bits]  
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- The formula to calculate the cost are: [Grade * Grade * 1000 Bits]  
  
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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).
 
** '''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.
 
** '''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.
 
** '''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.  
 
** '''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.  
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** '''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.
 
** '''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.
 
** '''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''' (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.
** '''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'''(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.
 
** '''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.
 
** '''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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* '''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.  
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** '''Insight''': You may choose to reroll any Empathy check, 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.
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** '''Deeper Insight'''(Prerequisite: Insight): You can use Harmony Bonus on Will Defense from the Intuition talent also as a bonus on opposed Empathy checks.
** '''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 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).  
** '''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 Illusions or suggestion)
** '''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: Insight): You can make an Empathy check against the Will 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 Will 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.
** '''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 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).
 
* '''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.
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** '''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.
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** '''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).
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** '''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.  
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** '''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.
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** '''Stand Firm'''(Prerequisite: Dauntless): Once per adventure as a free action "Stand Firm" can move you +5 non persistent 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===
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** '''''' (Prerequisite: ):  
 
** '''''' (Prerequisite: ):  
  
* '''Socialize''' - All Unicorns may learn Socialize as a Racial- instead of Miscellaneous Talent Tree
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* '''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.)  
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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").  
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** '''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)  
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** '''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)  
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** '''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)  
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** '''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)   
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** '''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)  
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** '''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.)  
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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").  
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** '''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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