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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 Wits 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 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).  
** '''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 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)
** '''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 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.
** '''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. Using this Talent removes all non persistent mental conditions on the condition track.
** '''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 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.
  
 
===Kindness===
 
===Kindness===

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