Talk:MLP Talents

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Auch hier mal etwas Brainstorming-Material

SKILL CHALLENGE TALENT TREE

You excel at complex tasks and are always called upon when your allies need something done quickly and done right.

  • Guaranteed Boon: Whenever you spend a Harmony Point to add to a skill roll in a skill challenge and accrue a failure for that skill check, you regain that Harmony Point.
  • Leading Skill: Whenever you earn a success in a skill challenge, you gain a +2 insight bonus to your next skill check made with a different skill in the same skill challenge.
  • Learn from Mistakes: Whenever you accrue a failure in a skill challenge, you grant the next ally to take an action in the skill challenge a +2 insight bonus to a skill check, provided that ally takes a different action (and uses a different skill) than you did.
  • Try Your Luck: Whenever you accrue a failure in a skill challenge, choose one ally. The next time that ally uses the same skill that you used to accrue a failure before the end of the skill challenge, that ally rolls two dice on the skill check and keeps the better result.

MASTER OF INTRIGUE TALENT TREE

{mir gehts wenniger um den tree an sich, aber ein paar teile davon wirken gut als komponenten für eigene trees. chris} You are a skilled manipulator and have mastered the art of working behind the scenes to accomplish your goals. Flash and spectacle are inferior tools, only suitable for those without your unique talents.

  • Advanced Planning: When you roll Initiative for combat, choose one willing ally within your line of sight. You and that ally swap Initiative results.
  • Blend In: You know how to blend into a variety of cultures and groups with ease. As a swift action, you gain total concealment when adjacent to at least two other creatures. This benefit does not apply to attacks from adjacent creatures.
  • Done It All: When you select this talent, choose two talents (from any non prestige class) that you do not possess but for which you meet the prerequisites. Once per turn on your turn, you can spend a Force Point as a free action to gain the benefits of one of those talents until the end of your next turn.
  • Get into Position: Once per encounter, at the start of your first turn, choose two allies within 12 squares and in your line of sight. Each ally can immediately move up to his or her speed as a reaction.
  • Master Manipulator: You are a master of making things happen the way you want them to. You can use each of the following actions once per

encounter as a swift action on your turn:

    • Demand Recovery: Select one ally within 5 squares and in your line of sight. That ally moves +5 steps on the condition track and gains a +2 morale bonus to attack rolls and skill checks until the end of your next turn.
    • Exceptional Control: Roll a d20 and note the result. Once before the end of the encounter, as a reaction you can replace the result of any enemy's or ally's d20 roll with the result you rolled for this ability. The enemy or ally must be within your line of sight.
    • Word of Warning: Select one ally within 5 squares and in your line of sight. Once before the end of the encounter, as a reaction to that ally having any defense score targeted by a skill check or an attack, you can replace that ally's defense score with your same defense score until the attack or skill check is resolved.
Prerequisite: Advanced Planning, Get into Position.
  • Retaliation: Whenever you move down the condition track as a result of taking damage that equals or exceeds your damage threshold, the next time you hit and damage a creature or a droid with a melee or a ranged attack before the end of your next turn, you automatically move the target -1 step on the condition track.
Prerequisite: Advanced Planning.

SUPERIOR SKILLS TALENT TREE

{s.o.; vielleicht richtung artisan und/oder commoner. chris} You're not just good at what you do, you're the best. Failure is but a stumbling block, and great success always follows.

  • Assured Skill: When you select th is talent, choose one skill . Whenever you roll a skill check with that skill, you can choose to lose any competence bonuses to that skill check and instead roll 2 dice, keeping either result. You can select this talent multiple times. Each time you do so, you must choose a different skill to gain the benefits of this talent.
  • Critical Skill Success: Whenever you roll a natural 20 on a skill check, choose one other skill. Once before the end of your next turn, you can choose to gain a +5 competence bonus to a check with that skill as a free action.
  • Exceptional Skill: When you select this talent, choose one skill. Whenever you roll a skill check with that skill, a result of 2-7 on the die is always treated as though you had rolled an 8. You can select this talent multiple times. Each time you do so, you must choose a different skill to gain the benefits of this talent.
Prerequisite: Trained in the chosen skill.
  • Reliable Boon: Whenever you spend a Force Point to add to a skill check, you always reroll a result of 1 on any of your Force Point dice, and continue to reroll until you get a result of 2 or higher.
  • Skill Boon: When you select this talent, choose one skill. Whenever you spend a Force Point to add to that skill, increase the die type of your Harmony Point by one step (i .e. from d6 to d8, d8 to dlO, or d10 to d121. to a maximum of d12).
Special:You can select this talent multiple times. Each time you do so, you must choose a different skill to gain the benefits of this talent.
Prerequisite: Trained in the chosen skill.
  • Skill Confidence: When you select this talent, choose one skill. Whenever you roll a natural 19 or a natural 20 on a skill check with that skill, you gain the benefits of the Critical Skill Success talent and also gain bonus hit points equa l to your Charisma modifier.
Special: You can select this talent multiple times. Each time you do so, you must choose a different skill to gain the benefits of this talent.
Prerequisite: Critical Skill Success, trained in the chosen skill.
  • Skillful Recovery: When you select this talent, choose one skill. Whenever you fail a skill check with that skill, you gain one temporary Harmony Point. That Harmony Point can only be spent to add to a skill check with the skill you chose for this talent. If the Harmony Point is not spent by the end of the encounter, it is lost. For the purposes of this talent, failing a skill check means failing to get the minimum possible result from the skill check. You can select this talent multiple times. Each time you do so, you must choose a different skill to gain the benefits of this talent.
Prerequisite: Trained in the chosen skill.

NEW BRAWLER TALENTS

{vielleicht zeug für'n guard dabei... chris} The fo llowing new talents belong to the Brawler talent tree (see page 52 of the Saga Edition core rulebookl. which is available to members of the soldier class. Any character who can choose talents from the Brawler talent tree can choose these talents as well.

  • Crowd Control: You can grab two adjacent creatures at a time.
Prerequisite: Entangler.
  • Disarm and Engage: When you successfully disarm an opponent, you can make an immediate free attack with the disarmed weapon at a -5 penalty. If you are not proficient with the weapon, you take the penalty for non proficiency as well.
  • Entangler: When grabbing a target, you take a -2 penalty to your attack roll (instead of the normal -5 penalty). Until the target breaks the grab, it takes a -5 penalty to attack rolls, including those made with natural and light weapons (instead of the normal -2 penalty).
  • Reverse Strength: You know how to use an opponent's strength against it. Whenever you successfully grapple an opponent, you deal damage equal

to the opponent's Strength modifier (minimum 1 point).

NEW COMMANDO TALENTS

{...auch guard. chris} The following new talents belong to the Commando talent tree (see page 52 of the Saga Edition core rulebookl. which is available to members of the soldier class. Any character who can choose talents from the Commando talent tree can choose these talents as well.

  • Coordinated Effort: When you use the aid another action to grant a bonus on attack rolls, if you are aiding the target of your Dedicated Protector talent that ally also gains a +2 bonus to damage rolls on the attack you aided.
Prerequisite: Dedicated Protector.
  • Dedicated Guardian: You can use each of the following actions once per encounter:
    • Blast Shield: Spend a swift action . Until the end of your next turn, the ally who is under the effects of your Dedicated Protector talent is treated as having the Evasion talent for the purposes of determining damage from an area attack. If the ally already has Evasion, the damage from a successful area attack is reduced by 1 die.
    • Take the Pain: Whenever your Dedicated Protector target would move down the condition track, you can, as a reaction, choose to move the same number of steps down the condition track instead (preventing the ally from moving down the track).
    • Team Effort: Spend a swift action. Until the end of your next turn, while you are adjacent to your Dedicated Protector target, any enemy that is adjacent to you and to that ally is considered flanked.
Prerequisites: Dedicated Protector, Harm's Way.
  • Dedicated Protector: Once per encounter, you can designate one ally within 6 squares of you. Until the end of the encounter, that ally gains a + 1 morale bonus to Reflex Defense as long as it remains adjacent to you. Any individual can only be the target of this talent once per encounter.
Prerequisite: Harm's Way.

=


Einzelne Stücke

  • Detective: You are skilled in locating individuals and using research and surveillance to learn some of their most intimate secrets. When you make a Gather Information check to locate an individual, the DC is reduced by 10, and the time and bribery cost are reduced by half.
  • Revealing Secrets: Your investigations reveal information that your target thought was secret. When you make a Gather Information check to learn secret information, the DC is reduced by 10 and the bribery cost is reduced to one-fifth the origina l cost.
Prerequisite: Detective.
  • Contingency Plan: Once per encounter, if you fail an attack roll, a skill check, or the use of a talent that requires an opposed check, you can move your speed as a reaction.
  • Willpower: You can share your strength of will with your allies. Once per encounter as a swift action, you can grant all allies within line of sight a +2 morale bonus to their Will Defense. This bonus lasts for the remainder of the encounter, and once it is granted your allies need not remain within line of sight with you to retain this bonus. You may not use this talent on yo urse lf.
Prerequisites: Inspire Confidence.
  • Instruction: Once per encounter, as a standard action, you can boost the competence of one of your allies within 6 squares. That individual gains the ability to make a single skill check using your skill modifier (except Use the Force); this skill check must be made before the end of the encounter, or the benefit is lost. You can select this talent multiple times. Each time you do so, you gain one additional use of this talent per encounter.
  • Idealist: Your confidence empowers you, giving you the ability to withstand the harmful influence of others. You can add your Charisma bonus in place of your Wisdom bonus to your Will Defense.
Prerequisite: Charisma 13.
  • Lead by Example: Your bravery and skill inspires others to follow your lead. Once per encounter, when you successfully deal damage to an enemy, you can choose to grant all allies a + 1 circumstance bonus on attack rolls and + 1 die of damage on non-area attacks against that target for the remainder of the encounter.