Difference between revisions of "Journey: Bending Disciplines"
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Revision as of 16:02, 10 October 2014
Yep. Bending stuff.
Mechanical Information
Some stuff you need to know about things.
- Upgrades: Some specials have upgrades. Each rank you have in a special, you can select one of the listed upgrades. Note that some upgrades have prerequisites.
- Downranking: You do not always have to use a special at its most powerful. If you choose to use a downranked special, you must account for the upgrades you are not utilizing for that particular downrank. As an example, say you have a special at rank 5 with three range upgrades and two duration upgrades. You want to use it at rank 3; when you do so, because it is two ranks lower, you must give up two upgrades, but they need not be specific ones nor the same ones each time you use the special at that rank (so you could use it once at rank 3 with three range upgrades and no duration upgrades, or one range upgrade and two duration upgrades, or some other combination).
- Potency: When you use a special that calls for Potency, you make a check with the special (which is special's dice pool + root's dice pool).
Disciplines
Earth (TP Cost: 40 + 10/rank)
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Burrow: Tunnel through earth. |
Disrupt Earth: Create an area of difficult terrain. |
Earthen Shield: Use earth to parry a ranged attack. |
En-[Earth]: Reinforce an item with elemental earth. |
Propelling Stone: Launch a piece of earth against a foe. |
Rock Armor: Grant a creature the Protect status. |
Shifting Earth: Force a grounded creature to move. |
Specials
BURROW
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Disciplines: Earth | ||||||
Prerequisites - None | ||||||
XP Cost/Rank: 3 + 3/rank | ||||||
Token Cost: 0 + 2/rank | ||||||
Action Cost: Short (Physical) | ||||||
Range: 2 hexes | ||||||
Area: 1 hex | ||||||
Duration: Instantaneous | ||||||
Resistance: None | ||||||
You can clear one hex's worth of solid rock or earth within range of such material, opening a tunnel one hex in length. | ||||||
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DISRUPT EARTH
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Disciplines: Earth | ||||||||
Prerequisites - None | ||||||||
XP Cost/Rank: 2 + 2/rank | ||||||||
Token Cost: 0 + 1/rank | ||||||||
Action Cost: Medium (Physical) | ||||||||
Range: 6 hexes | ||||||||
Area: 1 hex | ||||||||
Duration: 10 ticks | ||||||||
Resistance: None | ||||||||
Choose a hex within range. That hex becomes difficult terrain for the duration of this special. | ||||||||
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EARTHEN SHIELD
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Disciplines: Earth | ||||
Prerequisites - None | ||||
XP Cost/Rank: 2 + 2/rank | ||||
Token Cost: 1 + 1/rank | ||||
Action Cost: Quick Reaction (Physical) | ||||
Range: 6 hexes | ||||
Target: One ally | ||||
Duration: Instantaneous | ||||
Resistance: None | ||||
When an ally within range is attacked with a ranged attack or special that would deal physical energy damage, you can use this special to attempt to parry the attack. | ||||
The Potency of this special is compared to the attack roll (or Potency) of the attack. If you beat the attacker's roll, you successfully parry the attack. | ||||
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EN-[Earth]
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Disciplines: Earth | ||||||
Prerequisites - None | ||||||
XP Cost/Rank: 3 + 2/rank | ||||||
Token Cost: 0 + 1/rank | ||||||
Action Cost: Quick (Physical) | ||||||
Range: 2 hexes | ||||||
Target: One item | ||||||
Duration: 10 ticks | ||||||
Resistance: None | ||||||
You coat an item in earth and stone, giving it the Earth element in addition to any elements it had prior. A weapon so affected deals Earth damage in addition to its other elements, and armor so affected gains the elemental affinities of Earth. Other items gain the elemental affinities of Earth. | ||||||
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...the journey of a thousand miles...
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Journey
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...begins beneath your feet...
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