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− | {| class="collapsible" width="98%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
| + | This section describes ''creature types'' in t20. Note that this system is a departure from standard d20, and invokes some 4e elements. |
− | ! colspan="7;" style="background:#00688B;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">The Trainer</font></div>
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− | |-
| + | |
− | | colspan="2"|
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− | | colspan="5" style="background:#5097B0;"|'''Memetics'''
| + | |
− | |-
| + | |
− | |width="10%"|'''Level'''
| + | |
− | |width="30%" align="left"|'''Special'''
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− | |width="12%"|''Active Memes''
| + | |
− | |width="12%"|''Memory''
| + | |
− | |width="12%"|''Libraries''
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− | |width="12%"|''Max Grade''
| + | |
− | |width="12%"|''Memes Known''
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− | |-
| + | |
− | |1 || align="left"|Mementos || 2 || 1 || 1 || Common || 3
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− | |-style="background:#9FC6D4;"
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− | |2 || align="left"|Trainer Secret || 2 || 1 || 1 || Common || 4
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− | |-
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− | |3 || align="left"| || 2 || 1 || 2 || Common || 5
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− | |-style="background:#9FC6D4;"
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− | |4 || align="left"|Trainer Secret || 3 || 1 || 2 || Uncommon || 6
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− | |-
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− | |5 || align="left"| || 3 || 2 || 2 || Uncommon || 7
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− | |-style="background:#9FC6D4;"
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− | |6 || align="left"|Trainer Secret || 4 || 2 || 2 || Uncommon || 8
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− | |-
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− | |7 || align="left"| || 4 || 2 || 3 || Uncommon || 9
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− | |-style="background:#9FC6D4;"
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− | |8 || align="left"|Trainer Secret || 4 || 2 || 3 || Uncommon || 11
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− | |-
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− | |9 || align="left"| || 5 || 3 || 3 || Rare || 12
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− | |-style="background:#9FC6D4;"
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− | |10 || align="left"|Trainer Talent || 5 || 3 || 3 || Rare || 13
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− | |-
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− | |11 || align="left"| || 6 || 3 || 4 || Rare || 14
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− | |-style="background:#9FC6D4;"
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− | |12 || align="left"|Trainer Talent || 6 || 3 || 4 || Rare || 15
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− | |-
| + | |
− | |13 || align="left"| || 6 || 4 || 4 || Rare || 16
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− | |-style="background:#9FC6D4;"
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− | |14 || align="left"|Trainer Talent || 7 || 4 || 4 || Obscure || 17
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− | |-
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− | |15 || align="left"| || 7 || 4 || 5 || Obscure || 19
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− | |-style="background:#9FC6D4;"
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− | |16 || align="left"|Trainer Talent || 8 || 4 || 5 || Obscure || 20
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− | |-
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− | |17 || align="left"| || 8 || 5 || 5 || Obscure || 21
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− | |-style="background:#9FC6D4;"
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− | |18 || align="left"|Trainer Talent || 8 || 5 || 5 || Obscure || 22
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− | |-
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− | |19 || align="left"| || 9 || 5 || 6 || Secret || 23
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− | |-style="background:#9FC6D4;"
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− | |20 || align="left"|Trainer Talent || 9 || 5 || 6 || Secret || 24
| + | |
− | |}
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| | | |
− |
| + | =Creature Origins and Types= |
| + | Creatures are classified into groups based on their ''origin'' - where or how they came into existence - and their ''type'', which is more descriptive of what they are. Many creatures also have a ''subtype'', which further defines them. |
| | | |
− | =Trainer= | + | ==Origins== |
− | [[Image:test_image_a.jpg|thumb|650px|right|Locke'mejis and Ashe'cathari, iconic trainers]]
| + | The following are the possible ''origins''. |
− | : ''"Shorts are comfy and easy to wear. Let's fight!"''
| + | |
| | | |
− | The world of Trinity is a dangerous place. Some, such as the commonfolk, rely upon their well-trained members of their society to defend them from attackers; others are those defenders themselves. However, some societies lack the comfort of walls or homes, always on the move. [[Halfling | Halflings]], [[Selkie | selkies]], and even [[Lunari | lunari]] often find themselves almost always on the move or lacking stable fortifications. While the more aged among their people may be able to fend off an attack, their children are not always so able. Thus: the trainer.
| + | ; Aberrant : Unnatural creatures, aberrants are those things that should not be. Whether they be from some far-flung part of the material plane, or from some utterly alien realm of existence, these creatures are bizarre in appearance and behavior, and are clearly not native to the worlds of Trinity. |
| + | ; Elemental : Their essence composed primarily of one "element," elementals vary from living incarnations of the concept of fire itself to those races native to Trinity that are naturally suffused with the energies of a Force. |
| + | ; Immortal : Denizens of planes other than the prime material, immortals are beings that embody concepts like "good" or "law." They are closer to the denizens of the worlds of Trinity in that these entities come from recognized nearby outer planes. Immortals do not age and cannot die of natural causes. |
| + | ; Natural : Creatures born into the worlds of Trinity that have no unusual qualities about them are considered natural, and are part of the natural order of the world. |
| | | |
− | In times past, when the halflings were under attack from [[Prophet_Moth | prophet moths]], they sought a manner of assistance from the [[Gnome | gnomes]]. The gnomes gifted them with knowledge of the blue, of learning to use the abilities of monsters. However, this was ill-suited for the halflings' intentions: they needed a weapon, easily wielded, with which they could arm their children. Taking the lessons taught to them from the gnomes, however, the halflings devised a new idea: rather than learn the abilities of monsters, capture the monsters themselves, and ensure that they could only fight what they were directed to.
| + | ==Types== |
| + | The following are the creature ''types''. |
| | | |
− | The halflings devised a new method of interacting with the blue, which they called meme crystals - small items that were capable of storing a creature or item in the world's memory, such that it could be summoned back at any time. They then began capturing small monsters of [[Sarteri | Sarteri]] and training them, then giving the meme crystals in which the creatures were stored to children, instructing them to only use them in dire need. As they grew older, the children were taught the ways of the gun, and passed their meme crystals on to the children that came after them.
| + | ; Animate : Animates are objects given life or intelligence through an unusual process, be it magic raising the dead or technology creating sentient programs. Animate creatures do not need to breathe, eat, or sleep, regardless of their origin. |
| + | ; Beast : Beasts look and act like animals, although they sometimes have a bizarre or monstrous appearance. Beasts with other origins behave in the similar instinctive ways, though they are unfamiliar to ordinary people. |
| + | ; Humanoid : Humanoid monsters are usually bipedal, but some have monstrous or animalistic characteristics, such as the squid-like head of an illithid or the serpentine body of a yuan-ti abomination. |
| + | ; Monster : A monster typically looks like a beast but acts like a person. Monsters often superficially resemble animals, sometimes with a human face or head, but are more intelligent. |
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− | Some halflings, however, decided not to become gunslingers, and instead focused on raising the monsters they had been gifted with. Through trial and error, they determined that some creatures were better-suited to some abilities; they devised a basic understanding of genetics, and began breeding creatures to attain desired traits: small, but ferocious, with unalarming appearances so that children would not be frightened to use the creatures.
| + | ==Subtypes== |
| + | The following are some of the many ''subtypes''. |
| | | |
− | Centuries have passed since then, and trainers are still relatively rare - but not unheard of. The way of the trainer has spread throughout the world, and though it is often thought of as the path of cowards, it is a welcome relief to those who must fight but have no formal training.
| + | ; Animal : Animals are fairly normal non-intelligent creatures that behave in predictable ways. |
− | | + | ; Construct : Constructs are not living creatures; abilities and effects that specifically target living creatures do not work against them. Constructs do not need to breathe, eat, or sleep. |
− | ==Game Rule Information==
| + | ; Dragon : Dragons are reptilelike creatures. Most dragons have wings as well as some kind of breath weapon. |
− | Trainers have the following game statistics.
| + | ; Gigas : Giants are humanoids that are at least Large in size. |
− | | + | ; Ooze : Oozes are amorphous creatures that rely on blindsight, tremorsense, or both to discern their surroundings. They don’t suffer penalties to attack rolls or penalties to their speed while squeezing, and can't be knocked ''prone''. |
− | '''[[The_Forces#Force_Alignment | Force Alignment]]:''' Blue.
| + | ; Spoken : Spoken are humanoids that are considered part of the civilized world, and are called as such because of their use of language. |
− | | + | ; Plant : Plants are creatures composed of vegetable matter. They breathe and eat, but do not sleep. They are not immune to sleep effects, however. |
− | '''[[The_Forces#Force_Resistance | Force Resistances]]:''' TO 5 + level, CO 5 + level.
| + | ; Undead : Undead are not living creatures; abilities and effects that specifically target living creatures do not work against them. Undead do not need to breathe or sleep. |
− | | + | ; Vermin : Vermin are mindless beasts, usually with simple anatomies and bizarre psychologies. Vermin are immune to mind-affecting abilities. |
− | '''Abilities:''' Dexterity is important to a trainer, as - in order to capture new creatures - they must be agile enough to accurately throw a meme crystal. Charisma is also important, as a more powerful personality allows them to more successfully exert control over creatures.
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− | | + | |
− | '''Hit Points at 1st Level:''' 5 + Con score.
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− | | + | |
− | '''Hit Points at Each Additional Level:''' 5 + Con modifier.
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− | | + | |
− | '''Healing Surges:''' 6 + Con modifier.
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− | | + | |
− | '''Defenses:''' Fort +0; Ref +4; Will +0; Det +4.
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− | | + | |
− | '''Starting Age:''' Simple.
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− | | + | |
− | ==Class Features==
| + | |
− | All of the following are class features of the trainer.
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− | | + | |
− | <div id="Proficiencies">
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− | {| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
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− | ! style="background:#00688B;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Proficiencies</font></div>
| + | |
− | |}
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− | '''Weapons:''' Any two ranged, any one melee, any one.
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− | | + | |
− | '''Armor:''' Light, mystic.
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− | | + | |
− | '''Implements:''' [[D20_Mechanic:_Implements#Records|Records]], [[D20_Mechanic:_Implements#Tomes|tomes]].
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− | | + | |
− | <div id="Memetics_Feature">
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− | {| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
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− | ! style="background:#00688B;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Memetics</font></div>
| + | |
− | |}
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− | Trainers are memeticists, and as such make use of ''memes'', conceptual packets of information that are essentially programs that interact with the data that comprises the world in some fashion.
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− | | + | |
− | To use ''memes'', a trainer must first ''ready'' it, an arduous process that must be performed on a regular basis, updating the ''meme'' to ensure that its various structures are synchronized with the world.
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− | | + | |
− |
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− | | + | |
− | {| class="collapsible" width="80%" align="center" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
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− | ! colspan="57;" style="background:#00688B;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Blue Libraries</font></div>
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− | |-
| + | |
− | |width="10%"|'''Library'''
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− | |width="90%" align="left"|'''Description'''
| + | |
− | |-
| + | |
− | |Abstract || align="left"|Directly interfacing with the structures that form the very core of existence, this library gives you extremely powerful but limited ways to manipulate reality.
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− | |-style="background:#9FC6D4;"
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− | |Data || align="left"|You can delve into the caches of information storage hidden "beneath" the world, learning answers to impossible questions.
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− | |-
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− | |Instance || align="left"|Through introduction of new pointers and structures, you can create temporary objects and creatures.
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− | |-style="background:#9FC6D4;"
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− | |Lambda || align="left"|Relatively simple and direct commands, these memes are useful to modify reality quickly and in fashions similar to those wielded by other Forces.
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− | |-
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− | |System || align="left"|Manipulating processes, you can take control of the real world in a wide variety of ways.
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− | |-style="background:#9FC6D4;"
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− | |Virus || align="left"|Rather than attempt to produce particular effects, you can instead corrupt existing data and processes, causing them to decay or behave erratically.
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− | |}
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− |
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− | | + | |
− | To access his memes, a trainer must ''ready'' them into his ''active meme'' slots. A trainer can only modify his ''active meme'' slots after a ''long rest'', in a process that takes ten minutes.
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− | | + | |
− | {|class="collapsible" width="15%" align="right" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
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− | ! colspan="5;" style="background:#00688B; border:1px solid silver; text-align:center;" align="left"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Meme Grades</font></div>
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− | |-
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− | ! width="50%"|Grade
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− | ! width="50%"|Minimum Wisdom
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− | |-
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− | | Common || 9
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− | |-style="background:#9FC6D4;"
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− | | Uncommon || 10
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− | |-
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− | | Rare || 11
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− | |-style="background:#9FC6D4;"
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− | | Obscure || 12
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− | |-
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− | | Secret || 14
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− | |-style="background:#9FC6D4;"
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− | | Forgotten || 16
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− | |}
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− | | + | |
− | To use a given ''meme'', the trainer must meet the minimum Wisdom score for that grade, as per the table on the right.
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− | | + | |
− | When an trainer ''readies'' his ''memes'', he can also choose to put them into his personal ''memory'', using his own informational process to improve the ''meme'' in some fashion. You can change which ''memes'' you have ''allocated'' into ''memory'' with a ''short rest''.
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− | | + | |
− | When you ''process'' a ''meme'', it becomes temporarily scrambled after its interaction with the world, and you cannot use it again until it ''recharges''. At the beginning of each of your turns, if you have any ''memes'' that need to ''recharge'', you roll your ''recharge die'', which is 1d6. If the result of the ''recharge die'' is equal to or greater than the ''recharge value'' for a given ''meme'', that ''meme recharges'', and you can ''process'' it again. The ''recharge value'' of a meme is dependent upon the highest grade of ''meme'' you can access, per the table below.
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− | | + | |
− | All of your ''memes'' automatically ''recharge'' after a ''short rest''.
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− | | + | |
− | You gain additional ''active meme'' slots based on your Intelligence modifier; at each even level, you gain a bonus ''active meme'' slot, until you have a total number of bonus slots equal to your Intelligence modifier.
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− |
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− | | + | |
− | {| class="collapsible" width="80%" align="center" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
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− | ! colspan="8;" style="background:#00688B;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Memes: Recharge Values</font></div>
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− | |-
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− | | width="16%"|
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− | | width="84%" colspan="6" style="background:#5097B0;"|'''Meme Grade'''
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− | |-
| + | |
− | |'''Highest Meme Grade Accessible'''
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− | |width="14%"|''Common''
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− | |width="14%"|''Uncommon''
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− | |width="14%"|''Rare''
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− | |width="14%"|''Obscure''
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− | |width="14%"|''Secret''
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− | |width="14%"|''Forgotten''
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− | |-
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− | |Common || 5 || --- || --- || --- || --- || ---
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− | |-style="background:#9FC6D4;"
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− | |Uncommon || 4 || 6 || --- || --- || --- || ---
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− | |-
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− | |Rare || 3 || 5 || 6 || --- || --- || ---
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− | |-style="background:#9FC6D4;"
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− | |Obscure || 2 || 4 || 5 || 6 || --- || ---
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− | |-
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− | |Secret || 2 || 3 || 4 || 5 || 6 || ---
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− | |-style="background:#9FC6D4;"
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− | |Forgotten || 2 || 3 || 4 || 5 || 6 || 6
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− | |}
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− |
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− | | + | |
− | The trainer begins with three known ''memes''. He gains knowledge of additional ''memes'' each level, as per the class table, above. At fourth level and every four levels after, he can trade out up to two ''memes'' for new ''memes'' from any ''library'' he can access.
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− | | + | |
− | If you would gain access to a ''library'', you can choose to instead gain a bonus feat, which must be a feat for which you qualify. If you would gain access to a ''library'' and already have access to six ''libraries'', you gain a bonus feat instead.
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− | | + | |
− | The trainer's ''key ability'' for his ''memetic attacks'' is his Charisma.
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− | | + | |
− | <div id="Mementos">
| + | |
− | {| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
| + | |
− | ! style="background:#00688B;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Mementos</font></div>
| + | |
− | |}
| + | |
− | By exerting his belief on a meme crystal, a trainer can ''control'' the creature held within.
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− | | + | |
− | On each of his turns, the trainer can expend a move action to direct the actions of a ''controlled'' creature. If he does so, the ''controlled'' creature behaves like a summoned monster, until the start of his next turn; if he does not, the creature will defend itself but otherwise take no action, and an uncontrolled [[D20_Mechanic:_Status_Effects#Bloodied|bloodied]] creature will retreat if possible. A trainer cannot ''control'' a creature whose level is greater than his trainer class level. An uncontrolled creature will act independently once released, until returned to its meme crystal.
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− | | + | |
− | Due to this being a memetic effect, the trainer can issue complex commands to a ''controlled'' creature without the need for a shared language. However, the trainer cannot actually communicate with the creature.
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− | | + | |
− | {|class="collapsible" width="50%" align="right" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
| + | |
− | ! style="background:#00688B;" align="center" colspan="7"|<div style="margin-left:0px;"><font color="white" style="font-size:12px; font-family:tahoma;">Base Statistics By Role</font></div>
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− | |-
| + | |
− | ! width="16%"|
| + | |
− | ! width="14%"|Skirmisher
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− | ! width="14%"|Brute
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− | ! width="14%"|Sentinel
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− | ! width="14%"|Lurker
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− | ! width="14%"|Controller
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− | ! width="14%"|Ravager
| + | |
− | |-style="background:white;"
| + | |
− | | '''HP @ 1st''' || 10 + Con || 20 + Con || 15 + Con || 10 + Con || 5 + Con || 5 + Con
| + | |
− | |-style="background:#9FC6D4;"
| + | |
− | | '''HP per Add'l Level''' || 7 + Con mod || 11 + Con mod || 9 + Con mod || 7 + Con mod || 5 + Con mod || 5 + Con mod
| + | |
− | |-
| + | |
− | | '''Healing Surges''' || 8 + Con mod || 12 + Con mod || 10 + Con mod || 8 + Con mod || 6 + Con mod || 6 + Con mod
| + | |
− | |-style="background:#9FC6D4;"
| + | |
− | | '''Fort''' || +2 || +4 || +4 || +0 || +0 || +2
| + | |
− | |-
| + | |
− | | '''Ref''' || +4 || +0 || +0 || +4 || +2 || +2
| + | |
− | |-style="background:#9FC6D4;"
| + | |
− | | '''Will''' || +0 || +0 || +2 || +2 || +4 || +2
| + | |
− | |-
| + | |
− | | '''Det''' || +0 || +2 || +4 || +0 || +2 || +2
| + | |
− | |-style="background:#9FC6D4;"
| + | |
− | | '''Technics Known''' || 4 || 3 || 3 || 4 || 5 || 4
| + | |
− | |}
| + | |
− | | + | |
− | Releasing a creature from a meme crystal is a standard action, and the creature appears in an unoccupied square adjacent to the trainer. A trainer can return a creature to its meme crystal by touching the meme crystal to the creature: if the creature is within the trainer's reach, this is a move action, otherwise the meme crystal can be thrown at the creature as a standard action (in such an instance, the trainer automatically hits the creature's Reflex if the creature is currently ''controlled'', but may miss due to concealment or other factors; the trainer must roll to hit an uncontrolled creature normally).
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− | | + | |
− | You can apply the ''controlled'' condition to a single creature in a meme crystal. You can also apply the ''controlled'' condition to additional creatures, but each additional creature requires you to expend one ''memory'' to do so; treat this ''memory'' as though it were allocated to a ''meme''.
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− | | + | |
− | In addition, a trainer can improve a creature's abilities, increasing its level in its role. The creature must be within its meme crystal, and the trainer must meditate for the duration of a ''short rest'', after which the creature gains a level. The trainer cannot grant a level to a creature that would make the creature's level higher than the trainer's class level. Unlike characters, once the trainer begins training a creature in a role, the creature always gains levels in that role.
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− | | + | |
− | The trainer can also grant roles to creatures that do not have them, as is the case for many monsters. Once the trainer has captured a creature in a meme crystal (see below), the trainer can spend a ''short rest'' to give the creature a role. A creature so trained immediately loses all of its natural statistics, which are replaced as though it had levels in a role equal to its level. The exception to this are all attacks the creature possessed, as well as all racial abilities and traits; in essence, only the statistics on the Roles table are replaced.
| + | |
− | | + | |
− | : '''''Example:''' Locke captures a 5th-level metroid. Metroids do not have roles, and so he wants to spend a'' short rest ''to give it the lurker role, and teach it a meme he thinks will be useful for it. The metroid loses all of its original statistics and becomes a 5th-level lurker, but retains its racial bonuses to ability scores and any abilities it had.''
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− | | + | |
− | The [[Blue:_Mementos|mementos]] page has more information on how a trainer's creatures work.
| + | |