Difference between revisions of "Test Page 6"

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{| class="collapsible" width="98%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
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What we're doing here is establishing a baseline for social combat, which - in turn - may be a baseline for other non-combat minigames.
! colspan="9;" style="background:#228B22;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">The Shaman</font></div>
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Part of the problem with something like social combat is that we want things that are analogous to weapons, but you don't buy a red herring argument. Well... okay, there is always the theory that you can purchase social tactics by spending some kind of currency you gain by doing research, but that's a whole other ''thing'' and gets complicated. So we're not going to touch that for right now.
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=Basic Tactics=
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The following is the list of basic social tactics in Trinity.
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<div id="Tactics">
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{|class="collapsible" width="40%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
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! colspan="13;" style="background:#4682B4;"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">TACTICS</font></div>
 
|-
 
|-
| colspan="2"|&nbsp;
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!width="50%" align="left"|Name
! colspan="5" style="background:#67B067;"|'''Geomancy'''
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!width="50%"|Key Stat
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|-style="background:white;"
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|align="left"|Allegory || Intelligence
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|-style="background:#CDDDEB;"
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|align="left"|Baiting || Bravery
 
|-
 
|-
|width="10%"|'''Level'''
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|align="left"|Emotional Appeal || Wisdom
|width="30%" align="left"|'''Special'''
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|-style="background:#CDDDEB;"
|width="12%"|''Flux Die''
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|align="left"|Flattery || Charisma
|width="12%"|''Stress Limit''
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|width="12%"|''Max Gift Grade''
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|width="12%"|''Suites''
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|width="12%"|''Gifts Known''
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|-
 
|-
|1 || align="left"|Balance || d4 || 3 || Small || 1 || 4
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|align="left"|Logic || Intelligence
|-style="background:#ACD4AC;"
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|-style="background:#CDDDEB;"
|2 || align="left"|Affinity || d4 || 4 || Small || 1 || 6
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|align="left"|Mockery || Bravery
 
|-
 
|-
|3 || align="left"|&nbsp; || d4 || 5 || Modest || 2 || 7
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|align="left"|Presence || Charisma
|-style="background:#ACD4AC;"
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|-style="background:#CDDDEB;"
|4 || align="left"|Affinity || d6 || 6 || Modest || 2 || 8
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|align="left"|Red Herring || Wisdom
 
|-
 
|-
|5 || align="left"|&nbsp; || d6 || 7 || Modest || 2 || 10
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|align="left"|Rhetoric || Intelligence
|-style="background:#ACD4AC;"
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|-style="background:#CDDDEB;"
|6 || align="left"|Affinity || d6 || 7 || Modest || 2 || 11
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|align="left"|Wit || Bravery
|-
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|7 || align="left"|&nbsp; || d8 || 8 || Modest || 3 || 12
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|-style="background:#ACD4AC;"
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|8 || align="left"|Affinity || d8 || 9 || Fair || 3 || 14
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|-
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|9 || align="left"|&nbsp; || d8 || 10 || Fair || 3 || 15
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|-style="background:#ACD4AC;"
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|10 || align="left"|Shaman Talent || d10 || 11 || Fair || 3 || 16
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|-
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|11 || align="left"|&nbsp; || d10 || 11 || Fair || 4 || 18
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|-style="background:#ACD4AC;"
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|12 || align="left"|Shaman Talent || d10 || 12 || Fair || 4 || 19
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|-
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|13 || align="left"|&nbsp; || d12 || 13 || Generous || 4 || 20
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|-style="background:#ACD4AC;"
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|14 || align="left"|Shaman Talent || d12 || 14 || Generous || 4 || 22
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|-
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|15 || align="left"|&nbsp; || d12 || 15 || Generous || 5 || 23
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|-style="background:#ACD4AC;"
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|16 || align="left"|Shaman Talent || 2d8 || 15 || Generous || 5 || 24
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|-
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|17 || align="left"|&nbsp; || 2d8 || 16 || Generous || 5 || 26
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|-style="background:#ACD4AC;"
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|18 || align="left"|Shaman Talent || 2d8 || 17 || Grand || 5 || 27
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|-
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|19 || align="left"|&nbsp; || 2d10 || 18 || Grand || 6 || 28
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|-style="background:#ACD4AC;"
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|20 || align="left"|Shaman Talent || 2d10 || 19 || Grand || 6 || 30
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|}
 
|}
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</div>
  
 
&nbsp;
 
&nbsp;
  
=Shaman=
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==Other Stuff==
[[Image:Toph.jpg|thumb|375px|right|Toph, iconic shaman]]
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Now for something completely different...
: '' "In the storm that is the elements, I am the calm in the center." ''
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Calling upon the elemental forces that run through the world, the shaman is the undisputed master of the elements. Her relationship with Nature - and by extension, Gaia - is not one of worship, but of acknowledgment, a symbiosis between the spirit of the universe and one of those she considers her children who dwells within that existence. While Gaia herself is a passive, reactive entity, she bestows her gifts upon those who meditate upon the nature of the world and who would seek to maintain the natural balance: shamans, then, are effectively her agents in the world.
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Shamans - and other geomancers - do not call upon the stuff of which the world is made. Even those who manipulate elements found readily in nature - air, earth, water - are not using the physical manifestations of those elements, but are instead manipulating the thread of the elements that is interwoven into reality itself. An earth shaman, for instance, does not manipulate actual rock and stone, but instead the thread of energy woven into the world that ''represents'' earth - thus, the results of her bending are not permanent creations, but instead temporary modifications of energy flows.
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For the shaman, balance is paramount. While she can freely choose to work with only one element, her ability to interact with the energy flows at the heart of existence are heightened if she chooses to work with an opposing pair of elements, naturally counterbalancing each other both in terms of the shaman's ability to manipulate the elemental energy as well as complementing gifts granted within those energies, making shamans often well-rounded. Shamans must take care in using their powers, for calling too much upon a given element will cause Gaia to seal it against her: while this may seem unfair, for Gaia, nothing is more important than maintaining balance - even her agents must abide by the truths of Nature, even if it means putting them in grave danger.
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==Game Rule Information==
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Shamans have the following game statistics.
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'''[[The_Forces#Force_Alignment | Force Alignment]]:''' Nature.
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'''[[The_Forces#Force_Resistance | Force Resistances]]:''' DI 5 + level, VI 5 + level.
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'''Abilities:''' Wisdom is the shaman's most important ability, as it modifies and improves her ability to manipulate the elements.
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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 +2; Will +4; Det +2.
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'''Starting Age:''' Simple.
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C: E, yo.
  
==Class Features==
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Dizumel, Pathfinder of Spite
All of the following are class features of the shaman.
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Vosrigod, Mind Herder
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Zenol, Drone of Destruction
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Gujul, Sentinel of Entropy
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Rankal, Maw of Decay
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Temolog, Drifter of Nightmares
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Kinnad, Silent Walker
  
[[category:Base Classes]]
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Nettle Hulk
[[category:Nature]]
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Bleak Lurker
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Chittering Skimmer
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Writhing Sage
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Prie Depleter
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Extinction Drifter
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Turmoil Shrieker
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Delirious Reclaimer
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Grave Seer
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Cryptic Negator

Latest revision as of 10:05, 8 December 2017

What we're doing here is establishing a baseline for social combat, which - in turn - may be a baseline for other non-combat minigames.

Part of the problem with something like social combat is that we want things that are analogous to weapons, but you don't buy a red herring argument. Well... okay, there is always the theory that you can purchase social tactics by spending some kind of currency you gain by doing research, but that's a whole other thing and gets complicated. So we're not going to touch that for right now.

Basic Tactics

The following is the list of basic social tactics in Trinity.

TACTICS
Name Key Stat
Allegory Intelligence
Baiting Bravery
Emotional Appeal Wisdom
Flattery Charisma
Logic Intelligence
Mockery Bravery
Presence Charisma
Red Herring Wisdom
Rhetoric Intelligence
Wit Bravery

 

Other Stuff

Now for something completely different...

C: E, yo.

Dizumel, Pathfinder of Spite
Vosrigod, Mind Herder
Zenol, Drone of Destruction
Gujul, Sentinel of Entropy
Rankal, Maw of Decay
Temolog, Drifter of Nightmares
Kinnad, Silent Walker
Nettle Hulk
Bleak Lurker
Chittering Skimmer
Writhing Sage
Prie Depleter
Extinction Drifter
Turmoil Shrieker
Delirious Reclaimer
Grave Seer
Cryptic Negator