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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|-
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| colspan="2"|&nbsp;
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! colspan="5" style="background:#67B067;"|'''Geomancy'''
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|-
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|width="10%"|'''Level'''
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|width="30%" align="left"|'''Special'''
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|width="12%"|''Flux Die''
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|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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|-
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|1 || align="left"|Balance || d4 || 3 || Small || 1 || 4
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|-style="background:#ACD4AC;"
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|2 || align="left"|Affinity || d4 || 4 || Small || 1 || 6
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|-
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|3 || align="left"|&nbsp; || d4 || 5 || Modest || 2 || 7
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|-style="background:#ACD4AC;"
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|4 || align="left"|Affinity || d6 || 6 || Modest || 2 || 8
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|-
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|5 || align="left"|&nbsp; || d6 || 7 || Modest || 2 || 10
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|-style="background:#ACD4AC;"
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|6 || align="left"|Affinity || d6 || 7 || Modest || 2 || 11
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|-
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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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&nbsp;
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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.
  
=Shaman=
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=Basic Tactics=
[[Image:Toph.jpg|thumb|375px|right|Toph, iconic shaman]]
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The following is the list of basic social tactics in Trinity.
: '' "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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<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;"
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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! colspan="13;" style="background:#4682B4;"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">TACTICS</font></div>
 
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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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==Class Features==
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All of the following are class features of the shaman.
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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:#228B22;" 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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|}
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'''Weapons:''' Any three.
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'''Armor:''' Cloth, leather.
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'''Implements:''' [[D20_Mechanic:_Implements#Essences|Essences]], [[D20_Mechanic:_Implements#Totems|totems]].
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<div id="Geomancy">
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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:#228B22;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Geomancy</font></div>
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|}
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Shamans are geomancers, which means that they make use of ''gifts'', raw energy channeled from the elemental tapestry that binds all of existence together. As geomancers, shamans ''tap'' into this tapestry of elements to acquire ''flux'', which they can turn into gifts. However, nature demands balance, and as shamans gather flux, they also accrue ''stress'', inhibiting their ability to draw more flux over time.
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&nbsp;
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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="6;" style="background:#228B22;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">The Elements</font></div>
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|-
 
|-
|width="8%"|'''Element'''
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!width="50%" align="left"|Name
|width="22%"|'''Description'''
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!width="50%"|Key Stat
|width="8%"|'''Energy Type'''
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|-style="background:white;"
|width="27%"|'''Terrains'''
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|align="left"|Allegory || Intelligence
|width="29%"|'''Weather'''
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|-style="background:#CDDDEB;"
|width="8%"|'''Opposes...'''
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|align="left"|Baiting || Bravery
 
|-
 
|-
|Gravity || attraction, unification, crushing pressure || magnetic || Cities, Factories, Dungeons, Interiors || Calm, Normal Weather, Eerie Stillness || Cosmos
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|align="left"|Emotional Appeal || Wisdom
|-style="background:#ACD4AC;"
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|-style="background:#CDDDEB;"
|Shadow || death, decay, entropy, dissolution || shadow || Swamps, Graveyards, Sewers || Nighttime, Heavy Clouds, New Moon || Holy
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|align="left"|Flattery || Charisma
 
|-
 
|-
|Earth || stubbornness, defensiveness, overtness || earth || Caves, Barrens, Mountains, Canyons || Dust storms, Earthquakes, Avalanches || Wind
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|align="left"|Logic || Intelligence
|-style="background:#ACD4AC;"
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|-style="background:#CDDDEB;"
|Water || introspection, meditation, purification || water || Ship Decks, Rivers, Jungles, Coastlines || Rain, Fog, Mist || Fire
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|align="left"|Mockery || Bravery
 
|-
 
|-
|Ice || logic, rigidness, perfection || cold || Snowfields, Glaciers, Mountaintops, Winter || Cold, Snow, Frost || Lightning
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|align="left"|Presence || Charisma
|-style="background:#ACD4AC;"
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|-style="background:#CDDDEB;"
|Wind || evasive, freedom, unpredictability || wind || Forests, Treetops, Rooftops, Airships || Windy, Tornadoes, No Clouds || Earth
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|align="left"|Red Herring || Wisdom
 
|-
 
|-
|Lightning || change, speed, inventiveness || electricity || Plains, Power Plants, Open Oceans, Foothills || Thunderstorms, Static Electricity, Magnetic Disturbance || Ice
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|align="left"|Rhetoric || Intelligence
|-style="background:#ACD4AC;"
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|-style="background:#CDDDEB;"
|Fire || destruction, revolution, rebirth || fire || Dunes, Volcanoes, Savannahs, Geyser Fields || Hot Sun, Eruptions, Steam || Water
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|align="left"|Wit || Bravery
|-
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|Holy || life, growth, health || holy || Fields, Hills, Churches || Bright Sun, Daytime, Full Moon || Shadow
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|-style="background:#ACD4AC;"
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|Cosmos || space, time, infinite expanse || cosmic || Dimensional Rifts, Outer Space, Vacuums || Aurora, Haunting || Gravity
+
 
|}
 
|}
 +
</div>
  
 
&nbsp;
 
&nbsp;
  
As a move action, the shaman can ''tap'' one of her elemental suites. When she does so, she rolls her ''flux die'', and acquires that much ''flux'', while also accruing the same amount of ''stress''. If you have more ''stress'' than your ''stress limit'' against an element, you cannot ''tap'' it (but see below); likewise, you cannot have more ''flux'' for an element than your ''stress limit''. Even if you have multiple actions, you can only ''tap'' a given element once on each of your turns.
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==Other Stuff==
 
+
Now for something completely different...
When you ''tap'' an element, if the amount of ''stress'' you acquire would put you over your ''stress limit'' for that element, you instead only gain enough ''flux'' and ''stress'' to put you at your ''stress limit''.
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{|class="collapsible" width="35%" align="right" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
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! colspan="4;" style="background:#228B22; 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;">Gift Grades</font></div>
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|-
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! width="22%"|Grade
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! width="28%"|Minimum Wisdom
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! width="34%"|Minimum Secondary Ability
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! width="16%"|Flux Cost
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|-
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| Minor || 11 || 9 || 1
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|-style="background:#ACD4AC;"
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| Lesser || 13 || 10 || 2
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|-
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| Moderate || 15 || 11 || 4
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|-style="background:#ACD4AC;"
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| Greater || 17 || 12 || 8
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|-
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| Major || 19 || 14 || 16
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|-style="background:#ACD4AC;"
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| Ancient || 21 || 16 || 32
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|}
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If you ''tap'' an element and have access to the suite of it's opposed element, you reduce your ''stress'' for the opposed element by the amount of ''flux'' you gain for the element you are ''tapping''.
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You can never have more ''flux'' than your current ''stress'' for a given element. If you do, your ''flux'' is immediately reduced to equal your ''stress''.
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If you are in an environment associated with an element you ''tap'', you gain double the amount of ''flux''. If you are in an environment associated with the element's opposed element, you instead halve the amount of ''flux'' you gain.
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''Flux'' is a powerful but relatively short-lived energy, and dissipates naturally over time. You lose all ''flux'' of an element after 5 minutes.
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You can meditate to alleviate the stress you have accrued against the elements. Doing so requires 1 round of concentration, at the end of which you reduce your ''stress'' against all elements by half your level bonus, rounded down (min 1). You can automatically remove all accrued ''stress'' with a ''short rest''.
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To use a gift, called ''bending'', you must spend an amount of ''flux'' - dependent upon the gift's grade - of the element associated with that gift. If you have access to a suite and are in a terrain associated with that element, you can use that suite's ''basic gift'' at will, which costs no ''flux''.
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The shaman begins with four known gifts. She gains knowledge of additional gifts each level, as per the class table, above. At fourth level and every four levels after, she can trade out up to two gifts for new gifts from any suite she can access, of any grade she can access.
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If you would gain access to a suite, 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 suite and already have access to six suites, you gain a bonus feat instead.
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The shaman gains a bonus to her ''stress limit'' for each of her ''suites'' equal to her Charisma modifier.
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The shaman's ''key ability'' for her ''natural attacks'' is her Wisdom.
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<div id="Balance">
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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:#228B22;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Balance</font></div>
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|}
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Above all else, shamans revere the balance inherent in Nature. Though she may only have knowledge of some elements, she gains an intuitive understanding of their opposites.
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You are considered to have access to elements that are opposed to elements you have access to for purposes of ''flux''.
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C: E, yo.
  
You can ''tap'' elements opposed to elements you have access to.
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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
  
[[category:Base Classes]]
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Nettle Hulk
[[category:Nature]]
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Bleak Lurker
 +
Chittering Skimmer
 +
Writhing Sage
 +
Prie Depleter
 +
Extinction Drifter
 +
Turmoil Shrieker
 +
Delirious Reclaimer
 +
Grave Seer
 +
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