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="12;" style="background:#437F27;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">The Zodiac</font></div>
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|-
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| colspan="2"|&nbsp;
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| colspan="5" style="background:#7EA76B;"|'''Geomancy'''
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| colspan="3" style="background:#7EA76B;"|'''Maneuvers'''
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|-
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|width="10%"|'''Level'''
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|width="18%" align="left"|'''Special'''
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|width="9%"|''Flux Die''
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|width="9%"|''Stress Limit''
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|width="9%"|''Max Gift Grade''
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|width="9%"|''Suites''
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|width="9%"|''Gifts Known''
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|width="9%"|''Max Maneuver Grade''
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|width="9%"|''Schools''
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|width="9%"|''Maneuvers Known''
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|-
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|1 || align="left"|Combat Style, Shift || d2 || 2 || Small || 1 || 2 || Basic || 1 || 2
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|-style="background:#B9CFAE;"
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|2 || align="left"|Morph || d2 || 3 || Small || 1 || 3 || Basic || 1 || 3
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|-
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|3 || align="left"|&nbsp; || d3 || 3 || Small || 1 || 4 || Basic || 1 || 4
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|-style="background:#B9CFAE;"
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|4 || align="left"|Morph || d3 || 4 || Small || 1 || 5 || Basic || 1 || 5
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|-
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|5 || align="left"|&nbsp; || d3 || 4 || Modest || 2 || 6 || Lesser || 1 || 6
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|-style="background:#B9CFAE;"
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|6 || align="left"|Morph || d3 || 5 || Modest || 2 || 6 || Lesser || 1 || 6
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|-
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|7 || align="left"|&nbsp; || d4 || 5 || Modest || 2 || 7 || Lesser || 1 || 7
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|-style="background:#B9CFAE;"
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|8 || align="left"|Morph || d4 || 6 || Modest || 2 || 8 || Lesser || 1 || 8
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|-
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|9 || align="left"|&nbsp; || d4 || 6 || Modest || 2 || 9 || Lesser || 2 || 9
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|-style="background:#B9CFAE;"
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|10 || align="left"|Zodiac Talent || d4 || 7 || Modest || 2 || 10 || Lesser || 2 || 10
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|-
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|11 || align="left"|&nbsp; || d6 || 7 || Modest || 3 || 11 || Lesser || 2 || 11
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|-style="background:#B9CFAE;"
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|12 || align="left"|Zodiac Talent || d6 || 8 || Fair || 3 || 11 || Expert || 2 || 11
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|-
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|13 || align="left"|&nbsp; || d6 || 8 || Fair || 3 || 12 || Expert || 2 || 12
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|-style="background:#B9CFAE;"
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|14 || align="left"|Zodiac Talent || d6 || 9 || Fair || 3 || 13 || Expert || 2 || 13
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|-
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|15 || align="left"|&nbsp; || d8 || 9 || Fair || 3 || 14 || Expert || 2 || 14
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|-style="background:#B9CFAE;"
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|16 || align="left"|Zodiac Talent || d8 || 10 || Fair || 3 || 15 || Expert || 2 || 15
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|-
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|17 || align="left"|&nbsp; || d8 || 10 || Fair || 4 || 16 || Expert || 2 || 16
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|-style="background:#B9CFAE;"
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|18 || align="left"|Zodiac Talent || d8 || 11 || Fair || 4 || 16 || Expert || 2 || 16
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|-
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|19 || align="left"|&nbsp; || d10 || 11 || Generous || 4 || 17 || Greater || 2 || 17
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|-style="background:#B9CFAE;"
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|20 || align="left"|Zodiac Talent || d10 || 12 || Generous || 4 || 18 || Greater || 2 || 18
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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.
  
=Zodiac=
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=Basic Tactics=
[[Image:No image.jpg|thumb|325px|right|Zara, iconic zodiac]]
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The following is the list of basic social tactics in Trinity.
: ''"I channel not just the elements, but the stars above."''
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Men and women of the wilderness, rangers come to know the world better than most others. Over time, their understanding of the world transcends its material boundaries, and they glean the ability to channel the elemental forces at work behind the mountains and valleys they call home.
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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;"
Able combatants, rangers combine the powers of geomancy with martial skill into a seamless whole, using their gifts to augment their martial skills and to enhance their ability to hunt their quarries. Rangers come from a variety of martial backgrounds, though archers and dual-wielders are among the most common sorts of rangers encountered.
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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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Rangers excel at hunting particular creatures, and as they glean knowledge of the natural world with experience, their ability to combat particular types of foes also improves. Since the Omega was defeated, more and more vilekin have resurfaced throughout the world, and now - more than ever - are the skills of rangers called for.
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==Game Rule Information==
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Rangers 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:''' Depending upon their combat style, rangers can make good use of a physical attribute. As a geomancer, rangers also rely heavily upon Wisdom.
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'''Hit Die:''' d10.
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'''Class Skills:''' The ranger's class skills are Climb (Str), Craft (Int), Giftcraft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Move Silently (Dex), [[Skills#Notice|Notice]] (Per), Profession (Wis), Ride (Dex), Search (Per), Spot (Per), Survival (Wis), and Swim (Str).
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'''Skill Points at Each Level:''' 6 + Int modifier.
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'''Ethos:''' Any.
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'''Starting Age:''' Simple.
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'''Starting Gold:''' 4d4 x 10gp.
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'''Favored By:''' None.
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==Class Features==
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All of the following are class features of the ranger.
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'''Weapon and Armor Proficiency:''' Rangers are proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).
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{| class="collapsible" width="25%" align="right" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
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! colspan="6;" style="background:#567E3A;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Ranger: Combat Styles</font></div>
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|-
 
|-
|width="50%"|'''Class'''
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!width="50%" align="left"|Name
|width="50%"|'''Availability'''
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!width="50%"|Key Stat
 +
|-style="background:white;"
 +
|align="left"|Allegory || Intelligence
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|-style="background:#CDDDEB;"
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|align="left"|Baiting || Bravery
 
|-
 
|-
|Archer || align="center" style="background:#90ff90;"|[[File:Check.png|13px]]
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|align="left"|Emotional Appeal || Wisdom
|-style="background:#98B483;"
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|-style="background:#CDDDEB;"
|Defender || align="center" style="background:#ff9090;"|[[File:Nah.png|13px]]
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|align="left"|Flattery || Charisma
 
|-
 
|-
|Einhander || align="center" style="background:#90ff90;"|[[File:Check.png|13px]]
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|align="left"|Logic || Intelligence
|-style="background:#98B483;"
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|-style="background:#CDDDEB;"
|Executioner || align="center" style="background:#90ff90;"|[[File:Check.png|13px]]
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|align="left"|Mockery || Bravery
 
|-
 
|-
|Falconer || align="center" style="background:#90ff90;"|[[File:Check.png|13px]]
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|align="left"|Presence || Charisma
|-style="background:#98B483;"
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|-style="background:#CDDDEB;"
|Karateka || align="center" style="background:#ff9090;"|[[File:Nah.png|13px]]
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|align="left"|Red Herring || Wisdom
 
|-
 
|-
|Lancer || align="center" style="background:#90ff90;"|[[File:Check.png|13px]]
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|align="left"|Rhetoric || Intelligence
|-style="background:#98B483;"
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|-style="background:#CDDDEB;"
|Unfettered || align="center" style="background:#90ff90;"|[[File:Check.png|13px]]
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|align="left"|Wit || Bravery
|-
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|Warlord || align="center" style="background:#ff9090;"|[[File:Nah.png|13px]]
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|}
 
|}
'''Combat Style:''' At first level, the ranger chooses a particular combat style.
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</div>
  
* ''Archer:'' Any ranger can select this style. A ranger's max aim tokens equals one-half his ranger level + 3 (rounded down), and gains bonus aim tokens based on his Dexterity.
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&nbsp;
* ''Einhander:'' Any ranger can select this style. A ranger can have a number of maneuvers readied equal to the amount on the class table, above.
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* ''Executioner:'' Any ranger can select this style. '''But don't do that right now, we don't know how they work yet.'''
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* ''Falconer:'' Any ranger can select this style. A ranger can have a number of maneuvers readied equal to the amount on the class table, above.
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* ''Lancer:'' Any ranger can select this style. A ranger can have a number of maneuvers readied equal to the amount on the class table, above.
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* ''Unfettered:'' Any ranger can select this style. '''But don't do that right now, we don't know how they work yet.'''
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=Design Notes=
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==Other Stuff==
You know what I don't like? Rangers who cast spells. Never have, never will. So the ranger needs to go, but to replace it, we need a Nature adept.
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Now for something completely different...
  
Hence, I'm reviving the zodiac.
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C: E, yo.
  
This class is intended to do two things: first, fill in grid (Nature adept); and second, bring the metamorph back as a viable concept, albeit in a different form. The original metamorph was an attempt at making a class fully devoted to shapeshifting, or something akin to it. We... really can't reasonably do that in t20, as our grid (currently) doesn't allow for "force-aligned but non-casting" classes, which is what the metamorph would require.
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Dizumel, Pathfinder of Spite
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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
[[category:Martial]]
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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