Difference between revisions of "Test Page 6"

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{| class="collapsible" width="100%" 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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 +
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.
 +
 
 +
<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:#7EA76B;"|'''Elementalism'''
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!width="50%"|Key Stat
| colspan="3" style="background:#7EA76B;"|'''Maneuvers'''
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|-style="background:white;"
 +
|align="left"|Allegory || Intelligence
 +
|-style="background:#CDDDEB;"
 +
|align="left"|Baiting || Bravery
 
|-
 
|-
|width="10%"|'''Level'''
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|align="left"|Emotional Appeal || Wisdom
|width="18%" align="left"|'''Special'''
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|-style="background:#CDDDEB;"
|width="9%"|''Flux Die''
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|align="left"|Flattery || Charisma
|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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|-
 
|-
|1 || align="left"|Combat Style, Shift || d2 || 2 || Small || 1 || 2 || Basic || 1 || 2
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|align="left"|Logic || Intelligence
|-style="background:#B9CFAE;"
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|-style="background:#CDDDEB;"
|2 || align="left"|Variance || d2 || 3 || Small || 1 || 3 || Basic || 1 || 3
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|align="left"|Mockery || Bravery
 
|-
 
|-
|3 || align="left"|&nbsp; || d3 || 3 || Small || 1 || 4 || Basic || 1 || 4
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|align="left"|Presence || Charisma
|-style="background:#B9CFAE;"
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|-style="background:#CDDDEB;"
|4 || align="left"|Variance || d3 || 3 || Small || 1 || 5 || Basic || 1 || 5
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|align="left"|Red Herring || Wisdom
 
|-
 
|-
|5 || align="left"|&nbsp; || d3 || 4 || Modest || 2 || 6 || Lesser || 1 || 6
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|align="left"|Rhetoric || Intelligence
|-style="background:#B9CFAE;"
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|-style="background:#CDDDEB;"
|6 || align="left"|Variance || d3 || 4 || Modest || 2 || 6 || Lesser || 1 || 6
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|align="left"|Wit || Bravery
|-
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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"|Variance || d4 || 5 || Modest || 2 || 8 || Lesser || 1 || 8
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|-
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|9 || align="left"|&nbsp; || d4 || 5 || Modest || 2 || 9 || Lesser || 2 || 9
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|-style="background:#B9CFAE;"
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|10 || align="left"|Zodiac Talent || d4 || 6 || Modest || 2 || 10 || Lesser || 2 || 10
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|-
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|11 || align="left"|&nbsp; || d6 || 6 || Modest || 3 || 11 || Lesser || 2 || 11
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|-style="background:#B9CFAE;"
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|12 || align="left"|Zodiac Talent || d6 || 7 || Fair || 3 || 11 || Expert || 2 || 11
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|-
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|13 || align="left"|&nbsp; || d6 || 7 || Fair || 3 || 12 || Expert || 2 || 12
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|-style="background:#B9CFAE;"
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|14 || align="left"|Zodiac Talent || d6 || 7 || Fair || 3 || 13 || Expert || 2 || 13
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|-
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|15 || align="left"|&nbsp; || d8 || 8 || Fair || 3 || 14 || Expert || 2 || 14
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|-style="background:#B9CFAE;"
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|16 || align="left"|Zodiac Talent || d8 || 8 || Fair || 3 || 15 || Expert || 2 || 15
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|-
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|17 || align="left"|&nbsp; || d8 || 9 || Fair || 4 || 16 || Expert || 2 || 16
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|-style="background:#B9CFAE;"
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|18 || align="left"|Zodiac Talent || d8 || 9 || Fair || 4 || 16 || Expert || 2 || 16
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|-
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|19 || align="left"|&nbsp; || d10 || 9 || Generous || 4 || 17 || Greater || 2 || 17
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|-style="background:#B9CFAE;"
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|20 || align="left"|Zodiac Talent || d10 || 10 || Generous || 4 || 18 || Greater || 2 || 18
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|}
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+
&nbsp;
+
 
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=Zodiac=
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[[Image:PZO1140-Shifter.jpg|thumb|418px|right|Zara, iconic zodiac]]
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: ''"The energy within reflects the energy without: manipulate one, manipulate the other."''
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+
Among those who first investigated the mysteries of the Natural world were those who felt the movement of the elements within their souls. The first tribe of spoken so affected were attuned strongly to the moons, and when the moons waxed in power, at their strongest, some members of their tribe underwent a transformation into great wolves, retaining almost none of their memory and acting purely on instinct. When dawn came, they reverted back to their natural states, with little memory of what had passed.
+
 
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The legend of these creatures - these "werewolves" - was passed down through history, and other stories similar became known: in instances of extreme elemental flux, where one element dominated all others, some people would seemingly spontaneously transform into great beasts. As knowledge of the elements - and Nature itself - grew, some investigated these strange happenings, and eventually a conclusion was reached. In some instances, those whose souls were reincarnated experienced a particularly strong "bath" of elemental energy on their return journey to the prime. These souls, marked by Gaia, would then - and forevermore - be intimately tied to that element, their soul echoing the ebb and flow of that element's presence in the prime.
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As time passed, while some of these souls remained pure, others were exposed to other elemental energies on their eternal cycle between the prime and the Soulfont, mixing into unusual combinations and resulting in new "weres," as they were generically known. These individuals learned that while their response to a particular element's stimulus was reduced, they were much more able to control the power: at first only retaining memories of their actions, but - with further mental discipline - able to actually ''control'' it, and a very select few, to ''command it'', voluntarily undergoing their transformation even when their elements were waning.
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These touched individuals determined that extreme mental and physical control were necessary to understand and exploit their abilities to the fullest. Already somewhat attuned to Nature, they turned to shamans and callers to assist them in learning to calm the storm in their souls and listen to the song of the elements, but they also turned to martial masters, seeking teachers who would instill in them the discipline they needed to take full command of their faculties and unlock the power of controlling their transformations.
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Those first individuals who learned to truly and completely harness the power within their souls learned that the form they took was not fixed: while the elemental powers influenced them, they did not control them, and with sufficient clarity of mind and soundness of body, they could transform themselves into any number of creatures. To demonstrate this, many of the first crop of this new breed of warrior took on forms resembling the constellations, and thus was their order named: the zodiac.
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Today, this unusual effect on souls is relatively well-understood, and enclaves dot the worlds of Trinity that will take in those ancient souls who have been touched by Gaia in this fashion, to teach them to overcome, control, and harness their inner beast - as they have many times before, and will do many times again.
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==Game Rule Information==
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Zodiacs 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, zodiacs can make good use of a physical attribute. As an elementalist, zodiacs also rely heavily upon Wisdom.
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'''Hit Points at 1st Level:''' 15 + Con score.
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'''Hit Points at Each Additional Level:''' 9 + Con modifier.
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'''Healing Surges:''' 10 + Con modifier.
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'''Defenses:''' Fort +2; Ref +2; Will +2; 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 zodiac.
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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:#437F27;" 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:''' Choose three.
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'''Armor:''' Light, Mystic.
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'''Implements:''' Essences, totems.
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<div id="Combat_Style">
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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:#437F27;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Combat Style</font></div>
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|}
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At first level, the zodiac decides which combat style she will pursue. Choose one of the following; once you have made a selection, it cannot be changed later.
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<div id="Archer">
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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:#B9CFAE;" align="left"|<div style="margin-left:25px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">▶ Archer</font></div>
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|}
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Archer stuff!
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<div id="Berserker">
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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:#B9CFAE;" align="left"|<div style="margin-left:25px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">▶ Berserker</font></div>
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|}
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Berserker stuff!
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<div id="Defender">
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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:#B9CFAE;" align="left"|<div style="margin-left:25px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">▶ Defender</font></div>
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|}
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Defender stuff!
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+
<div id="Falconer">
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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:#B9CFAE;" align="left"|<div style="margin-left:25px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">▶ Falconer</font></div>
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|}
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Falconer stuff!
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+
<div id="Karateka">
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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:#B9CFAE;" align="left"|<div style="margin-left:25px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">▶ Karateka</font></div>
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|}
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Karateka stuff!
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+
<div id="Unfettered">
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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:#B9CFAE;" align="left"|<div style="margin-left:25px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">▶ Unfettered</font></div>
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|}
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Unfettered stuff!
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<div id="Shift">
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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:#437F27;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Shift</font></div>
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|}
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The echoes of powerful elemental energy linger within the zodiac's soul. Through intense training and meditation, she has learned to control that power, and can tap into it when she requires it - for zodiacs, this is the power to change her shape into that of an animal.
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At first level, you choose a single ''morph'' from the zodiac morph list.
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As a move action, you can switch between your natural shape and any ''morph'' you have access to, or from your current ''morph'' into your natural shape. There is no limit on duration or on uses of this ability.
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While in a ''morph'', none of your statistics change other than those specified by the ''morph'' itself. However, while in a ''morph'', you cannot communicate normally (you can still communicate via ''telepathy'', if you have it), but you can communicate with normal animals of a similar kind to your own; nor can you make use of weapons, shields, armor, or tools, any of which that you were wearing or wielding fall to the ground in the square you are in when you use your ''shift'' ability to change into a ''morph''. You are always proficient with the natural weapons you gain in a ''morph'' form.
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You gain the ''shapeshifter'' descriptor.
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<div id="Variance">
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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:#437F27;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Variance</font></div>
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|}
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As the zodiac grows in power, her understanding of the elemental ebbs and flows within herself improves, and she gains increased control over these energies.
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At 2nd, 4th, 6th, and 8th levels, choose one of the following abilities. Each ability can be taken only once unless otherwise specified.
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<div id="Absorbing Shift">
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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:#B9CFAE;" align="left"|<div style="margin-left:25px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">▶ Absorbing Shift</font></div>
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|}
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When you ''shift'' into an animal form, your equipment fuses into your new form. While you cannot access your equipment, you do not lose it when you ''shift'', and when you ''shift'' into your natural form, all of your gear reappears as it was before you used ''shift'' (for instance, if you were holding a weapon, when you return to your natural form, you are still holding that weapon).
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<div id="Infusing Shift">
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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:#B9CFAE;" align="left"|<div style="margin-left:50px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">▶ Infusing Shift</font></div>
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|}
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'''Prerequisites:''' Absorbing Shift
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When you ''shift'' into an animal form, you can choose one item to which you are attuned: if a weapon, your natural attacks gain the ''properties'' of that item; if an armor, accessory, or implement, you retain the ''properties'' of that item.
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You can take this ability multiple times. Each time you do, when you ''shift'' into an animal form, you can choose one additional item.
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<div id="Animal Speech">
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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:#B9CFAE;" align="left"|<div style="margin-left:25px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">▶ Animal Speech</font></div>
+
|}
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When you ''shift'' into an animal form, you retain the ability to communicate normally.
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+
<div id="Extra Morph">
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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:#B9CFAE;" align="left"|<div style="margin-left:25px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">▶ Extra Morph</font></div>
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|}
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You have attuned yourself to additional elemental energies within yourself.
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Choose another ''morph'' form from the zodiac morph list.
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You can choose this ability multiple times. Each time you do, you select a different ''morph'' form from the zodiac morph list.
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<div id="Quick Shift">
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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:#B9CFAE;" align="left"|<div style="margin-left:25px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">▶ Quick Shift</font></div>
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|}
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You can use your ''shift'' ability as a swift action, rather than a move action.
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=Gifts=
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The following are zodiac gifts, ordered by suite, then by grade.
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=Morphs=
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The following are zodiac morphs, which are the animal forms that zodiacs may undertake using their ''shift'' ability.
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=Feats=
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The following are a selection of feats that are relevant to zodiacs.
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&nbsp;
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<div id="Nature_Adept_Crosstraining">
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{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; 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;">NATURE ADEPT CROSSTRAINING [Martial, Nature]</font></div>
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|-style="background:white;" align="left"
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|You study both of your chosen fields in tandem.
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|-align="left"
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|'''Prerequisites:''' Elementalist, Initiator.
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|-align="left"
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|'''Benefit:''' You gain knowledge of one additional gift of any grade you can access, of any suite you can access; and one additional maneuver of any grade you can access, of any school you can access. You can take this feat multiple times; its effect stacks.
+
 
|}
 
|}
 
</div>
 
</div>
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&nbsp;
 
&nbsp;
  
=Design Notes=
+
==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.
+
Now for something completely different...
 
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Hence, I'm reviving the zodiac.
+
  
This class is intended to do two things: first, fill in the 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.
+
C: E, yo.
  
Oh, and this fluff means that lycanthropy in Trinity is not transmittable via bite. It's literally a potential side-effect of reincarnation.
+
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]]
+
Nettle Hulk
[[category:Nature]]
+
Bleak Lurker
[[category:Martial]]
+
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