Difference between revisions of "Journey: Bending Disciplines"
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| '''Quakega:''' When you use this special, creatures that make the Resistance check take earth damage equal to a basic check with this special, while creatures that fail take earth damage equal to this special's Potency. || <div style="margin-left:10px;">Rank 8, ''Quakera''.</div> | | '''Quakega:''' When you use this special, creatures that make the Resistance check take earth damage equal to a basic check with this special, while creatures that fail take earth damage equal to this special's Potency. || <div style="margin-left:10px;">Rank 8, ''Quakera''.</div> | ||
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− | | '''Power:''' When you use this special, you can spend an additional token. If you do, increase any damage this special deals by the number of additional tokens spent. You can take this upgrade multiple times. || <div style="margin-left:10px;"> | + | | '''Power:''' When you use this special, you can spend an additional token. If you do, increase any damage this special deals by the number of additional tokens spent. You can take this upgrade multiple times. || <div style="margin-left:10px;">''Quakega''.</div> |
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Latest revision as of 22:16, 13 October 2014
Yep. Bending stuff.
Mechanical Information
Some stuff you need to know about things.
- Upgrades: Some specials have upgrades. Each rank you have in a special, you can select one of the listed upgrades. Note that some upgrades have prerequisites.
- Downranking: You do not always have to use a special at its most powerful. If you choose to use a downranked special, you must account for the upgrades you are not utilizing for that particular downrank. As an example, say you have a special at rank 5 with three range upgrades and two duration upgrades. You want to use it at rank 3; when you do so, because it is two ranks lower, you must give up two upgrades, but they need not be specific ones nor the same ones each time you use the special at that rank (so you could use it once at rank 3 with three range upgrades and no duration upgrades, or one range upgrade and two duration upgrades, or some other combination).
- Potency: When you use a special that calls for Potency, you make a check with the special (which is special's dice pool + root's dice pool).
Disciplines
Earth (TP Cost: 40 + 10/rank)
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Bar-[Earth]: Grant a creature or item Earth resistance. |
Burrow: Tunnel through earth. |
Disrupt Earth: Create an area of difficult terrain. |
Earthen Shield: Use earth to parry a ranged attack. |
En-[Earth]: Reinforce an item with elemental earth. |
Rock Armor: Grant a creature the Protect status. |
Shifting Earth: Force a grounded creature to move. |
Stone: Launch a piece of earth against a foe. |
Specials
BAR-[Earth]
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Disciplines: Earth | ||||||||||
Prerequisites - None | ||||||||||
XP Cost/Rank: 3 + 2/rank | ||||||||||
Token Cost: 0 + 2/rank | ||||||||||
Action Cost: Medium (Physical) | ||||||||||
Range: 6 hexes | ||||||||||
Target: One creature | ||||||||||
Duration: 10 ticks | ||||||||||
Resistance: None | ||||||||||
The targeted creature gains the Earth Resistance special at a number of ranks equal to a basic check with this special, for the duration of this special. | ||||||||||
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BURROW
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Disciplines: Earth | ||||||
Prerequisites - None | ||||||
XP Cost/Rank: 3 + 3/rank | ||||||
Token Cost: 0 + 2/rank | ||||||
Action Cost: Short (Physical) | ||||||
Range: 2 hexes | ||||||
Area: 1 hex | ||||||
Duration: Instantaneous | ||||||
Resistance: None | ||||||
You can clear one hex's worth of solid rock or earth within range of such material, opening a tunnel one hex in length. | ||||||
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DISRUPT EARTH
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Disciplines: Earth | ||||||||
Prerequisites - None | ||||||||
XP Cost/Rank: 2 + 2/rank | ||||||||
Token Cost: 0 + 1/rank | ||||||||
Action Cost: Medium (Physical) | ||||||||
Range: 6 hexes | ||||||||
Area: 1 hex | ||||||||
Duration: 10 ticks | ||||||||
Resistance: None | ||||||||
Choose a hex within range. That hex becomes difficult terrain for the duration of this special. | ||||||||
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EARTHEN SHIELD
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Disciplines: Earth | ||||
Prerequisites - None | ||||
XP Cost/Rank: 2 + 2/rank | ||||
Token Cost: 1 + 1/rank | ||||
Action Cost: Quick Reaction (Physical) | ||||
Range: 6 hexes | ||||
Target: One ally | ||||
Duration: Instantaneous | ||||
Resistance: None | ||||
When an ally within range is attacked with a ranged attack or special that would deal physical energy damage, you can use this special to attempt to parry the attack. | ||||
The Potency of this special is compared to the attack roll (or Potency) of the attack. If you beat the attacker's roll, you successfully parry the attack. | ||||
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EN-[Earth]
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Disciplines: Earth | ||||||
Prerequisites - None | ||||||
XP Cost/Rank: 3 + 2/rank | ||||||
Token Cost: 0 + 1/rank | ||||||
Action Cost: Quick (Physical) | ||||||
Range: 2 hexes | ||||||
Target: One item | ||||||
Duration: 10 ticks | ||||||
Resistance: None | ||||||
You coat an item in earth and stone, giving it the Earth element in addition to any elements it had prior. A weapon so affected deals Earth damage in addition to its other elements, and armor so affected gains the elemental affinities of Earth. Other items gain the elemental affinities of Earth. | ||||||
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STONE
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Disciplines: Earth | ||||||||||||
Prerequisites - None | ||||||||||||
XP Cost/Rank: 2 + 2/rank | ||||||||||||
Token Cost: 0 + 1/rank | ||||||||||||
Action Cost: Medium (Physical) | ||||||||||||
Range: 6 hexes | ||||||||||||
Target: One creature | ||||||||||||
Duration: Instant | ||||||||||||
Resistance: None | ||||||||||||
You can only use this special in the presence of earth, stone, or similar material. | ||||||||||||
You lift a small chunk of earth and hurl it at a target. Your attack roll with this special is equal to a check with this special. This attack counts as a ranged attack. | ||||||||||||
If you hit, you deal earth damage to the target equal to a basic check with this special. | ||||||||||||
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QUAKE
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Disciplines: Quake | ||||||||||||||||||||||||
Prerequisites - At least 5 ranks in Earth Specials | ||||||||||||||||||||||||
XP Cost/Rank: 3 + 3/rank | ||||||||||||||||||||||||
Token Cost: 2 + 2/rank | ||||||||||||||||||||||||
Action Cost: Medium (Physical) | ||||||||||||||||||||||||
Range: 6 hexes | ||||||||||||||||||||||||
Area: 2 hex radius burst | ||||||||||||||||||||||||
Duration: Instant | ||||||||||||||||||||||||
Resistance: Mettle | ||||||||||||||||||||||||
You cause an area of ground to shake violently. All creatures within the area must make a Mettle check against this special's Potency or be knocked prone. | ||||||||||||||||||||||||
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...the journey of a thousand miles...
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Journey
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...begins beneath your feet...
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