Difference between revisions of "Test Page 8"

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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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This section describes ''creature types'' in t20. Note that this system is a departure from standard d20, and invokes some 4e elements.
! colspan="10;" style="background:#00688B;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">The Trainer</font></div>
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|-
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| colspan="8"|&nbsp;
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| colspan="2" style="background:#71A1BB;"|'''Memetics'''
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|-
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|width="8%"|'''Level'''
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|width="5%"|'''BAB'''
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|width="5%"|'''FRC'''
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|width="5%"|'''Fort'''
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|width="5%"|'''Ref'''
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|width="5%"|'''Will'''
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|width="5%"|'''Det'''
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|width="22%" align="left"|'''Special'''
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|width="20%"|''Memes Known''
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|width="20%"|''[[#BS|Belief-Space]]''
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|-
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|1 || +0 || +0 || +0 || +2 || +0 || +2 || align="left"|Control Creature, Train Creature, ''Memento'', Quick Draw || 2 || 1
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|-style="background:#AADFFF;"
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|2 || +1 || +1 || +1 || +3 || +1 || +3 || align="left"|Trainer's Secret || 3 || 1
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|-
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|3 || +2 || +2 || +1 || +4 || +1 || +4 || align="left"|&nbsp; || 3 || 2
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|-style="background:#AADFFF;"
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|4 || +3 || +3 || +1 || +4 || +1 || +4 || align="left"|Trainer's Secret || 4 || 2
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|-
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|5 || +3 || +3 || +2 || +5 || +2 || +5 || align="left"|&nbsp; || 5 || 2
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|-style="background:#AADFFF;"
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|6 || +4 || +4 || +2 || +6 || +2 || +6 || align="left"|Trainer's Secret || 5 || 2
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|-
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|7 || +5 || +5 || +3 || +7 || +3 || +7 || align="left"|&nbsp; || 6 || 3
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|-style="background:#AADFFF;"
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|8 || +6 || +6 || +3 || +7 || +3 || +7 || align="left"|Trainer's Secret || 7 || 3
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|-
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|9 || +6 || +6 || +3 || +8 || +3 || +8 || align="left"|&nbsp; || 7 || 3
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|-style="background:#AADFFF;"
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|10 || +7 || +7 || +4 || +9 || +4 || +9 || align="left"|Trainer Talent || 8 || 3
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|-
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|11 || +8 || +8 || +4 || +10 || +4 || +10 || align="left"|&nbsp; || 9 || 4
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|-style="background:#AADFFF;"
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|12 || +9 || +9 || +5 || +10 || +5 || +10 || align="left"|Trainer Talent || 9 || 4
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|-
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|13 || +9 || +9 || +5 || +11 || +5 || +11 || align="left"|&nbsp; || 10 || 4
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|-style="background:#AADFFF;"
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|14 || +10 || +10 || +5 || +12 || +5 || +12 || align="left"|Trainer Talent || 11 || 4
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|-
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|15 || +11 || +11 || +6 || +13 || +6 || +13 || align="left"|&nbsp; || 11 || 5
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|-style="background:#AADFFF;"
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|16 || +12 || +12 || +6 || +13 || +6 || +13 || align="left"|Trainer Talent || 12 || 5
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|-
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|17 || +12 || +12 || +7 || +14 || +7 || +14 || align="left"|&nbsp; || 13 || 5
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|-style="background:#AADFFF;"
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|18 || +13 || +13 || +7 || +15 || +7 || +15 || align="left"|Trainer Talent || 13 || 5
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|-
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|19 || +14 || +14 || +7 || +16 || +7 || +16 || align="left"|&nbsp; || 14 || 6
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|-style="background:#AADFFF;"
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|20 || +15 || +15 || +8 || +16 || +8 || +16 || align="left"|Trainer Talent || 15 || 6
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|}
+
  
&nbsp;
+
=Creature Origins and Types=
 +
Creatures are classified into groups based on their ''origin'' - where or how they came into existence - and their ''type'', which is more descriptive of what they are. Many creatures also have a ''subtype'', which further defines them.
  
=Trainer=
+
==Origins==
[[Image:test_image_a.jpg|thumb|650px|right|Locke'mejis and Ashe'cathari, iconic trainers]]
+
The following are the possible ''origins''.
: ''"Shorts are comfy and easy to wear. Let's fight!"''
+
  
The world of Trinity is a dangerous place. Some, such as the commonfolk, rely upon their well-trained members of their society to defend them from attackers; others are those defenders themselves. However, some societies lack the comfort of walls or homes, always on the move. [[Halfling | Halflings]], [[Selkie | selkies]], and even [[Lunari | lunari]] often find themselves almost always on the move or lacking stable fortifications. While the more aged among their people may be able to fend off an attack, their children are not always so able. Thus: the trainer.
+
; Aberrant : Unnatural creatures, aberrants are those things that should not be. Whether they be from some far-flung part of the material plane, or from some utterly alien realm of existence, these creatures are bizarre in appearance and behavior, and are clearly not native to the worlds of Trinity.
 +
; Elemental : Their essence composed primarily of one "element," elementals vary from living incarnations of the concept of fire itself to those races native to Trinity that are naturally suffused with the energies of a Force.
 +
; Immortal : Denizens of planes other than the prime material, immortals are beings that embody concepts like "good" or "law." They are closer to the denizens of the worlds of Trinity in that these entities come from recognized nearby outer planes. Immortals do not age and cannot die of natural causes.
 +
; Natural : Creatures born into the worlds of Trinity that have no unusual qualities about them are considered natural, and are part of the natural order of the world.
  
In times past, when the halflings were under attack from [[Prophet_Moth | prophet moths]], they sought a manner of assistance from the [[Gnome | gnomes]]. The gnomes gifted them with knowledge of the blue, of learning to use the abilities of monsters. However, this was ill-suited for the halflings' intentions: they needed a weapon, easily wielded, with which they could arm their children. Taking the lessons taught to them from the gnomes, however, the halflings devised a new idea: rather than learn the abilities of monsters, capture the monsters themselves, and ensure that they could only fight what they were directed to.
+
==Types==
 +
The following are the creature ''types''.
  
The halflings devised a new method of interacting with the blue, which they called meme crystals - small items that were capable of storing a creature or item in the world's memory, such that it could be summoned back at any time. They then began capturing small monsters of [[Sarteri | Sarteri]] and training them, then giving the meme crystals in which the creatures were stored to children, instructing them to only use them in dire need. As they grew older, the children were taught the ways of the gun, and passed their meme crystals on to the children that came after them.
+
; Animate :  Animates are objects given life or intelligence through an unusual process, be it magic raising the dead or technology creating sentient programs. Animate creatures do not need to breathe, eat, or sleep, regardless of their origin.
 +
; Beast : Beasts look and act like animals, although they sometimes have a bizarre or monstrous appearance. Beasts with other origins behave in the similar instinctive ways, though they are unfamiliar to ordinary people.
 +
; Humanoid : Humanoid monsters are usually bipedal, but some have monstrous or animalistic characteristics, such as the squid-like head of an illithid or the serpentine body of a yuan-ti abomination.
 +
; Monster : A monster typically looks like a beast but acts like a person. Monsters often superficially resemble animals, sometimes with a human face or head, but are more intelligent.
  
Some halflings, however, decided not to become gunslingers, and instead focused on raising the monsters they had been gifted with. Through trial and error, they determined that some creatures were better-suited to some abilities; they devised a basic understanding of genetics, and began breeding creatures to attain desired traits: small, but ferocious, with unalarming appearances so that children would not be frightened to use the creatures.
+
==Subtypes==
 +
The following are some of the many ''subtypes''.
  
Centuries have passed since then, and trainers are still relatively rare - but not unheard of. The way of the trainer has spread throughout the world, and though it is often thought of as the path of cowards, it is a welcome relief to those who must fight but have no formal training.
+
; Animal : Animals are fairly normal non-intelligent creatures that behave in predictable ways.  
 
+
; Construct : Constructs are not living creatures; abilities and effects that specifically target living creatures do not work against them. Constructs do not need to breathe, eat, or sleep.
==Game Rule Information==
+
; Dragon : Dragons are reptilelike creatures. Most dragons have wings as well as some kind of breath weapon.
Trainers have the following game statistics.
+
; Gigas : Giants are humanoids that are at least Large in size.
 
+
; Ooze : Oozes are amorphous creatures that rely on blindsight, tremorsense, or both to discern their surroundings. They don’t suffer penalties to attack rolls or penalties to their speed while squeezing, and can't be knocked ''prone''.
'''[[The_Forces#Force_Alignment | Force Alignment]]:''' Blue.
+
; Spoken : Spoken are humanoids that are considered part of the civilized world, and are called as such because of their use of language.
 
+
; Plant : Plants are creatures composed of vegetable matter. They breathe and eat, but do not sleep. They are not immune to sleep effects, however.
'''[[The_Forces#Force_Resistance | Force Resistances]]:''' TO 5 + level, CO 5 + level.
+
; Undead : Undead are not living creatures; abilities and effects that specifically target living creatures do not work against them. Undead do not need to breathe or sleep.
 
+
; Vermin : Vermin are mindless beasts, usually with simple anatomies and bizarre psychologies. Vermin are immune to mind-affecting abilities.
'''Abilities:''' Dexterity is important to a trainer, as - in order to capture new creatures - they must be agile enough to accurately throw a meme crystal. Charisma is also important, as a more powerful personality allows them to more successfully exert control over creatures.
+
 
+
'''Hit Points at 1st Level:''' 5 + Con score.
+
 
+
'''Hit Points at Each Additional Level:''' 5 + Con modifier.
+
 
+
'''Healing Surges:''' 6 + Con modifier.
+
 
+
'''Class Skills:''' The trainer’s class skills are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Initiative (Dex), Intimidate (Cha), Knowledge (all skills taken individually) (Int), Listen (Per), Memecraft (Int), Move Silently (Dex), Open Lock (Dex), Research (Edu), Search (Per), Sleight of Hand (Dex), Spot (Per), Survival (Wis), and Use Rope (Dex).
+
 
+
'''Skill Points at Each Level:''' 6 + Int modifier.
+
 
+
'''Starting Age:''' Simple.
+
 
+
==Class Features==
+
All of the following are class features of the trainer.
+
 
+
<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:#00688B;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Proficiencies</font></div>
+
|}
+
'''Weapons:''' All simple weapons.
+
 
+
'''Armor:''' Cloth, Leather.
+
 
+
'''Implements:''' [[D20_Mechanic:_Implements#Records|Records]].
+
 
+
<div id="Memes">
+
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
+
! style="background:#00688B;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Memes</font></div>
+
|}
+
Trainers are memeticists, and as such the abilities they use are ''memes''. Memes are a packet of information that contain references to the underlying mechanisms of how reality operates; through usage of a meme, a memeticist can access the world memory, modify the world, and perform other tasks.
+
 
+
Unlike most memeticists, trainers do not use their memes; instead, trainers can teach their memes to their ''controlled'' creatures (see below). Also unlike other memeticists, trainers can only learn memes that have the [Technic] descriptor.
+
 
+
The trainer begins with two known memes. He gains knowledge of additional memes each level, as per the class table, above. At fourth level and every four levels after, he can trade out up to two memes for new memes.
+
 
+
Trainers also have a pool of ''belief-space'', which they use to gain ''control'' over their creatures (see below). A trainer gains bonus belief-space based on his Charisma; he gains an additional belief-space at 4th and every four levels thereafter, up to his Charisma modifier.
+
 
+
A trainer can change his belief-space allocation after a ''long rest''.
+
 
+
<div id="Control Creature">
+
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
+
! style="background:#00688B;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Control Creature</font></div>
+
|}
+
By exerting his belief on a meme crystal, a learner can ''control'' the creature held within.
+
 
+
On each of his turns, the trainer can expend a move action to direct the actions of a controlled creature. If he does so, the ''controlled'' creature behaves like a summoned monster, until the start of his next turn; if he does not, the creature will defend itself but otherwise take no action, and an uncontrolled [[D20_Mechanic:_Status_Effects#Bloodied|bloodied]] creature will retreat if possible. A trainer cannot ''control'' a creature whose level is greater than his trainer class level. An uncontrolled creature will act independently once released, until returned to its meme crystal.
+
 
+
Due to this being a memetic effect, the trainer can issue complex commands to a ''controlled'' creature without the need for a shared language. However, the trainer cannot actually communicate with the creature.
+
 
+
Releasing a creature from a meme crystal is a standard action, and the creature appears in an unoccupied square adjacent to the trainer. A trainer can return a creature to its meme crystal by touching the meme crystal to the creature: if the creature is within the trainer's reach, this is a move action, otherwise the meme crystal can be thrown at the creature as a standard action (in such an instance, the trainer automatically hits the creature's Reflex if the creature is currently ''controlled'', but may miss due to concealment or other factors; the trainer must roll to hit an uncontrolled creature normally).
+
 
+
Applying the ''controlled'' condition to a creature in a meme crystal requires one belief-space.
+
 
+
<div id="Train Creature">
+
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
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! style="background:#00688B;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Train Creature</font></div>
+
|}
+
A trainer can imbue her known memes into creatures she has ''controlled'', allowing the creature to make use of the ability.
+
 
+
The creature and the meme to be taught must be compatible (that is, the meme must be on one of the creature's technic lists). If the meme and the creature are compatible, the trainer must spend one day teaching the creature the meme. If the creature has reached its maximum number of technics known, the trainer must choose one technic for the creature to forget (note that some creatures have technics with the [innate] descriptor, which cannot be forgotten in this manner).
+
 
+
A creature can only have a single copy of a given ability on its technic list.
+
 
+
In addition, a trainer can improve a memento's abilities, increasing its level in its role. A trainer must spend one day training the memento, at the end of which the memento gains a level. A memento cannot have more levels than the trainer's class level.
+
 
+
=''Mementos''=
+
{|class="collapsible" width="65%" align="right" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
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! style="background:#388E8E;" align="center" colspan="7"|<div style="margin-left:0px;"><font color="white" style="font-size:12px; font-family:tahoma;">Base Statistics By Role</font></div>
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|-
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! width="10%"|&nbsp;
+
! width="15%"|Skirmisher
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! width="15%"|Brute
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! width="15%"|Sentinel
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! width="15%"|Lurker
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! width="15%"|Controller
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! width="15%"|Ravager
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|-style="background:white;"
+
| '''HD''' || d8 || d10 || d10 || d8 || d6 || d6
+
|-style="background:#ACCFCF;"
+
| '''AC''' || Level + 13 || Level + 11 || Level + 15 || Level + 13 || Level + 11 || Level + 13
+
|-
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| ''Touch AC'' || -1 || -3 || -6 || -1 || -1 || -2
+
|-style="background:#ACCFCF;"
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| ''Flat AC'' || -3 || -1 || -1 || -2 || -1 || -1
+
|-
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| '''Fort''' || Avg || Good || Good || Poor || Poor || Avg
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|-style="background:#ACCFCF;"
+
| '''Ref''' || Good || Poor || Poor || Good || Avg || Avg
+
|-
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| '''Will''' || Poor || Poor || Avg || Avg || Good || Avg
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|-style="background:#ACCFCF;"
+
| '''BAB''' || Avg || Good || Good || Avg || Poor || Avg
+
|-
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| '''TAB''' || Avg || Poor || Avg || Good || Good || Good
+
|}
+
You can purchase ''mementos'' from breeders.
+
 
+
...this formula was stupid, so it's gone now.
+
 
+
Also, now we need to start talking about other things.
+
 
+
=Design Notes=
+
'''June 6, 2016:''' I realize that no other class has two iconics. Do you know how hard it is to find ''not'' shit art for pokemon? Deal with it.
+
 
+
While we used to use Frank's trainer class as a reasonable base, I think it's time to Trinity-ize this class and get some solid rules in for monster creation.
+
 
+
At the very least, I have three goals:
+
 
+
* Have a default chassis for pokemon level progression.
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* Be able to convert pokemon to d20 monsters compatible with this system relatively quickly and on the fly.
+
* Be able to convert existing monsters into this system, so that we can avoid the clunky comparisons of a creature's CR to the trainer's level crap that plagued prior versions.
+
 
+
{|class="collapsible" width="15%" align="right" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
! style="background:#388E8E;" align="center" colspan="7"|<div style="margin-left:0px;"><font color="white" style="font-size:12px; font-family:tahoma;">Technic Progression by Level</font></div>
+
|-
+
! width="30%"|Level
+
! width="70%"|Grade
+
|-style="background:white;"
+
| 1 || Minor
+
|-style="background:#ACCFCF;"
+
| 2 || Minor
+
|-style="background:white;"
+
| 3 || Lesser
+
|-style="background:#ACCFCF;"
+
| 4 || Lesser
+
|-style="background:white;"
+
| 5 || Lesser
+
|-style="background:#ACCFCF;"
+
| 6 || Lesser
+
|-style="background:white;"
+
| 7 || Moderate
+
|-style="background:#ACCFCF;"
+
| 8 || Moderate
+
|-style="background:white;"
+
| 9 || Moderate
+
|-style="background:#ACCFCF;"
+
| 10 || Moderate
+
|-style="background:white;"
+
| 11 || Greater
+
|-style="background:#ACCFCF;"
+
| 12 || Greater
+
|-style="background:white;"
+
| 13 || Greater
+
|-style="background:#ACCFCF;"
+
| 14 || Greater
+
|-style="background:white;"
+
| 15 || Major
+
|-style="background:#ACCFCF;"
+
| 16 || Major
+
|-style="background:white;"
+
| 17 || Major
+
|-style="background:#ACCFCF;"
+
| 18 || Major
+
|-style="background:white;"
+
| 19 || Master
+
|-style="background:#ACCFCF;"
+
| 20 || Master
+
|}
+
 
+
=Feats=
+
The following are a selection of feats that are relevant to trainers.
+
 
+
&nbsp;
+
 
+
<div id="Expansive_Imagination">
+
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
! style="background:#3D59AB;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">EXPANSIVE IMAGINATION [Memetic]</font></div>
+
|-style="background:white;" align="left"
+
|You have a larger capacity for believing in ideas not your own.
+
|-align="left"
+
|'''Prerequisites:''' [[#Powerful_Memory|Powerful Memory]].
+
|-align="left"
+
|'''Benefit:''' Gain one additional belief-space. You can take this feat multiple times; its effect stacks.
+
|}
+
</div>
+
 
+
&nbsp;
+
 
+
<div id="Extraordinary_Talent">
+
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
! style="background:#ADACAC;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">EXTRAORDINARY TALENT [Epic]</font></div>
+
|-style="background:white;" align="left"
+
|You are more talented than your experience would otherwise suggest.
+
|-align="left"
+
|'''Prerequisites:''' Character level 21st+.
+
|-align="left"
+
|'''Benefit:''' You gain a talent from the talent list of one of your classes.
+
|}
+
</div>
+
 
+
&nbsp;
+
 
+
<div id="Powerful_Memory">
+
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
! style="background:#3D59AB;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">POWERFUL MEMORY [Memetic]</font></div>
+
|-style="background:white;" align="left"
+
|You have a larger store of personal memory.
+
|-align="left"
+
|'''Prerequisites:''' Memeticist level 1st+.
+
|-align="left"
+
|'''Benefit:''' Gain 2 memory. You can take this feat multiple times; its effect stacks.
+
|}
+
</div>
+
 
+
&nbsp;
+
 
+
=Memento Stuff=
+
Okay, so here's some thoughts.
+
 
+
We can translate Pokemon - actual Pokemon - stats into d20. I've come up with what ''looks'' like a reasonable conversion table. To use this, take the given Pokemon's '''base stats''' and translate the values (ie, like 90 for Attack) into the following modifiers.
+
 
+
    < 21 - 4
+
  21 -  40 - 2
+
  41 -  60 + 0
+
  61 -  80 + 2
+
  81 - 105 + 4
+
106 - 130 + 6
+
131 - 160 + 8
+
  161 + +10
+
 
+
Okay, so now you have those numbers. Now, for each stat, they get translated like this.
+
 
+
HP => Constitution
+
Attack => Strength
+
Defense => AC
+
Special Atk => Intelligence
+
Special Def => Wisdom
+
Speed => Dexterity
+
Friendship => Charisma
+
 
+
Friendship is listed in a weird spot, and is also referred to as "Base Happiness", if you're using [http://serebii.net/pokedex-xy/025.shtml this] (for example). Okay, and since that links to Pikachu, we'll use it real quick to explain how this works.
+
 
+
: '''16/03/27:''' Defense is weird now because we got rid of AC, but that's okay. For Bravery, use ''catch rate'' and invert the above table (so 161+ gets a -4, while <21 gets a +10).
+
 
+
So Pikachu has the following listed base stats (at the bottom of that page):
+
 
+
* HP: 35
+
* Attack: 55
+
* Defense: 40
+
* Sp. Attack: 50
+
* Sp. Defense: 50
+
* Speed: 90
+
* Friendship: 70
+
 
+
Following our conversion table, then, Pikachu has a -2 Con, a -2 to AC, a +4 to Dex, and a +2 to Cha. This seems pretty accurate: Pikachu aren't as solid as other pokemon, and don't have a tough hide or anything, but they are quick little bastards, and are cute and friendly.
+
 
+
This lets us rapidly translate actual Pokemon into friggin... T20 stats. The only issue here is Perception, but there's no real good way to do that since Pokemon doesn't give a crap about that sort of th... or maybe it does.
+
 
+
Just did a test with [http://www.serebii.net/pokedex-xy/213.shtml Shuckle], using Sentinel. Results are very extreme: 26 AC, 6 Ref, 8 Fort, 19 Will, 6 hp. But that doesn't sound unreasonable; a first-level defender will probably have around a 20 AC, but also has built-in DR, way better saves, and way more hp. Shuckle then is not an "omg why wouldn't you do this" option, and since its probably one of the most extreme pokemon (-4 to all stats except Wis, Cha, and AC, at +10, +2, and +10, respectively), that indicates to me that these formulae are probably mostly balanced.
+
 
+
Moving on to solving the Perception problem... unfortunately Mystery Dungeon has no exploration-related stats, so that's a non-starter. So no, all pokemon just have a +0 perception, whatever.
+
 
+
[[category:Blue]]
+
[[category:Base Classes]]
+

Latest revision as of 11:58, 26 March 2017

This section describes creature types in t20. Note that this system is a departure from standard d20, and invokes some 4e elements.

Creature Origins and Types

Creatures are classified into groups based on their origin - where or how they came into existence - and their type, which is more descriptive of what they are. Many creatures also have a subtype, which further defines them.

Origins

The following are the possible origins.

Aberrant 
Unnatural creatures, aberrants are those things that should not be. Whether they be from some far-flung part of the material plane, or from some utterly alien realm of existence, these creatures are bizarre in appearance and behavior, and are clearly not native to the worlds of Trinity.
Elemental 
Their essence composed primarily of one "element," elementals vary from living incarnations of the concept of fire itself to those races native to Trinity that are naturally suffused with the energies of a Force.
Immortal 
Denizens of planes other than the prime material, immortals are beings that embody concepts like "good" or "law." They are closer to the denizens of the worlds of Trinity in that these entities come from recognized nearby outer planes. Immortals do not age and cannot die of natural causes.
Natural 
Creatures born into the worlds of Trinity that have no unusual qualities about them are considered natural, and are part of the natural order of the world.

Types

The following are the creature types.

Animate 
Animates are objects given life or intelligence through an unusual process, be it magic raising the dead or technology creating sentient programs. Animate creatures do not need to breathe, eat, or sleep, regardless of their origin.
Beast 
Beasts look and act like animals, although they sometimes have a bizarre or monstrous appearance. Beasts with other origins behave in the similar instinctive ways, though they are unfamiliar to ordinary people.
Humanoid 
Humanoid monsters are usually bipedal, but some have monstrous or animalistic characteristics, such as the squid-like head of an illithid or the serpentine body of a yuan-ti abomination.
Monster 
A monster typically looks like a beast but acts like a person. Monsters often superficially resemble animals, sometimes with a human face or head, but are more intelligent.

Subtypes

The following are some of the many subtypes.

Animal 
Animals are fairly normal non-intelligent creatures that behave in predictable ways.
Construct 
Constructs are not living creatures; abilities and effects that specifically target living creatures do not work against them. Constructs do not need to breathe, eat, or sleep.
Dragon 
Dragons are reptilelike creatures. Most dragons have wings as well as some kind of breath weapon.
Gigas 
Giants are humanoids that are at least Large in size.
Ooze 
Oozes are amorphous creatures that rely on blindsight, tremorsense, or both to discern their surroundings. They don’t suffer penalties to attack rolls or penalties to their speed while squeezing, and can't be knocked prone.
Spoken 
Spoken are humanoids that are considered part of the civilized world, and are called as such because of their use of language.
Plant 
Plants are creatures composed of vegetable matter. They breathe and eat, but do not sleep. They are not immune to sleep effects, however.
Undead 
Undead are not living creatures; abilities and effects that specifically target living creatures do not work against them. Undead do not need to breathe or sleep.
Vermin 
Vermin are mindless beasts, usually with simple anatomies and bizarre psychologies. Vermin are immune to mind-affecting abilities.