Journey: Disciplines

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Here's where we talk about disciplines.

Disciplines

All specials are divided into a variety of disciplines, specific applications of power. For each particular type of special (magic, divine, psionics, etc), there is a unique special, which all users of that force have access to; all other disciplines can be accessed by any force, though doing so requires a higher level of skill.

Every special listed in a discipline is a skill in its own right, and as such has a dice pool. Specials derive their base dice pool from a specific skill that is dependent upon the user and the force it is being used as; for instance, using the Special: Wall as a spell uses the Skill: Spellcraft as its base dice pool, whereas using it as a prayer uses the Skill: Litany as the base dice pool.

Discipline Format

Each discipline has its own nifty little box.

Some specials listed under a discipline may have a term in []'s after or before it, such as [Status] Ward. This means that the special is variable and can be used for a variety of things, and that other disciplines may have something such as Confusion Ward, which will link to the same special, but have the restriction that it function only for the Confusion ailment (for this example).

Discipline List

Barrier: Protect creatures or areas against various effects.
Fire: Produce and manipulate fire.
Psychic: Use the power of your mind to produce a variety of effects.
Soul: Call upon the souls of creatures to produce a variety of effects.
Barrier
Bubble: Create a shield that protects a creature from harm of any sort.
Contain: Attempt to contain a creature.
Debarrier: Attempt to remove Barrier effects.
Null [Energy]: Provide resistance to an energy type.
Protect: Create a shield that protects a creature from physical harm.
Reflect [Special]: Causes specials to bounce off of a creature.
Repel [Creature]: Stop specific creature type from approaching.
Seal: Seal a door or other portal.
Shell: Create a shield that protects a creature from magical harm.
Shield: Surround yourself in a field of force.
Wall: Erect a physical barrier.
[Status] Ward: Provide resistance to a status ailment.
Soul
Cure: Heals a creature's wounds.
Diara: Deal damage to undead creatures.
Faith: Increase a creature's faith.
Fortitude: Strengthens a creature against harm.
Libra: Learn information about a creature.
Pain: Use shadow to sap the life out of a creature.
Smite: Use divine power to smite a creature.
Protect: Create a shield that protects a creature from physical harm.

Specials Descriptions

DEBARRIER
Disciplines: Barrier
Prerequisites: Any two Barrier specials at Rank 3
XP Cost/Rank: 4 + 3/rank
Token Cost: 4 + 2/rank
Action Cost: Medium
Range: 30 ft
Area: One square
Duration: Instantaneous
Avoid: None (see text)
Using your knowledge of protection effects, you attempt to weave an effect to negate their presence.
Make a skill check with this special. Any Barrier effects whose target is in the affected area, or any free-standing effect created by a Barrier special that occupies the square in whole or in part, with a Potency equal to or lower than your check result immediately end.
 
Upgrades
Prerequisites
Range: The range of this spell increases by 5 feet. You can take this upgrade multiple times.
None.
Effect: You gain a +1 power bonus to skill checks with this special. You can take this upgrade multiple times; the bonus cannot exceed your Potential.
None.
Vampiric: When you use this special, you may increase its token cost by 2/rank. If you do, when you negate an effect that targets a creature, the effect is instead transferred to you for the remainder of its duration. If you negate multiple effects, you may choose the effect you gain.
Rank 4 [1d8]
Destructive: When you use this special, you may increase its token cost by 2/rank. If you do, when you negate an effect that targets a creature, this special deals damage to the target equal to your rank in this special. If you negate multiple effects, the target takes damage for each effect negated. You cannot benefit from both this upgrade and the vampiric upgrade at the same time.
Rank 5 [1d10]
Improved Vampiric: When you use this special, you may increase its token cost by 1/rank. If you do, you gain an additional effect that you negate. You can take this upgrade multiple times; each time you do, you can increase this special's token cost by 1/rank, and gain an additional effect that you negate.
Vampiric, Rank 6 [1d12]

 

PROTECT
Disciplines: Barrier, Soul
XP Cost/Rank: 2 + 2/rank
Token Cost: 3 + 2/rank
Action Cost: Medium
Range: 30 ft
Target: One creature
Duration: 15 ticks
Avoid: None (Beneficial)
You protect the target with a barrier that lessens the impact of physical blows.
The target gains a bonus to its DM equal to a basic skill check with this special. When this DM has absorbed damage equal to this effect's Potency, this effect ends.
 
Upgrades
Prerequisites
Range: The range of this spell increases by 5 feet. You can take this upgrade multiple times.
None.
Duration: The duration of this spell increases by 5 ticks. You can take this upgrade multiple times.
None.
Protectara: When you use this special, you may increase its token cost by 1/rank. If you do, you can target an additional creature in range. You can take this upgrade multiple times; each time you do, you may choose to increase the token cost by an additional 1 token/rank, and target one additional creature.
Rank 3 [1d6]

 

SHELL
Disciplines: Barrier
XP Cost/Rank: 3 + 2/rank
Token Cost: 3 + 3/rank
Action Cost: Medium
Range: 30 ft
Target: One creature
Duration: 15 ticks
Avoid: None (Beneficial)
You protect the target with a barrier that lessens the impact of energy effects.
Whenever the target would take resistance to all energy damage equal to a basic skill check with this special. When this resistance has absorbed damage equal to this effect's Potency, this effect ends.
 
Upgrades
Prerequisites
Range: The range of this spell increases by 5 feet. You can take this upgrade multiple times.
None.
Duration: The duration of this spell increases by 5 ticks. You can take this upgrade multiple times.
None.
Shellara: When you use this special, you may increase its token cost by 1/rank. If you do, you can target an additional creature in range. You can take this upgrade multiple times; each time you do, you may choose to increase the token cost by an additional 1 token/rank, and target one additional creature.
Rank 3 [1d6]