Journey: Bending Disciplines

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PLAYTEST MATERIAL: ELEMENTS GROUP
Avatar elements2.png This page has been written specifically for the Elements playtest group. This material may or may not be tested, but represents updated material to be used in that group. If in doubt, this material has precedence over all other material except Code Blue pages and printed material.
 

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)
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.
Propelling Stone: Launch a piece of earth against a foe.
Rock Armor: Grant a creature the Protect status.
Shifting Earth: Force a grounded creature to move.

 

Specials

BAR-[Earth]
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.
 
Upgrades
Prerequisites
Duration: The duration of this special increases by 5 ticks. You can take this upgrade multiple times.
None.
Range: The range of this special increases by 2 hexes. You can take this upgrade multiple times.
None.
Bara: Increase the token cost of this special by 1 + 1/rank. If you do, you can instead target all allies within a 2 hex radius burst within range.
Rank 3.
Area: Increase the radius affected by this special by 1 hex. You can take this upgrade multiple times.
Rank 6, Bara.

 

BURROW
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.
 
Upgrades
Prerequisites
Range: The range of this special increases by 1 hex. You can take this upgrade multiple times.
None.
Area: The area of this special increases by 1 hex. Affected hexes must be contiguous. You can take this upgrade multiple times.
None.

 

DISRUPT EARTH
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.
 
Upgrades
Prerequisites
Duration: The duration of this special increases by 5 ticks. You can take this upgrade multiple times.
None.
Range: The range of this special increases by 2 hexes. You can take this upgrade multiple times.
None.
Area: The area of this special increases by 1 hex. Affected hexes must be contiguous. You can take this upgrade multiple times.
None.

 

EARTHEN SHIELD
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.
 
Upgrades
Prerequisites
Range: The range of this special increases by 1 hex. You can take this upgrade multiple times.
None.

 

EN-[Earth]
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.
 
Upgrades
Prerequisites
Range: The range of this special increases by 1 hex. You can take this upgrade multiple times.
None.
Duration: The duration of this special increases by 5 ticks. You can take this upgrade multiple times.
None.

 

 
...the journey of a thousand miles...
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...begins beneath your feet...
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