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The Trainer
  Memetics
Level BAB FRC Fort Ref Will Det Special Memes Known Belief-Space
1 +0 +0 +0 +2 +0 +2 Control Creature, Train Creature, Memento, Quick Draw 2 1
2 +1 +1 +1 +3 +1 +3 Trainer's Secret 3 1
3 +2 +2 +1 +4 +1 +4   3 2
4 +3 +3 +1 +4 +1 +4 Trainer's Secret 4 2
5 +3 +3 +2 +5 +2 +5   5 2
6 +4 +4 +2 +6 +2 +6 Trainer's Secret 5 2
7 +5 +5 +3 +7 +3 +7   6 3
8 +6 +6 +3 +7 +3 +7 Trainer's Secret 7 3
9 +6 +6 +3 +8 +3 +8   7 3
10 +7 +7 +4 +9 +4 +9 Trainer Talent 8 3
11 +8 +8 +4 +10 +4 +10   9 4
12 +9 +9 +5 +10 +5 +10 Trainer Talent 9 4
13 +9 +9 +5 +11 +5 +11   10 4
14 +10 +10 +5 +12 +5 +12 Trainer Talent 11 4
15 +11 +11 +6 +13 +6 +13   11 5
16 +12 +12 +6 +13 +6 +13 Trainer Talent 12 5
17 +12 +12 +7 +14 +7 +14   13 5
18 +13 +13 +7 +15 +7 +15 Trainer Talent 13 5
19 +14 +14 +7 +16 +7 +16   14 6
20 +15 +15 +8 +16 +8 +16 Trainer Talent 15 6

 

Trainer

Ashe'cathari, iconic trainer
"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. Halflings, selkies, and even 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.

In times past, when the halflings were under attack from prophet moths, they sought a manner of assistance from the 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.

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 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.

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.

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.

Game Rule Information

Trainers have the following game statistics.

Force Alignment: Blue.

Force Resistances: TO 5 + level, CO 5 + level.

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.

Mementos

Base Statistics By Role
  Skirmisher Brute Sentinel Lurker Controller Ravager
HD d8 d10 d10 d8 d6 d6
AC Level + 13 Level + 11 Level + 15 Level + 13 Level + 11 Level + 13
Touch AC -1 -3 -6 -1 -1 -2
Flat AC -3 -1 -1 -2 -1 -1
Fort Avg Good Good Poor Poor Avg
Ref Good Poor Poor Good Avg Avg
Will Poor Poor Avg Avg Good Avg
BAB Avg Good Good Avg Poor Avg
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

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.
  • 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.
Technic Progression by Level
Level Grade
1 Minor
2 Minor
3 Lesser
4 Lesser
5 Lesser
6 Lesser
7 Moderate
8 Moderate
9 Moderate
10 Moderate
11 Greater
12 Greater
13 Greater
14 Greater
15 Major
16 Major
17 Major
18 Major
19 Master
20 Master

Feats

The following are a selection of feats that are relevant to trainers.

 

EXPANSIVE IMAGINATION [Memetic]
You have a larger capacity for believing in ideas not your own.
Prerequisites: Powerful Memory.
Benefit: Gain one additional belief-space. You can take this feat multiple times; its effect stacks.

 

EXTRAORDINARY TALENT [Epic]
You are more talented than your experience would otherwise suggest.
Prerequisites: Character level 21st+.
Benefit: You gain a talent from the talent list of one of your classes.

 

POWERFUL MEMORY [Memetic]
You have a larger store of personal memory.
Prerequisites: Memeticist level 1st+.
Benefit: Gain 2 memory. You can take this feat multiple times; its effect stacks.

 

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 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 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.