Journey: Exploration Disciplines

From Trinity Wiki
Jump to: navigation, search
UNDER DEVELOPMENT
Under-construction.jpg This page is currently under development, and as such is somewhat in limbo regarding playtest viability. It is not recommended that information on this page be used or considered for playtesting until it has reached a more stable revision.
 

Alright, so... this is where we talk about explorer disciplines.

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).

Selectors

The terms found in brackets are called selectors. Here we'll keep a running list of what they are and what you can select through them.

  • Environment: Cavern, Dungeon, Ruin
  • Creature: Angel, Demon, Dragon, Elemental, Mechanical, Undead


Exploration Disciplines

Pathfinder
Trailblaze: Make it easier for other creatures to follow you.
Track: Follow the trails left by other creatures.
Navigate [Environment]: Use signs left in an environment to find your way.
Find Traps: Seek out and find natural or artificial traps.
Acclimate [Environment]: Gain resistance to the natural dangers of an environment.
Conceal Trail: Make it harder for other creatures to follow you.
Dungeoneer
Navigate [Cavern/Dungeon/Ruin]: Use signs left in an environment to find your way.
Find Traps: Seek out and find natural or artificial traps.
Acclimate [Cavern/Dungeon/Ruin]: Gain resistance to the natural dangers of an environment.
Open Lock: Open or otherwise bypass locks.
Disable Trap: Disable or other bypass traps.
Mazesense: Navigate mazes and avoid getting lost.
   
Parkour
Specials
Sprint: Improve your speed over short distances.
Wallclimb: Improve your ability to climb walls and other obstacles.
Leap: Improve your ability to jump.
Wallrun: Run along walls and other vertical surfaces for short distances.
Catfall: Reduce damage taken from falls.
Grip: Improve your ability to hold on to objects or cling to surfaces.
Talents
Kip: You can stand up from prone much faster.
Walljump: You can jump from one vertical surface to another safely.
Ropeslide: You can safely slide down pipes, ladders, ropes, and similar objects.

Specials Descriptions

CONCEAL TRAIL
Disciplines: Pathfinder
Prerequisites - Who knows?!?
XP Cost/Rank: 2 + 2/rank
Token Cost: 1 + 1/rank
Action Cost: None
Range: Personal
Area: One hex (tactical)/rank
Duration: 1 hour
You use your knowledge of tracking to hide your trail.
Make a basic skill check with this special. Add the result to the TN to track any creatures that fit into the area affected by this special.

 

 
...the journey of a thousand miles...
Journey
...begins beneath your feet...
Players Fundamentals Cover · Introduction · Basics · Tokens · Advancement · Metagame
Universals Attributes · Traits · Skills (Old: Skills) · Species (Was: Races) · Cultures
Subsystems Lifepath · Roles · Exploration · Combat · Social · Crafting · Ethos
Disciplines Overview · General · Warrior · Explorer · Lorist · Artisan · Mediator
General Equipment · Alchemy Items
LMs Engine Engine
Setting Cities · Terrain · Timeline
Creatures Monster Disciplines · Threat and Aggro · Bestiary
Designers Design Notes Ideas · Playtests · Task Resolution · Group Composition · Some Better Than None · Dice Calculator
Meta Navigation Template · Development Codes (Red, Yellow, Orange, Green, Blue, Elements)
Deprecated Mechanics · Classes · Social Combat · Spells · Prayers · Orations · Talents