Difference between revisions of "Test Page"

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==Significant Departures from d20==
! colspan="10;" style="background:#636F57;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">The Archer</font></div>
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Although the system we are using - referred to as "t20" - is derived from the d20 System, the similarities between the two are, at this point, only in passing. One of the most significant changes is that we have eliminated free multiclassing: that is, you cannot freely take levels in new classes as you gain levels. This does not mean that you are expected to rigidly adhere to a single class (because as a character grows, it is always possible that they will branch out and try new things) - but it does mean that changing takes time and is an involved process.
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There are several paths to take for determining your character's class advancement, which are outlined below.
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* '''The [[Class: Hero|Hero]] Class:''' The Hero class is designed specifically for players new to TTRPGs, and has much simpler mechanics and stronger themes that help players new to Trinity learn both the system and the foibles of the setting. That said, while simpler, it is incredibly diverse, and players using it can mix-and-match abilities that effectively come from every other class.
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* '''Single Class:''' The standard approach to character creation, you simply pick your class and stick with it for the whole of the character's life. While this may sound restrictive, keep in mind that every class represents only a broad archetype, and each class offers many choices to be made to allow you to differentiate yourself from others.
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* '''The [[Class: Adventurer|Adventurer]] Class:''' The Adventurer class is our replacement for multiclassing - while it is a class in and of itself, you select two or three other classes, then progress through them at an increased rate. This increased rate of progression is due to class levels increasing in value quadratically, rather than linearly: the 20th level in a class is simply more valuable than its 10th. As such, adventurers who choose two classes gain effectively 13 levels in both classes, which those that choose three gain effectively 9 levels in each.
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* '''Job Feats:''' Job feats are a collection of feats that act effectively as a "half-level" of a class; for instance, the Sorcerer feat gives you roughly half the resources that a level in [[Class: Mage|Mage]] gives a character. Once you have a Job feat, you can take other feats meant for that character type - for instance, if you have Sorcerer, you can take feats that improve your spell access, your mana pool, and can take Metamagic feats. You can only have one Job feat at a time; unlike Adventurer, which keeps all of your choices mostly even, this path fits better for a "primary/secondary" setup, or for a concept that dabbles in something else.
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=Martial Class Design=
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That's right, these new ideas are so important they go to the top of the page.
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What I'm talking about here is finalizing how '''martial classes work'''. Some of the classes have not been well-defined in the past, and others still need a bit of work to fit into my design paradigm. But I think I've finally got the basics. Don't worry if these words don't make sense to you - they make sense to me.
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arc [A] (tim) take action - get aim (some)
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brk [P] (cha) multiple triggers (take damage, deal damage, ???), no maneuvers until triggered
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def [C] (psi) make armor or shield check - gain armor (maneuvers can be used w/o spending armor, but less awesome)
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ein [P] (tec) bad rolls lose maneuver until long rest (pull a muscle, cramps, etc)
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flc [C] (voi) use maneuver - make focus check - if bad roll, gain penalties (get out of rhythm with partner, etc)
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kar [P] (mag) AoOs, automatic refresh (resonance: can use another maneuver off same trigger action, call it "flow")
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lnc [A] (nat) take action - get momentum (all) - lose over time (better: two types of momentum, push and pull)
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unf [A] (blu) take action - make "openings" - can use maneuvers of that opening value or lower, once used locked until make openings again
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wld [C] (div) make strat check - gain gambits - spend gambits on maneuvers
 +
 
 +
adepts - not allowed classes
 +
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mag - brk, flc, kar
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psi - arc, flc, wld
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tec - brk, def, kar
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div - arc, kar, unf
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nat - ein, lnc, wld
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voi - brk, def, flc
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tim - arc, unf, wld
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cha - def, ein, lnc
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blu - ein, lnc, unf
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 +
=Older Stuff=
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Words about things!
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{| class="collapsible" width="98%" align="center" style="border:1px solid silver; text-align:left; clear:both; font-size:75%; font-family:verdana;"
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! colspan="2;" style="background:#828282;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Trinity Things</font></div>
 
|-
 
|-
| colspan="7"|&nbsp;
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!width="30%"|'''Trinity'''
| colspan="3" style="background:#8A9381;"|'''Maneuvers'''
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!width="70%"|'''Words About Them'''
 
|-
 
|-
|width="5%"|'''Level'''
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|Reality || Sometimes things just aren't in your favor (mages have random MP, psionicists must make checks, engineers have TDM)
|width="7%" align="left"|'''BAB'''
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|-style="background:#D7D7D7;"
|width="11%" align="left"|'''AAB'''
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|Philosophy || Higher powers are fickle (priests have alignment, shamans have WoF access, voidchildren have taint)
|width="9%"|'''Fort'''
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|width="9%"|'''Ref'''
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|width="9%"|'''Will'''
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|width="20%" align="left"|'''Special'''
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|width="10%"|''Maneuvers Known''
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|width="10%"|''Max Maneuver Level''
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|width="10%"|''Max Aim Tokens''
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|-
 
|-
|1 || align="left"|+0 || align="left"|+1 || +0 || +2 || +0 || align="left"|Aim Pool || 2 || 1st || 5
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|Information || Messing with fundamentals, sometimes things go wrong (epochents have ???, anarchs have ability mutations, akashics have recharge timers)
|-style="background:#B1B7AB;"
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|-style="background:#D7D7D7;"
|2 || align="left"|+1 || align="left"|+2 || +0 || +3 || +0 || align="left"|Toxophilite || 3 || 1st || 6
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|Break || Things can only be broken so far; there are hard limits (mages have MP, priests have absolute limit, epochents have quanta limits)
 
|-
 
|-
|3 || align="left"|+1 || align="left"|+3 || +1 || +3 || +1 || align="left"|&nbsp; || 4 || 2nd || 7
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|Loopholes || You can push things to the breaking point (psionicists have PP, anarchs have anarchy, voidchildren have debt)
|-style="background:#B1B7AB;"
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|-style="background:#D7D7D7;"
|4 || align="left"|+2 || align="left"|+4 || +1 || +4 || +1 || align="left"|Toxophilite || 6 || 2nd || 9
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|Follow || More you put in, the more you get out (engineers have ingenuity, shamans have stress, akashics have memory)
 
|-
 
|-
|5 || align="left"|+2 || align="left"|+5 || +1 || +4 || +1 || align="left"|&nbsp; || 7 || 3rd || 10
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|}
|-style="background:#B1B7AB;"
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|6 || align="left"|+3 || align="left"|+6/+1 || +2 || +5 || +2 || align="left"|Toxophilite || 8 || 3rd || 11
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&nbsp;
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[[Image:Trinity_forces_logo_nouveau_3.png|800px|center|Trinity: Echoes]]
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Haha, of course we're working on other stuff.
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Skills... skills. It always comes back to skills. The d20 skill system is a mess; in Trinity, we've compounded the problem by adding a ton of skills, which further bloats the game and makes individual skill points generally worthless, with the exception of a few skills (Tumble, anybody?).
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We're going to fix this. Not by going more specific - nope, by going more ''generic'', and by changing the definition of how skills are used.
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Inspiration taken from [https://samhaine.wordpress.com/tag/skills/ here] (specifically [https://samhaine.wordpress.com/2011/05/09/yet-another-dd-skill-system-part-1/ this]) and [http://thealexandrian.net/wordpress/8066/roleplaying-games/a-descriptive-skill-system here], because who doesn't love the Alexandrian? And also [http://www.dnd-wiki.org/wiki/Tome_of_Prowess_%283.5e_Sourcebook%29 here], because apparently the Tomes are ridiculously awesome. Also look at [http://rdonoghue.blogspot.com/2011/01/fighting-situation.html this] and [http://harbinger-of-doom.blogspot.com/2011/04/4e-skills-and-class-balance.html this]. This [https://www.google.com/url?sa=t&rct=j&q=&esrc=s&source=web&cd=3&cad=rja&uact=8&ved=0ahUKEwiv94uDsPfJAhWIYiYKHfEkBiQQFggwMAI&url=https%3A%2F%2Fimg.4plebs.org%2Fboards%2Ftg%2Fimage%2F1431%2F73%2F1431739349105.pdf&usg=AFQjCNGgKo61CBmK1_H99Ozre5u3HOwNAQ&sig2=yubT2gfLbwBxHH_6znrYRw&bvm=bv.110151844,d.eWE pdf] is also pretty solid.
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=Overview=
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{| class="collapsible" width="25%" align="right" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
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! colspan="3;" style="background:#000000;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">SKILL GRADES</font></div>
 
|-
 
|-
|7 || align="left"|+3 || align="left"|+7/+2 || +2 || +5 || +2 || align="left"|&nbsp; || 10 || 4th || 13
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! Grade
|-style="background:#B1B7AB;"
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! Skill Die?
|8 || align="left"|+4 || align="left"|+8/+3 || +2 || +6 || +2 || align="left"|Toxophilite || 11 || 4th || 14
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! Level Req?
 
|-
 
|-
|9 || align="left"|+4 || align="left"|+9/+4 || +3 || +6 || +3 || align="left"|&nbsp; || 12 || 5th || 15
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|Untrained || d2 || 1
|-style="background:#B1B7AB;"
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|10 || align="left"|+5 || align="left"|+10/+5 || +3 || +7 || +3 || align="left"|Archer Talent || 14 || 5th || 17
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|-
 
|-
|11 || align="left"|+5 || align="left"|+11/+6/+1 || +3 || +7 || +3 || align="left"|&nbsp; || 15 || 6th || 18
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|Novice || d4 || 1
|-style="background:#B1B7AB;"
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|12 || align="left"|+6/+1 || align="left"|+12/+7/+2 || +4 || +8 || +4 || align="left"|Archer Talent || 16 || 6th || 19
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|-
 
|-
|13 || align="left"|+6/+1 || align="left"|+13/+8/+3 || +4 || +8 || +4 || align="left"|&nbsp; || 18 || 7th || 21
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|Journeyman || d6 || 3
|-style="background:#B1B7AB;"
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|14 || align="left"|+7/+2 || align="left"|+14/+9/+4 || +4 || +9 || +4 || align="left"|Archer Talent || 19 || 7th || 22
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|-
 
|-
|15 || align="left"|+7/+2 || align="left"|+15/+10/+5 || +5 || +9 || +5 || align="left"|&nbsp; || 20 || 8th || 23
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|Expert || d8 || 6
|-style="background:#B1B7AB;"
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|16 || align="left"|+8/+3 || align="left"|+16/+11/+6/+1 || +5 || +10 || +5 || align="left"|Archer Talent || 22 || 8th || 25
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|-
 
|-
|17 || align="left"|+8/+3 || align="left"|+17/+12/+7/+2 || +5 || +10 || +5 || align="left"|&nbsp; || 23 || 9th || 26
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|Artisan || d10 || 9
|-style="background:#B1B7AB;"
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|18 || align="left"|+9/+4 || align="left"|+18/+13/+8/+3 || +6 || +11 || +6 || align="left"|Archer Talent || 24 || 9th || 27
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|-
 
|-
|19 || align="left"|+9/+4 || align="left"|+19/+14/+9/+4 || +6 || +11 || +6 || align="left"|&nbsp; || 25 || 9th || 29
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|Master || 2d6 || 12
|-style="background:#B1B7AB;"
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|-
|20 || align="left"|+10/+5 || align="left"|+20/+15/+10/+5 || +6 || +12 || +6 || align="left"|Archer Talent || 26 || 9th || 30
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|Grandmaster || 2d8 || 15
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|-
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|Illustrious || 2d10 || 18
 
|}
 
|}
  
&nbsp;
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Okay, so: skill grades. You have some picks at character creation, whatever, get some skill groups at different grades.
  
=Archer=
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Okay.
[[Image:archer.jpg|thumb|375px|right|Silaqui, iconic archer]]
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: ''"Quieter than a gun, better range than a sword."''
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The archer excels in combat at a distance, using skill, speed, and accuracy to deadly effect. While other combatants traditionally focus on melee weapons, the archer is an expert in bows, slings, and crossbows. Due to their focus on agility and need to maintain distance, archers have little use for the typical trappings of warriors, often wearing light - if any - armor, and few carry no more than a dagger for personal defense when the chips are down.
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Every now and then (how to determine?) you get to upgrade a thingy, so that you feel less small in the pants.
  
Archers in Trinity have a somewhat unusual pedigree. While guns and other more powerful ranged weaponry exist, almost all of them eventually fall under the purview of a Force, making their reliability against all foes somewhat suspect. Bows, meanwhile, are sufficiently simple for the world to not consider them part of the Force of Technology, meaning that bows can be used in all situations against all creatures. That they are quieter and significantly easier to maintain is simply an added bonus.
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Question - how much can you suck?
  
The archer's primary focus in combat is on range, and on maintaining it. Given sufficient distance, she can - eventually - fell any creature. However, should she become engaged in melee combat, she is at a distinct disadvantage, and will most likely fall. As such, archers prefer to attack from the rear, and while some charge in head-first alongside more melee-oriented combatants, most prefer someone screen for them against their assailants.
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Assume rogue seconding Int and a mage. Rogue has +3 Int, Mage has +4.
  
==Game Rule Information==
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Rogue is untrained at X skill, Mage is novice.
Archers have the following game statistics.
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'''[[The_Forces#Force_Alignment | Force Alignment]]:''' None.
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Rogue - d2+3 [4/4/5]
  
'''[[The_Forces#Force_Resistance | Force Resistances]]:''' None.
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Mage - d4+4 [5/6/8]
  
'''Abilities:''' Dexterity is absolutely vital to the archer, as her prowess with the bow and ability to dodge blows depend upon it. Wisdom and Strength also benefit many class skills, with Strength allowing her to wield mighty bows. Lightly armored, the archer benefits greatly from a high Constitution score to survive attacks.
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Now let's do same, 1st level mage (Int +4, Novice), 20th level mage (Int +8, Grandmaster)
  
'''Hit Die:''' d8.
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Lil Mage - d4+4 [5/6/8]
  
'''Class Skills:''' The archer’s class skills are [[Skills#Agility|Agility]] (Dex), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Hide (Dex), Move Silently (Dex), Profession (Wis), Ride (Dex), Spot (Per), Survival (Wis), and Tumble (Dex).
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Big Mage - d12+8 [9/14/20]
  
'''Skill Points at Each Level:''' 4 + Int modifier.
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Okay so ''in general'' it will be most unlikely that two members of the same class trained in the same thing will make the higher level guy feel small in the pants.
  
'''Ethos:''' Any.
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Let's do the skill point thing.
  
'''Starting Age:''' Simple.
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Lil Mage - d4+4+1 [6/7/9]
  
'''Starting Gold:''' 6d4 x 10gp.
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Big Mage - d12+8+20 [29/34/40]
  
'''Favored By:''' [[Selkie | Selkies]].
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Hmm... that could be workable... brings the low-end skills down in DC... hrm.
  
==Class Features==
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How do you pick a lock?
All of the following are class features of the archer.
+
  
'''Weapons and Armor Proficiency:''' Archers are proficient with all simple weapons and all martial ranged weapons. They are proficient with light armor but not with shields.
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===Picking a Lock===
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Troi is an 8th-level learner with the Criminal knack, at Expert, with a Dex +4. So his open lock "damage" is d8+4 [5/8/12] ''or'' d8+4+8 [13/16/20].
  
At each even level, the archer gains proficiency with an additional ranged weapon of her choice, as though she gained the Exotic Weapon Proficiency feat.
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However, in order to "deal damage" to the lock, he has to "hit" it. This is a skill check... d20 + 4 + 8, so take 10 of 22 [9/21/32].
  
'''Archery Attack Bonus:''' Unlike most other classes, archers are specialized in one class of weapons, specifically ranged weapons. Due to this, archers use a different attack bonus when using ranged weapons.
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The lock is a level 10 lock. So it has an AC of... 20, let's say (10 + 1/2 level). According to d20, opening a lock is a full-round action; so it should probably have somewhere in the range of ... well, crap. What do we expect at this point?
  
For all purposes other than making melee attacks, treat the archer's archery attack bonus as her BAB (for purposes of meeting prerequisites and for effects that key off of BAB).
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A level 10 d20 rogue would probably have... let's see, d20 + 13 + 5, +2 for tools, so a take 10 of 30. So your average 10th level rogue could easily just handle a "good lock" in a round, but pretty much nobody else could at that level. Which means...  
  
{| class="collapsible" width="25%" align="right" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
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Lock has AC. Lock has HP. We're only messing with one-half of this equation.
! colspan="2;" style="background:#636F57;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Aim Pool: Aim Tokens</font></div>
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|-
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|width="50%"|'''Action Taken'''
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|width="50%"|'''Aim Tokens Gained'''
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|-style="background:#B1B7AB;"
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| Move || 1
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|-
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| Standard || 2
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|-style="background:#B1B7AB;"
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| Full || 4
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|-
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| Opponent remains still || 1
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|}
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'''Aim Pool:''' You gain access to a pool of aim tokens. You must designate a target for your pool; the target of your aim pool is your ''quarry''. If at any time you lose sight of your ''quarry'', you lose all of your accumulated aim tokens. In general, you gain aim tokens by spending actions on your turn, though some archer abilities allow you to gain tokens by taking other actions; in addition, if your ''quarry'' does not move on their turn, you gain additional aim tokens.
+
  
Making a new target your ''quarry'' is a free action, but you lose all your accumulated aim tokens.
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How do you improve your "skill attack"?
  
The maximum number of aim tokens an archer have is listed on the class table, above. Archers gain a bonus to this amount equal to their Dexterity modifier.
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Let's go sim for a minute.
  
'''Maneuvers (Ex):''' An archer learns a variety of tricks with ranged weapons, and typically bows in particular. While almost anyone can pick up a bow and use it reasonably proficiently, archers are masters of the craft, and can perform feats of archery that are beyond most others, even other martial individuals.
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Outside of combat, in a non-threatening situation (ie, no penalty for failure), the DC is irrelevant. If you're looking at a level 30 lock with 250 hp, and you have a d2+2 open lock, you can keep picking at it. Eventually, you'll get it open. Why? Because that's how learning works. We represent that in this game by giving you XP for "killing" a skill challenge. You get xp, you gain levels, you get better at stuff. Yes, picking locks can make you better at killing shit, just like killing shit can make you better at picking locks.
  
Maneuvers cost an amount of aim tokens equal to their maneuver level to use. If you are using a Counter or Strike maneuver, you must include your ''quarry'' among its targets or within the maneuver's area; if you do not, the maneuver costs double the normal amount of aim tokens.
+
Skill points are attack bonus. Think they have to be. So you put skill points into knacks; that makes your to-hit better. '''No, that is wrong.''' You are working to reduce granularity and bookkeeping; spending skill points in this kind of fashion means that you have it back, and brings back class disparity. You don't want class disparity in skills.
  
At fourth level, and every four levels after, you can trade out one archer maneuver you know for any other, of any level you can access.
+
How do you make your damage better?
  
'''Toxophilite:''' At each even level from 2nd to 9th, the archer gains an ability that represents her dedication to the cause of archery. Choose one of the following abilities; unless otherwise noted, each ability can only be taken once.
+
==Crap, Other Thoughts==
 +
Okay, so you gain your level as a bonus to all skill damage.
  
If an ability would grant a feat that you already have, you automatically gain that ability if you meet all of its prerequisites.
+
To prevent mages from suddenly being able to pick locks simply by virtue of being stupidly high level, the bonus is capped by the die you use. So if you have only a d2, you only get d2+2, even if you're 200th level.
  
: '''''Example:''' Silaqui is a 1st level archer. She takes Point Blank Shot as her first level feat, and thus gains the Point Blank Shot Toxophilite ability.''
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&nbsp;
  
* ''Far Shot (Ex):'' You gain the [http://www.d20pfsrd.com/feats/combat-feats/far-shot-combat---final Far Shot] feat. When you spend a move action aiming, you gain one additional aim token; if you spend at least a standard action aiming, you instead gain two additional aim tokens.
+
{| class="collapsible" width="98%" align="center" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
** ''Far Shot II (Ex):'' When you use a ranged weapon, its range increment is increased by half; when you use a thrown weapon, its range increment is doubled. (''Prerequisites:'' Far Shot)
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! colspan="9;" style="background:#828282;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Character Advancement and Level-Dependent Bonuses</font></div>
*** ''Far Shot III (Ex):'' When [http://www.d20srd.org/srd/skills/hide.htm#Sniping sniping], you suffer only a -10 penalty on Hide checks to conceal yourself, rather than a -20. (''Prerequisites:'' Far Shot, Far Shot II)
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**** ''Far Shot IV (Ex):'' If you make a ranged attack as a standard action or an attack action (but not as a full attack action), you can gain precision-based damage, such as sneak attack, out to a range equal to your weapon's first range increment. When you spend a move action aiming, you gain one additional aim token; if you spend at least a standard action aiming, you instead gain two additional aim tokens. (''Prerequisites:'' Far Shot, Far Shot II, Far Shot III)
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***** ''Far Shot V (Ex):'' You can gain precision-based damage, such as from sneak attack, out to a range of 60 feet with all ranged attacks. (''Prerequisites:'' Far Shot, Far Shot II, Far Shot III, Far Shot IV)
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****** ''Far Shot VI (Ex):'' If you make a ranged attack as a standard action or an attack action (but not as a full attack action), you can gain precision-based damage, such as sneak attack, out to a range equal to your weapon's second range increment. When you spend a move action aiming, you gain one additional aim token; if you spend at least a standard action aiming, you instead gain two additional aim tokens. (''Prerequisites:'' Far Shot, Far Shot II, Far Shot III, Far Shot IV, Far Shot V)
+
* ''Manyshot (Ex):'' As a standard action, you may fire two projectiles or throw two weapons at a single opponent within 30 feet. Both weapons or missiles use the same attack roll (with a -4 penalty) to determine success, but each inflicts damage separately. You only gain precision-based damage with the first of these weapons or missiles. If you score a critical hit, only the first shot deals critical damage, while all others deal regular damage. DR and similar effects apply to each missile or weapon.
+
** ''Manyshot II (Ex):'' You may fire an additional arrow or throw an additional weapon when you use ''Manyshot''. You take a -4 penalty to your attack roll for each such attack. (''Prerequisites:'' Manyshot)
+
*** ''Manyshot III (Ex):'' When you use ''Manyshot'', you can aim your attacks at multiple targets. Use the same attack roll (and threat confirmation roll, if applicable) for each shot, but apply the result based on each target's AC. It is possible for you to hit with some attacks and miss with others. Each of your targets must be within 10 feet of at least one other target. You can gain precision-based damage once per target, and similarly you can score a critical hit once per target. (''Prerequisites:'' Manyshot, Manyshot II)
+
**** ''Manyshot IV (Ex):'' You may fire an additional arrow or throw an additional weapon when you use ''Manyshot''. You take a -4 penalty to your attack roll for each such attack. This effect stacks with ''Manyshot II''. (''Prerequisites:'' Manyshot, Manyshot II, Manyshot III)
+
***** ''Manyshot V (Ex):'' Precision-based damage applies to all projectiles or weapons when you use ''Manyshot''. If you score a critical hit when using ''Manyshot'', each projectile or weapon deals critical damage. (''Prerequisites:'' Manyshot, Manyshot II, Manyshot III, Manyshot IV)
+
* ''Point Blank Shot (Ex):'' You gain the [http://www.d20pfsrd.com/feats/combat-feats/point-blank-shot-combat---final Point Blank Shot] feat. The attack and damage bonuses provided by this feat are considered precision-based. At the beginning of your turn, if you and the target of your aim pool are within 30 feet, you gain one aim token.
+
** ''Point Blank Shot II (Ex):'' You gain a +4 dodge bonus to AC against attacks of opportunity caused by using a ranged weapon within a threatened area. (''Prerequisites:'' Point Blank Shot)
+
*** ''Point Blank Shot III (Ex):'' You gain your Dexterity bonus to damage on ranged attacks. This counts as precision-based damage, and so usually applies only to targets within 30 feet. (''Prerequisites:'' Point Blank Shot, Point Blank Shot II)
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**** ''Point Blank Shot IV (Ex):'' You no longer provoke attacks of opportunity when using a ranged weapon within a threatened square. At the beginning of your turn, if you and the target of your aim pool are within 30 feet, you gain one aim token. (''Prerequisites:'' Point Blank Shot, Point Blank Shot II, Point Blank Shot III)
+
***** ''Point Blank Shot V (Ex):'' If you move into your target's square and make a ranged attack, your target is considered flat-footed for that attack. (''Prerequisites:'' Point Blank Shot, Point Blank Shot II, Point Blank Shot III, Point Blank Shot IV)
+
* ''Precise Shot (Ex):'' You gain the [http://www.d20pfsrd.com/feats/combat-feats/precise-shot-combat---final Precise Shot] feat. At the beginning of your turn, if you can see the target of your aim pool, you gain one aim token.
+
** ''Precise Shot II (Ex):'' You gain +1d6 points of sneak attack damage to ranged attacks. At the beginning of your turn, if you can see the target of your aim pool, you gain one aim token. (''Prerequisites:'' Precise Shot)
+
*** ''Precise Shot III (Ex):'' When using a projectile or thrown weapon, increase its critical damage multiplier by 1. (''Prerequisites:'' Precise Shot, Precise Shot II)
+
**** ''Precise Shot IV (Ex):'' You gain +1d6 points of sneak attack damage to ranged attacks. At the beginning of your turn, if you can see the target of your aim pool, you gain one aim token. (''Prerequisites:'' Precise Shot, Precise Shot II, Precise Shot III)
+
***** ''Precise Shot V (Ex):'' You can spend five aim tokens to reroll a ranged attack roll, before you know the result. You must take the result of the reroll, even if it is worse. You cannot use this ability more than once per round. (''Prerequisites:'' Precise Shot, Precise Shot II, Precise Shot III, Precise Shot IV)
+
****** ''Precise Shot VI (Ex):'' You gain +1d6 points of sneak attack damage to ranged attacks. At the beginning of your turn, if you can see the target of your aim pool, you gain one aim token. (''Prerequisites:'' Precise Shot, Precise Shot II, Precise Shot III, Precise Shot IV, Precise Shot V)
+
******* ''Precise Shot VII (Ex):'' You automatically confirm all ranged critical threats. (''Prerequisites:'' Precise Shot, Precise Shot II, Precise Shot III, Precise Shot IV, Precise Shot V, Precise Shot VI)
+
******** ''Precise Shot VIII (Ex):'' You gain +1d6 points of sneak attack damage to ranged attacks. At the beginning of your turn, if you can see the target of your aim pool, you gain one aim token. (''Prerequisites:'' Precise Shot, Precise Shot II, Precise Shot III, Precise Shot IV, Precise Shot V, Precise Shot VI, Precise Shot VII)
+
********* ''Precise Shot IX (Ex):'' All sneak attack damage dice granted by ''Precise Shot'' Toxophilite abilities become d8's, rather than d6's. (''Prerequisites:'' Precise Shot, Precise Shot II, Precise Shot III, Precise Shot IV, Precise Shot V, Precise Shot VI, Precise Shot VII, Precise Shot VIII)
+
* ''Rapid Shot (Ex):'' You gain the [http://www.d20pfsrd.com/feats/combat-feats/rapid-shot-combat---final Rapid Shot] feat.
+
** ''Rapid Shot II (Ex):'' Select a target point within your weapon's first range increment. As a full round action, you can make one ranged attack on all targets within a 20 foot radius of your selected point. You must have line of effect and line of sight to all targets whom you wish to attack. You take a -4 penalty to each of your attacks. (''Prerequisites:'' Rapid Shot)
+
*** ''Rapid Shot III (Ex):'' When you take a full attack action with a ranged weapon, you may make an additional attack at your highest attack bonus. You suffer a -4 penalty on all attacks for that action. (''Prerequisites:'' Rapid Shot, Rapid Shot II)
+
**** ''Rapid Shot IV (Ex):'' When you take a full attack action with a ranged weapon, you may make an additional attack at your highest attack bonus. You suffer a -4 penalty on all attacks for that action. This effect stacks with ''Rapid Shot III''. (''Prerequisites:'' Rapid Shot, Rapid Shot II, Rapid Shot III)
+
***** ''Rapid Shot V (Ex):'' When you use ''Rapid Shot II'', you can make two attacks against each creature, rather than one. If you do, all your attacks suffer a -8 penalty. (''Prerequisites:'' Rapid Shot, Rapid Shot II, Rapid Shot III, Rapid Shot IV)
+
* ''Shot on the Run (Ex):'' You gain the [http://www.d20pfsrd.com/feats/combat-feats/shot-on-the-run-combat---final Shot on the Run] feat. You gain one aim token at the end of your turn if you attack in this manner and your attack is on the target of your aim pool. (''Prerequisites:'' Archer level 4th+)
+
** ''Shot on the Run II (Ex):'' You gain a +4 dodge bonus to AC against attacks of opportunity due to moving into or out of a threatened area, if you have a ranged weapon in hand. You gain one aim token at the end of your turn if you use ''Shot on the Run'' and your attack is on the target of your aim pool. (''Prerequisites:'' Archer level 4th+, Shot on the Run)
+
*** ''Shot on the Run III (Ex):'' When you use ''Shot on the Run'', if your target is within 30 feet, you deal double damage. This additional damage is considered precision-based. (''Prerequisites:'' Archer level 4th+, Shot on the Run, Shot on the Run II)
+
**** ''Shot on the Run IV (Ex):'' You gain a +10 dodge bonus to AC against attacks of opportunity due to moving into or out of a threatened area, if you have a ranged weapon in hand. You gain one aim token at the end of your turn if you use ''Shot on the Run'' and your attack is on the target of your aim pool. (''Prerequisites:'' Archer level 4th+, Shot on the Run, Shot on the Run II, Shot on the Run III)
+
***** ''Shot on the Run V (Ex):'' When you use ''Shot on the Run'', if you move at half your speed or slower, you can instead make a full attack action. If you do, all the attacks must be made from the same square. (''Prerequisites:'' Archer level 4th+, Shot on the Run, Shot on the Run II, Shot on the Run III, Shot on the Run IV)
+
 
+
{| class="collapsible" width="25%" align="right" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
! colspan="2;" style="background:#636F57;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Improved Aim Pool: Aim Tokens</font></div>
+
 
|-
 
|-
|width="50%"|'''Action Taken'''
+
|colspan="2"|&nbsp;
|width="50%"|'''Aim Tokens Gained'''
+
!colspan="2" style="background:#D7D7D7;"|Skills
|-style="background:#B1B7AB;"
+
|colspan="5"|&nbsp;
| Swift || 1
+
 
|-
 
|-
| Move || 2
+
!width="8%"|Level
|-style="background:#B1B7AB;"
+
!width="12%"|XP Total
| Standard || 3
+
|width="15%"|''Skill Points''
 +
|width="15%"|''Max Aptitude''
 +
!width="10%"|Feats
 +
!width="10%"|Ability Score
 +
!width="10%"|Attunement
 +
!width="10%"|Attunement Bonus
 +
!width="10%"|Wealth
 
|-
 
|-
| Full || 5
+
|1 || --- || 1 || Novice || 1st || &nbsp; || &nbsp; || --- || By class
|-style="background:#B1B7AB;"
+
|-style="background:#D7D7D7;"
| Opponent remains still || 2
+
|2 || 1,300 || 2 || &nbsp; || &nbsp; || &nbsp; || 1st || +1 || 1,000 gp
|}
+
'''Archer Talent:''' At 10th level, every two levels thereafter, the archer's skills improves even more. Choose one of the abilities below. Unless otherwise stated, each ability can only be taken once.
+
 
+
* ''Aim Focus:'' Increase the max number of aim tokens you can have by 2. You can take this talent multiple times; its effect stacks.
+
* ''Aim with my Mind (Ex):'' If you do not have sight of the target of your aim pool at the beginning of your turn, you lose half your aim tokens, rounded down, instead of losing all of your aim tokens.
+
* ''Double Trouble (Ex):'' You can have two creatures as the targets of your aim pool. When you target a second creature, you halve the maximum number of aim tokens you can have until you have one or fewer targets of your aim pool.
+
* ''Evasion (Ex):'' You gain evasion.
+
** ''Improved Evasion (Ex):'' You gain improved evasion. (''Prerequisite:'' Evasion)
+
* ''Expert Archer:'' You gain a +2 insight bonus on attack and damage rolls with all ranged weapons. You can take this talent multiple times; its effect stacks, and each time you do, increase your total bonus by the number of times you have previously taken this talent.
+
{| class="collapsible" width="25%" align="right" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
! colspan="2;" style="background:#636F57;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Supreme Aim Pool: Aim Tokens</font></div>
+
 
|-
 
|-
|width="50%"|'''Action Taken'''
+
|3 || 3,300 || 3 || Journeyman || 2nd || &nbsp; || &nbsp; || +1 || 3,000 gp
|width="50%"|'''Aim Tokens Gained'''
+
|-style="background:#D7D7D7;"
|-style="background:#B1B7AB;"
+
|4 || 6,000 || 4 || &nbsp; || &nbsp; || 1st || 2nd || +2 || 6,000 gp
| Swift || 2
+
 
|-
 
|-
| Move || 4
+
|5 || 10,000 || 5 || &nbsp; || 3rd || &nbsp; || &nbsp; || +2 || 10,500 gp
|-style="background:#B1B7AB;"
+
|-style="background:#D7D7D7;"
| Standard || 6
+
|6 || 15,000 || 6 || Expert || &nbsp; || &nbsp; || 3rd || +2 || 16,000 gp
 
|-
 
|-
| Full || 10
+
|7 || 23,000 || 7 || &nbsp; || 4th || &nbsp; || &nbsp; || +3 || 23,500 gp
|-style="background:#B1B7AB;"
+
|-style="background:#D7D7D7;"
| Opponent remains still || 4
+
|8 || 34,000 || 8 || &nbsp; || &nbsp; || 2nd || 4th || +3 || 33,000 gp
|}
+
|-
* ''Hawkeye (Ex):'' You gain a +2 insight bonus on all Perception-based checks, and treat the base range increment of all ranged weapons as 10 feet larger. You can take this talent multiple times; its effect stacks.
+
|9 || 50,000 || 9 || Artisan || 5th || &nbsp; || &nbsp; || +3 || 46,000 gp
* ''Improved Aim Pool:'' The rate at which you accrue aim tokens improves.
+
|-style="background:#D7D7D7;"
** ''Supreme Aim Pool:'' The rate at which you accrue aim tokens improves. (''Prerequisite:'' Improved Aim Pool)
+
|10 || 71,000 || 10 || &nbsp; || &nbsp; || &nbsp; || 5th || +4 || 62,000 gp
* ''Ranged Defense (Ex):'' You gain DR 5/- against ranged, but not firearm, attacks. In addition, as an immediate action, you can catch an arrow fired at you and shoot it any target you choose, as if you had the [http://www.d20pfsrd.com/feats/combat-feats/snatch-arrows-combat---final Snatch Arrows] feat.
+
* ''Sniper (Ex):'' You gain +1d6 sneak attack, usable only with ranged weapons. If you have ''Precise Shot IX'', this becomes +1d8 sneak attack instead. You can take this talent multiple times; its effect stacks.
+
* ''Toxophilite Mastery:'' You gain two additional abilities from the Toxophilite list of your choice. You can take this talent multiple times.
+
* ''Tricks of the Trade:'' You learn an additional archer trick of your choice. You can take this talent multiple times.
+
* ''Uncanny Dodge (Ex):'' You gain uncanny dodge. Levels in classes that grant uncanny dodge stack for purposes of determining the level required to overcome your improved uncanny dodge, if you have that ability.
+
** ''Improved Uncanny Dodge (Ex):'' You gain improved uncanny dodge. Levels in classes that grant uncanny dodge stack for purposes of determining the level required to overcome your improved uncanny dodge. (''Prerequisite:'' Uncanny Dodge)
+
* ''Feat:'' The archer may select a bonus feat in place of a talent.
+
 
+
==Maneuver List==
+
The following is the archer maneuver list.
+
 
+
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
! colspan="4;" style="background:#636F57;" align="left"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">1st-Level Archer Maneuvers</font></div>
+
 
|-
 
|-
! width="16%" align="left"|Maneuver Name
+
|11 || 105,000 || 11 || &nbsp; || 6th || &nbsp; || &nbsp; || +4 || 82,000 gp
! width="12%" align="left"|Action
+
|-style="background:#D7D7D7;"
! width="10%" align="left"|Type
+
|12 || 145,000 || 12 || Master || &nbsp; || 3rd || 6th || +4 || 108,000 gp
! width="62%" align="left"|Effect
+
|-
|-style="background:white;" align="left"
+
|13 || 210,000 || 13 || &nbsp; || 7th || &nbsp; || &nbsp; || +5 || 140,000 gp
|Called Shot || Standard || Strike || '''Spot Check -''' if succeed, deal +2d6 damage; if fail, -2 to attack roll.
+
|-style="background:#D7D7D7;"
|-align="left" style="background:#B1B7AB;"  
+
|14 || 295,000 || 14 || &nbsp; || &nbsp; || &nbsp; || 7th || +5 || 185,000 gp
|Curveshot || Standard || Strike || '''Spot Check -''' if succeed, ignore cover.
+
|-
|-align="left"
+
|15 || 425,000 || 15 || Grandmaster || 8th || &nbsp; || &nbsp; || +5 || 240,000 gp
|Distant Reaper || Swift || Boost || After dropping a creature, make another ranged attack at an adjacent creature.
+
|-style="background:#D7D7D7;"
|-align="left" style="background:#B1B7AB;"  
+
|16 || 600,000 || 16 || &nbsp; || &nbsp; || 4th || 8th || +6 || 315,000 gp
|Hawk's Eyes || Swift || Stance || Increase max range and accuracy of ranged weapons.
+
|-
|-align="left"
+
|17 || 850,000 || 17 || &nbsp; || 9th || &nbsp; || &nbsp; || +6 || 410,000 gp
|Hobbling Shot || Standard || Strike || Attack slows creature's movement.
+
|-style="background:#D7D7D7;"
|-align="left" style="background:#B1B7AB;"  
+
|18 || 1,200,000 || 18 || Illustrious || &nbsp; || &nbsp; || 9th || +6 || 530,000 gp
|Hunter's Eyes || Swift || Stance || Increase damage against ''quarried'' target.
+
|-
|-align="left"
+
|19 || 1,700,000 || 19 || &nbsp; || 10th || &nbsp; || &nbsp; || +7 || 685,000 gp
|Manyshot || Standard || Strike || Make two ranged attacks, each at -2 penalty.
+
|-style="background:#D7D7D7;"
|-align="left" style="background:#B1B7AB;"  
+
|20 || 2,400,000 || 20 || &nbsp; || &nbsp; || 5th || &nbsp; || +8 || 880,000 gp
|Marksman's Shot || Full || Strike || Range penalties reduced by -2, deal +1d6 damage.
+
|-align="left"
+
|Point Blank Threat || Reaction || Counter || Make a ranged attack against a creature that provoked an attack of opportunity from an ally.
+
|-align="left" style="background:#B1B7AB;"  
+
|Steady Hand || Swift || Boost || Extend a ranged weapon's first range increment by 30 feet for next attack.
+
 
|}
 
|}
  
 
&nbsp;
 
&nbsp;
  
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
=Force Skills=
! colspan="4;" style="background:#636F57;" align="left"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">2nd-Level Archer Maneuvers</font></div>
+
Yay!
|-
+
 
! width="16%" align="left"|Maneuver Name
+
* M - Arcana
! width="12%" align="left"|Action
+
* P - Psionics
! width="10%" align="left"|Type
+
* T - Science
! width="62%" align="left"|Effect
+
* D - Theology
|-style="background:white;" align="left"
+
* V - Nihilism
|Arc of Mobility || Full || Strike || Move up to your speed; make two ranged attacks during your movement.
+
* N - Geomancy
|-align="left" style="background:#B1B7AB;"
+
* I - Futurity
|Blindside || Standard || Strike || Make ranged attack, target becomes flat-footed.
+
* C - Entropy
|-align="left"
+
* B - Informatics
|Feel the Wind || Swift || Boost || Overcome environmental difficulties for ranged combat.
+
|-align="left" style="background:#B1B7AB;"
+
|Field of Quills || Full || Strike || You shoot a storm of arrows, dealing damage and causing difficult terrain in a 10-foot burst.
+
|-align="left"
+
|Hammerblow Shot || Standard || Strike || Ranged attack deals +2d6 damage, can bull rush target.
+
|-align="left" style="background:#B1B7AB;"
+
|Hidden Thorn || Swift || Boost || Make a ranged attack at -2 penalty.
+
|-align="left"
+
|Intercepting Shade || Reaction || Counter || Make an opposed attack against an incoming attack against you or nearby ally, success negates the attack.
+
|-align="left" style="background:#B1B7AB;"
+
|Mighty Arrows || Swift || Boost || Your ranged attacks against targets within 30 feet deal +1d6 damage for 1 round.
+
|-align="left"
+
|Pierce the Shadows || Swift || Boost || You can see ''invisible'' and ''ethereal'' creatures and objects for 1 round.
+
|-align="left" style="background:#B1B7AB;"
+
|Rhythm of Air || Full || Strike || Make three ranged attacks, each at -2 penalty.
+
|}
+
  
 
&nbsp;
 
&nbsp;
  
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
-----
! colspan="4;" style="background:#636F57;" align="left"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">3rd-Level Archer Maneuvers</font></div>
+
|-
+
! width="16%" align="left"|Maneuver Name
+
! width="12%" align="left"|Action
+
! width="10%" align="left"|Type
+
! width="62%" align="left"|Effect
+
|-style="background:white;" align="left"
+
|Arrow Onslaught || Full || Strike || Ranged attack becomes a 30-foot cone, at -4 penalty.
+
|-align="left" style="background:#B1B7AB;"
+
|Confound the Blade || Standard || Strike || Ranged attack deals +3d6 damage, can disarm target.
+
|-align="left"
+
|Deft Shot || Standard || Strike || Ranged attack deals +1d6 damage, resolve as touch attack, ignores DR, Hardness, and ''protect''.
+
|-align="left" style="background:#B1B7AB;"
+
|Flanking Shot || Standard || Strike || Ranged attack deals +2d6 damage, target is treated as flanked for 1 round.
+
|-align="left"
+
|Hail of Arrows || Full || Strike || Ranged attack hits all creatures in 20-foot radius burst, at -4 penalty.
+
|-align="left" style="background:#B1B7AB;"
+
|Impaling Shot || Full || Strike || Ranged attack becomes a 60-foot line attack, at -4 penalty.
+
|-align="left"
+
|Mercy of the Hunter || Swift || Boost || Ranged attacks get +4 to hit against ''bloodied'' creatures, +8 against ''critical'' creatures.
+
|-align="left" style="background:#B1B7AB;"
+
|Sure Shot || Standard || Strike || Ranged attack gets +20 to hit, deals +2d6 damage.
+
|-align="left"
+
|Unerring Shot || Standard || Strike || Ranged attack ignores cover and concealment.
+
|}
+
  
 
&nbsp;
 
&nbsp;
  
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
=Trinity Alignment: Philosophy=
! colspan="4;" style="background:#636F57;" align="left"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">4th-Level Archer Maneuvers</font></div>
+
{| class="collapsible" width="40%" align="right" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 +
! colspan="3;" style="background:#555555;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Table V-1: Moral Virtues</font></div>
 
|-
 
|-
! width="16%" align="left"|Maneuver Name
+
|width="45%"|'''Virtue'''
! width="12%" align="left"|Action
+
|width="10%"|&nbsp;
! width="10%" align="left"|Type
+
|width="45%"|'''Virtue'''
! width="62%" align="left"|Effect
+
|-
|-style="background:white;" align="left"  
+
| style="border:1px solid silver;"|'''Integrity''' || vs || style="background:#000000;"|<font color="white">'''Guile'''</font>
|Arc of Accuracy || Swift || Boost || Shots fired within first range increment ignore cover.
+
|-
|-align="left" style="background:#B1B7AB;"  
+
| style="border:1px solid silver;"|'''Altruism''' || vs || style="background:#000000;"|<font color="white">'''Selfishness'''</font>
|Called Shot, Greater || Standard || Strike || '''Spot Check -''' if succeed, deal +4d6 damage and target is flat-footed; if fail, -2 to attack roll.
+
|-
|-align="left"  
+
| style="border:1px solid silver;"|'''Conformity''' || vs || style="background:#CD0000;"|<font color="white">'''Liberty'''</font>
|Celeritous Volley || Standard || Strike || Make a full attack action. All your attacks must be ranged attacks.
+
|-
|-align="left" style="background:#B1B7AB;"  
+
| style="border:1px solid silver;"|'''Responsibility''' || vs || style="background:#CD0000;"|<font color="white">'''Freedom'''</font>
|Farsighted Focus || Move || Boost || You can visualize the battlefield from another angle.
+
|-
|-align="left"  
+
|style="background:#0000EE;"|<font color="white">'''Objectivity'''</font> || vs || style="background:#CD0000;"|<font color="white">'''Emotion'''</font>
|Interjecting Shot || Reaction || Counter || Negate melee attack within 30 ft. with opposed attack roll.
+
|-
|-align="left" style="background:#B1B7AB;"  
+
|style="background:#0000EE;"|<font color="white">'''Caution'''</font> || vs || style="background:#CD0000;"|<font color="white">'''Impulse'''</font>
|Moment of Fate || Swift || Boost || When you miss with a ranged attack, reroll the attack roll with a +2 bonus.
+
|-
|-align="left"  
+
|style="background:#0000EE;"|<font color="white">'''Reason'''</font> || vs || style="background:#006400;"|<font color="white">'''Instinct'''</font>
|Rebuke of the Heavens || Full || Strike || Make a full attack; target may gain a status effect dependant on how many attacks hit.
+
|-
|-align="left" style="background:#B1B7AB;"  
+
|style="background:#0000EE;"|<font color="white">'''Manipulation'''</font> || vs || style="background:#006400;"|<font color="white">'''Honesty'''</font>
|Sniper's Stance || Swift || Stance || Suffer only a -5 penalty to Hide checks after shooting.
+
|-
|-align="left"  
+
|style="background:#000000;"|<font color="white">'''Worldliness'''</font> || vs || style="background:#006400;"|<font color="white">'''Optimism'''</font>
|Unveiling Shot || Standard || Strike || Ranged attack; if you hit, ''dispel'' any illusion effects on the target.
+
|-
 +
|style="background:#000000;"|<font color="white">'''Indifference'''</font> || vs || style="background:#006400;"|<font color="white">'''Empathy'''</font>
 
|}
 
|}
  
&nbsp;
+
What is alignment? In traditional D&D, this question - and all those that come after - has been the source of no end of arguments and debates. Over the years, while many can agree on what "good" and "evil" mean, the concepts of "law" and "chaos" are significantly more nebulous. Not to mention that this divides everyone in the world into two opposed camps, with those who refuse to commit often being held in disdain by those on both sides.
  
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
This approach is not conducive to trying to model what should be a living world. A more nuanced approach is required. Where D&D has two axes, each with two positions and a "neutral" third, Trinity once used a wheel of five "alignments," opposed to and allied with each other in various ways. However, upon further reflection, this single axis - though more varied than that of D&D - is also not sufficient to model peoples' approaches to life, and so the initial axis - now called the moral axis - has been trimmed down, and a second axis - the ethical axis - added.
! colspan="4;" style="background:#636F57;" align="left"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">5th-Level Archer Maneuvers</font></div>
+
|-
+
! width="16%" align="left"|Maneuver Name
+
! width="12%" align="left"|Action
+
! width="10%" align="left"|Type
+
! width="62%" align="left"|Effect
+
|-style="background:white;" align="left"
+
|Blinding Shot || Standard || Strike || Ranged attack deals +4d6 damage, can ''blind'' target.
+
|-align="left" style="background:#B1B7AB;"
+
|Felling Volley || Full || Strike || Make a full attack; target gains status effects dependant on how many attacks hit.
+
|-align="left"  
+
|Focused Shot || Standard || Strike || Ranged attack deals +5d6 damage, can pin target.
+
|-align="left" style="background:#B1B7AB;"
+
|Golem Smasher || Swift || Boost || Your next ranged attack ignores DR, Hardness, and protect.
+
|-align="left"
+
|Horizon Seeker || Standard || Strike || Ranged attack deals +4d6 damage, ignores penalties for range.
+
|-align="left" style="background:#B1B7AB;"
+
|Interception || Standard || Strike || Intercept a ranged attack.
+
|-align="left"
+
|Point Blank Opportunist || Reaction || Strike || Make a ranged attack against a creature within 30 feet who has just been struck by an ally.
+
|-align="left" style="background:#B1B7AB;"
+
|Quick Nock || Swift || Boost || Make two ranged attacks, one at your highest attack bonus, the second at -5.
+
|}
+
  
&nbsp;
+
Much as with D&D, these two axes are independent of each other. One could just as easily encounter a morally WU, ethically Y person as a morally RG, ethically Y person; likewise, one could encounter a morally UB, ethically O person as easily as a morally UB, ethically K person. It is up to a player to explain how or why their individual character believes what they believe; that said, races have a tendency to encourage particular morals, while cultures trend towards impressing their ethics onto their occupants.
  
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
: '''''Example:''' Trolls almost universally encourage their young to work with the tribe, to trust their gut, and to get results at any cost: these are troll morals, and many consider them part of what it means to be a troll, resulting in most trolls having a GB morality. By contrast, the Golgari tribe may encourage imagination and trying new ways of doing things, allowing outsiders to travel through their lands without fear of reprisal, with PK ethics; while the Drakkari tribe may reward those who are steadfast in their beliefs and focus on the problems of the now, with OE ethics.
! colspan="4;" style="background:#636F57;" align="left"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">6th-Level Archer Maneuvers</font></div>
+
|-
+
! width="16%" align="left"|Maneuver Name
+
! width="12%" align="left"|Action
+
! width="10%" align="left"|Type
+
! width="62%" align="left"|Effect
+
|-style="background:white;" align="left"
+
|Arrow Onslaught, Greater || Full || Strike || Ranged attack becomes 60-foot cone, at -4 penalty.
+
|-align="left" style="background:#B1B7AB;"
+
|Covering Fire || Swift || Boost || Designate a 20-foot radius area; make ranged attacks against creatures that enter as a reaction.
+
|-align="left"
+
|Hunter's Mark || Swift || Boost || All ranged attacks threaten a critical if they hit for one round.
+
|-align="left" style="background:#B1B7AB;"
+
|Mind-Clearing Shot || Standard || Strike || Ranged attack deals no damage, but can remove mental status ailments.v
+
|-align="left"
+
|Reaving Arrows || Swift || Boost || All your ranged attacks deal +3d6 damage for one round.
+
|-align="left" style="background:#B1B7AB;"
+
|Shot of Reversal || Standard || Strike || Ranged attack deals +5d6 damage, target may be staggered.
+
|-align="left"
+
|Sublime Marksmanship || Swift || Stance || Your ranged attacks ignore all concealment and cover less than total.
+
|}
+
  
 
&nbsp;
 
&nbsp;
  
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
{| class="collapsible" width="40%" align="right" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
! colspan="4;" style="background:#636F57;" align="left"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">7th-Level Archer Maneuvers</font></div>
+
! colspan="3;" style="background:#555555;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Table V-2: Ethical Virtues</font></div>
 
|-
 
|-
! width="16%" align="left"|Maneuver Name
+
|width="45%"|'''Virtue'''
! width="12%" align="left"|Action
+
|width="10%"|&nbsp;
! width="10%" align="left"|Type
+
|width="45%"|'''Virtue'''
! width="62%" align="left"|Effect
+
|-
|-style="background:white;" align="left"  
+
| style="background:#FFEC8B;"|'''Practicality''' || vs || style="background:#FFC1C1;"|<font color="black">'''Kindness'''</font>
|Arresting Shot || Reaction || Counter || Make an attack against a creature that moves within 30 feet of you and stop their movement.
+
|-
|-align="left" style="background:#B1B7AB;"  
+
| style="background:#FFEC8B;"|'''Ambition''' || vs || style="background:#FFC1C1;"|<font color="black">'''Compassion'''</font>
|Called Shot, Supreme || Standard || Strike || '''Spot Check -''' Ranged attack deals +8d6 damage, can stun target.
+
|-
|-align="left"  
+
| style="background:#FFEC8B;"|'''Individualism''' || vs || style="background:#A68064;"|<font color="white">'''Collectivism'''</font>
|Deadeye || Swift || Boost || Your next ranged attack deals maximum damage.
+
|-
|-align="left" style="background:#B1B7AB;"  
+
| style="background:#FFEC8B;"|'''Adaptability''' || vs || style="background:#A68064;"|<font color="white">'''Pragmatism'''</font>
|Eagle's Eye || Swift || Boost || '''Spot Check -''' Ranged attacks against your ''quarry'' are resolved against their touch AC for one round.
+
|-
|-align="left"  
+
|style="background:#9B30FF;"|<font color="white">'''Idealism'''</font> || vs || style="background:#A68064;"|<font color="white">'''Realism'''</font>
|Furious Pull || Swift || Boost || Take a penalty to ranged attack rolls, add double that as bonus to ranged damage.
+
|-
|-align="left" style="background:#B1B7AB;"  
+
|style="background:#9B30FF;"|<font color="white">'''Liberalism'''</font> || vs || style="background:#A68064;"|<font color="white">'''Tradition'''</font>
|Gigas Shot || Standard || Strike || Ranged attack deals +6d6 damage, ignores DR, Hardness, and ''protect''.
+
|-
|-align="left"  
+
|style="background:#9B30FF;"|<font color="white">'''Flexibility'''</font> || vs || style="background:#FFA500;"|<font color="black">'''Adamancy'''</font>
|Heartseeker || Standard || Strike || '''Spot Check -''' Ranged attack ignores range penalties, cover, concealment, deals +15d6 to flat-footed enemy.
+
|-
|-align="left" style="background:#B1B7AB;"  
+
|style="background:#9B30FF;"|<font color="white">'''Imaginative'''</font> || vs || style="background:#FFA500;"|<font color="black">'''Consistency'''</font>
|Seeking Arrows || Swift || Boost || Gain a +10 insight bonus on all ranged attacks for one round.
+
|-
 +
|style="background:#FFC1C1;"|<font color="black">'''Mercy'''</font> || vs || style="background:#FFA500;"|<font color="black">'''Tenacity'''</font>
 +
|-
 +
|style="background:#FFC1C1;"|<font color="black">'''Sensitivity'''</font> || vs || style="background:#FFA500;"|<font color="black">'''Relentless'''</font>
 
|}
 
|}
  
&nbsp;
+
Naturally, some combinations are trickier to justify than others (and may even result in somewhat inconsistent beliefs and actions: after all, real people often rarely manage to always act in accordance with what they think they believe), but they are all valid.
  
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
In addition to the colors, an individual can have insufficiently strong beliefs that they do not claim to participate in any color. Rather than "neutral," these individuals are "unaligned:" individuals who either have not put much thought into how they behave, or that have actively decided to forego determining how they want to live their lives. Some such individuals profess a "neutral" stance, that balance in all things is best and that claiming that one action is right while another is wrong is not conducive to life in a world with so many varied peoples and cultures.
! colspan="4;" style="background:#636F57;" align="left"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">8th-Level Archer Maneuvers</font></div>
+
|-
+
! width="16%" align="left"|Maneuver Name
+
! width="12%" align="left"|Action
+
! width="10%" align="left"|Type
+
! width="62%" align="left"|Effect
+
|-style="background:white;" align="left"
+
|Aurora Break || Swift || Boost || All your ranged attacks deal +5d6 damage for one round.
+
|-align="left" style="background:#B1B7AB;"
+
|Confusion Shot || Standard || Strike || Ranged attack deals +10d6 damage, can ''confuse'' target.
+
|-align="left"
+
|Hail of Arrows, Greater || Full || Strike || Ranged attack hits all creatures in 20-foot radius burst, at -4 penalty; attacks deal double damage.
+
|-align="left" style="background:#B1B7AB;"  
+
|Lightning Nock || Swift || Boost || Make three ranged attacks: one at your highest attack bonus, the second at -5, the third at -10.
+
|-align="left"  
+
|Paralyzing Shot || Standard || Strike || Ranged attack deals +10d6 damage, can ''paralyze'' target.
+
|-align="left" style="background:#B1B7AB;"
+
|Storm of Arrows || Full || Strike || Make a number of ranged attacks equal to your initiator modifier, all at your highest attack bonus.
+
|-align="left"
+
|Transcendant Gaze || Swift || Boost || Gain ''true seeing'' for one round.
+
|}
+
  
&nbsp;
+
Combining colors for a given axis is sensible, and many people fall into at least two colors. Three colors is somewhat more rare, but is generally a "core" moral framework supported by virtues of its allied colors (for instance, a primarily U morality could also include W and B elements, leading to a three-color morality in support of U). Four-color moralities are all but unheard of, and five-color moralities are almost literally impossible. The same is true of ethics.
  
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
We'll now talk about the colors.
! colspan="4;" style="background:#636F57;" align="left"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">9th-Level Archer Maneuvers</font></div>
+
 
|-
+
==Morality==
! width="16%" align="left"|Maneuver Name
+
This section discusses the moral colors, and their relationships.
! width="12%" align="left"|Action
+
 
! width="10%" align="left"|Type
+
===Moral Colors===
! width="62%" align="left"|Effect
+
This section describes the moral colors in more detail.
|-style="background:white;" align="left"
+
 
|All Creation || Full || Strike || Make two full attack actions; all attacks must be with a ranged weapon; attacks deal +2d6 damage.
+
====White (W)====
|-align="left" style="background:#B1B7AB;"
+
White is the color of law, order, duty, and loyalty. White is also the color of tyranny, of oppression, of dictatorship; White seeks to impose its own moral framework on the universe, which can be good or evil, depending.
|Doom Arrow || Standard || Strike || '''Spot Check -''' Ranged attack deals +100 damage, can inflict ''doom''.
+
 
|-align="left"
+
White’s allied colors are Green and Blue.  White gets along with Green because of its nurturing nature and emphasis on another kind of order (the natural kind) while Blue’s orderly thought processes attract it to a long-standing alliance.  White rejects Red’s chaos and impulsivity, as well as Black’s individualism and idealization of the self.
|Eagle Eye || Swift || Boost || All of your ranged attacks automatically hit targets that you can see for one round.
+
 
|-align="left" style="background:#B1B7AB;"  
+
At its best, White is selfless, inclusive, loyal, and hopeful, the color of healing and structure. At its worst, White is judgmental, oppressive, and constricting, the color of blind obedience.
|[[Martial:_Maneuvers_F-K#Fight in the Shade|Fight in the Shade]] || Full || Strike || Ranged attack hits all creatures in 20-foot radius burst; attack deals +60 damage.
+
 
|-align="left"  
+
====Blue (U)====
|Impossible Shot || Standard || Strike || Make a ranged attack against a target you cannot hit.
+
Blue is the color of intellect, of science and experimentation, of the mind, of pure thought. Blue seeks above all other things to understand, and through that understanding glimpse the true nature of things. 
|}
+
 
 +
Blue’s allied colors are White and Black.  Blue gets along well with White’s devotion to reasonable and orderly conduct, and Black’s devotion to control over oneself and influence over one’s surrounding personalities.  Blue rejects Red’s chaos and passion, and Green’s refusal to alter the natural order of things when improvements should be obvious.
 +
 
 +
At its best, Blue is inquisitive, curious, and celebratory of the glory of knowledge; at its worst, Blue is withdrawn, misanthropic, and detached from emotion.
 +
 
 +
====Black (B)====
 +
Black is about the self. Self-empowerment, self-actualization; Black is the color of individualism and self-determination, and actively rejects others’ restrictions on its own potential.
 +
 
 +
Black’s allied colors are Blue and Red.  Black gets along well with Blue’s rationality and pragmatism, and with Red’s passion and joy in life, but rejects White’s imposed order and Green’s sublimation to a different kind of order - the natural.
 +
 
 +
At its best, Black is ambitious and unashamed. At its worst, Black is enslaving and devouring.
 +
 
 +
====Red (R)====
 +
Red is about passion and chaos. Red is the spirit of the flame, those who burn hot, and quick, who throw themselves into everything they do with wild abandon. 
 +
 
 +
Red’s allied colors are Green and Black.  Red gets along well with Black’s emphasis on freedom and with Green’s devotion to the natural flow of life, and rejects White and Blue’s impositions of order upon its wonderful, wild existence.
 +
 
 +
At its best, Red is a celebration of life and love, of the senses, of everything positive in life; at its worst, Red is heedlessly or gleefully destructive, caring only about the joy of the moment with no regard for others or even the self.
 +
 
 +
====Green (G)====
 +
Green is on the surface about peace and harmony, and underneath that, about the natural order of things. Green is a believer in life’s beauty; Green is about the birdsong, the earth between your toes, living in harmony with those around you, but it is not often tolerant of those who differ from its own value set. 
 +
 
 +
Green’s allied colors are White and Red.  Green gets along well with Red’s devotion to what comes naturally, and with White’s devotion to peace and order; Green rejects Blue’s cold rationality and Black’s devotion to personal greatness over common harmony.
 +
 
 +
At its best, Green is healing, nurturing, and harmonious; at its worst, Green is stagnant and xenophobic, tearing down anything that alters what it regards as natural and beautiful.
 +
 
 +
===Moral Conflicts===
 +
This section gives some examples of the conflicts between the moral colors.
 +
 
 +
====White vs. Black====
 +
: '''Morality vs. Amorality:''' White believes in the existence of a set of moral rules; black doesn’t. In white’s eyes, that makes black evil. In black’s eyes, that makes white foolish. White believes that it is its moral responsibility to destroy black. Black believes it is its responsibility to destroy anyone who wants them destroyed (or anyone who gets in their way).
 +
 
 +
: '''Light vs. Dark:''' White is open, honest, and straightforward. White likes having its rules displayed for all to see (and, of course, to follow). Black likes secrecy. Black has agendas. White enjoys the light of day; black enjoys the dark of night. White will use the light to illuminate the evil of black; black will use the dark to corrupt the naïveté of white.
 +
 
 +
: '''The Good of the Group vs. the Good of the Individual:''' White values the group; black values the individual. White’s rules (what it calls laws) put the importance of the group over the importance of the individual; black cares only about itself. White will try to impose its laws on black to protect the innocent. Black will defy those laws to protect the rights of the individual – in other words, itself.
 +
 
 +
====White vs. Red====
 +
: '''Order vs. Chaos:''' White believes in the importance of rules. Red hates rules – red just wants to be free. White wants things neat and orderly; red likes things messy and chaotic. White believes that red needs to be reigned in to avoid anarchy, but red believes white needs to be abolished to avoid fascism.
 +
 
 +
: '''Defense vs. Offense:''' White thinks the best offense is a good defense. Red doesn’t think that much; red just likes smashing things. White feels a need to protect. Red feels a need to destroy. Obviously, these two agendas clash.
 +
 
 +
: '''Strategy vs. Spontaneity:''' White believes that rules always help. Red doesn’t feel a need to think that far ahead… That’s what impulses are for.
 +
 
 +
====Blue vs. Red====
 +
: '''Intellect vs. Emotion:''' Blue embraces intellect, but red embraces emotion. Blue believes that the key to victory is knowledge. Red believes the key to victory is passion. Blue thinks before it acts; red just acts.
 +
 
 +
: '''Thought vs. Action:''' Blue is about the coolness that comes with the distance of thought; red is about the heat that accompanies the fury of action. Blue plots. Red acts. Blue plans. Red smashes. Blue anticipates. Red destroys.
 +
 
 +
: '''Caution vs. Impulsiveness:''' Blue believes that mistakes come from rushing. Red believes that mistakes come from not listening to your gut. Blue sits and studies; red charges and kills. Blue thinks red is dangerous and must be controlled, whereas red thinks blue is threatening and must be destroyed.
 +
 
 +
====Blue vs. Green====
 +
: '''Nature vs. Nurture:''' Green believes that an individual is born with all his important qualities; blue believes that an individual is a blank slate that can be shaped and formed. Green strives to find the hidden potential inside each living thing: Strength comes from within. Blue believes that potential is created: Any living thing can be trained or taught or changed to become whatever blue wants it to be.
 +
 
 +
: '''Natural Growth vs. Artificial Growth:''' Green respects nature and natural growth, while blue respects progress and artificial growth. Green looks at the natural world and sees the essence of life. Blue looks around and sees a series of natural resources ripe for use in its latest experiment. Green wants to protect nature killing anything that threatens it; blue, wanting to further advancement, is nature’s greatest enemy.
 +
 
 +
: '''Reality vs. Illusion:''' Green believes in what is; blue believes in what could be. Green’s strength lies in its ability to recognize the value in all living things. Blue’s strength rests in its ability to understand perception. Green threatens you with what you know, while blue threatens you with what you don’t.
 +
 
 +
====Green vs. Black====
 +
: '''Organic vs. Intervention:''' Green is about the natural way. Black is about its way. Green believes that everyone should step back and just let nature do its thing, whereas black believes that it needs to step in and make sure things happen the way it wants.
 +
 
 +
: '''Growth vs. Decay:''' Green wants things to realize their potential, and it believes that only through growth will the world’s potential be reached. Black, however, believes that life is a zero-sum game, and that for every winner, there is a loser; in such a world, it seeks to put down others so that it might advance.
 +
 
 +
: '''Symbiosis vs. Parasitism:''' Green wants things to live together in harmony. Black wants things to bow at its feet and do what it tells them. Green believes in the interconnection of all living things, and from that interconnection comes strength. Black, meanwhile, sees others as yet another tool it can use to gain the power its craves.
 +
 
 +
==Ethics==
 +
Ethical colors.
 +
 
 +
===Yellow (Y)===
 +
Yellow is the opportunist. Yellow is fueled by a never ending perseverance. Yellow's goal is to make the best for itself, and it will do anything to make sure it does.
 +
 
 +
Yellow's allies are Purple and Orange. Yellow is a combination of Purple's drive and Orange's resolve. Yellow will do whatever it must, but it will also be reasonable. Like Purple, it will never quit. But like Orange, it realizes its limitations. Yellow's enemies are Brown and Pink. In Brown, Yellow sees a color that will never do anything for itself. In Pink, Yellow sees a color distracted by the needs of those around it.
 +
 
 +
At its best, Yellow is vivacious, dynamic and goal-oriented. At is worst, Yellow is petulant, aggressive and short-sighted.
 +
 
 +
===Purple (P)===
 +
Purple is the dreamer. Purple is fueled by its imagination and its will power. Purple makes up its own rules as its goes along, never taking no for an answer. Nothing is impossible for Purple.
 +
 
 +
Purple's allies are Yellow and Pink. In Yellow, Purple sees the same determination and drive. In Pink, Purple sees understanding and support. Purple's enemies are Orange and Brown. In Orange, Purple sees no sense of imagination or creativity. In Brown, Purple sees "the man" who will keep it from its goals.
 +
 
 +
At its best, Purple is imaginative, free-spirited, and perceptive. At its worst, Purple is naive, capricious, and fragile.
 +
 
 +
===Pink (K)===
 +
Pink is the lover. Pink is focused on making the best life possible for its friends and family. Pink wishes it lived in a world with no conflict at all.
 +
 
 +
Pink's allies are Purple and Brown. Purple is an idealist that will fight with Pink to make it's dreams come true. Brown realizes the importance of the group. Pink's enemies are Yellow and Orange. Yellow only looks out for itself, and does not create any kind of relationships. Orange wants to keep things they way they are, and wants conflict to remain as it is part of the natural order.
 +
 
 +
At its best, Pink is caring, social, and nurturing. At its worst, Pink is impractical, inactive, and cowardly.
 +
 
 +
===Brown (N)===
 +
Brown is the collectivist. Brown's entire philosophy revolves around the group. Everything Brown does is focused solely on the good of everyone.
 +
 
 +
Brown's allies are Orange and Pink. In Orange, Brown sees a color that will acknowledge the group as being more important. In Pink, Brown sees a color willing to help all of those who need it. Brown's enemies are Purple and Yellow. Both of these colors are driven off of personal wants or gains, which is in direct opposition to Brown's philosophy: in Purple, it sees a color who is willful and headstrong, putting the ideas of one above the many; in Yellow, it sees a color willing to sacrifice anything for personal gain, putting the goals of one above the many.
 +
 
 +
At its best, Brown is communal, efficient, and patient. At its worst, Brown is dogmatic, far-sighted, and lethargic.
 +
 
 +
===Orange (O)===
 +
Orange is the realist. Orange accepts the limitations of its world, and uses them to its advantage. Orange does not want to change or accomplish anything, but rather embrace that which has been given. Orange is small-minded, but strong.
 +
 
 +
Orange's allies are Yellow and Brown. To Orange, Yellow shows an understanding of the "natural" way. To Orange, Brown shows the successes of a system built within the world. Orange's enemies are Purple and Pink. Purple is a mad man who wishes to meddle in the natural way. Pink, on the other hand, is a "hippie" that must accept reality instead of trying to help everyone.
 +
 
 +
At its best, Orange is savage, unrelenting, and wise. At itss worst, Orange is conservative, ignorant and stagnant.
  
 
&nbsp;
 
&nbsp;
  
=Feats=
+
-----
The following are a selection of feats that are relevant to archers.
+
  
 
&nbsp;
 
&nbsp;
  
<div id="Enthusiastic_Toxophilite">
+
<div id="Forgetfulness">
 
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
! style="background:#CD950C;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">ENTHUSIASTIC TOXOPHILITE [General]</font></div>
+
! style="background:#E49C6F;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">FORGETFULNESS</font></div>
 
|-style="background:white;" align="left"  
 
|-style="background:white;" align="left"  
|You have great enthusiasm for the art of archery.
+
|
 +
{| class="collapsible" width="98%" align="center" style="border:1px solid silver; text-align:center; clear:both; font-size:90%; font-family:verdana;"
 +
! colspan="9;" style="background:#F2CEB7;" align="center"|<div style="margin-left:0px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">Force Association</font></div>
 +
|-
 +
|width="11%" style="background:#CD0000;"|<font color="white">'''Magic'''</font>
 +
|width="11%" style="background:#7D26CD;"|<font color="white">'''Psionics'''</font>
 +
|width="11%" style="background:#CDCDCD;"|'''Technology'''
 +
|width="11%" style="border:1px solid silver;"|'''Divine'''
 +
|width="11%" style="background:#000000;"|<font color="white">'''Void'''</font>
 +
|width="11%" style="background:#228B22;" |<font color="white">'''Nature'''</font>
 +
|width="11%" style="background:#F0E68C;"|'''Time'''
 +
|width="11%" style="background:#733D1A;"|<font color="white">'''Chaos'''</font>
 +
|width="11%" style="background:#007FFF;"|<font color="white">'''Blue'''</font>
 +
|-
 +
|Wizardry || Clairvoyance || Electrical || ??? || ??? || Shadow || Null || ??? || ???
 +
|}
 +
|- align="left"
 +
|'''Ritual'''
 +
|- align="left"
 +
|'''Lore DC:''' 16
 +
|- align="left"
 +
|'''Activation Time:''' Standard
 +
|- align="left"
 +
|'''Range:''' Close (30 feet)
 +
|- align="left"
 +
|'''Target:''' One creature
 +
|- align="left"
 +
|'''Duration:''' Instantaneous
 +
|- align="left"
 +
|'''Defense:''' Will
 +
|- align="left"
 +
|'''Force Resistance:''' Yes
 
|-align="left"  
 
|-align="left"  
|'''Prerequisites:''' Toxophilite class feature.
+
|The target of this ritual loses memory of the events of at least the last round (six seconds), and up to the last five minutes, plus an additional five minutes for every five character levels you have; when you use this ability, you decide how much time you want the target to forget. The target has no recollection of anything that has occurred over that time frame; their memory of that time is utterly and irrevocably destroyed, and cannot be retrieved in any way.
 
|-align="left"  
 
|-align="left"  
|'''Benefit:''' You gain one Toxophilite ability. You must meet the ability's prerequisites.
+
|If you fail to make the Lore check to use this ritual, or fail to overcome the target's Will, you cannot use this ritual on that target again for one hour.
 
|}
 
|}
 
</div>
 
</div>
 
&nbsp;
 
 
=Design Notes=
 
Despite being a ranged class - which would typically necessitate that they do less damage - the fact that archers have to spend time aiming means that they can't bring all their abilities to the fore all the time. As such archer maneuver damage output is comparable to that of an einhander; the result is that the archer will match the einhander in either (1) super-ideal conditions, and (2) every couple rounds.
 
 
[[category:Base Classes]]
 
[[category:Martial]]
 

Latest revision as of 14:07, 24 July 2017

Significant Departures from d20

Although the system we are using - referred to as "t20" - is derived from the d20 System, the similarities between the two are, at this point, only in passing. One of the most significant changes is that we have eliminated free multiclassing: that is, you cannot freely take levels in new classes as you gain levels. This does not mean that you are expected to rigidly adhere to a single class (because as a character grows, it is always possible that they will branch out and try new things) - but it does mean that changing takes time and is an involved process.

There are several paths to take for determining your character's class advancement, which are outlined below.

  • The Hero Class: The Hero class is designed specifically for players new to TTRPGs, and has much simpler mechanics and stronger themes that help players new to Trinity learn both the system and the foibles of the setting. That said, while simpler, it is incredibly diverse, and players using it can mix-and-match abilities that effectively come from every other class.
  • Single Class: The standard approach to character creation, you simply pick your class and stick with it for the whole of the character's life. While this may sound restrictive, keep in mind that every class represents only a broad archetype, and each class offers many choices to be made to allow you to differentiate yourself from others.
  • The Adventurer Class: The Adventurer class is our replacement for multiclassing - while it is a class in and of itself, you select two or three other classes, then progress through them at an increased rate. This increased rate of progression is due to class levels increasing in value quadratically, rather than linearly: the 20th level in a class is simply more valuable than its 10th. As such, adventurers who choose two classes gain effectively 13 levels in both classes, which those that choose three gain effectively 9 levels in each.
  • Job Feats: Job feats are a collection of feats that act effectively as a "half-level" of a class; for instance, the Sorcerer feat gives you roughly half the resources that a level in Mage gives a character. Once you have a Job feat, you can take other feats meant for that character type - for instance, if you have Sorcerer, you can take feats that improve your spell access, your mana pool, and can take Metamagic feats. You can only have one Job feat at a time; unlike Adventurer, which keeps all of your choices mostly even, this path fits better for a "primary/secondary" setup, or for a concept that dabbles in something else.

Martial Class Design

That's right, these new ideas are so important they go to the top of the page.

What I'm talking about here is finalizing how martial classes work. Some of the classes have not been well-defined in the past, and others still need a bit of work to fit into my design paradigm. But I think I've finally got the basics. Don't worry if these words don't make sense to you - they make sense to me.

arc	[A] (tim) take action - get aim (some)
brk	[P] (cha) multiple triggers (take damage, deal damage, ???), no maneuvers until triggered
def	[C] (psi) make armor or shield check - gain armor (maneuvers can be used w/o spending armor, but less awesome)
ein	[P] (tec) bad rolls lose maneuver until long rest (pull a muscle, cramps, etc)
flc	[C] (voi) use maneuver - make focus check - if bad roll, gain penalties (get out of rhythm with partner, etc)
kar	[P] (mag) AoOs, automatic refresh (resonance: can use another maneuver off same trigger action, call it "flow")
lnc	[A] (nat) take action - get momentum (all) - lose over time (better: two types of momentum, push and pull)
unf	[A] (blu) take action - make "openings" - can use maneuvers of that opening value or lower, once used locked until make openings again
wld	[C] (div) make strat check - gain gambits - spend gambits on maneuvers
adepts - not allowed classes

mag - brk, flc, kar
psi - arc, flc, wld
tec - brk, def, kar

div - arc, kar, unf
nat - ein, lnc, wld
voi - brk, def, flc

tim - arc, unf, wld
cha - def, ein, lnc
blu - ein, lnc, unf

Older Stuff

Words about things!

Trinity Things
Trinity Words About Them
Reality Sometimes things just aren't in your favor (mages have random MP, psionicists must make checks, engineers have TDM)
Philosophy Higher powers are fickle (priests have alignment, shamans have WoF access, voidchildren have taint)
Information Messing with fundamentals, sometimes things go wrong (epochents have ???, anarchs have ability mutations, akashics have recharge timers)
Break Things can only be broken so far; there are hard limits (mages have MP, priests have absolute limit, epochents have quanta limits)
Loopholes You can push things to the breaking point (psionicists have PP, anarchs have anarchy, voidchildren have debt)
Follow More you put in, the more you get out (engineers have ingenuity, shamans have stress, akashics have memory)

 

Trinity: Echoes

Haha, of course we're working on other stuff.

Skills... skills. It always comes back to skills. The d20 skill system is a mess; in Trinity, we've compounded the problem by adding a ton of skills, which further bloats the game and makes individual skill points generally worthless, with the exception of a few skills (Tumble, anybody?).

We're going to fix this. Not by going more specific - nope, by going more generic, and by changing the definition of how skills are used.

Inspiration taken from here (specifically this) and here, because who doesn't love the Alexandrian? And also here, because apparently the Tomes are ridiculously awesome. Also look at this and this. This pdf is also pretty solid.

Overview

SKILL GRADES
Grade Skill Die? Level Req?
Untrained d2 1
Novice d4 1
Journeyman d6 3
Expert d8 6
Artisan d10 9
Master 2d6 12
Grandmaster 2d8 15
Illustrious 2d10 18

Okay, so: skill grades. You have some picks at character creation, whatever, get some skill groups at different grades.

Okay.

Every now and then (how to determine?) you get to upgrade a thingy, so that you feel less small in the pants.

Question - how much can you suck?

Assume rogue seconding Int and a mage. Rogue has +3 Int, Mage has +4.

Rogue is untrained at X skill, Mage is novice.

Rogue - d2+3 [4/4/5]

Mage - d4+4 [5/6/8]

Now let's do same, 1st level mage (Int +4, Novice), 20th level mage (Int +8, Grandmaster)

Lil Mage - d4+4 [5/6/8]

Big Mage - d12+8 [9/14/20]

Okay so in general it will be most unlikely that two members of the same class trained in the same thing will make the higher level guy feel small in the pants.

Let's do the skill point thing.

Lil Mage - d4+4+1 [6/7/9]

Big Mage - d12+8+20 [29/34/40]

Hmm... that could be workable... brings the low-end skills down in DC... hrm.

How do you pick a lock?

Picking a Lock

Troi is an 8th-level learner with the Criminal knack, at Expert, with a Dex +4. So his open lock "damage" is d8+4 [5/8/12] or d8+4+8 [13/16/20].

However, in order to "deal damage" to the lock, he has to "hit" it. This is a skill check... d20 + 4 + 8, so take 10 of 22 [9/21/32].

The lock is a level 10 lock. So it has an AC of... 20, let's say (10 + 1/2 level). According to d20, opening a lock is a full-round action; so it should probably have somewhere in the range of ... well, crap. What do we expect at this point?

A level 10 d20 rogue would probably have... let's see, d20 + 13 + 5, +2 for tools, so a take 10 of 30. So your average 10th level rogue could easily just handle a "good lock" in a round, but pretty much nobody else could at that level. Which means...

Lock has AC. Lock has HP. We're only messing with one-half of this equation.

How do you improve your "skill attack"?

Let's go sim for a minute.

Outside of combat, in a non-threatening situation (ie, no penalty for failure), the DC is irrelevant. If you're looking at a level 30 lock with 250 hp, and you have a d2+2 open lock, you can keep picking at it. Eventually, you'll get it open. Why? Because that's how learning works. We represent that in this game by giving you XP for "killing" a skill challenge. You get xp, you gain levels, you get better at stuff. Yes, picking locks can make you better at killing shit, just like killing shit can make you better at picking locks.

Skill points are attack bonus. Think they have to be. So you put skill points into knacks; that makes your to-hit better. No, that is wrong. You are working to reduce granularity and bookkeeping; spending skill points in this kind of fashion means that you have it back, and brings back class disparity. You don't want class disparity in skills.

How do you make your damage better?

Crap, Other Thoughts

Okay, so you gain your level as a bonus to all skill damage.

To prevent mages from suddenly being able to pick locks simply by virtue of being stupidly high level, the bonus is capped by the die you use. So if you have only a d2, you only get d2+2, even if you're 200th level.

 

Character Advancement and Level-Dependent Bonuses
  Skills  
Level XP Total Skill Points Max Aptitude Feats Ability Score Attunement Attunement Bonus Wealth
1 --- 1 Novice 1st     --- By class
2 1,300 2       1st +1 1,000 gp
3 3,300 3 Journeyman 2nd     +1 3,000 gp
4 6,000 4     1st 2nd +2 6,000 gp
5 10,000 5   3rd     +2 10,500 gp
6 15,000 6 Expert     3rd +2 16,000 gp
7 23,000 7   4th     +3 23,500 gp
8 34,000 8     2nd 4th +3 33,000 gp
9 50,000 9 Artisan 5th     +3 46,000 gp
10 71,000 10       5th +4 62,000 gp
11 105,000 11   6th     +4 82,000 gp
12 145,000 12 Master   3rd 6th +4 108,000 gp
13 210,000 13   7th     +5 140,000 gp
14 295,000 14       7th +5 185,000 gp
15 425,000 15 Grandmaster 8th     +5 240,000 gp
16 600,000 16     4th 8th +6 315,000 gp
17 850,000 17   9th     +6 410,000 gp
18 1,200,000 18 Illustrious     9th +6 530,000 gp
19 1,700,000 19   10th     +7 685,000 gp
20 2,400,000 20     5th   +8 880,000 gp

 

Force Skills

Yay!

  • M - Arcana
  • P - Psionics
  • T - Science
  • D - Theology
  • V - Nihilism
  • N - Geomancy
  • I - Futurity
  • C - Entropy
  • B - Informatics

 


 

Trinity Alignment: Philosophy

Table V-1: Moral Virtues
Virtue   Virtue
Integrity vs Guile
Altruism vs Selfishness
Conformity vs Liberty
Responsibility vs Freedom
Objectivity vs Emotion
Caution vs Impulse
Reason vs Instinct
Manipulation vs Honesty
Worldliness vs Optimism
Indifference vs Empathy

What is alignment? In traditional D&D, this question - and all those that come after - has been the source of no end of arguments and debates. Over the years, while many can agree on what "good" and "evil" mean, the concepts of "law" and "chaos" are significantly more nebulous. Not to mention that this divides everyone in the world into two opposed camps, with those who refuse to commit often being held in disdain by those on both sides.

This approach is not conducive to trying to model what should be a living world. A more nuanced approach is required. Where D&D has two axes, each with two positions and a "neutral" third, Trinity once used a wheel of five "alignments," opposed to and allied with each other in various ways. However, upon further reflection, this single axis - though more varied than that of D&D - is also not sufficient to model peoples' approaches to life, and so the initial axis - now called the moral axis - has been trimmed down, and a second axis - the ethical axis - added.

Much as with D&D, these two axes are independent of each other. One could just as easily encounter a morally WU, ethically Y person as a morally RG, ethically Y person; likewise, one could encounter a morally UB, ethically O person as easily as a morally UB, ethically K person. It is up to a player to explain how or why their individual character believes what they believe; that said, races have a tendency to encourage particular morals, while cultures trend towards impressing their ethics onto their occupants.

Example: Trolls almost universally encourage their young to work with the tribe, to trust their gut, and to get results at any cost: these are troll morals, and many consider them part of what it means to be a troll, resulting in most trolls having a GB morality. By contrast, the Golgari tribe may encourage imagination and trying new ways of doing things, allowing outsiders to travel through their lands without fear of reprisal, with PK ethics; while the Drakkari tribe may reward those who are steadfast in their beliefs and focus on the problems of the now, with OE ethics.

 

Table V-2: Ethical Virtues
Virtue   Virtue
Practicality vs Kindness
Ambition vs Compassion
Individualism vs Collectivism
Adaptability vs Pragmatism
Idealism vs Realism
Liberalism vs Tradition
Flexibility vs Adamancy
Imaginative vs Consistency
Mercy vs Tenacity
Sensitivity vs Relentless

Naturally, some combinations are trickier to justify than others (and may even result in somewhat inconsistent beliefs and actions: after all, real people often rarely manage to always act in accordance with what they think they believe), but they are all valid.

In addition to the colors, an individual can have insufficiently strong beliefs that they do not claim to participate in any color. Rather than "neutral," these individuals are "unaligned:" individuals who either have not put much thought into how they behave, or that have actively decided to forego determining how they want to live their lives. Some such individuals profess a "neutral" stance, that balance in all things is best and that claiming that one action is right while another is wrong is not conducive to life in a world with so many varied peoples and cultures.

Combining colors for a given axis is sensible, and many people fall into at least two colors. Three colors is somewhat more rare, but is generally a "core" moral framework supported by virtues of its allied colors (for instance, a primarily U morality could also include W and B elements, leading to a three-color morality in support of U). Four-color moralities are all but unheard of, and five-color moralities are almost literally impossible. The same is true of ethics.

We'll now talk about the colors.

Morality

This section discusses the moral colors, and their relationships.

Moral Colors

This section describes the moral colors in more detail.

White (W)

White is the color of law, order, duty, and loyalty. White is also the color of tyranny, of oppression, of dictatorship; White seeks to impose its own moral framework on the universe, which can be good or evil, depending.

White’s allied colors are Green and Blue. White gets along with Green because of its nurturing nature and emphasis on another kind of order (the natural kind) while Blue’s orderly thought processes attract it to a long-standing alliance. White rejects Red’s chaos and impulsivity, as well as Black’s individualism and idealization of the self.

At its best, White is selfless, inclusive, loyal, and hopeful, the color of healing and structure. At its worst, White is judgmental, oppressive, and constricting, the color of blind obedience.

Blue (U)

Blue is the color of intellect, of science and experimentation, of the mind, of pure thought. Blue seeks above all other things to understand, and through that understanding glimpse the true nature of things.

Blue’s allied colors are White and Black. Blue gets along well with White’s devotion to reasonable and orderly conduct, and Black’s devotion to control over oneself and influence over one’s surrounding personalities. Blue rejects Red’s chaos and passion, and Green’s refusal to alter the natural order of things when improvements should be obvious.

At its best, Blue is inquisitive, curious, and celebratory of the glory of knowledge; at its worst, Blue is withdrawn, misanthropic, and detached from emotion.

Black (B)

Black is about the self. Self-empowerment, self-actualization; Black is the color of individualism and self-determination, and actively rejects others’ restrictions on its own potential.

Black’s allied colors are Blue and Red. Black gets along well with Blue’s rationality and pragmatism, and with Red’s passion and joy in life, but rejects White’s imposed order and Green’s sublimation to a different kind of order - the natural.

At its best, Black is ambitious and unashamed. At its worst, Black is enslaving and devouring.

Red (R)

Red is about passion and chaos. Red is the spirit of the flame, those who burn hot, and quick, who throw themselves into everything they do with wild abandon.

Red’s allied colors are Green and Black. Red gets along well with Black’s emphasis on freedom and with Green’s devotion to the natural flow of life, and rejects White and Blue’s impositions of order upon its wonderful, wild existence.

At its best, Red is a celebration of life and love, of the senses, of everything positive in life; at its worst, Red is heedlessly or gleefully destructive, caring only about the joy of the moment with no regard for others or even the self.

Green (G)

Green is on the surface about peace and harmony, and underneath that, about the natural order of things. Green is a believer in life’s beauty; Green is about the birdsong, the earth between your toes, living in harmony with those around you, but it is not often tolerant of those who differ from its own value set.

Green’s allied colors are White and Red. Green gets along well with Red’s devotion to what comes naturally, and with White’s devotion to peace and order; Green rejects Blue’s cold rationality and Black’s devotion to personal greatness over common harmony.

At its best, Green is healing, nurturing, and harmonious; at its worst, Green is stagnant and xenophobic, tearing down anything that alters what it regards as natural and beautiful.

Moral Conflicts

This section gives some examples of the conflicts between the moral colors.

White vs. Black

Morality vs. Amorality: White believes in the existence of a set of moral rules; black doesn’t. In white’s eyes, that makes black evil. In black’s eyes, that makes white foolish. White believes that it is its moral responsibility to destroy black. Black believes it is its responsibility to destroy anyone who wants them destroyed (or anyone who gets in their way).
Light vs. Dark: White is open, honest, and straightforward. White likes having its rules displayed for all to see (and, of course, to follow). Black likes secrecy. Black has agendas. White enjoys the light of day; black enjoys the dark of night. White will use the light to illuminate the evil of black; black will use the dark to corrupt the naïveté of white.
The Good of the Group vs. the Good of the Individual: White values the group; black values the individual. White’s rules (what it calls laws) put the importance of the group over the importance of the individual; black cares only about itself. White will try to impose its laws on black to protect the innocent. Black will defy those laws to protect the rights of the individual – in other words, itself.

White vs. Red

Order vs. Chaos: White believes in the importance of rules. Red hates rules – red just wants to be free. White wants things neat and orderly; red likes things messy and chaotic. White believes that red needs to be reigned in to avoid anarchy, but red believes white needs to be abolished to avoid fascism.
Defense vs. Offense: White thinks the best offense is a good defense. Red doesn’t think that much; red just likes smashing things. White feels a need to protect. Red feels a need to destroy. Obviously, these two agendas clash.
Strategy vs. Spontaneity: White believes that rules always help. Red doesn’t feel a need to think that far ahead… That’s what impulses are for.

Blue vs. Red

Intellect vs. Emotion: Blue embraces intellect, but red embraces emotion. Blue believes that the key to victory is knowledge. Red believes the key to victory is passion. Blue thinks before it acts; red just acts.
Thought vs. Action: Blue is about the coolness that comes with the distance of thought; red is about the heat that accompanies the fury of action. Blue plots. Red acts. Blue plans. Red smashes. Blue anticipates. Red destroys.
Caution vs. Impulsiveness: Blue believes that mistakes come from rushing. Red believes that mistakes come from not listening to your gut. Blue sits and studies; red charges and kills. Blue thinks red is dangerous and must be controlled, whereas red thinks blue is threatening and must be destroyed.

Blue vs. Green

Nature vs. Nurture: Green believes that an individual is born with all his important qualities; blue believes that an individual is a blank slate that can be shaped and formed. Green strives to find the hidden potential inside each living thing: Strength comes from within. Blue believes that potential is created: Any living thing can be trained or taught or changed to become whatever blue wants it to be.
Natural Growth vs. Artificial Growth: Green respects nature and natural growth, while blue respects progress and artificial growth. Green looks at the natural world and sees the essence of life. Blue looks around and sees a series of natural resources ripe for use in its latest experiment. Green wants to protect nature killing anything that threatens it; blue, wanting to further advancement, is nature’s greatest enemy.
Reality vs. Illusion: Green believes in what is; blue believes in what could be. Green’s strength lies in its ability to recognize the value in all living things. Blue’s strength rests in its ability to understand perception. Green threatens you with what you know, while blue threatens you with what you don’t.

Green vs. Black

Organic vs. Intervention: Green is about the natural way. Black is about its way. Green believes that everyone should step back and just let nature do its thing, whereas black believes that it needs to step in and make sure things happen the way it wants.
Growth vs. Decay: Green wants things to realize their potential, and it believes that only through growth will the world’s potential be reached. Black, however, believes that life is a zero-sum game, and that for every winner, there is a loser; in such a world, it seeks to put down others so that it might advance.
Symbiosis vs. Parasitism: Green wants things to live together in harmony. Black wants things to bow at its feet and do what it tells them. Green believes in the interconnection of all living things, and from that interconnection comes strength. Black, meanwhile, sees others as yet another tool it can use to gain the power its craves.

Ethics

Ethical colors.

Yellow (Y)

Yellow is the opportunist. Yellow is fueled by a never ending perseverance. Yellow's goal is to make the best for itself, and it will do anything to make sure it does.

Yellow's allies are Purple and Orange. Yellow is a combination of Purple's drive and Orange's resolve. Yellow will do whatever it must, but it will also be reasonable. Like Purple, it will never quit. But like Orange, it realizes its limitations. Yellow's enemies are Brown and Pink. In Brown, Yellow sees a color that will never do anything for itself. In Pink, Yellow sees a color distracted by the needs of those around it.

At its best, Yellow is vivacious, dynamic and goal-oriented. At is worst, Yellow is petulant, aggressive and short-sighted.

Purple (P)

Purple is the dreamer. Purple is fueled by its imagination and its will power. Purple makes up its own rules as its goes along, never taking no for an answer. Nothing is impossible for Purple.

Purple's allies are Yellow and Pink. In Yellow, Purple sees the same determination and drive. In Pink, Purple sees understanding and support. Purple's enemies are Orange and Brown. In Orange, Purple sees no sense of imagination or creativity. In Brown, Purple sees "the man" who will keep it from its goals.

At its best, Purple is imaginative, free-spirited, and perceptive. At its worst, Purple is naive, capricious, and fragile.

Pink (K)

Pink is the lover. Pink is focused on making the best life possible for its friends and family. Pink wishes it lived in a world with no conflict at all.

Pink's allies are Purple and Brown. Purple is an idealist that will fight with Pink to make it's dreams come true. Brown realizes the importance of the group. Pink's enemies are Yellow and Orange. Yellow only looks out for itself, and does not create any kind of relationships. Orange wants to keep things they way they are, and wants conflict to remain as it is part of the natural order.

At its best, Pink is caring, social, and nurturing. At its worst, Pink is impractical, inactive, and cowardly.

Brown (N)

Brown is the collectivist. Brown's entire philosophy revolves around the group. Everything Brown does is focused solely on the good of everyone.

Brown's allies are Orange and Pink. In Orange, Brown sees a color that will acknowledge the group as being more important. In Pink, Brown sees a color willing to help all of those who need it. Brown's enemies are Purple and Yellow. Both of these colors are driven off of personal wants or gains, which is in direct opposition to Brown's philosophy: in Purple, it sees a color who is willful and headstrong, putting the ideas of one above the many; in Yellow, it sees a color willing to sacrifice anything for personal gain, putting the goals of one above the many.

At its best, Brown is communal, efficient, and patient. At its worst, Brown is dogmatic, far-sighted, and lethargic.

Orange (O)

Orange is the realist. Orange accepts the limitations of its world, and uses them to its advantage. Orange does not want to change or accomplish anything, but rather embrace that which has been given. Orange is small-minded, but strong.

Orange's allies are Yellow and Brown. To Orange, Yellow shows an understanding of the "natural" way. To Orange, Brown shows the successes of a system built within the world. Orange's enemies are Purple and Pink. Purple is a mad man who wishes to meddle in the natural way. Pink, on the other hand, is a "hippie" that must accept reality instead of trying to help everyone.

At its best, Orange is savage, unrelenting, and wise. At itss worst, Orange is conservative, ignorant and stagnant.

 


 

FORGETFULNESS
Force Association
Magic Psionics Technology Divine Void Nature Time Chaos Blue
Wizardry Clairvoyance Electrical  ???  ??? Shadow Null  ???  ???
Ritual
Lore DC: 16
Activation Time: Standard
Range: Close (30 feet)
Target: One creature
Duration: Instantaneous
Defense: Will
Force Resistance: Yes
The target of this ritual loses memory of the events of at least the last round (six seconds), and up to the last five minutes, plus an additional five minutes for every five character levels you have; when you use this ability, you decide how much time you want the target to forget. The target has no recollection of anything that has occurred over that time frame; their memory of that time is utterly and irrevocably destroyed, and cannot be retrieved in any way.
If you fail to make the Lore check to use this ritual, or fail to overcome the target's Will, you cannot use this ritual on that target again for one hour.