Difference between revisions of "Test Page 3"

From Trinity Wiki
Jump to: navigation, search
Line 1: Line 1:
{| class="collapsible" width="98%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
{| class="collapsible" width="80%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
! colspan="9;" style="background:#3D59AB;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">The Mimic</font></div>
+
! colspan="3;" style="background:#A65B3C;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Gamble: Deck</font></div>
 
|-
 
|-
| colspan="6"|&nbsp;
+
|width="15%"|'''Suit'''
| colspan="3"|'''----------------- Memetics -----------------'''
+
|width="15%"|'''Rank'''
 +
!width="70%" align="left"|'''Effect'''
 
|-
 
|-
|width="5%"|'''Level'''
+
|rowspan="4;"|Blades || Ace ... Nine || align="left"|The next time you deal damage with a melee weapon, you deal an additional 1d6 per rank of the card.
|width="10%" align="left"|'''BAB'''
+
|width="9%"|'''Fort'''
+
|width="9%"|'''Ref'''
+
|width="9%"|'''Will'''
+
|width="28%" align="left"|'''Special'''
+
|width="10%"|'''[[#Memes|Active Memes]]'''
+
|width="10%"|'''[[#Memory|Memory]]'''
+
|width="10%"|'''[[#BS|Belief-Space]]'''
+
 
|-
 
|-
|1 || align="left"|+0 || +1 || +1 || +1 || align="left"|Action Mimic || 1 || --- || ---
+
| Duke || align="left"|The next time you take physical damage, double the damage dealt.
 
|-
 
|-
|2 || align="left"|+1 || +2 || +2 || +2 || align="left"|&nbsp; || 2 || --- || ---
+
| Mistress || align="left"|You gain DR equal to one-half your gambler level for 2d6 rounds.
 
|-
 
|-
|3 || align="left"|+1 || +2 || +2 || +2 || align="left"|Mimic Save || 3 || --- || ---
+
| Lord || align="left"|The next time you take a standard action to attack a creature, your standard action turns into a random einhander maneuver, selected from the highest-level maneuvers an einhander of your gambler level could access.
 
|-
 
|-
|4 || align="left"|+2 || +2 || +2 || +2 || align="left"|&nbsp; || 3 || --- || ---
+
|rowspan="4;"|Thunders || Ace ... Nine || align="left"|A lightning bolt strikes from the sky, dealing 1d6 electricity damage per rank of the card to your target.
 
|-
 
|-
|5 || align="left"|+2 || +3 || +3 || +3 || align="left"|&nbsp; || 4 || 1 || 1
+
| Duke || align="left"|You are struck by a bolt of lightning, dealing 1d6/level electricity damage.
 
|-
 
|-
|6 || align="left"|+3 || +3 || +3 || +3 || align="left"|&nbsp; || 5 || 2 || 1
+
| Mistress || align="left"|You gain energy resist equal to your gambler level for 2d6 rounds.
 
|-
 
|-
|7 || align="left"|+3 || +4 || +4 || +4 || align="left"|&nbsp; || 6 || 3 || 2
+
| Lord || align="left"|A ball of lightning erupts around the target, affecting a 20-ft radius area, dealing 1d6/level electricity damage. A successful Reflex save (DC 10 + one-half gambler level + your Luck modifier) halves the damage.
 
|-
 
|-
|8 || align="left"|+4 || +4 || +4 || +4 || align="left"|&nbsp; || 6 || 5 || 2
+
|rowspan="4;"|Wheels || Ace ... Nine || align="left"|You may use ''dimension door'' as a caster with level equal to rank of the card.
 
|-
 
|-
|9 || align="left"|+4 || +4 || +4 || +4 || align="left"|&nbsp; || 7 || 6 || 3
+
| Duke || align="left"|You are ''immobilized'' for 2d6 rounds.
 
|-
 
|-
|10 || align="left"|+5 || +5 || +5 || +5 || align="left"|Mimic Talent || 8 || 7 || 3
+
| Mistress || align="left"|You gain ''freedom of movement'' and ''expeditious retreat'' for 2d6 rounds.
 
|-
 
|-
|11 || align="left"|+5 || +5 || +5 || +5 || align="left"|&nbsp; || 9 || 9 || 4
+
| Lord || align="left"|You may ''teleport without error'' to any location within 100 miles per gambler level.
 
|-
 
|-
|12 || align="left"|+6/+1 || +6 || +6 || +6 || align="left"|Mimic Talent || 9 || 10 || 4
+
|rowspan="4;"|Hearts || Ace ... Nine || align="left"|You ''charm'' the target, which lasts for one round per rank of the card.
 
|-
 
|-
|13 || align="left"|+6/+1 || +6 || +6 || +6 || align="left"|&nbsp; || 10 || 11 || 5
+
| Duke || align="left"|You are ''confused'' for 2d6 rounds.
 
|-
 
|-
|14 || align="left"|+7/+2 || +6 || +6 || +6 || align="left"|Mimic Talent || 11 || 13 || 5
+
| Mistress || align="left"|You are immune to mind-affecting effects for 2d6 rounds.
 
|-
 
|-
|15 || align="left"|+7/+2 || +7 || +7 || +7 || align="left"|&nbsp; || 12 || 14 || 6
+
| Lord || align="left"|You ''dominate'' the target for 1 round/gambler level.
 
|-
 
|-
|16 || align="left"|+8/+3 || +7 || +7 || +7 || align="left"|Mimic Talent || 12 || 15 || 6
+
|&nbsp; || Gambler || align="left"|Draw two more cards. Their effects stack and occur simultaneously.
 
|-
 
|-
|17 || align="left"|+8/+3 || +8 || +8 || +8 || align="left"|&nbsp; || 13 || 17 || 7
+
|&nbsp; || Gambler (Inverted) || align="left"|You are ''stunned'' for 1d4+1 rounds.
|-
+
|18 || align="left"|+9/+4 || +8 || +8 || +8 || align="left"|Mimic Talent || 14 || 18 || 7
+
|-
+
|19 || align="left"|+9/+4 || +8 || +8 || +8 || align="left"|&nbsp; || 15 || 19 || 8
+
|-
+
|20 || align="left"|+10/+5 || +9 || +9 || +9 || align="left"|Mimic Talent || 15 || 21 || 8
+
 
|}
 
|}
  
 
&nbsp;
 
&nbsp;
 
=Mimic=
 
: '' "Anything you can do, I can do better." ''
 
 
Sometimes, the best thing to do has already been done. This is the stratagem of the mimic: rather than develop a suite of abilities of her own, she mimics the abilities of those around her.
 
 
==Game Rule Information==
 
Mimics have the following game statistics.
 
 
'''[[The_Forces#Force_Alignment | Force Alignment]]:''' Blue.
 
 
'''[[The_Forces#Force_Resistance | Force Resistances]]:''' TO 5 + level, CO 5 + level.
 
 
'''Abilities:''' All ability scores are important to a mimic; however, Intelligence, Wisdom, and Charisma improve her memetics, allowing her to mimic more, longer, and better.
 
 
'''Hit Die:''' d6.
 
 
'''Class Skills:''' The mimic's class skills are Balance (Dex), Bluff (Cha), Concentration (Con), Disguise (Cha), Listen (Per), Mimic Voice (Cha), Perform (Cha), Read/Write Language, Search (Per), Speak Language, and Spot (Per).
 
 
'''Skill Points at Each Level:''' 4 + Int.
 
 
'''Alignment:''' Any.
 
 
'''Starting Age:''' Moderate.
 
 
'''Starting Gold:''' 4d4 x 10gp.
 
 
'''Favored By:''' None.
 
 
==Class Features==
 
All of the following are class features of the mimic.
 
 
'''Weapon and Armor Proficiency:''' A mimic is proficient with simple weapons and light armor, but not shields.
 
 
'''Memetics (Me):''' As with all classes aligned with the Blue, the mimic utilizies memetics. Unlike other Blue-aligned classes, however, the mimic is much more active in his usage of memes; whereas other classes pull deep from the world memory, mimics' talents lie in utilizing just-formed memories.
 
 
'''Active Memes (Me):''' A mimic's active memes are those she learns through her class features.
 
 
At the end of each of her turns, a mimic's active memes are flushed.
 
 
You gain additional active meme slots equal to your Wisdom modifier.
 
 
'''Action Mimic (Me):''' Whenever an action is taken, the mimic may - as a non-action - declare the action as an active meme. If she does so, she records the type of action, what rolls were made, and the bonuses to those rolls.
 
 
If she takes the action, she uses the exact same dice and modifiers the original action used. Rolls made that are independent of the origin of the action - such as equipment - are informed by the mimic's equipment and independent effects, rather than the origin.
 
 
: '''''Example:''' A creature makes an attack with a greatsword, which the mimic uses'' action mimic ''on. The creature has a +4 attack roll and a +7 damage, and the weapon wielded is masterwork. The mimic can make an attack with her weapon at +3 to attack and +7 to damage.''
 
 
This ability allows the mimic to use skills and feats she otherwise does not possess or meet the prerequisites for.
 
 
If the mimic has insufficient active meme slots open, she may flush an active meme slot and fill it with the new action.
 
 
'''Mimic Save (Me):''' At third level, the mimic can mimic the saving throw of another creature, if she is affected by the same effect. As an immediate action, she can use an active meme slot to make a saving throw with the same bonus as the mimicked creature; the active meme slot is then flushed.
 
 
If the character in question benefits from an ability that improves their saves in some fashion, such as ''evasion'', the mimic enjoys the benefit of that ability for a mimicked save.
 
 
'''Belief-Space (Me):''' Beginning at fifth level, a mimic can begin fully imitating the abilities of those around her. Each day, she may gain a "virtual level" for every belief-space she has open; this virtual level gives her the class features of the first level of any one base class.
 
 
A mimic can, if she has enough belief-space, acquire multiple virtual levels in a class. She must invest one belief-space in a class for each virtual level she desires.
 
 
An ability acquired through virtual levels must have memory invested in it before it can be used.
 
 
Investing virtual levels into a class that is capable of using Force abilities does not automatically grant her access to those Force abilities; she must invest memory into the virtual levels before she can do so. In addition, using Time or Chaos abilities requires her to make a virtual level check of the class in question, and she must exceed her own TO or CO, or else the ability fails.
 
 
If you have a Charisma modifier, you gain an additional belief-space at seventh level and every two levels after, until you have bonus belief-space equal to your Charisma modifier.
 
 
'''Memory (Me):''' Beginning at fifth level, a mimic has become sufficiently advanced in her understanding of the Blue to begin investing part of herself and her memory into the abilities she mimics.
 
 
As a free action, a mimic can assign her memory to her active memes. If she does so, she gains a +1 insight bonus to any d20 roll involved in the active meme. A mimic can only invest memory into an active meme equal to her mimic level.
 
 
She may also invest memory into her belief-space; if she does so, she may invest memory into class features gained through her virtual levels. If the class has Force abilities (such as spells, nihils, or the like), she gains access to one Force ability of a level or grade that she could access of her choice for every point of memory.
 
 
She may invest memory into any class features she would have access to by virtue of her virtual levels; if she invests memory equal to or greater than the level at which the ability is gained, she can use the ability.
 
 
You gain additional memory equal to your Intelligence modifier.
 
 
'''Mimic Talent:''' At 10th level and every two levels thereafter, the mimic gains a deeper understanding of the ways of mimicry. Choose one of the abilities below.
 
 
* ''Counter Mimic (Me):'' When the mimic is the target of an attack or other ability, she may - as an attack of opportunity, after the ability is resolved - use an active meme to mimic the ability (as per ''action mimic'') and use it against the origin of the ability. The active meme slot is then flushed.
 
** ''Final Mimic (Me):'' When the mimic is the target of an attack or other ability that drops her below 0 hit points, she may - as an attack of opportunity, after the ability is resolved - use an active meme to mimic the ability (as per ''action mimic'') and use it against the origin of the ability. The active meme slot is then flushed, and the mimic falls unconscious and/or dies. (''Prerequisites:'' Counter Mimic)
 
* ''Extended Memory (Me):'' When the mimic's active memes would be flushed, she may invest memory into them to avoid this. At the end of each of her turns, if she invests a point of memory into a meme, it is not flushed that round; this is cumulative. If she frees up the memory invested in an active meme for this purpose, the slot is immediately flushed.
 
* ''Mimic Mastery (Me):'' When the mimic acquires an action as an active meme, she may use the original rolls for the action rather than make her own.
 
* ''Photographic Reflexes (Me):'' Whenever an action is taken, the mimic may - as an immediate action - use an active meme to mimic the ability (as per ''action mimic'') and use it. The active meme slot is then flushed.
 
 
=Design Notes=
 
In terms of memetics, I envision the mimic using belief-space to acquire class features, and memory to power them. Active memes would be actions taken...
 

Revision as of 15:04, 19 January 2010

Gamble: Deck
Suit Rank Effect
Blades Ace ... Nine The next time you deal damage with a melee weapon, you deal an additional 1d6 per rank of the card.
Duke The next time you take physical damage, double the damage dealt.
Mistress You gain DR equal to one-half your gambler level for 2d6 rounds.
Lord The next time you take a standard action to attack a creature, your standard action turns into a random einhander maneuver, selected from the highest-level maneuvers an einhander of your gambler level could access.
Thunders Ace ... Nine A lightning bolt strikes from the sky, dealing 1d6 electricity damage per rank of the card to your target.
Duke You are struck by a bolt of lightning, dealing 1d6/level electricity damage.
Mistress You gain energy resist equal to your gambler level for 2d6 rounds.
Lord A ball of lightning erupts around the target, affecting a 20-ft radius area, dealing 1d6/level electricity damage. A successful Reflex save (DC 10 + one-half gambler level + your Luck modifier) halves the damage.
Wheels Ace ... Nine You may use dimension door as a caster with level equal to rank of the card.
Duke You are immobilized for 2d6 rounds.
Mistress You gain freedom of movement and expeditious retreat for 2d6 rounds.
Lord You may teleport without error to any location within 100 miles per gambler level.
Hearts Ace ... Nine You charm the target, which lasts for one round per rank of the card.
Duke You are confused for 2d6 rounds.
Mistress You are immune to mind-affecting effects for 2d6 rounds.
Lord You dominate the target for 1 round/gambler level.
  Gambler Draw two more cards. Their effects stack and occur simultaneously.
  Gambler (Inverted) You are stunned for 1d4+1 rounds.