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Gamble: Deck
Suit Rank Effect
Blades Ace Your lose armor, shield, and deflection bonuses to AC for 2d6 rounds.
Two ... 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 with a melee attack, 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 You gain a lightning shield, which deals your gambler level in electricity damage to any creature that strikes you with a melee weapon, for 2d6 rounds.
Two ... 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 You can move your base movement as a swift action for 2d6 rounds.
Two ... 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 You suffer from crushing despair for 2d6 rounds.
Two ... 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 and your allies are affected by good hope for 1 round/gambler level.
Gambler Draw two more cards. Their effects stack and occur simultaneously.
Gambler (Inverted) You are stunned for 2d6 rounds.

 

NONMEMORIA
Level: Voi 6
Invocation Time: Standard action
Range: Close (25 feet + 5 feet/2 nihilist levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates
Void Debt Accrued: 6
Void Inhibition: Yes
You call on the void to remove an individual's connection to their Force.
If the target fails a Will save, their connection to the Forces is hampered, disabling some of their abilities. This has a specific effect dependent upon the Force in question.
Magic: A caster loses 1d4+1/three nihilist levels spell slots, starting with their highest level slots. The slots are chosen at random.
Psionics: A manifester loses 2d6+1/two nihilist levels PP.
Technology: All devices a student currently has readied lose 1d4 charges and accrue 1d10% malfunction rate for each charge lost in this manner.
Divine: A petitioner suffers a -1/five nihilist levels penalty to all Truespeech checks for 24 hours.
Nature: A geomancer accrues 1d6+1/four nihilist levels Stress towards all elements.
Time: A chronist loses 1d8+1/two nihilist levels universal JP and 1d4+1/four nihilist levels personal JP.
Chaos: An anarchist loses 1d6+1/four nihilist levels trigger slots, and 1d3+1/five nihilist levels active avao slots, starting with their highest grade slots. The slots are chosen at random.
Blue: A memeticist loses 1d4+1/four nihilist levels memory, 1d3+1/five nihilist levels active meme slots, and 1d2+1/six nihilist levels belief-space.
This nihil has no effect on a creature without a Force alignment, or on a creature aligned with the Void.

 

VOID POWER I
Level: Voi 3
Invocation Time: Standard action (see text)
Range: See text
Target: See text
Duration: See text
Saving Throw: See text
Void Debt Accrued: 3
Void Inhibition: Yes
You call on the void to mimic the powers of another Force.
You can choose to use the ability of another Force. The effect you produce behaves exactly like the chosen effect.
Doing so, however, is particularly draining. You suffer 1 point of Constitution damage from using this nihil. If you emulate a Divine or Natural ability, you instead suffer 2 points.
Magic: You can copy a spell of up to 1st level.
Psionics: You can copy a power of up to Devotion grade.
Technology: You can copy a device's effect of up to 1st level.
Divine: You can copy a prayer of up to 1st level, any type.
Nature: You can copy a gift that accrues up to 2 Stress.
Time: You can copy a jikuu of up to 1st level.
Chaos: You can copy an avao - active, causal, or precausal - of up to Subtle grade. If you copy a causal or precausal use of an avao, using this nihil is an immediate action.
Blue: You can copy any meme, and invest up to 3 Memory into it.
You cannot use this nihil to copy a nihil.

 

VOID POWER II
Level: Voi 6
Invocation Time: Standard action (see text)
Range: See text
Target: See text
Duration: See text
Saving Throw: See text
Void Debt Accrued: 6
Void Inhibition: Yes
You call on the void to mimic the powers of another Force.
You can choose to use the ability of another Force. The effect you produce behaves exactly like the chosen effect.
Doing so, however, is particularly draining. You suffer 1d4 points of Constitution damage from using this nihil. If you emulate a Divine or Natural ability, you instead suffer 2d4 points.
Magic: You can copy a spell of up to 3rd level.
Psionics: You can copy a power of up to Science grade. If you choose to copy a Devotion, you have 3 virtual PPs with which to augment it.
Technology: You can copy a device's effect of up to 3rd level.
Divine: You can copy a prayer of up to 2nd level, any type.
Nature: You can copy a gift that accrues up to 4 Stress.
Time: You can copy a jikuu of up to 3rd level.
Chaos: You can copy an avao - active, causal, or precausal - of up to Lesser grade. If you copy a causal or precausal use of an avao, using this nihil is an immediate action.
Blue: You can copy any meme, and invest up to 6 Memory into it.
You cannot use this nihil to copy a nihil.

 

VOID POWER III
Level: Voi 9
Invocation Time: Standard action (see text)
Range: See text
Target: See text
Duration: See text
Saving Throw: See text
Void Debt Accrued: 9
Void Inhibition: Yes
You call on the void to mimic the powers of another Force.
You can choose to use the ability of another Force. The effect you produce behaves exactly like the chosen effect.
Doing so, however, is particularly draining. You suffer 2d4 points of Constitution damage from using this nihil. If you emulate a Divine or Natural ability, you instead suffer 3d4 points.
Magic: You can copy a spell of up to 5th level.
Psionics: You can copy a power of up to Science grade, with which you have 3 virtual PPs to augment. If you choose to copy a Devotion, you have 5 virtual PPs with which to augment it.
Technology: You can copy a device's effect of up to 5th level.
Divine: You can copy a prayer of up to 4th level, any type.
Nature: You can copy a gift that accrues up to 6 Stress.
Time: You can copy a jikuu of up to 5th level.
Chaos: You can copy an avao - active, causal, or precausal - of up to Greater grade. If you copy a causal or precausal use of an avao, using this nihil is an immediate action.
Blue: You can copy any meme, and invest up to 9 Memory into it.
You cannot use this nihil to copy a nihil.

 

TRUTH
Suite: None
Invocation Time: Standard
Range: Long (400 feet + 40 feet/geomancer level)
Target, Effect, or Area: See text
Duration: See text
Saving Throw: None
Nature Inhibition: Yes
Stress Induced: 20
You reinforce the natural order of the world, causing Nature to assert itself.

 

Class Index

What follows is a list of all base classes in Trinity, in alphabetical order, accompanied by a short description. Note that some classes are not yet written yet, and - if so - their name does not link to the relevant page. If you want to play a class that is not yet developed, please inform me as soon as possible, so that I can produce the needed material before play begins.

Class names here are color-coded, to the appropriate Force. If a given class is Force neutral, its name is listed in... orange. Because Void took black. So... yeah. If you don't follow the color-coding, I highly recommend you read the section on the Forces, as that is integral to understanding - and thus, playing in - Trinity.

  • Adventurer (Adv): Rather than being a unique class of their own, adventurers blend up to three other classes together, either to synergize their powers or to create unique or unusual combinations.
  • Akashic (Aka): Wielders of the power of the Blue, akashics are memeticists, capable of utilizing the Blue to the fullest extent. This grants them unparalleled access to information, able to manipulate it in all of its forms, as well as memories of others and the world itself.
  • Anarch (Ana): Anarchists tapped directly into the force of Chaos itself, anarchs are capable of manipulating luck and causality to their own ends, warping the expectations of others and using events around them to produce strange and fascinating results.
  • Antipaladin (Ant): Antipaladins are champions of the Lucavi, a small pantheon of powerful evil demons and fallen angels. Their ability to wield prayers alongside a small but significant martial skill set, combined with the gifts bequeated by their patrons, makes them dangerous foes - and powerful allies.
  • Archer (Arc): Wielding bows, slings, or thrown weapons, archers are the undisputed masters of ranged combat without delving into Force-related powers. Their mastery of bowcraft is through skill and skill alone, and in this, they are unmatched.
  • Artificer (Art):
  • Barbarian (Brb): Savage warriors, barbarians fight not with skill and craft, but with rage and tenacity, channeling the powers of Chaos to brutal and destructive ends.
  • Counselor (Cou):
  • Defender (Def): Through armor and shield, defenders are living tanks, capable of taking blows that would bring low any mortal. Able to protect not only themselves, but prevent their allies from coming to harm, defenders play a dangerous but necessary role in an adventuring party.
  • Discordant (Dis): Rather than rely on aiming or tactical skill, discordants rely on blunt chance via Chaos to enable them to participate in combat, using ranged weapons to wildly inaccurate but incredibly dangerous effect - not just to their enemies, but also to their friends.
  • Druid (Drd):
  • Epochent (Epo): Masters of the powers of Time, epochents have learned to see time not just as an abstract entity, but a resource to be utilized. Epochents can warp time and space, at first manipulating these elements, but eventually able to modify the very fabric of the universe itself.
  • Einhander (Ein): With blade in hand, the einhander is the pinnacle of physical skill when it comes to hand-held weaponry. No other individual can ever hope to match the einhander's ability to wield a weapon.
  • Gambler (Gmb):
  • Greasemonkey (Grm):
  • Gunslinger (Gun):
  • Harrier (Har):
  • Incarnate (Inc):
  • Jedi (Jed):
  • Karateka (Kar):
  • Knight (Kni):
  • Lancer (Lnc):
  • Learner (Lrn):
  • Mage (Mag):
  • Mediator (Mtr):
  • Medic (Med):
  • Metamorph (Met):
  • Mimic (Mim):
  • Ninja (Nin):
  • Noble (Nob):
  • Oracle (Ora):
  • Paladin (Pal):
  • Priest (Pri):
  • Psionicist (Psi):
  • Ranger (Rng):
  • Reckoner (Rec):
  • Rogue (Rog):
  • Samurai (Sam):
  • Shaman (Sha):
  • Technologist (Tec):
  • Trainer (Trn):
  • Unfettered (Unf):
  • Voidchild (Voi):
  • Witch (Wit):
  • Wuwei (Wuw):