Difference between revisions of "Test Page 5"

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==Game Mechanics==
 
==Game Mechanics==
Chronists universally have two pools of points: '''universal jikuu points''' (uJP) and '''personal jikuu points''' (pJP). They expend these points to activate '''jikuu''', specific manipulations of the timestream that incur specific effects. Each jikuu costs a set number of points, which can be spent from either pool, in any combination.
+
Chronists expend '''quanta''' to shape their '''jikuu''', specific manipulations of time or space that incur specific effects. Each jikuu costs a set number of points.
  
A chronist's pJP represents her personal timeline; as her knowledge of time grows, so does her understanding of her many threads, and thus she accrues more power. The chronist's pJP always has a set rate of regeneration, and continues to do so even in combat.
+
To acquire quanta, chronists must '''gather''' it, spending an action on their turn to generate a random amount of quanta dependent upon the action spent to gather. As chronists grow in power, the amount of quanta they gather - and the maximum amount of quanta they can hold at any given time - increase.
  
A chronist's uJP represents her ability to pull power from the timeline of the world itself. This pool of power grows slowly, and also serves to limit the most powerful jikuu she can muster: in effect, the more she pulls from the world, the more resistant the world becomes. The chronist's uJP only returns after a long rest.
+
At the beginning of each turn, if a chronist has any quanta remaining, he suffers a point of '''paradox'''. Each point of paradox incurs a penalty to rolls made to gather quanta. In addition, if the chronist has too much paradox, he also suffers a penalty to ''temporal attacks'' equal to his amount of paradox.
  
Some specific memeticist classes use some of these abilities in unusual ways. Remember to fully read a class's description for explanations of how its specific mechanics may differ from the general.
+
All chronists gain innate '''blue opposition (UO)''' and '''chaos opposition (CO)'''. These oppositions indicate that chronists are naturally resistant to Blue and Chaotic effects, even those that are beneficial in nature.
 +
 
 +
Some specific chronist classes use some of these abilities in unusual ways. Remember to fully read a class's description for explanations of how its specific mechanics may differ from the general.
  
 
==Races and Classes==
 
==Races and Classes==
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===Races===
 
===Races===
; Thran : The adu'ja have a long and storied Blue tradition, and they use this in combination with their strong ties to Nature to study the purpose of their existence.  
+
; [[Race: Thran|Thran]] : Refugees from the far future of an alternate timeline, the thran spent millenia unbinding themselves from causality in a bid to save their world. Unsuccessful, their attempt instead led them to this timeline.
  
; Gnomes : Gnomes have a strong historical bent, and can innately access the world memory. As a culture, they seek a fusion of the study of the past with the study of the future, and thus combine the Blue with Technology.
+
===Classes===
 +
; [[Class: Epochent|Epochent]] : Epochents are pure chronists, dedicating themselves to the study of time and how to manipulate it. Their temporal abilities yield many strange and varied results, and their ability to literally go back in time is powerful in skilled hands.
  
; Vesuvans : Vesuvans are innately Blue-aligned, and draw sustenance from learning new information. A secretive lot, they are capable of manipulating the Blue in various ways, specifically the ability to alter their shape.
+
; [[Class: Harrier|Harrier]] : Adepts, harriers combine study of the temporal with study of the arts martial. They focus on speed and agility, using their knowledge of time to give them an incredible edge in combat that allows them to strike between moments, faster than most can follow.
 +
 
 +
; [[Class: Oracle|Oracle]] : While epochents focus on time in a general sense, oracles choose to look forward, attempting to find the best path through the myriad timelines that branch from the current moment. They are able to manipulate the fate of other creatures, bringing weal to friend and woe to foe.
 +
 
 +
 
 +
 
 +
=Chaos=
 +
: '''Color:''' Brown
 +
 
 +
: '''Gemstone:''' Citrine
 +
 
 +
Chaos is chaotic, and its willfulness is sometimes hard to describe given that it has purview over a disharmonious set of concepts. The Trinity of Remembrance interacts primarily with the "mechanics" of the universe; whereas Reality interacts directly with physics, Remembrance is more concerned with the underlying framework that physics takes place in. Chaos, then, seeks to subvert and upend those rules, or disrupt existence in a general sense, desiring the ability to make choices for itself without constraint. This is in direct opposition to Time, which seeks to control and harness causality, the strictest of rules, and Blue, which demands the causal chain be respected and all things be put in order.
 +
 
 +
Of the nine Forces, Chaos is the least-understood, and it is uncertain how it is that anarchists gain their power. The strangest claim is the idea that the world is actually an illusion, and all that happens in it is governed by strange rules in another universe: anarchists who are proponents of this claim that their powers come from cheating in that other world, which translates into effects in this one. Claims such as this are why many are content to not question how it is that anarchists do what they do.
 +
 
 +
Exactly how an individual becomes an anarchist is similarly unclear. Due to their nature, anarchists rarely seek to train others in their ways, and some even deem intentional learning of how to access Chaos as impossible. However, there are also those that claim that they intentionally sought out these powers and stumbled upon them. It seems that any claim one makes about Chaos can be refuted by at least one counter-example.
 +
 
 +
Chaos interacts well with Psionics and the Void. In Psionics, Chaos finds a similar sense of self-reliance and a fellow free spirit, in the sense that both Chaos and Psionics seek mastery over the self, just in different realms. In the Void, Chaos shares the same sense of rebellion that gave rise to the Void in the first place, and the Void's sense of destruction matches Chaos' understanding of entropy almost perfectly, albeit applied to the whole of reality instead of just the rules of reality.
 +
 
 +
==Game Mechanics==
 +
Anarchists build a '''deck''' out of their '''whims'''. A deck can only have so many copies of a given whim, and the size of the deck is limited based on the anarchist's class and level.
 +
 
 +
Anarchists select a set of '''triggers''', which are events chosen from a list. When a trigger occurs, the anarchist can '''draw''' a number of whims from his deck, dependent upon the trigger. The anarchist has a '''max hand size''', which is the maximum number of whims he can hold at once. At the end of his turn, if he has more whims than his max, he must '''discard''' until he has no more than his max.
 +
 
 +
When he effects a whim, he discards it.
 +
 
 +
When the deck is empty, the discard pile is '''shuffled''' and returned to the deck.
 +
 
 +
All anarchists gain innate '''blue opposition (UO)''' and '''time opposition (IO)'''. These oppositions indicate that anarchists are naturally resistant to Blue and Temporal effects, even those that are beneficial in nature.
 +
 
 +
Some specific anarchist classes use some of these abilities in unusual ways. Remember to fully read a class's description for explanations of how its specific mechanics may differ from the general.
 +
 
 +
==Races and Classes==
 +
The following races and classes are either Chaos-aligned or have strong ties to Chaos in some fashion.
 +
 
 +
===Races===
 +
; Coure : Words.
 +
 
 +
; Vulpine : Words.
  
 
===Classes===
 
===Classes===
; Akashic : Akashics are pure memeticists, investigating the mysteries of the Blue to the fullest extent. Akashics excel at information-gathering tasks, and are an indispensable source of knowledge to an adventuring group. Their ability to pull from the world memory at a moment's notice allows each akashic to have an incredibly varied skill set.
+
; [[Class: Anarch|Anarch]] : Main caster.
  
; Learner : Learners are adepts, combining study of the Blue with the arts martial. Whereas akashics delve into the world memory to improve their skills, learners instead acquire new abilities by directly observing creatures' abilities in action, accessing the pointers in world memory to these abilities and changing them slightly as to be usable by the adept.
+
; [[Class: Discordant|Discordant]] : Adept.
  
; Trainer : Trainers specialize in the use of ''mementos'', small creatures bred typically bred specifically for combat, but that can also fill other roles. While they learn memes, they do so as to be able to train their minions; they use their belief-space explicitly to assist them in maintaining control over their pets.
+
; [[Class: Gambler|Gambler]] : Alt caster.
  
 
 
 
 
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==Game Mechanics==
 
==Game Mechanics==
Memeticists universally use a pool of points referred to as '''memory'''; this represents the individual's ability to provide power to memes, which require the memeticist's mind as a place in which to function. When a memeticist uses a '''meme''', he can invest any amount of memory into it, even 0; the more memory '''allocated''' into a meme, the more powerful it is.
+
Memeticists put their '''memes''' into '''active meme slots''', and can use them at will. When she does so, a memeticist can also '''allocate''' that meme into '''memory''', if she has free memory. Memes allocated into memory are significantly stronger, or have other effects.
 
+
While a meme is running, any memory allocated into a meme is '''locked''' into it; that memory cannot be used for any purpose while the meme is active. Locked memory can become '''unlocked''', available for usage for other memes or other purposes, by some abilities. Memory that is unlocked but not '''freed''' allows a meme that is currently running to continue to function as though that memory were still allocated to it, while memory that is freed is no longer being used by a meme and does not improve the function of the meme.
+
 
+
Once a meme's duration ends, the meme must be '''recharged'''; as the arrow of time moves forward, the memeticist must realign the meme's parameters to match the new state of the world, which requires a small window of time, and until a meme is recharged, the memeticist cannot use it again. Each meme has a '''recharge value''' between 1 and 6. At the beginning of a memeticist's turn, roll 1d6; any meme whose recharge value is equal to or below the rolled number is recharged and any memory allocated to them is freed.
+
  
Until a meme recharges, memory allocated to it remains locked. Some abilities may allow a meme to be recharged without also unlocking allocated memory; such abilities indicate the recharge value of the locked memory, where recharging the locked memory unlocks it.
+
After processing a meme, it becomes '''locked''', and is not available for use until it '''recharges'''. At the beginning of your turn, you roll a '''recharge die''', which is 1d6, and all memes with a '''recharge value''' of the result or lower become '''unlocked''' and available for use again. The recharge value of a meme changes dependent upon the highest grade of meme you can access.
  
In addition, a memeticist can sometimes put a meme into his '''belief-space''', integrating it into his personality. Doing so gives the meme significantly more power with which to function, as well as giving the memeticist a stronger understanding of the function of the meme. Putting a meme into belief-space is difficult, and requires a well-rested mind; as such, a memeticist can only alter what memes are in his belief-space after a long rest.
+
All memeticists gain innate '''chaos opposition (CO)''' and '''time opposition (IO)'''. These oppositions indicate that memeticists are naturally resistant to Chaotic and Temporal effects, even those that are beneficial in nature.
  
 
Some specific memeticist classes use some of these abilities in unusual ways. Remember to fully read a class's description for explanations of how its specific mechanics may differ from the general.
 
Some specific memeticist classes use some of these abilities in unusual ways. Remember to fully read a class's description for explanations of how its specific mechanics may differ from the general.
Line 72: Line 109:
  
 
===Races===
 
===Races===
; Adu'ja : The adu'ja have a long and storied Blue tradition, and they use this in combination with their strong ties to Nature to study the purpose of their existence.  
+
; [[Race: Adu'ja|Adu'ja]] : The adu'ja have a long and storied Blue tradition, and they use this in combination with their strong ties to Nature to study the purpose of their existence.  
  
; Gnomes : Gnomes have a strong historical bent, and can innately access the world memory. As a culture, they seek a fusion of the study of the past with the study of the future, and thus combine the Blue with Technology.
+
; [[Race: Gnome|Gnomes]] : Gnomes have a strong historical bent, and can innately access the world memory. As a culture, they seek a fusion of the study of the past with the study of the future, and thus combine the Blue with Technology.
  
; Vesuvans : Vesuvans are innately Blue-aligned, and draw sustenance from learning new information. A secretive lot, they are capable of manipulating the Blue in various ways, specifically the ability to alter their shape.
+
; [[Race: Vesuvan|Vesuvans]] : Vesuvans are innately Blue-aligned, and draw sustenance from learning new information. A secretive lot, they are capable of manipulating the Blue in various ways, specifically the ability to alter their shape.
  
 
===Classes===
 
===Classes===
; Akashic : Akashics are pure memeticists, investigating the mysteries of the Blue to the fullest extent. Akashics excel at information-gathering tasks, and are an indispensable source of knowledge to an adventuring group. Their ability to pull from the world memory at a moment's notice allows each akashic to have an incredibly varied skill set.
+
; [[Class: Akashic|Akashic]] : Akashics are pure memeticists, investigating the mysteries of the Blue to the fullest extent. Akashics excel at information-gathering tasks, and are an indispensable source of knowledge to an adventuring group. Their ability to pull from the world memory at a moment's notice allows each akashic to have an incredibly varied skill set.
  
; Learner : Learners are adepts, combining study of the Blue with the arts martial. Whereas akashics delve into the world memory to improve their skills, learners instead acquire new abilities by directly observing creatures' abilities in action, accessing the pointers in world memory to these abilities and changing them slightly as to be usable by the adept.
+
; [[Class: Learner|Learner]] : Learners are adepts, combining study of the Blue with the arts martial. Whereas akashics delve into the world memory to improve their skills, learners instead acquire new abilities by directly observing creatures' abilities in action, accessing the pointers in world memory to these abilities and changing them slightly as to be usable by the adept.
  
; Trainer : Trainers specialize in the use of ''mementos'', small creatures bred typically bred specifically for combat, but that can also fill other roles. While they learn memes, they do so as to be able to train their minions; they use their belief-space explicitly to assist them in maintaining control over their pets.
+
; [[Class: Trainer|Trainer]] : Trainers specialize in the use of ''mementos'', small creatures bred typically bred specifically for combat, but that can also fill other roles. While they learn memes, they do so as to be able to train their minions; they use their memory explicitly to assist them in maintaining control over their pets.
  
 
 
 
 

Revision as of 10:42, 22 February 2017

Just some stuff, don't mind me.

Time

Color: Yellow
Gemstone: Topaz

Time deals primarily with time and space, and distortions of them. The Trinity of Remembrance interacts primarily with the "mechanics" of the universe; whereas Reality interacts directly with physics, Remembrance is more concerned with the underlying framework that physics takes place in. Time's goal is to take command of these forces to gain power: through manipulating time and space, the fabric of reality itself can be manipulated, and total power can be achieved, able to manipulate the threads of fate to one's advantage in all situations. This is in direct opposition to the Blue, which demands that causality be respected and the timeline remain static, and Chaos, which subverts Time's command over existence by refusing to acknowledge that time exists to begin with.

To achieve their ends, those who would pursue the power of Time must come to understand time as it truly is: not as a linear arrow, but a nebulous web of existential freedom. All moments exist at all times, even those moments that have not come to pass; as the student of Time's knowledge grows, their understanding of their own personal timeline increases, and they learn to manipulate themselves first and foremost, borrowing power from their past and lending it to their future, stealing it from themselves and gifting it to an alternate version in a parallel timeline. Once the trainee accepts that she herself is immortal through the infinite lives across infinite parallel times she lives, she can tap into her fullest potential: for infinite parallel times means an infinite power source that can never truly be exhausted.

Once a chronist - as students of Time are known - has determined how to manipulate time and space, she can then learn how to modify them. This gives her incredible power, both over information and the battlefield: she can learn secrets that only her future self knows, and she can turn the very laws of physics on their head, by manipulating objects in time. Of these things, she gives no outward sign: the source of this power is not external or internal, but existential in nature, and the pulling of power from the threads of time requires only concentration and the knowledge of how to do so, nothing more.

Time interacts well with both Magic and the Divine. In Magic, Time finds a common interest in seeking ways to command the universe to one's bidding; mages make comparisons between the leylines they use and the timelines that chronists use, and while they are wholly different in the powers they grant, they are alike in that both leylines and timestreams criss-cross reality, just out of mortal sight. In the Divine, chronists find an ally that understands that their gifts ultimately come from a higher power, and that those powers must be respected; for petitioners, that external power is their patron, who can bequeath or withdraw their gifts as they see fit, while the chronist is at times bound by the constraints of the timeline itself, forced into action or inaction by the actions of the chronist herself in a distant future or far-flung past.

Game Mechanics

Chronists expend quanta to shape their jikuu, specific manipulations of time or space that incur specific effects. Each jikuu costs a set number of points.

To acquire quanta, chronists must gather it, spending an action on their turn to generate a random amount of quanta dependent upon the action spent to gather. As chronists grow in power, the amount of quanta they gather - and the maximum amount of quanta they can hold at any given time - increase.

At the beginning of each turn, if a chronist has any quanta remaining, he suffers a point of paradox. Each point of paradox incurs a penalty to rolls made to gather quanta. In addition, if the chronist has too much paradox, he also suffers a penalty to temporal attacks equal to his amount of paradox.

All chronists gain innate blue opposition (UO) and chaos opposition (CO). These oppositions indicate that chronists are naturally resistant to Blue and Chaotic effects, even those that are beneficial in nature.

Some specific chronist classes use some of these abilities in unusual ways. Remember to fully read a class's description for explanations of how its specific mechanics may differ from the general.

Races and Classes

The following races and classes are either Blue-aligned or have strong ties to the Blue in some fashion.

Races

Thran 
Refugees from the far future of an alternate timeline, the thran spent millenia unbinding themselves from causality in a bid to save their world. Unsuccessful, their attempt instead led them to this timeline.

Classes

Epochent 
Epochents are pure chronists, dedicating themselves to the study of time and how to manipulate it. Their temporal abilities yield many strange and varied results, and their ability to literally go back in time is powerful in skilled hands.
Harrier 
Adepts, harriers combine study of the temporal with study of the arts martial. They focus on speed and agility, using their knowledge of time to give them an incredible edge in combat that allows them to strike between moments, faster than most can follow.
Oracle 
While epochents focus on time in a general sense, oracles choose to look forward, attempting to find the best path through the myriad timelines that branch from the current moment. They are able to manipulate the fate of other creatures, bringing weal to friend and woe to foe.

 

Chaos

Color: Brown
Gemstone: Citrine

Chaos is chaotic, and its willfulness is sometimes hard to describe given that it has purview over a disharmonious set of concepts. The Trinity of Remembrance interacts primarily with the "mechanics" of the universe; whereas Reality interacts directly with physics, Remembrance is more concerned with the underlying framework that physics takes place in. Chaos, then, seeks to subvert and upend those rules, or disrupt existence in a general sense, desiring the ability to make choices for itself without constraint. This is in direct opposition to Time, which seeks to control and harness causality, the strictest of rules, and Blue, which demands the causal chain be respected and all things be put in order.

Of the nine Forces, Chaos is the least-understood, and it is uncertain how it is that anarchists gain their power. The strangest claim is the idea that the world is actually an illusion, and all that happens in it is governed by strange rules in another universe: anarchists who are proponents of this claim that their powers come from cheating in that other world, which translates into effects in this one. Claims such as this are why many are content to not question how it is that anarchists do what they do.

Exactly how an individual becomes an anarchist is similarly unclear. Due to their nature, anarchists rarely seek to train others in their ways, and some even deem intentional learning of how to access Chaos as impossible. However, there are also those that claim that they intentionally sought out these powers and stumbled upon them. It seems that any claim one makes about Chaos can be refuted by at least one counter-example.

Chaos interacts well with Psionics and the Void. In Psionics, Chaos finds a similar sense of self-reliance and a fellow free spirit, in the sense that both Chaos and Psionics seek mastery over the self, just in different realms. In the Void, Chaos shares the same sense of rebellion that gave rise to the Void in the first place, and the Void's sense of destruction matches Chaos' understanding of entropy almost perfectly, albeit applied to the whole of reality instead of just the rules of reality.

Game Mechanics

Anarchists build a deck out of their whims. A deck can only have so many copies of a given whim, and the size of the deck is limited based on the anarchist's class and level.

Anarchists select a set of triggers, which are events chosen from a list. When a trigger occurs, the anarchist can draw a number of whims from his deck, dependent upon the trigger. The anarchist has a max hand size, which is the maximum number of whims he can hold at once. At the end of his turn, if he has more whims than his max, he must discard until he has no more than his max.

When he effects a whim, he discards it.

When the deck is empty, the discard pile is shuffled and returned to the deck.

All anarchists gain innate blue opposition (UO) and time opposition (IO). These oppositions indicate that anarchists are naturally resistant to Blue and Temporal effects, even those that are beneficial in nature.

Some specific anarchist classes use some of these abilities in unusual ways. Remember to fully read a class's description for explanations of how its specific mechanics may differ from the general.

Races and Classes

The following races and classes are either Chaos-aligned or have strong ties to Chaos in some fashion.

Races

Coure 
Words.
Vulpine 
Words.

Classes

Anarch 
Main caster.
Discordant 
Adept.
Gambler 
Alt caster.

 

Blue

Color: Blue
Gemstone: Sapphire

The Blue deals with memory, knowledge, recollection, and causality. The Trinity of Remembrance interacts primarily with the "mechanics" of the universe; whereas Reality interacts directly with physics, Remembrance is more concerned with the underlying framework that physics takes place in. The Blue's first and foremost goal is maintaining memory: events that have occurred have occurred, and should not be meddled with. This is in direct opposition to Time, which reorganizes the timeline as it sees fit, and Chaos, which has no concern for proper order and pointedly ignores the notion of causality.

Pursuit of this goal is achieved through accessing the akashic record, which is - essentially - the world's memory. Every event that occurs, every piece of knowledge attained, every fact that exists also exists within the record. Accessing the record is not an easy feat, and requires a certain degree of reorientation of how one looks at the world. To assist in this process, those who study the Blue prepackage concepts and ideas from the world memory into "memes," packets of information that assist budding memeticists - as students of the Blue are called - in utilizing the Blue to the extent of their abilities.

Because of their interaction and concern with memory, memeticists are also - to some degree - students of the mind. Though largely incidental to their primary skills, memeticists have abilities that seem on the surface to be quite similar to telepathy, though in fact memeticists are reading the information from the world memory and not accessing minds directly. That said, memeticists can "implant" ideas into creatures' minds, by manipulating pointers and other more technical aspects of the world memory, allowing them to interfere with physical reality through manipulating the framework on which reality operates.

The Blue interacts well with both Technology and Nature. In Technology, Blue finds an ally who understands the importance of causality and structure; some technologists compare the Blue to an incredibly large and impossibly complex computing engine, a comparison that memeticists find difficult to deny. In Nature, memeticists find individuals who share their belief that the natural order must be upheld, that there is a certain way things work and that such structure shouldn't be meddled with. Naturalists appreciate the Blue's focus on the world and its memory, and share in common their ability to look "past" the obvious physicality of the world and interact with what lies beneath the facade.

Game Mechanics

Memeticists put their memes into active meme slots, and can use them at will. When she does so, a memeticist can also allocate that meme into memory, if she has free memory. Memes allocated into memory are significantly stronger, or have other effects.

After processing a meme, it becomes locked, and is not available for use until it recharges. At the beginning of your turn, you roll a recharge die, which is 1d6, and all memes with a recharge value of the result or lower become unlocked and available for use again. The recharge value of a meme changes dependent upon the highest grade of meme you can access.

All memeticists gain innate chaos opposition (CO) and time opposition (IO). These oppositions indicate that memeticists are naturally resistant to Chaotic and Temporal effects, even those that are beneficial in nature.

Some specific memeticist classes use some of these abilities in unusual ways. Remember to fully read a class's description for explanations of how its specific mechanics may differ from the general.

Races and Classes

The following races and classes are either Blue-aligned or have strong ties to the Blue in some fashion.

Races

Adu'ja 
The adu'ja have a long and storied Blue tradition, and they use this in combination with their strong ties to Nature to study the purpose of their existence.
Gnomes 
Gnomes have a strong historical bent, and can innately access the world memory. As a culture, they seek a fusion of the study of the past with the study of the future, and thus combine the Blue with Technology.
Vesuvans 
Vesuvans are innately Blue-aligned, and draw sustenance from learning new information. A secretive lot, they are capable of manipulating the Blue in various ways, specifically the ability to alter their shape.

Classes

Akashic 
Akashics are pure memeticists, investigating the mysteries of the Blue to the fullest extent. Akashics excel at information-gathering tasks, and are an indispensable source of knowledge to an adventuring group. Their ability to pull from the world memory at a moment's notice allows each akashic to have an incredibly varied skill set.
Learner 
Learners are adepts, combining study of the Blue with the arts martial. Whereas akashics delve into the world memory to improve their skills, learners instead acquire new abilities by directly observing creatures' abilities in action, accessing the pointers in world memory to these abilities and changing them slightly as to be usable by the adept.
Trainer 
Trainers specialize in the use of mementos, small creatures bred typically bred specifically for combat, but that can also fill other roles. While they learn memes, they do so as to be able to train their minions; they use their memory explicitly to assist them in maintaining control over their pets.

 


 

This is a test.