Difference between revisions of "Test Page 5"

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{| class="collapsible" width="98%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
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Just some stuff.
! colspan="9;" style="background:#659D32;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">The Caller</font></div>
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|-
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| colspan="6"|&nbsp;
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| colspan="3" style="background:#87BF54;"|'''[[#Geomancy|Geomancy]]'''
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|-
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|width="6%"|'''Level'''
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|width="11%" align="left"|'''BAB'''
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|width="10%"|'''Fort'''
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|width="10%"|'''Ref'''
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|width="10%"|'''Will'''
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|width="20%" align="left"|'''Special'''
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|width="11%"|''[[#Stress|Max Stress]]''
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|width="11%"|''[[#Suites|Suites]]''
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|width="11%"|''[[#Gifts|Gifts]]''
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|-
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|1 || align="left"|+0 || +0 || +0 || +2 || align="left"|Call, Convoke || 2 || 1 || 2
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|-style="background:#BAEF87;"
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|2 || align="left"|+1 || +0 || +0 || +3 || align="left"|Eikon Power || 2 || 1 || 3
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|-
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|3 || align="left"|+1 || +1 || +1 || +3 || align="left"|&nbsp; || 3 || 1 || 5
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|-style="background:#BAEF87;"
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|4 || align="left"|+2 || +1 || +1 || +4 || align="left"|Eikon Power || 3 || 2 || 6
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|-
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|5 || align="left"|+2 || +1 || +1 || +4 || align="left"|&nbsp; || 4 || 2 || 8
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|-style="background:#BAEF87;"
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|6 || align="left"|+3 || +2 || +2 || +5 || align="left"|Eikon Power || 4 || 2 || 9
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|-
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|7 || align="left"|+3 || +2 || +2 || +5 || align="left"|&nbsp; || 5 || 2 || 11
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|-style="background:#BAEF87;"
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|8 || align="left"|+4 || +2 || +2 || +6 || align="left"|Eikon Power || 5 || 3 || 12
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|-
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|9 || align="left"|+4 || +3 || +3 || +6 || align="left"|&nbsp; || 6 || 3 || 14
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|-style="background:#BAEF87;"
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|10 || align="left"|+5 || +3 || +3 || +7 || align="left"|[[#Talents|Caller Talent]] || 6 || 3 || 15
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|-
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|11 || align="left"|+5 || +3 || +3 || +7 || align="left"|&nbsp; || 7 || 4 || 17
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|-style="background:#BAEF87;"
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|12 || align="left"|+6/+1 || +4 || +4 || +8 || align="left"|[[#Talents|Caller Talent]] || 7 || 4 || 18
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|-
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|13 || align="left"|+6/+1 || +4 || +4 || +8 || align="left"|&nbsp; || 8 || 4 || 20
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|-style="background:#BAEF87;"
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|14 || align="left"|+7/+2 || +4 || +4 || +9 || align="left"|[[#Talents|Caller Talent]] || 8 || 4 || 21
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|-
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|15 || align="left"|+7/+2 || +5 || +5 || +9 || align="left"|&nbsp; || 9 || 5 || 23
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|-style="background:#BAEF87;"
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|16 || align="left"|+8/+3 || +5 || +5 || +10 || align="left"|[[#Talents|Caller Talent]] || 9 || 5 || 24
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|-
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|17 || align="left"|+8/+3 || +5 || +5 || +10 || align="left"|&nbsp; || 10 || 5 || 26
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|-style="background:#BAEF87;"
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|18 || align="left"|+9/+4 || +6 || +6 || +11 || align="left"|[[#Talents|Caller Talent]] || 10 || 6 || 27
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|-
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|19 || align="left"|+9/+4 || +6 || +6 || +11 || align="left"|&nbsp; || 11 || 6 || 29
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|-style="background:#BAEF87;"
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|20 || align="left"|+10/+5 || +6 || +6 || +12 || align="left"|[[#Talents|Caller Talent]] || 11 || 6 || 30
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|}
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&nbsp;
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=Injuries=
 +
One of the main complaints about 4e style healing - which is what we're using, basically - is that it can't sensibly model long-term injuries. You heal ''completely'' after a long rest: you get all your hit points back, and all your healing surges, and it's like nothing ever happened.
  
=Caller=
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In the course of our games since implementing this particular approach to hit points, one thing I've noticed is that - with the exception of ''regen'' - players don't seem to look for healing until they're down. While this may be a function of our current game being filled with only casters, I've also noticed a general trend of not looking for ways to mitigate damage.
[[Image:caller.jpg|thumb|450px|right|Rydia, iconic caller, calling Leviathan]]
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: ''"The world is not without voice. Let me share it with you."''
+
  
They do things. It is relevant to figure out what they do to the story currently playing out in Trinity.
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I am hesitant to remove ''regen'' because it feels thematically important to how Trinity works: we've got a significant undercurrent of FF feel going on, and I feel that messing with that would be to our detriment. So I don't want to get rid of it.
  
'''Other Classes:''' Oftentimes, callers see themselves in direct opposition to [[Class:_Priest|priests]] and [[Class:_Paladin|paladins]]: individuals of those professions tie themselves spiritually to powers greater than they, though of Divine persuasions, while the caller binds her soul to powerful entities of Nature. Unlike them, however, the relationship between caller and patron is truly reciprocal and significantly more personal in nature, while Saints and Lucavi are significantly more distant from the mortal realm.
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But at the same time, it's done weird things to our approach to healing and handling wounds and such. So, I think we may try to rectify this.
  
Callers consider [[Class:_Shaman|shamans]] and [[Class:_Druid|druids]] brethren. At the same time, however, while druids and shamans rely upon the same sort of Natural power as callers, callers recognize that they are significantly closer to the source of those abilities than others; while shamans understand the flow of elemental energy at work behind the fabric of reality, callers are able to bring forth manifestations of creatures that dwell within those flows, and thus often feel the weight of the goals of Gaia herself much more keenly.
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==Overview==
 +
Hit points are a weird abstraction of your ability to avoid an attack, dodge or otherwise juke around to turn a serious blow into a less lethal one, and just general combat endurance. That we have the ''bloodied'' condition should tell you something about this: basically until you're below 50% hit points, you are essentially untouched. Maybe got a few scrapes and bruises, but you're not actually hurt in any real meaningful way. That said, the LM saying things like "the ''cure'' spell invigorates you and closes your wounds" is just as valid if you are 25% of max HP or 75% - you still have wounds while not ''bloodied'', they're just not dangerous or impairing you in any real way.
  
==Game Rule Information==
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Injuries are intended to change this.
Callers have the following game statistics.
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'''[[The_Forces#Force_Alignment | Force Alignment]]:''' Nature.
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&nbsp;
  
'''[[The_Forces#Force_Resistance | Force Resistances]]:''' DI 5 + level, VI 5 + level.
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{| class="collapsible" width="100%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
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! colspan="13;" style="background:#4A777A;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Broken Arm</font></div>
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|-
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| rowspan="2" colspan="2"|At least one of the bones in your arm has been broken, prohibiting its use. If it doesn't heal soon, the break may fester, eventually leading to death. || colspan="2"|'''Attack:''' +12 vs Fort
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|-
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| colspan="2"|'''Endurance:''' improve DC 23; maintain DC 20
 +
|-style="background:#C7D5D6;"
 +
|width="25%"|'''0'''
 +
|width="25%"|'''1'''
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|width="25%"|'''2'''
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|width="25%"|'''3'''
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|-
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|You are cured. || '''Initial Effect:''' You cannot make use of the injured arm. You cannot use two-handed weapons, and you can only wield a single light or one-handed weapon, implement, or shield at a time. You suffer a -2 penalty on Acrobatics, Athletics, and Thievery checks. || The infected break becomes painful. Increase skill penalties to -5, and you cannot use the arm in any way. || Gangrene sets in. Increase the skill penalties to -10, and you cannot use the arm in any way. You lose one healing surge that cannot be regained until you are cured; each subsequent failure causes you to lose an additional healing surge. If you begin the day with no healing surges, you gain ''dead''.
 +
|}
  
'''Abilities:''' Wisdom and Charisma are the caller's most important attributes. Wisdom improves her ability to manipulate nature through the gifts granted her by her patrons, and Charisma improves her ability to command more powerful aspects of her called creatures.
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&nbsp;
  
'''Hit Die:''' d6.
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So basically what happens here, is that after a ''long rest'' (or every 24 hours if you're being cheeky and trying to avoid this nonsense), you have to make a check. If you suck, you go down the track (from 1 to 2, to 3, and so on). If you make the check, you get better, and go up the track (from 2 to 1, to 0).
  
'''Class Skills:''' The Caller’s class skills are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge (History) (Int), Knowledge (Geography) (Int), Knowledge (Nature) (Int), Naturecraft (Wis), Profession (Wis), and Sense Motive (Wis).
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The real question is - when would you get these? How do you mitigate them?
  
'''Skill Points at Each Level:''' 2 + Int.
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===Getting Injuries===
 +
So I've got a few thoughts on when or how you might get these.
  
'''Alignment:''' Any neutral.
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First, though, I want to specify - I don't think players can cause these to monsters. These are intended to model long-term effects, and that's an awful lot of book-keeping for the LM to have to deal with if players are causing broken bones and what-not all over the place. That said, these may have "neat effects" that players want to cause - if you're fighting a jerk who's using a two-handed weapon, being able to break one of his arms so that he can't use it anymore is a neat thing to do that players may want to have as an option. So I'm not ruling it out, but in general, as a player, you can maybe somehow cause the initial effect of an injury, but I'm not going to expect the LM to track it any further than that. Narratively, maybe, but certainly not mechanically.
  
: '''''Ethos:''' Green @ d10, and at least three ranks higher than either Black or Blue.''
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Anyway. So, there's a couple options for causing these.
  
'''Starting Age:''' Simple.
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* '''Crits.''' Rather than taking more damage from a crit, you take an injury instead. I'm not sure if this would be a choice deal - for instance, as a player, you could say "oh, this guy crit me... I'll take an injury instead of the extra damage" sort of thing - or if it's a hard point of getting crit'd. Making it a guaranteed thing feels... overly random and potentially very punishing, though, so I'm not sure.
 +
* '''Dropping to 0.''' Part of the goal here, I think, is to make players wary of dropping to 0 hit points. It's not a good thing, you don't want to do it. So if we give an injury upon hitting 0, that may encourage players to avoid this happening. That said, it has some issues - it might lead to a death spiral of sorts, which is not cool. That and let's say you get back up with a few hit points after hitting 0, then get smacked again - do you really need another injury?
 +
** '''Trading injuries for death saves.''' As an addendum to this idea, maybe you can accept an injury instead of accepting a failed death save. This is... really weird, from a narrative standpoint, and basically says "in retrospect, that hit from that hammer hurt a lot more than you thought it did." I'm not sure how okay we are with this kind of retroactive stuff, though.
 +
* '''Some fraction of hit points.''' Perhaps if an attack does an overwhelming amount of damage to you, it gives you an injury. Say the threshold is your healing surge value - any attack that does more damage than that causes an injury.
  
'''Starting Gold:''' 3d4 x 10gp.
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===Healing Injuries===
 +
Normal effects that heal hit points don't fix injuries. You need dedicated effects, or to make the checks to get over the injury.
  
'''Favored By:''' None.
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=Keys=
 +
I am still sometimes disappointed by the limitations of the D&D xp model. We've tried to work around it, but... at the end of the day, combat gives you guaranteed xp, and the LM sometimes give you story rewards.
  
=Class Features=
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We need to fix this.
All of the following are class features of the caller.
+
  
'''Weapon and Armor Proficiency:''' Callers are proficient with all simple weapons and light armor, but not shields.  
+
==Overview==
 +
What are keys? Keys are a small game mechanic that inform your character's ability to gain xp. If you have no keys, you cannot gain xp.
  
'''Geomancy (Ge):''' Caller geomancy suites are based upon the entities they can call upon. Thus, a caller who chooses Leviathan gains access to the Leviathan suite. In effect, callers' suites are very similar to priest's patron domains, except that the caller only has access to the gifts granted by those suites. Thus, caller geomancy suites are slightly larger, but are generally significantly smaller in size and scope than an equivalent suite gained by a shaman.
+
Keys come in many flavors. Races (which really here means "cultures") can give you keys, and your class always gives you a key. You can pick up keys over the course of an adventure, and you might select - or be given - a key at the start of a campaign or adventure, to help give your character motivation.
  
It is important to note, then, that because callers' suites are based on entities, rather than nature itself, the entities a caller has access to are the source of their geomancy: a caller who uses a Leviathan gift, for instance, is essentially channeling the power of the primal. However, because all of these entities are derived directly from Gaia, they have the same general principle: don't abuse it, or it will hurt.
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In play, the purpose of a key is to ''encourage behavior''. For instance, the ''Key of the Barbarian'' gives you xp for using your [[Class: Berserker|berserker]] Provoke class feature, and punishes you for willingly taking on the ''fade'' status (which makes creatures unable or less likely to attack you). This is intended to encourage a certain style of play: in this case, the key makes you want to try to take on foes head-on, while avoiding abilities that would prevent them from engaging you.
  
'''Call (Ge):''' The caller's signature ability is the ability to ''call'' upon the presence of a specific entity, usually a Primal or an Eidolon, though it does not necessarily have to be such an entity. In general, a called creature - regardless of its true nature - is referred to as an ''eikon''.
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The original system that presented keys was a bit too... unfocused, though, and made weird assumptions about how many keys you could have and when you could gain them. I think those assumptions held the idea back. The idea is very much tenable - we just need to work out the kinks.
  
At first level, the caller chooses a single eikon from the list below. Upon choosing an entity, the caller forms a powerful bond with that entity, tying her soul to its existence. Due to the strength of this bond, a called eikon no longer suffers from many of the restrictions normal summoned creatures have: while treated as summoned creatures, they are not sent back to their home plane until reduced to a number of negative hit points equal to or greater than their Constitution score. In addition, due to its tie to its caller, an eikon can touch and attack creatures warded by ''protection from evil'' and similar effects that prevent contact with summoned creatures. In addition, the caller and the eikon can always understand each other, even if they do not share a language: their communication is on a spiritual level, and transcends language.
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==Keys and your Ring==
 +
I don't know if a ''keyring'' would actually be a mechanical construct in this layout, but it's a concept to keep in mind, just in case.
  
A caller can call one of her eikons in a ritual that takes 1 minute to perform. When summoned in this way, the eikon's hit points are unchanged from the last time it was dismissed or banished. The only exception to this is if the eikon was slain, in which case it returns with half its normal hit points.
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I see characters as having, at 1st level, at the very least, three keys:
  
Eikons do not heal naturally.
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* A class key, given to them by their class
 +
* A background/culture key, given to them by their race, or their background
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* A story key, chosen from a list of keys appropriate to the adventure at hand
  
The eikon remains until dismissed by the caller (a standard action).  
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This would be an example of a class key...
  
If the eikon is dismissed due to death, it cannot be called again until the following day.
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&nbsp;
  
The eikon cannot be dismissed by means of ''dispel magic'' or similar Force-cancelling effects, but Force effects such as ''dismissal'' and ''banishment'' work normally.  
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<div id="Key of the Barbarian">
 +
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
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! style="background:#e6cc80;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">KEY OF THE BARBARIAN</font></div>
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|-style="background:white;" align="left"
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|You revel in the glory of combat.
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|-align="left"
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|'''Key - Class (Berserker)'''
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|-align="left"
 +
|style="background:#EFDFB0; padding-left: 2em;"|'''EXPERIENCE'''
 +
|-align="left"
 +
|You gain 1 xp when you use your ''provoke'' ability against a standard creature of your level or higher.
 +
|-align="left"
 +
|You gain 3 xp when you use your ''provoke'' ability against an elite or solo creature of your level or higher.
 +
|-align="left"
 +
|style="background:#EFDFB0; padding-left: 2em;"|'''COUNTER'''
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|-align="left"
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|If you willingly gain the ''fade'' status, this ''key'' does not yield xp until you take a ''short rest'', and you lose 2 xp. ''(Class keys cannot be bought off.)''
 +
|}
 +
</div>
  
If the caller is unconscious, asleep, or killed, her eikon is immediately banished.
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&nbsp;
  
You cannot call an eikon if your current Stress towards that eikon's suite is greater than your Max Stress, and if your current Stress ever exceeds an eikon's suite's Max Stress while that eikon is called, the eikon is immediately banished, and cannot be called again until your current Stress is less than the Max Stress for that eikon's suite.  
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These next three I like less, but... well, important to keep ideas flowing.
  
The eikon's Hit Dice, saving throws, skills, feats, and abilities are tied to the caller’s geomancer level and increase as the caller gains levels or otherwise increases her geomancer level.
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&nbsp;
  
As a caller gains levels, she gains the ability to choose new eikons (see Geomancy, above). A caller cannot have more than one eikon called at a time; if she calls a different eikon while she has an eikon called, the original eikon is dismissed as soon as the calling ritual is completed.
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<div id="Key of the Berserker">
 +
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#e6cc80;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">KEY OF THE BERSERKER</font></div>
 +
|-style="background:white;" align="left"
 +
|You revel in the destruction of those who would oppose you.
 +
|-align="left"
 +
|'''Key - Class (Berserker)'''
 +
|-align="left"
 +
|style="background:#EFDFB0; padding-left: 2em;"|'''EXPERIENCE'''
 +
|-align="left"
 +
|You gain 5 xp when you defeat a ''named'' elite or solo creature of your level or higher.
 +
|-align="left"
 +
|style="background:#EFDFB0; padding-left: 2em;"|'''COUNTER'''
 +
|-align="left"
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|If you willingly retreat from a combat with a ''named'' elite or solo creature of your level or higher, this ''key'' does not yield xp until you take a ''short rest'', and you lose 2 xp. ''(Class keys cannot be bought off.)''
 +
|}
 +
</div>
  
'''Convoke (Ge):''' While callers often prefer to call upon an eikon and have the creature at their side, they are also limited to only having one eikon manifested at a time; similarly, while manifested, an eikon is subject to the whims of the world, and such manifestations of these entities are often imperiled by the caller's adversaries. In such situations, the caller may find it advantageous to only call upon an eikon for a brief moment, in which the entity uses one of its abilities, then returns to whence it came. Such an action is known as ''convoking''.
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&nbsp;
  
A caller can convoke any eikon that is counted amongst her patrons, except an eikon that is currently called (see Call, above). Convoking an eikon is a standard action. When you convoke an eikon, select one of its abilities that you have access to; the eikon appears where you direct, within Close range (25 feet + 5 feet/2 geomancer levels), and then uses the ability in a manner you direct, then disappears. As this is a manifestation of the true form of the eikon, and not the form that is called directly, the eikon is immune to damage or any other effects when it appears to use its convoked ability, and its disappearance cannot be prevented (except, possibly, through Epic means, though such entities tend to be resistant to even such powers). Because eikons are Natural and therefore not extraplanar, the caller can use this ability even in an area in which extraplanar travel is currently being prevented.
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<div id="Key of the Defiant">
 +
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
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! style="background:#e6cc80;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">KEY OF THE DEFIANT</font></div>
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|-style="background:white;" align="left"
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|You encourage your enemies to hit you: it just makes their eventual loss all the sweeter.
 +
|-align="left"
 +
|'''Key - Class (Berserker)'''
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|-align="left"
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|style="background:#EFDFB0; padding-left: 2em;"|'''EXPERIENCE'''
 +
|-align="left"
 +
|You gain 3 xp whenever you take damage equal to or greater than your ''healing surge value''.
 +
|-align="left"
 +
|style="background:#EFDFB0; padding-left: 2em;"|'''COUNTER'''
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|-align="left"
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|If you willingly use an ally as ''cover'', this ''key'' does not yield xp until you take a ''short rest'', and you lose 2 xp. ''(Class keys cannot be bought off.)''
 +
|}
 +
</div>
  
However, convocation comes at a price: unlike calling, it takes considerably more effort on the eikon's part to take part in a convocation. Thus, when a caller uses convoke, she accrues stress towards the convoked eikon's suite equal to the level at which she acquired the ability she chooses to convoke (thus, if you convoke an eikon and use its ability that you gained at 6th level, you accrue 6 stress toward that eikon's suite). Unlike gifts, you cannot convoke an eikon's ability if the Stress you would accrue would put you over your Max Stress for that eikon's suite.
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&nbsp;
  
'''Eikon Power (Na):''' At second level, and 4th, 6th, and 8th levels, the spiritual bond between the caller and her eikons begins to manifest itself in the caller herself, slowly changing her capabilities based upon the eikons she is bonded with.
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<div id="Key of Deliverance">
 +
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
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! style="background:#e6cc80;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">KEY OF DELIVERANCE</font></div>
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|-style="background:white;" align="left"
 +
|What is best in life? To slay your foes, and hear the lamentations of those dear to them.
 +
|-align="left"
 +
|'''Key - Class (Berserker)'''
 +
|-align="left"
 +
|style="background:#EFDFB0; padding-left: 2em;"|'''EXPERIENCE'''
 +
|-align="left"
 +
|You gain 1 xp whenever you ''bloody'' a creature of your level or higher.
 +
|-align="left"
 +
|style="background:#EFDFB0; padding-left: 2em;"|'''COUNTER'''
 +
|-align="left"
 +
|If you willingly use an ally as ''cover'', this ''key'' does not yield xp until you take a ''short rest'', and you lose 2 xp. ''(Class keys cannot be bought off.)''
 +
|}
 +
</div>
  
Each eikon has a list of abilities associated with it. You can select one such ability from any eikon's list that you are bonded to. Alternatively, you can select a general ability from the list below.
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&nbsp;
  
* ''Beckon (Ge):'' Once per day, as a standard action, a caller can call her eidolon to her side. This functions as ''dimension door'', using the caller’s geomancer level. When used, the eikon appears adjacent to the caller (or as close as possible if all adjacent spaces are occupied). If the eikon is out of range, the ability is wasted. You can take this ability multiple times; each time you do, you can use it an additional time per day.
+
...while this might be a story key...
** ''Transposition:'' The caller can use her ''beckon'' ability to swap locations with her eikon. If it is larger than her, she can appear in any square occupied by the eikon. The eikon must occupy the square that was occupied by the caller if able, or as close as possible if it is not able. (''Prerequisites:'' Beckon)
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* ''Bond Senses (Na):'' The caller can, as a standard action, share the senses of her eikon, hearing, seeing, smelling, tasting, and touching everything the eikon does. She can use this ability a number of rounds per day equal to her caller level. There is no range to this effect, but the eikon and the caller must be on the same plane. The caller can end this effect as a free action.
+
* ''Life Link (Na):'' Whenever an eikon takes enough damage to cause it to be dismissed, the caller can sacrifice any number of hit points. Each hit point sacrificed in this way prevents 1 point of damage done to the eikon. This can prevent the eikon from being dismissed due to damage.
+
* ''Shield Ally:'' Whenever the caller is within her eikon's reach, the caller receives a +2 shield bonus to her Armor Class and a +2 circumstance bonus on her saving throws. This bonus does not apply if the eikon is grappled, helpless, paralyzed, stunned, or unconscious.
+
  
'''Caller Talent:''' At 10th level and every two levels thereafter, the caller's understanding of her eikons and their nature improves. Choose one of the following abilities.
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&nbsp;
 
+
* ''Avatar (Ge):'' The caller's spiritual connection to her eikons is such that she can allow them to physically manifest through her, rather than manifesting a fragment of their power close to her. As a full-round action, she can use this ability for any eikon she is bonded to, even one she has currently called (though that eikon is immediately dismissed); at the end of that action, she is replaced bodily by an enhanced version of the eikon she has chosen, whose occupied squares must at least contain the caller's square(s). An ''avatar'' has additional abilities available to it that are not available to a caller's ''call'' and ''convoke'' abilities, and the eikon gains other additional benefits outlined in their description. This ability is incredibly draining on both caller and eikon, however, and thus the caller accrues 1 point of Stress towards the eikon's suite each round, and this ability can only be used once per day per bonded eikon. While this ability is active, the caller effectively does not exist, and thus cannot be targeted or affected in any way; durations of effects on her do not pass, but resume upon the end of this effect, and when the caller returns to existence, she does so in one of the eikon's squares, who is immediately dismissed at the end of this effect.
+
* ''Eikon Mastery:'' A caller can choose an additional ''eikon power'' ability in place of a talent.
+
* ''Feat:'' A caller can gain a bonus feat in place of a special ability.
+
 
+
=Eikons and Suites=
+
The following is a list of eikons, their abilities as relevant to callers, and their associated gift suites.
+
 
+
===Eikon Mechanics===
+
Eikon statistics, such as hit points, are usually listed with a bonus based upon level. This refers to the geomancer level of the caller making use of that eikon. It is important to note that these bonuses begin at first level.
+
 
+
: '''''Example:''' Rydia is a 4th-level caller, and is calling Titan. Titan is listed as having 15/level hit points, and thus is called with 60; with an AC of 14 + 2/level, and thus an AC of 22; and so forth.''
+
  
==Titan==
+
<div id="Torch_Key">
{|class="collapsible" width="35%" align="right" 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:#659D32;" align="left" colspan="2"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">TITAN</font></div>
+
! style="background:#e6cc80;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">PUT THE "TORCH" BACK IN TORCH</font></div>
 +
|-style="background:white;" align="left"
 +
|The enormous flame for which the city of Torch was named has gone out! You're on a quest to find a way to relight it, and bring prosperity back to the town.
 
|-align="left"  
 
|-align="left"  
! width="60%"|Large Elemental (Earth)
+
|'''Key - Story (Iron Gods)'''
! width="40%"|&nbsp;
+
|-align="left"  
|- align="left"
+
|style="background:#EFDFB0; padding-left: 2em;"|'''EXPERIENCE'''
|'''Hit Points:''' 15/level || '''Abilities'''
+
|-align="left"  
|- align="left"  
+
|You gain 5 xp whenever you defeat a ''named'' elite or solo creature beneath Torch.
|'''Initiative:''' +2 + 1/3 levels || ''1st:'' Landslide
+
|-align="left"  
|- align="left"
+
|You gain 10 xp whenever you discover a new ''zone'' beneath Torch.
|'''Speed:''' 20 ft. || ''3rd:'' Tumult
+
|-align="left"  
|- align="left"  
+
|You gain 20 xp when you relight the fire of Torch, and you ''lose'' this ''key''.
|'''Armor Class:''' 14 + 2/level || ''6th:'' Weight of the Land
+
|-align="left"  
|- align="left"  
+
|style="background:#EFDFB0; padding-left: 2em;"|'''COUNTER'''
|<div style="margin-left:15px;">''Touch:'' 12 + 1/level</div> || ''9th:'' Shatterstones
+
|-align="left"  
|- align="left"  
+
|Whenever you take a ''long rest'' without having spent at least five hands (one hour) in the caverns beneath Torch since your last ''long rest'', you lose 2 xp. If you lose 10 xp in this way, you ''lose'' this ''key''.
|<div style="margin-left:15px;">''Flatfooted:'' 13 + 2/level</div> || ''12th:'' Earthwall
+
|- align="left"  
+
|'''Basic Attack:''' +2 + 2/level || ''15th:'' Rock Gaol
+
|- align="left"  
+
|<div style="margin-left:15px;">''Damage Potency:'' 2</div> || ''18th:'' Mountain Buster
+
|- align="left"
+
|'''Space/Reach:''' 10 ft. / 10 ft. || ''Avatar:'' Geocrush
+
|- align="left"  
+
|'''Fortitude:''' +2 + 2/level || ''Avatar:'' Megalith Throw
+
|- align="left"
+
|'''Reflex:''' +0 + 1/2 levels || ''Avatar:'' Upheaval
+
|- align="left"
+
|'''Will:''' +0 + 1/level || ''Ultimate:'' Earthen Fury
+
|- align="left"
+
|'''Ability Scores:''' ...stuff || &nbsp;
+
 
|}
 
|}
 
+
</div>
: ''"I will crush you beneath my heel, mortal!"''
+
 
+
Titan, in his Primal form, is an immense humanoid, made entirely of dense, cracked stone, with a warm yellow glow emanating from his core. When called by a caller, he is usually significantly smaller, but retains his rocky appearance.
+
 
+
Titan natively speaks Terran, but is able to communicate with a caller to whom he is bonded.
+
 
+
===Special Qualities===
+
Titan has a number of special qualities, dependent upon the geomancer level of the caller to whom he is bonded.
+
 
+
=Feats=
+
The following are a selection of feats that are relevant to callers.
+
  
 
&nbsp;
 
&nbsp;
  
<div id="Elemental_Focus">
+
<div id="Khonnir_Key">
 
{|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:#105A10;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">ELEMENTAL FOCUS [Natural]</font></div>
+
! style="background:#e6cc80;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">SAVE THE COUNCILMAN, SAVE THE TOWN</font></div>
 
|-style="background:white;" align="left"  
 
|-style="background:white;" align="left"  
|Your focus on an element makes the gifts you draw from it harder to resist.
+
|The councilman Khonnir Baine of Torch has gone missing. Your goal is to find him and, if possible, bring him back to Torch.
 
|-align="left"  
 
|-align="left"  
|'''Prerequisites:''' Access to at least one gift suite.
+
|'''Key - Story (Iron Gods)'''
 
|-align="left"  
 
|-align="left"  
|'''Benefit:''' Choose one suite you can access. Increase the Saving Throw DC of any gift you use from that suite by +1. You can take this feat multiple times; each time you do, you can increase an existing saving throw DC increase by +1, or choose a new suite.
+
|style="background:#EFDFB0; padding-left: 2em;"|'''EXPERIENCE'''
 
|-align="left"  
 
|-align="left"  
|If a gift appears in multiple suites that you have access to, it uses the best bonus available.
+
|You gain 5 xp whenever you find a clue related to one of the previous expeditions into the caverns below Torch.
 +
|-align="left"
 +
|You gain 10 xp whenever you find a clue related to Khonnir's whereabouts.
 +
|-align="left"
 +
|You gain 20 xp when you find and return Khonnir to Torch, and you ''lose'' this ''key''.
 +
|-align="left"
 +
|style="background:#EFDFB0; padding-left: 2em;"|'''COUNTER'''
 +
|-align="left"
 +
|Whenever you take a ''long rest'' without having spent at least five hands (one hour) in the caverns beneath Torch since your last ''long rest'', you lose 2 xp. If you lose 10 xp in this way, you ''lose'' this ''key''.
 
|}
 
|}
 
</div>
 
</div>
Line 218: Line 218:
 
&nbsp;
 
&nbsp;
  
<div id="Elemental_Knowledge">
+
Yeah... maybe. Might need some work, though.
 +
 
 +
&nbsp;
 +
 
 +
<div id="Against_the_Congress_Key">
 
{|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:#105A10;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">ELEMENTAL KNOWLEDGE [Natural]</font></div>
+
! style="background:#e6cc80;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">AGAINST THE CORPORATE CONGRESS</font></div>
 
|-style="background:white;" align="left"  
 
|-style="background:white;" align="left"  
|You delve into studying the nature of the elements, gaining access to more geomantic power.
+
|You have a deep-seated hatred for the Corporate Congress of Ganymede - and are perhaps even in open rebellion against it.
 +
|-align="left"
 +
|'''Key - Background (Iron Gods)'''
 +
|-align="left"
 +
|style="background:#EFDFB0; padding-left: 2em;"|'''POWERS'''
 +
|-align="left"
 +
|You gain a +2 key bonus to ''attack rolls'' against creatures with the ''agent of the corporate congress'' quality.
 +
|-align="left"
 +
|style="background:#EFDFB0; padding-left: 2em;"|'''EXPERIENCE'''
 +
|-align="left"
 +
|You gain 1 xp when you defeat a standard creature of your level or higher with the ''agent of the corporate congress'' quality.
 +
|-align="left"
 +
|You gain 3 xp when you defeat an elite or solo creature of your level or higher with the ''agent of the corporate congress'' quality.
 +
|-align="left"
 +
|You gain 5 xp when you defeat a ''named'' elite or solo creature of your level or higher with the ''agent of the corporate congress'' quality.
 
|-align="left"  
 
|-align="left"  
|'''Prerequisites:''' Access to at least one gift suite.
+
|style="background:#EFDFB0; padding-left: 2em;"|'''COUNTER'''
 
|-align="left"  
 
|-align="left"  
|'''Benefit:''' You gain knowledge of two new gifts of your choice. You can take this feat multiple times.
+
|If you willingly associate with, work with, or assist a creature with the ''agent of the corporate congress'' quality whose ethos does not match your own, you lose 5 xp and ''lose'' this ''key''.
 
|}
 
|}
 
</div>
 
</div>
Line 232: Line 250:
 
&nbsp;
 
&nbsp;
  
<div id="Elemental_Power">
+
<div id="Ganymede_Archaeologist_Key">
 
{|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:#105A10;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">ELEMENTAL POWER [Natural]</font></div>
+
! style="background:#e6cc80;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">GANYMEDIAN ARCHAEOLOGIST</font></div>
 
|-style="background:white;" align="left"  
 
|-style="background:white;" align="left"  
|Your ability to draw upon a particular element increases.
+
|You have a fascination with the weird alien tech that sometimes surfaces on Ganymede.
 
|-align="left"  
 
|-align="left"  
|'''Prerequisites:''' Access to at least one gift suite.
+
|'''Key - Background (Iron Gods)'''
 
|-align="left"  
 
|-align="left"  
|'''Benefit:''' Choose one suite you can access. Increase your Max Stress towards that element by +2. You can take this feat multiple times; each time you do, you can choose a suite you have already chosen or a new suite.
+
|style="background:#EFDFB0; padding-left: 2em;"|'''POWERS'''
 +
|-align="left"
 +
|You gain the Inventor feat as a bonus feat.
 +
|-align="left"
 +
|style="background:#EFDFB0; padding-left: 2em;"|'''EXPERIENCE'''
 +
|-align="left"
 +
|You gain 3 xp when you defeat a standard Technological creature or trap of your level or higher with the ''alien tech'' quality.
 +
|-align="left"
 +
|You gain 5 xp when you defeat an elite or solo Technological creature or trap of your level or higher with the ''alien tech'' quality.
 +
|-align="left"
 +
|You gain 5 xp when you find a Technological item with the ''alien tech'' quality.
 +
|-align="left"
 +
|style="background:#EFDFB0; padding-left: 2em;"|'''COUNTER'''
 +
|-align="left"
 +
|If you willingly destroy a Technological item with the ''alien tech'' quality, you lose 5 xp and ''lose'' this ''key''.
 
|}
 
|}
 
</div>
 
</div>
Line 246: Line 278:
 
&nbsp;
 
&nbsp;
  
<div id="Extraordinary_Talent">
+
<div id="Robot_Slayer_Key">
 
{|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:#ADACAC;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">EXTRAORDINARY TALENT [Epic]</font></div>
+
! style="background:#e6cc80;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">ROBOT SLAYER</font></div>
 
|-style="background:white;" align="left"  
 
|-style="background:white;" align="left"  
|You are more talented than your experience would otherwise suggest.
+
|You have a deep-seated hatred of Technology, and especially those creatures that are inherently part of it.
 +
|-align="left"
 +
|'''Key - Background (Iron Gods)'''
 +
|-align="left"
 +
|style="background:#EFDFB0; padding-left: 2em;"|'''POWERS'''
 +
|-align="left"
 +
|You gain a +2 key bonus to ''attack rolls'' and a +1 key bonus to ''damage potency'' against Technology ''elementals''.
 +
|-align="left"
 +
|style="background:#EFDFB0; padding-left: 2em;"|'''EXPERIENCE'''
 +
|-align="left"
 +
|You gain 1 xp when you defeat a standard Technological ''elemental'' creature.
 +
|-align="left"
 +
|You gain 3 xp when you defeat an elite or solo Technological ''elemental'' creature.
 +
|-align="left"
 +
|You gain 5 xp when you defeat a ''named'' elite or solo Technological ''elemental'' creature.
 +
|-align="left"
 +
|style="background:#EFDFB0; padding-left: 2em;"|'''COUNTER'''
 +
|-align="left"
 +
|If you willingly make use of a Technology item or ''device'', this ''key'' does not yield xp until you take a ''short rest'', and you lose 3 xp. If you lose 15 xp in this way, you ''lose'' this ''key''.
 
|-align="left"  
 
|-align="left"  
|'''Prerequisites:''' Character level 21st+.
+
|If you willingly associate with, work with, or assist a creature with a Technology ''force alignment'' quality whose ethos does not match your own, you lose 5 xp and ''lose'' this ''key''.
 
|-align="left"  
 
|-align="left"  
|'''Benefit:''' You gain a talent from the talent list of one of your classes.
+
|If you gain Technology as a ''force alignment'', you lose 10 xp and ''lose'' this ''key''.
 
|}
 
|}
 
</div>
 
</div>
Line 260: Line 310:
 
&nbsp;
 
&nbsp;
  
=Design Notes=
+
==Motivation and XP==
Callers are a half-casting class. They are roughly equatable to technology's greasemonkey and the blue's trainer: they are a "pet"-based class. Unlike those two, however, callers retain some level of casting ability that does not directly pertain to their pet (greasemonkeys gain devices that are only usable via their vehicle; trainers learn memes, but cannot use them, only teach them to their mementos).
+
One thing I'm sort of thinking about is that keys are an abstract representation of your character's motivation: adventurers are supposed to be sort of rare, and most people in the world don't rise in level nearly as quickly or as high as PCs. We need to have an in-world explanation for this.
  
Callers exist somewhere between greasemonkeys, who typically have one vehicle, and trainers, who typically have a large collection of mementos to use (though limited to six at any one time). Callers have a smaller collection, capping at six, with only a possibility of one out at a time, but are able to use ''convoke'' to use the abilities of other entities they can call upon.
+
So my idea here is basically that PCs - and some select NPCs, those who get to high levels - have a stupidly significant amount of motivation. This isn't meant to be like... destiny, or anything like that, the idea here is that adventurers are ''driven'' in ways that normal folk aren't.
  
Using call summons forth a physical manifestation of the creature in question, which can use its abilities and assist in combat or other tasks. Convoke, however, only brings forth the creature for a moment, in which it uses a particular ability of some sort, then disappears back into the fabric of reality.
+
So there might be some abstract measure of your motivation, call it a number. Let's pick 5. You can't have more keys than your motivation at any given time - this includes quest keys (called story keys, above). Over the course of an adventure, you'll pick up quest keys and lose them when they're complete, which doesn't count against your motivation - you're getting stuff done.
  
Called creatures - which vary, we'll get to that in a minute - have a set progression and a predefined set of abilities. In essence, much like a standard d20 summoner, the caller picks the one they want from their list, and brings it forth. Because of how these creatures operate in the lore, they cannot be altered by the caller. Callers effectively control these creatures directly, and they do not balk or otherwise disagree - they do as directed, due to the agreement between the caller and the creature summoned.
+
But say you lose a background key. Those are supposed to represent significant parts of who you are as a person, what drives you to succeed in the world (hence why acting in accordance with them gives you xp). If you abandon something that encouraged you to adventure, that gave you the drive and will to succeed, it naturally follows that you're probably questioning yourself a lot, internally. Your drive is reduced.
  
While typically callers would call upon primals directly, they can call upon eidolons, as well. While eidolons are not as powerful as primals, the difference is irrelevant, as no caller can actually fully call a primal - they always only gain control over a fraction of such entity's power. In general, it's safe to assume that the less powerful the entity, the more the caller can successfully call upon its power, meaning that seemingly "weak" calls are just as powerful as seemingly "strong" ones, because a caller can get more out of a "weaker" entity than a "stronger" one. Leviathan isn't going to fully manifest for you, puny mortal, but some tiny eidolon creature will totally give you everything its got, and more.
+
I'm not really sure how to implement that, but I also want to make sure that characters can change - that is, you may transition from hating robots to being a friend of Technology, to try to handle character story arcs.
  
Hmm. Because caller's casting abilities are based upon their called creatures, that allows us to use that resource for all of their abilities. A lower-level caller will probably typically pick one thing and stick with it - call, convoke, or invoke gifts - while a higher-level caller will call one summon, convoke another, and use gifts from a third.
+
So really we're just spit-balling here.
  
So: the notion here is that every callable creature has a set of abilities, which the caller can make use of at 1st level, then one every 3rd level (same as feat levels). The called creature is not limited in uses of these abilities, unless otherwise specifically noted, so can use them all the time, even if they replicate gifts. The called creature also has hit points and various combat stats and skills; the reason these abilities are unlimited is because it can "die," and be removed from the field.
+
=Main Page Format Change=
 +
Exactly what it says on the tin.
  
Convoke basically lets the caller use one of the abilities from a callable creature without it being present; it shows up during the effect, uses the ability, then disappears. The advantage is that the effect just happens; the downside, though, is that the called creature considers this effectively an abuse, and thus convoking accrues stress towards the called creature's suite.
+
&nbsp;
  
Using normal gifts from a creature's suite accrues stress as normal.
+
{|width="90%" align="center"
 +
|- style="height: 6em;"
 +
| width=50%|
  
==Eikon Design==
+
{| class="collapsible" width="98%" style="border:#FFFFFF; text-align:left; clear:both; font-size:100%; font-family:verdana;"
Eikons are not designed using traditional d20 mechanisms; instead, they are designed using D&D 4e mechanics. While eikons have ability scores, which are necessary for interaction with the world at large, their abilities are largely independent of them; effects that modify their ability scores modify the affected score's dependent stats (thus, if you reduce an eikon's Strength score, its physical damage is reduced accordingly), but it must be noted that there is ''no direct correlation between an eikon's ability scores and what it is capable of''. While this may initially seem nonsensical, realize that this is to reduce the overall workload on both the design end and the player end: 4e monsters are easy to run and manage.
+
! colspan="13;" style="background:#FFFFFF;" align="left"|<div style="margin-left:0px;"><font style="font-size:24px; font-family:tahoma;">Setting</font></div>
 +
|-
 +
|style="padding-left: 1.5em;"|<font style="font-size:12px">This section has all the information regarding the setting: geography, political bodies, lore, and all that of that sort of thing. If there is important mechanical information relevant to a topic, it will typically provide a link to the relevant mechanics page, but note that some mechanics pages have lore in them, as well.</font>
 +
|}
  
Each eikon, then, follows roughly one of the monster roles from 4e.
+
||
 +
 
 +
{| class="collapsible" width="98%" style="border:#FFFFFF; text-align:left; clear:both; font-size:100%; font-family:verdana;"
 +
! colspan="13;" style="background:#FFFFFF;" align="left"|<div style="margin-left:0px;"><font style="font-size:24px; font-family:tahoma;">[[d20 Mechanics|Mechanics]]</font></div>
 +
|-
 +
|style="padding-left: 1.5em;"|<font style="font-size:12px">This section is home to all of our Trinity-specific d20 mechanics: a mechanical system that, for the time being, is referred to on this wiki as "t20v4." Everything you need to create and play a character within the context of the worlds of Trinity can be found in this section.</font>
 +
|}
 +
 
 +
|- style="height: 4em;"
 +
| width=50%|
 +
 
 +
&nbsp;
 +
 
 +
|- style="height: 6em;"
 +
| width=50%|
 +
 
 +
{| class="collapsible" width="98%" style="border:#FFFFFF; text-align:left; clear:both; font-size:100%; font-family:verdana;"
 +
! colspan="13;" style="background:#FFFFFF;" align="left"|<div style="margin-left:0px;"><font style="font-size:24px; font-family:tahoma;">[[Journey]]</font></div>
 +
|-
 +
|style="padding-left: 1.5em;"|<font style="font-size:12px">This section is home to the game system we spent several years developing, called ''Journey''. Note that it is... incomplete, and at this time my efforts are more focused on making t20v4 behave, in some ways, like we wanted ''Journey'' to behave.</font>
 +
|}
 +
 
 +
||
 +
 
 +
{| class="collapsible" width="98%" style="border:#FFFFFF; text-align:left; clear:both; font-size:100%; font-family:verdana;"
 +
! colspan="13;" style="background:#FFFFFF;" align="left"|<div style="margin-left:0px;"><font style="font-size:24px; font-family:tahoma;">[[Campaigns|Campaigns]]</font></div>
 +
|-
 +
|style="padding-left: 1.5em;"|<font style="font-size:12px">This section is a very rough record of the various metaplots, campaigns, and games played in Trinity, generally using both the setting and mechanics, as outlined above. This section is more for record-keeping, but might also eventually be used to store logs and such for various games.</font>
 +
|}
 +
 
 +
|}
 +
 
 +
&nbsp;

Latest revision as of 14:13, 15 February 2018

Just some stuff.

Injuries

One of the main complaints about 4e style healing - which is what we're using, basically - is that it can't sensibly model long-term injuries. You heal completely after a long rest: you get all your hit points back, and all your healing surges, and it's like nothing ever happened.

In the course of our games since implementing this particular approach to hit points, one thing I've noticed is that - with the exception of regen - players don't seem to look for healing until they're down. While this may be a function of our current game being filled with only casters, I've also noticed a general trend of not looking for ways to mitigate damage.

I am hesitant to remove regen because it feels thematically important to how Trinity works: we've got a significant undercurrent of FF feel going on, and I feel that messing with that would be to our detriment. So I don't want to get rid of it.

But at the same time, it's done weird things to our approach to healing and handling wounds and such. So, I think we may try to rectify this.

Overview

Hit points are a weird abstraction of your ability to avoid an attack, dodge or otherwise juke around to turn a serious blow into a less lethal one, and just general combat endurance. That we have the bloodied condition should tell you something about this: basically until you're below 50% hit points, you are essentially untouched. Maybe got a few scrapes and bruises, but you're not actually hurt in any real meaningful way. That said, the LM saying things like "the cure spell invigorates you and closes your wounds" is just as valid if you are 25% of max HP or 75% - you still have wounds while not bloodied, they're just not dangerous or impairing you in any real way.

Injuries are intended to change this.

 

Broken Arm
At least one of the bones in your arm has been broken, prohibiting its use. If it doesn't heal soon, the break may fester, eventually leading to death. Attack: +12 vs Fort
Endurance: improve DC 23; maintain DC 20
0 1 2 3
You are cured. Initial Effect: You cannot make use of the injured arm. You cannot use two-handed weapons, and you can only wield a single light or one-handed weapon, implement, or shield at a time. You suffer a -2 penalty on Acrobatics, Athletics, and Thievery checks. The infected break becomes painful. Increase skill penalties to -5, and you cannot use the arm in any way. Gangrene sets in. Increase the skill penalties to -10, and you cannot use the arm in any way. You lose one healing surge that cannot be regained until you are cured; each subsequent failure causes you to lose an additional healing surge. If you begin the day with no healing surges, you gain dead.

 

So basically what happens here, is that after a long rest (or every 24 hours if you're being cheeky and trying to avoid this nonsense), you have to make a check. If you suck, you go down the track (from 1 to 2, to 3, and so on). If you make the check, you get better, and go up the track (from 2 to 1, to 0).

The real question is - when would you get these? How do you mitigate them?

Getting Injuries

So I've got a few thoughts on when or how you might get these.

First, though, I want to specify - I don't think players can cause these to monsters. These are intended to model long-term effects, and that's an awful lot of book-keeping for the LM to have to deal with if players are causing broken bones and what-not all over the place. That said, these may have "neat effects" that players want to cause - if you're fighting a jerk who's using a two-handed weapon, being able to break one of his arms so that he can't use it anymore is a neat thing to do that players may want to have as an option. So I'm not ruling it out, but in general, as a player, you can maybe somehow cause the initial effect of an injury, but I'm not going to expect the LM to track it any further than that. Narratively, maybe, but certainly not mechanically.

Anyway. So, there's a couple options for causing these.

  • Crits. Rather than taking more damage from a crit, you take an injury instead. I'm not sure if this would be a choice deal - for instance, as a player, you could say "oh, this guy crit me... I'll take an injury instead of the extra damage" sort of thing - or if it's a hard point of getting crit'd. Making it a guaranteed thing feels... overly random and potentially very punishing, though, so I'm not sure.
  • Dropping to 0. Part of the goal here, I think, is to make players wary of dropping to 0 hit points. It's not a good thing, you don't want to do it. So if we give an injury upon hitting 0, that may encourage players to avoid this happening. That said, it has some issues - it might lead to a death spiral of sorts, which is not cool. That and let's say you get back up with a few hit points after hitting 0, then get smacked again - do you really need another injury?
    • Trading injuries for death saves. As an addendum to this idea, maybe you can accept an injury instead of accepting a failed death save. This is... really weird, from a narrative standpoint, and basically says "in retrospect, that hit from that hammer hurt a lot more than you thought it did." I'm not sure how okay we are with this kind of retroactive stuff, though.
  • Some fraction of hit points. Perhaps if an attack does an overwhelming amount of damage to you, it gives you an injury. Say the threshold is your healing surge value - any attack that does more damage than that causes an injury.

Healing Injuries

Normal effects that heal hit points don't fix injuries. You need dedicated effects, or to make the checks to get over the injury.

Keys

I am still sometimes disappointed by the limitations of the D&D xp model. We've tried to work around it, but... at the end of the day, combat gives you guaranteed xp, and the LM sometimes give you story rewards.

We need to fix this.

Overview

What are keys? Keys are a small game mechanic that inform your character's ability to gain xp. If you have no keys, you cannot gain xp.

Keys come in many flavors. Races (which really here means "cultures") can give you keys, and your class always gives you a key. You can pick up keys over the course of an adventure, and you might select - or be given - a key at the start of a campaign or adventure, to help give your character motivation.

In play, the purpose of a key is to encourage behavior. For instance, the Key of the Barbarian gives you xp for using your berserker Provoke class feature, and punishes you for willingly taking on the fade status (which makes creatures unable or less likely to attack you). This is intended to encourage a certain style of play: in this case, the key makes you want to try to take on foes head-on, while avoiding abilities that would prevent them from engaging you.

The original system that presented keys was a bit too... unfocused, though, and made weird assumptions about how many keys you could have and when you could gain them. I think those assumptions held the idea back. The idea is very much tenable - we just need to work out the kinks.

Keys and your Ring

I don't know if a keyring would actually be a mechanical construct in this layout, but it's a concept to keep in mind, just in case.

I see characters as having, at 1st level, at the very least, three keys:

  • A class key, given to them by their class
  • A background/culture key, given to them by their race, or their background
  • A story key, chosen from a list of keys appropriate to the adventure at hand

This would be an example of a class key...

 

KEY OF THE BARBARIAN
You revel in the glory of combat.
Key - Class (Berserker)
EXPERIENCE
You gain 1 xp when you use your provoke ability against a standard creature of your level or higher.
You gain 3 xp when you use your provoke ability against an elite or solo creature of your level or higher.
COUNTER
If you willingly gain the fade status, this key does not yield xp until you take a short rest, and you lose 2 xp. (Class keys cannot be bought off.)

 

These next three I like less, but... well, important to keep ideas flowing.

 

KEY OF THE BERSERKER
You revel in the destruction of those who would oppose you.
Key - Class (Berserker)
EXPERIENCE
You gain 5 xp when you defeat a named elite or solo creature of your level or higher.
COUNTER
If you willingly retreat from a combat with a named elite or solo creature of your level or higher, this key does not yield xp until you take a short rest, and you lose 2 xp. (Class keys cannot be bought off.)

 

KEY OF THE DEFIANT
You encourage your enemies to hit you: it just makes their eventual loss all the sweeter.
Key - Class (Berserker)
EXPERIENCE
You gain 3 xp whenever you take damage equal to or greater than your healing surge value.
COUNTER
If you willingly use an ally as cover, this key does not yield xp until you take a short rest, and you lose 2 xp. (Class keys cannot be bought off.)

 

KEY OF DELIVERANCE
What is best in life? To slay your foes, and hear the lamentations of those dear to them.
Key - Class (Berserker)
EXPERIENCE
You gain 1 xp whenever you bloody a creature of your level or higher.
COUNTER
If you willingly use an ally as cover, this key does not yield xp until you take a short rest, and you lose 2 xp. (Class keys cannot be bought off.)

 

...while this might be a story key...

 

PUT THE "TORCH" BACK IN TORCH
The enormous flame for which the city of Torch was named has gone out! You're on a quest to find a way to relight it, and bring prosperity back to the town.
Key - Story (Iron Gods)
EXPERIENCE
You gain 5 xp whenever you defeat a named elite or solo creature beneath Torch.
You gain 10 xp whenever you discover a new zone beneath Torch.
You gain 20 xp when you relight the fire of Torch, and you lose this key.
COUNTER
Whenever you take a long rest without having spent at least five hands (one hour) in the caverns beneath Torch since your last long rest, you lose 2 xp. If you lose 10 xp in this way, you lose this key.

 

SAVE THE COUNCILMAN, SAVE THE TOWN
The councilman Khonnir Baine of Torch has gone missing. Your goal is to find him and, if possible, bring him back to Torch.
Key - Story (Iron Gods)
EXPERIENCE
You gain 5 xp whenever you find a clue related to one of the previous expeditions into the caverns below Torch.
You gain 10 xp whenever you find a clue related to Khonnir's whereabouts.
You gain 20 xp when you find and return Khonnir to Torch, and you lose this key.
COUNTER
Whenever you take a long rest without having spent at least five hands (one hour) in the caverns beneath Torch since your last long rest, you lose 2 xp. If you lose 10 xp in this way, you lose this key.

 

Yeah... maybe. Might need some work, though.

 

AGAINST THE CORPORATE CONGRESS
You have a deep-seated hatred for the Corporate Congress of Ganymede - and are perhaps even in open rebellion against it.
Key - Background (Iron Gods)
POWERS
You gain a +2 key bonus to attack rolls against creatures with the agent of the corporate congress quality.
EXPERIENCE
You gain 1 xp when you defeat a standard creature of your level or higher with the agent of the corporate congress quality.
You gain 3 xp when you defeat an elite or solo creature of your level or higher with the agent of the corporate congress quality.
You gain 5 xp when you defeat a named elite or solo creature of your level or higher with the agent of the corporate congress quality.
COUNTER
If you willingly associate with, work with, or assist a creature with the agent of the corporate congress quality whose ethos does not match your own, you lose 5 xp and lose this key.

 

GANYMEDIAN ARCHAEOLOGIST
You have a fascination with the weird alien tech that sometimes surfaces on Ganymede.
Key - Background (Iron Gods)
POWERS
You gain the Inventor feat as a bonus feat.
EXPERIENCE
You gain 3 xp when you defeat a standard Technological creature or trap of your level or higher with the alien tech quality.
You gain 5 xp when you defeat an elite or solo Technological creature or trap of your level or higher with the alien tech quality.
You gain 5 xp when you find a Technological item with the alien tech quality.
COUNTER
If you willingly destroy a Technological item with the alien tech quality, you lose 5 xp and lose this key.

 

ROBOT SLAYER
You have a deep-seated hatred of Technology, and especially those creatures that are inherently part of it.
Key - Background (Iron Gods)
POWERS
You gain a +2 key bonus to attack rolls and a +1 key bonus to damage potency against Technology elementals.
EXPERIENCE
You gain 1 xp when you defeat a standard Technological elemental creature.
You gain 3 xp when you defeat an elite or solo Technological elemental creature.
You gain 5 xp when you defeat a named elite or solo Technological elemental creature.
COUNTER
If you willingly make use of a Technology item or device, this key does not yield xp until you take a short rest, and you lose 3 xp. If you lose 15 xp in this way, you lose this key.
If you willingly associate with, work with, or assist a creature with a Technology force alignment quality whose ethos does not match your own, you lose 5 xp and lose this key.
If you gain Technology as a force alignment, you lose 10 xp and lose this key.

 

Motivation and XP

One thing I'm sort of thinking about is that keys are an abstract representation of your character's motivation: adventurers are supposed to be sort of rare, and most people in the world don't rise in level nearly as quickly or as high as PCs. We need to have an in-world explanation for this.

So my idea here is basically that PCs - and some select NPCs, those who get to high levels - have a stupidly significant amount of motivation. This isn't meant to be like... destiny, or anything like that, the idea here is that adventurers are driven in ways that normal folk aren't.

So there might be some abstract measure of your motivation, call it a number. Let's pick 5. You can't have more keys than your motivation at any given time - this includes quest keys (called story keys, above). Over the course of an adventure, you'll pick up quest keys and lose them when they're complete, which doesn't count against your motivation - you're getting stuff done.

But say you lose a background key. Those are supposed to represent significant parts of who you are as a person, what drives you to succeed in the world (hence why acting in accordance with them gives you xp). If you abandon something that encouraged you to adventure, that gave you the drive and will to succeed, it naturally follows that you're probably questioning yourself a lot, internally. Your drive is reduced.

I'm not really sure how to implement that, but I also want to make sure that characters can change - that is, you may transition from hating robots to being a friend of Technology, to try to handle character story arcs.

So really we're just spit-balling here.

Main Page Format Change

Exactly what it says on the tin.

 

Setting
This section has all the information regarding the setting: geography, political bodies, lore, and all that of that sort of thing. If there is important mechanical information relevant to a topic, it will typically provide a link to the relevant mechanics page, but note that some mechanics pages have lore in them, as well.
This section is home to all of our Trinity-specific d20 mechanics: a mechanical system that, for the time being, is referred to on this wiki as "t20v4." Everything you need to create and play a character within the context of the worlds of Trinity can be found in this section.

 

This section is home to the game system we spent several years developing, called Journey. Note that it is... incomplete, and at this time my efforts are more focused on making t20v4 behave, in some ways, like we wanted Journey to behave.
This section is a very rough record of the various metaplots, campaigns, and games played in Trinity, generally using both the setting and mechanics, as outlined above. This section is more for record-keeping, but might also eventually be used to store logs and such for various games.