Difference between revisions of "Test Page 5"

From Trinity Wiki
Jump to: navigation, search
(Main Page Format Change)
 
(94 intermediate revisions by the same user not shown)
Line 1: Line 1:
{| class="collapsible" width="98%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
Just some stuff.
! colspan="14;" style="background:#FCDC3B;" align="center"|<div style="margin-left:0px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">The Harrier</font></div>
+
 
|-
+
=Injuries=
| colspan="7"|&nbsp;
+
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.
| colspan="4" style="background:#FCE248;"|'''Jikuu'''
+
 
| colspan="3" style="background:#FCE248;"|'''Maneuvers'''
+
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.
|-
+
 
|width="5%"|'''Level'''
+
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.
|width="8%" align="left"|'''BAB'''
+
 
|width="4%"|'''Fort'''
+
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.
|width="4%"|'''Ref'''
+
 
|width="4%"|'''Will'''
+
==Overview==
|width="14%" align="left"|'''Special'''
+
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.
|width="4%"|'''Spd Bonus'''
+
 
|width="7%"|''(U) JP''
+
Injuries are intended to change this.
|width="7%"|''(P) JP''
+
 
|width="8%"|''Jikuu Known''
+
&nbsp;
|width="8%"|''Max Jikuu Level''
+
 
|width="9%"|''Readied''
+
{| class="collapsible" width="100%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
|width="9%"|''Known''
+
! 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>
|width="9%"|''Max Level''
+
|-
+
|1 || align="left"|+0 || +0 || +2 || +1 || align="left"|[[#Temporal_Initiative|Temporal Initiative]], [[#Quick_Draw|Quick Draw]] || +0 ft || 0 || 1 || 1
+
|-style="background:#FBEC5D;"
+
|2 || align="left"|+1 || +0 || +3 || +2 || align="left"|[[#Sudden_Strike|Sudden Strike]] +1d6 || +10 ft || 1 || 2 || 1
+
|-
+
|3 || align="left"|+2 || +1 || +3 || +2 || align="left"|[[#Combat_Reflexes|Combat Reflexes]], [[#Quicksheath|Quicksheath]] || +10 ft || 3 || 3 || 1
+
|-style="background:#FBEC5D;"
+
|4 || align="left"|+3 || +1 || +4 || +2 || align="left"|[[#Uncanny_Dodge|Uncanny Dodge]] || +20 ft || 4 || 3 || 1
+
|-
+
|5 || align="left"|+3 || +1 || +4 || +3 || align="left"|[[#Sudden_Strike|Sudden Strike]] +2d6 || +20 ft || 6 || 4 || 2
+
|-style="background:#FBEC5D;"
+
|6 || align="left"|+4 || +2 || +5 || +3 || align="left"|[[#Temporal_Dodge|Temporal Dodge]] || +30 ft || 7 || 5 || 2
+
|-
+
|7 || align="left"|+5 || +2 || +5 || +4 || align="left"|[[#Split_Timeline|Split Timeline]] || +30 ft || 9 || 6 || 2
+
|-style="background:#FBEC5D;"
+
|8 || align="left"|+6/+1 || +2 || +6 || +4 || align="left"|[[#Sudden_Strike|Sudden Strike]] +3d6 || +40 ft || 10 || 6 || 2
+
|-
+
|9 || align="left"|+6/+1 || +3 || +6 || +4 || &nbsp; || +40 ft || 12 || 7 || 3
+
|-style="background:#FBEC5D;"
+
|10 || align="left"|+7/+2 || +3 || +7 || +5 || align="left"|[[#Harrier_Talent|Harrier Talent]] || +50 ft || 13 || 8 || 3
+
|-
+
|11 || align="left"|+8/+3 || +3 || +7 || +5 || align="left"|[[#Sudden_Strike|Sudden Strike]] +4d6 || +50 ft || 15 || 9 || 3
+
|-style="background:#FBEC5D;"
+
|12 || align="left"|+9/+4 || +4 || +8 || +6 || align="left"|[[#Harrier_Talent|Harrier Talent]] || +60 ft || 16 || 9 || 3
+
|-
+
|13 || align="left"|+9/+4 || +4 || +8 || +6 || &nbsp; || +60 ft || 18 || 10 || 4
+
|-style="background:#FBEC5D;"
+
|14 || align="left"|+10/+5 || +4 || +9 || +6 || align="left"|[[#Sudden_Strike|Sudden Strike]] +5d6, [[#Harrier_Talent|Harrier Talent]] || +70 ft || 19 || 11 || 4
+
 
|-
 
|-
|15 || align="left"|+11/+6/+1 || +5 || +9 || +7 || &nbsp; || +70 ft || 21 || 12 || 4
+
| 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
|-style="background:#FBEC5D;"
+
|16 || align="left"|+12/+7/+2 || +5 || +10 || +7 || align="left"|[[#Harrier_Talent|Harrier Talent]] || +80 ft || 22 || 12 || 4
+
 
|-
 
|-
|17 || align="left"|+12/+7/+2 || +5 || +10 || +8 || align="left"|[[#Sudden_Strike|Sudden Strike]] +6d6 || +80 ft || 24 || 13 || 5
+
| colspan="2"|'''Endurance:''' improve DC 23; maintain DC 20
|-style="background:#FBEC5D;"
+
|-style="background:#C7D5D6;"
|18 || align="left"|+13/+8/+3 || +6 || +11 || +8 || align="left"|[[#Harrier_Talent|Harrier Talent]] || +90 ft || 25 || 14 || 5
+
|width="25%"|'''0'''
 +
|width="25%"|'''1'''
 +
|width="25%"|'''2'''
 +
|width="25%"|'''3'''
 
|-
 
|-
|19 || align="left"|+14/+9/+4 || +6 || +11 || +8 || &nbsp; || +90 ft || 27 || 15 || 5
+
|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''.
|-style="background:#FBEC5D;"
+
|20 || align="left"|+15/+10/+5 || +6 || +12 || +9 || align="left"|[[#Sudden_Strike|Sudden Strike]] +7d6, [[#Harrier_Talent|Harrier Talent]] || +100 ft || 28 || 15 || 5
+
 
|}
 
|}
  
 
&nbsp;
 
&nbsp;
  
=Harrier=
+
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).
[[Image:newHarrier.jpg|thumb|325px|right|Tidus, iconic harrier]]
+
: ''"It doesn't matter how fast you are. I will always be faster."''
+
  
There are some in the world who are just naturally faster than their peers, always one narrow step ahead. Some of these quick individuals learn to tap into something greater than themselves; their speed becomes something greater than any normal person could possess. These are harriers - rogues and vagabonds who have managed to, through either training or intuition, learn to call upon the power of time.
+
The real question is - when would you get these? How do you mitigate them?
  
==Game Rule Information==
+
===Getting Injuries===
Harriers have the following game statistics.
+
So I've got a few thoughts on when or how you might get these.
  
'''[[The_Forces#Force_Alignment | Force Alignment]]:''' Time.
+
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.
  
'''[[The_Forces#Force_Resistance | Force Resistances]]:''' UO 5 + level, CO 5 + level.
+
Anyway. So, there's a couple options for causing these.
  
'''Abilities:''' Dexterity is the most important ability for a harrier. Intelligence, Wisdom, and Charisma also play a role, but are not as important.
+
* '''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.
  
'''Hit Die:''' d8.
+
===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.
  
'''Class Skills:''' The Harrier’s class skills are Balance (Dex), Climb (Str), Escape Artist (Dex), Jump (Str), [[Force_Craft#Jikuucraft|Jikuucraft]] (Int), Spot (Per), Tumble (Dex), and Use Temporal Item (Cha).
+
=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.
  
'''Skill Points at Each Level:''' 2 + Int.
+
We need to fix this.
  
'''Alignment:''' Any.
+
==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.
  
'''Starting Age:''' Simple.
+
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.
  
'''Starting Gold:''' 5d4 x 10gp.
+
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.
  
'''Favored By:''' None.
+
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.
  
==Class Features==
+
==Keys and your Ring==
All of the following are class features of the harrier.
+
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.
  
'''Weapons and Armor Proficiency:''' Harriers are proficient with all simple weapons, all one-handed martial weapons, and light armor, but not shields.
+
I see characters as having, at 1st level, at the very least, three keys:
  
When wearing armor heavier than light, wielding a shield, or carrying a medium or heavy load, the harrier loses his fast movement, temporal initiative, sudden strike, combat reflexes, and all harrier talent abilities.
+
* 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
  
'''Jikuu (Ji):''' The harrier is trained in the use of [[Jikuu|jikuu]], the name of the abilities of the force of time. The effective level of a jikuu is equal to its JP cost.
+
This would be an example of a class key...
  
A harrier must have an Intelligence score of 10 + jikuu level in order to use a jikuu of a given level.
+
&nbsp;
  
A harrier gains bonus JP based upon his Wisdom modifier. A harrier gains bonus JP at each level according to the following formula: harrier level x wisdom modifier x 1/2. At each new harrier level, the bonus JP are recalculated based upon the harrier's base JP for that level, then added to his total. [http://www.d20srd.org/srd/psionic/classes/index.htm#abilitiesAndManifesters This table] can be used for ease of reference.
+
<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;"
A harrier sets the saving throw DC for his jikuu based on his Charisma. A jikuu's saving throw DC is 10 + jikuu level + the harrier's Charisma modifier.
+
! 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>
 
+
|-style="background:white;" align="left"
<div id="Temporal_Initiative">
+
|You revel in the glory of combat.
'''Temporal Initiative (Te):''' A harrier's timeline is inherently slightly faster than those of most beings, and his training in time accentuates this fact. So long as he as at least 1 JP remaining, the harrier gains an insight bonus to all initiative checks equal to his harrier level, to a maximum of his current JP.
+
|-align="left"  
 +
|'''Key - Class (Berserker)'''
 +
|-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'''
 +
|-align="left"
 +
|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>
 
</div>
  
<div id="Quick_Draw">
+
&nbsp;
'''Quick Draw (Ex):''' A harrier gains the Quick Draw feat at first level.
+
</div>
+
  
<div id="Sudden_Strike">
+
These next three I like less, but... well, important to keep ideas flowing.
'''Sudden Strike (Ex):''' If a harrier can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage. Starting at 2nd level, whenever a harrier’s target is denied it's Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), he deals +1d6 extra damage with his attack. This bonus increases to +2d6 at 5th level, +3d6 at 8th level, +4d6 at 11th level, and so on. Harriers cannot use sudden strike when flanking an opponent unless that opponent is denied it's Dexterity bonus to AC.
+
</div>
+
  
<div id="Combat_Reflexes">
+
&nbsp;
'''Combat Reflexes (Ex):''' A harrier gains the Combat Reflexes feat at third level, even if he does not meet the prerequisites.
+
</div>
+
  
<div id="Quicksheath">
+
<div id="Key of the Berserker">
'''Quicksheath (Ex):''' A harrier gains the [[Feats#Quicksheath|Quicksheath]] feat at third level, even if he does not meet the prerequisites.
+
{|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"
 +
|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>
 
</div>
  
<div id="Uncanny_Dodge">
+
&nbsp;
'''Uncanny Dodge (Ex):''' At 4th level, the harrier's reflexes allow him to react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible stalker. However, he still loses his Dexterity bonus to AC if immobilized.
+
  
If a harrier already has uncanny dodge from a different class (a harrier with at least four levels of rogue, for instance), he automatically gains improved uncanny dodge (see below) instead.  
+
<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;"
 +
! 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>
 +
|-style="background:white;" align="left"
 +
|You encourage your enemies to hit you: it just makes their eventual loss all the sweeter.
 +
|-align="left"
 +
|'''Key - Class (Berserker)'''
 +
|-align="left"
 +
|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'''
 +
|-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>
 
</div>
  
<div id="Fast_Movement">
+
&nbsp;
'''Fast Movement (Te):''' At 3rd level, a harrier gains an insight bonus to his speed. A harrier in armor heavier than light or carrying a medium or heavy load loses this extra speed.
+
</div>
+
  
<div id="Temporal_Dodge">
+
<div id="Key of Deliverance">
'''Temporal Dodge (Ji):''' At 6th level, the harrier gains the [[Jikuu_S-Z#Temporal_Dodge|''temporal dodge'']] jikuu as a 2nd-level jikuu.
+
{|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 DELIVERANCE</font></div>
 +
|-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>
 
</div>
  
<div id="Split_Timeline">
+
&nbsp;
'''Split Timeline (Te):''' At 7th level, the harrier gains the ability to split his current timeline into two, allowing him to act as two independent entities.
+
  
As a swift action, he can activate this ability at the cost of 4 JP. When he does, an exact copy of himself comes into being, occupying the same square (though the copies cannot occupy the same square after this ability is activated, as they are independent creatures). Both copies of himself have a full allotment of actions, and act independently; effects that affect one copy do not affect the other. However, both copies call upon the same pool of JP.
+
...while this might be a story key...
  
On the first copy's action in any given round, he may opt to expend another 4 JP to maintain this ability for that round. If he does not, one of the copies of the harrier ceases to exist; you may choose which.
+
&nbsp;
</div>
+
 
+
<div id="Harrier_Talent">
+
'''Harrier Talent:''' At 10th level, and every two levels thereafter, the harrier learns a new ability. He may select one of the following special features; unless otherwise specified, each ability can be selected only once.
+
 
+
* ''Evasion (Ex):'' The harrier has learned how to dodge out of the way of destructive force. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. An extraordinary ability, Evasion can be used only if the harrier is in no more than light armor, carrying no more than a light load, and not rendered helpless.
+
* ''Flurry (Ex):'' The harrier can attack faster, gaining an additional attack, at the cost of accuracy. If he makes a full attack action, he can choose to gain another attack at his highest attack bonus, but all his attacks suffer a -2 penalty.
+
* ''Improved Flurry:'' When the harrier uses his flurry ability, the penalty to his attacks is reduced by 1. You can take this ability twice.
+
* ''Improved Split Timeline (Te):'' When the harrier uses his ''split timeline'' ability, he may pay double the JP cost of its activation and maintenance. If he does, he instead splits into three copies of himself. You can take this ability multiple times; each time you do, you can double the cost again to get an additional copy (so 16 JP for four copies, 32 JP for five copies, and so on).
+
* ''Improved Uncanny Dodge (Ex):'' The harrier's reflexes have improved to such a point that he can no longer be flanked; he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies a rogue the ability to sneak attack the harrier by flanking him, unless the attacker has at least four more rogue levels than the target does.
+
* ''Quick Strike (Ji):'' The harrier may make a single attack as a move action, at a cost of 2 JP. If he does so, he cannot make another attack action in that turn.
+
* ''Speed of Mind (Te):'' The harrier adds his Intelligence bonus to the insight bonus to initiative granted by his temporal initiative ability.
+
* ''Swiftness (Te):'' The harrier's bonus movement speed increases by 10 feet. You can take this ability multiple times.
+
* ''Feat:'' A harrier can gain a bonus feat in place of a special ability.
+
</div>
+
  
==Jikuu==
+
<div id="Torch_Key">
{|class="collapsible" width="70%" 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:#F0E68C;" align="left"|<div style="margin-left:0px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">1st-Level Harrier Jikuu</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"  
 
|-style="background:white;" align="left"  
|'''[[Jikuu_A-I#Accelerate|Accelerate]]:''' Target adds +30 ft. to its move.
+
|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"  
|'''[[Jikuu_A-I#Alacrity|Alacrity]]:''' One creature is hasted for one round.
+
|'''Key - Story (Iron Gods)'''
 
|-align="left"  
 
|-align="left"  
|'''[[Jikuu_A-I#Chronosense|Chronosense]]:''' Sense time passing.
+
|style="background:#EFDFB0; padding-left: 2em;"|'''EXPERIENCE'''
 
|-align="left"  
 
|-align="left"  
|'''[[Jikuu_A-I#Decelerate|Decelerate]]:''' Target's speed is halved.
+
|You gain 5 xp whenever you defeat a ''named'' elite or solo creature beneath Torch.
 
|-align="left"  
 
|-align="left"  
|'''[[Jikuu_A-I#Escape|Escape]]:''' You or touched creature teleports a short distance.
+
|You gain 10 xp whenever you discover a new ''zone'' beneath Torch.
 
|-align="left"  
 
|-align="left"  
|'''[[Jikuu_J-R#Moment|Moment]]:''' Refocus.
+
|You gain 20 xp when you relight the fire of Torch, and you ''lose'' this ''key''.
 
|-align="left"  
 
|-align="left"  
|'''[[Jikuu_J-R#Pause|Pause]]:''' Target's init reduced by 4.
+
|style="background:#EFDFB0; padding-left: 2em;"|'''COUNTER'''
 
|-align="left"  
 
|-align="left"  
|'''[[Jikuu_S-Z#Surprise|Surprise]]:''' Flatfooted creatures get -10 to init.
+
|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>
  
 
&nbsp;
 
&nbsp;
  
{|class="collapsible" width="70%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
<div id="Khonnir_Key">
! style="background:#F0E68C;" align="left"|<div style="margin-left:0px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">2nd-Level Harrier Jikuu</font></div>
+
{|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;">SAVE THE COUNCILMAN, SAVE THE TOWN</font></div>
 
|-style="background:white;" align="left"  
 
|-style="background:white;" align="left"  
|'''[[Jikuu_A-I#Disorient|Disorient]]:''' Creature rerolls its init, flatfooted until next action.
+
|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"  
|'''[[Jikuu_A-I#Hustle|Hustle]]:''' As swift, gain a move action now.
+
|'''Key - Story (Iron Gods)'''
 
|-align="left"  
 
|-align="left"  
|'''[[Jikuu_J-R#Offensive_Precognition|Precognition, Offensive]]:''' Gain a bonus to attack rolls.
+
|style="background:#EFDFB0; padding-left: 2em;"|'''EXPERIENCE'''
 
|-align="left"  
 
|-align="left"  
|'''[[Jikuu_J-R#Refresh|Refresh]]:''' Target regains immediate or swift action, AoOs.
+
|You gain 5 xp whenever you find a clue related to one of the previous expeditions into the caverns below Torch.
 
|-align="left"  
 
|-align="left"  
|'''[[Jikuu_S-Z#Speed|Speed]]:''' Target gains a +4 enhancement bonus to Dex.
+
|You gain 10 xp whenever you find a clue related to Khonnir's whereabouts.
 
|-align="left"  
 
|-align="left"  
|'''[[Jikuu_S-Z#Temporal_Weapon|Temporal Weapon]]:''' Align a weapon to time.
+
|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>
  
 
&nbsp;
 
&nbsp;
  
{|class="collapsible" width="70%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
Yeah... maybe. Might need some work, though.
! style="background:#F0E68C;" align="left"|<div style="margin-left:0px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">3rd-Level Harrier Jikuu</font></div>
+
 
 +
&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;"
 +
! 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"  
|'''[[Jikuu_A-I#Bullet_Time|Bullet Time]]:''' Perceive time passing slower.
+
|You have a deep-seated hatred for the Corporate Congress of Ganymede - and are perhaps even in open rebellion against it.
 
|-align="left"  
 
|-align="left"  
|'''[[Jikuu_A-I#False_Gravity|False Gravity]]:''' Travel on solid surface as though it had its own gravity.
+
|'''Key - Background (Iron Gods)'''
 
|-align="left"  
 
|-align="left"  
|'''[[Jikuu_A-I#Haste|Haste]]:''' One target/level is hasted.
+
|style="background:#EFDFB0; padding-left: 2em;"|'''POWERS'''
 
|-align="left"  
 
|-align="left"  
|'''[[Jikuu_J-R#Lag|Lag]]:''' Target's init reduced by 3 each round for one round/level.
+
|You gain a +2 key bonus to ''attack rolls'' against creatures with the ''agent of the corporate congress'' quality.
 
|-align="left"  
 
|-align="left"  
|'''[[Jikuu_S-Z#Steal_Time|Steal Time]]:''' As swift, touched creature loses a partial action on next turn and you gain a partial action this turn.
+
|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"
 +
|style="background:#EFDFB0; padding-left: 2em;"|'''COUNTER'''
 +
|-align="left"
 +
|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>
  
 
&nbsp;
 
&nbsp;
  
{|class="collapsible" width="70%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
<div id="Ganymede_Archaeologist_Key">
! style="background:#F0E68C;" align="left"|<div style="margin-left:0px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">4th-Level Harrier Jikuu</font></div>
+
{|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;">GANYMEDIAN ARCHAEOLOGIST</font></div>
 
|-style="background:white;" align="left"  
 
|-style="background:white;" align="left"  
|'''[[Jikuu_A-I#Compress_Time|Compress Time]]:''' Target's init increases by 2 each round for 1 rd/level.
+
|You have a fascination with the weird alien tech that sometimes surfaces on Ganymede.
 
|-align="left"  
 
|-align="left"  
|'''[[Jikuu_A-I#Dimension_Door|Dimension Door]]:''' Teleports you a short distance.
+
|'''Key - Background (Iron Gods)'''
 
|-align="left"  
 
|-align="left"  
|'''[[Jikuu_A-I#Immobilize|Immobilize]]:''' Target cannot move from its square.
+
|style="background:#EFDFB0; padding-left: 2em;"|'''POWERS'''
 
|-align="left"  
 
|-align="left"  
|'''[[Jikuu_S-Z#Temporal_Acceleration|Temporal Acceleration]]:''' One round to act freely.
+
|You gain the Inventor feat as a bonus feat.
 
|-align="left"  
 
|-align="left"  
|'''[[Jikuu_S-Z#Temporal_Shove|Temporal Shove]]:''' Reduce target's init by 1d6/2 levels.
+
|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>
  
 
&nbsp;
 
&nbsp;
  
{|class="collapsible" width="70%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
<div id="Robot_Slayer_Key">
! style="background:#F0E68C;" align="left"|<div style="margin-left:0px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">5th-Level Harrier Jikuu</font></div>
+
{|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;">ROBOT SLAYER</font></div>
 
|-style="background:white;" align="left"  
 
|-style="background:white;" align="left"  
|'''[[Jikuu_A-I#Freedom_of_Movement|Freedom of Movement]]:''' You cannot be held or immobilized.
+
|You have a deep-seated hatred of Technology, and especially those creatures that are inherently part of it.
 
|-align="left"  
 
|-align="left"  
|'''[[Jikuu_J-R#Quicken|Quicken]]:''' Target goes now.
+
|'''Key - Background (Iron Gods)'''
 
|-align="left"  
 
|-align="left"  
|'''[[Jikuu_S-Z#Second_Chance|Second Chance]]:''' As immediate, gain a reroll.
+
|style="background:#EFDFB0; padding-left: 2em;"|'''POWERS'''
 
|-align="left"  
 
|-align="left"  
|'''[[Jikuu_S-Z#Speed_Mass|Speed, Mass]]:''' 1 creature/level gets +4 to Dex.
+
|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"
 +
|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"
 +
|If you gain Technology as a ''force alignment'', you lose 10 xp and ''lose'' this ''key''.
 
|}
 
|}
 +
</div>
  
[[category:Mechanics]]
+
&nbsp;
[[category:Base Classes]]
+
 
[[category:Time]]
+
==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.
 +
 
 +
&nbsp;
 +
 
 +
{|width="90%" align="center"
 +
|- 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;">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>
 +
|}
 +
 
 +
||
 +
 
 +
{| 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.