Difference between revisions of "Test Page 5"

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[[Image:forsaken_race.jpg|thumb|350px|right|Forsaken.]]
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Just some stuff.
  
Aside from the name, which is from ''World of Warcraft'', all of this stuff is mine.
+
=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.
  
=Forsaken=
+
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.
: ''"What do you want, breather?"''
+
  
Sometimes, the path of the soul goes awry: other forces intervene on the path, and the soul becomes trapped in a body animated through dark magics or prayers to the Lucavi. Often bound in servitude to some fanatic or other, these undead monsters are put to use in the most horrific of ways, often serving as shock troops for a would-be conqueror of the world.
+
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.
  
However, when the magic binding the will fails - often through the death of those who caused it - sometimes the magics binding the body does not, and what was once a mindless zombie or ghoul becomes something else: a being with a will. While some of these beings harbor a hatred for life, having grown twisted and spiteful in their time of servitude, others simply want to be left alone, uncertain of their metaphysical status - should they die again, what will become of their soul?
+
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.
  
Those individuals who have suffered this cruel fate, yet are able to function - at least mildly - in society, are known as the forsaken. The term applies on many levels; they are often forsaken by those who once considered them friends and family, forsaken by those who created them, and often forsaken by most civilized societies.
+
==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.
  
Alien in outlook, horrific in origin, and disturbing in person, forsaken are outcasts, riding on the fringes of society. They often find themselves in the company of others whose metaphysical status is in question, and while they may not prefer the company of their own kind, most forsaken have little choice if they want to avoid the life of a solitary hermit.
+
Injuries are intended to change this.
  
'''Personality:''' As individuals who have already experienced one death, forsaken are often surprisingly flippant about their situation, taking events in stride. Almost all forsaken were, at one time, completely under the control of another entity, and so often take issue with authoritarian attitudes and slavery, and they prefer to make as much use of their reclaimed free will as possible, resulting in their own societies being rather loose and libertarian in nature. Some forsaken develop a bitterness towards the living, especially if they are treated poorly by them, but - given the wide range of beings that walk the worlds of Trinity - most are able to find acceptance somewhere.
+
 
  
Ironically, forsaken almost universally loathe other undead, often seeing them as a reminder of what they once were. While some forsaken believe that these creatures can be turned into new forsaken, others are not so certain, and the process of transitioning from a "normal" undead into a forsaken is still not entirely well-understood.
+
{| class="collapsible" width="100%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 
+
! 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>
{| class="collapsible" align="right" width="60%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
! colspan="9;" style="background:#3D59AB;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Vital Statistics</font></div>
+
 
|-
 
|-
|&nbsp;
+
| 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
|&nbsp;
+
|colspan="3"|'''Starting Age'''
+
|colspan="3"|'''Aging Effects'''
+
|&nbsp;
+
 
|-
 
|-
|&nbsp;
+
| colspan="2"|'''Endurance:''' improve DC 23; maintain DC 20
|'''Adulthood'''
+
|-style="background:#C7D5D6;"
|''Simple''
+
|width="25%"|'''0'''
|''Moderate''
+
|width="25%"|'''1'''
|''Complex''
+
|width="25%"|'''2'''
|''Middle Age''
+
|width="25%"|'''3'''
|''Old''
+
|''Venerable''
+
|'''Max Age'''
+
 
|-
 
|-
|'''Age'''
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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''.
|20 years
+
|align="center"|+1d6
+
|align="center"|+2d6
+
|align="center"|+4d6
+
|100 years
+
|200 years
+
|300 years
+
|align="center"|+3d%
+
|-
+
|colspan="9"|----------------------------------------------------------------------------------------------------------------------
+
|-
+
|&nbsp;
+
|colspan="2"|'''Base Height'''
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|colspan="2"|'''Height Modifier'''
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|colspan="2"|'''Base Weight'''
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|colspan="2"|'''Weight Modifier'''
+
|-
+
|''Male''
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|colspan="2"|5' 1"
+
|colspan="2"|+2d6"
+
|colspan="2"|80 lbs.
+
|colspan="2"|x1d4 lbs.
+
|-
+
|''Female''
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|colspan="2"|5' 0"
+
|colspan="2"|+2d6"
+
|colspan="2"|70 lbs.
+
|colspan="2"|x1d4 lbs.
+
 
|}
 
|}
'''Physical Description:''' Forsaken often retain at least a semblance of the appearance they had before their transformation into undead, and those who knew them prior to their death can recognize them, but their forms are mangled and twisted, shaped into unliving tools and weapons. Many forsaken are taller than they should be, their skeletal structures stretched and malformed, and significantly thinner than would be possible for a living creature, having lost the need for internal organs (which some forsaken are missing altogether).
 
  
Forsaken always carry the scars or indicators of what originally killed them: an individual who drowned, for instance, would retain the pale skin color, blue lips, and vaguely bloated feature. If a forsaken had died in a way that resulted in the loss of limbs, those limbs were replaced, albeit from a separate body, and thus some forsaken have bits and pieces that were clearly not part of their original body attached in some many (sewn, bolted, etc).
+
&nbsp;
  
'''Ethos:''' Forsaken tend to be pragmatic, preferring patience over recklessness - after losing one life, most are not in a hurry to lose their second. While many forsaken try to recall their virtues in life and apply them to their new existence, others often point to the fact that if they had had power, they would never have wound up in this situation in the first place, and thus trend towards Black; at the same time, however, most forsaken find strength in numbers, relying on their communities to provide the raw numbers to protect them from the living who might mistake them for wandering "true" undead.
+
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).
  
'''Forsaken Lands:''' Forsaken have no lands to call home, being a created race rather than a natural one. Many of the forsaken "alive" today were created during one of two events, both related to [[People:_Kotrit_Wayveri|Kotrit Wayveri]]: the War of the Illusionist, or Kotrit's return in the early 400's CR. Those created during the War of the Illusionist tended to stay where they were when Kotrit was destroyed, with the vast majority of the surviving forsaken living in or near the Dividing Range on Chaliraz; those forsaken who were freed from Kotrit's control on the elven front were unilaterally destroyed.
+
The real question is - when would you get these? How do you mitigate them?
  
However, other pockets of forsaken exist, and small enclaves of forsaken can be found in hidden places throughout the world. Most simply want to live out their lives in peace; while forsaken are not certain how long they "live," the effects that brought them back are not permanent, and seem to wane after a time.
+
===Getting Injuries===
 +
So I've got a few thoughts on when or how you might get these.
  
'''Religion:''' While they have souls, and thus can participate in religion, most forsaken are explicitly spiteful towards religion; many asked for help in the final moments of their original lives, and those prayers had - apparently - gone unanswered, so why would they devote any time to those beings the second time around? Most forsaken are atheists, though a significant portion are naturalists, and believe that - despite the abomination they are now (as far as nature is concerned) - their souls will rejoin the reincarnation cycle upon their eventual second death.
+
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.
  
'''Language:''' Forsaken speak a language known as Necril, a harsh, whispery tongue that is a conglomeration of a number of languages, including Arcanic and Truespeech. While it began as a pidgin language, allowing for various forsaken created through different means to communicate, it has since become a full language.
+
Anyway. So, there's a couple options for causing these.
  
Forsaken names are a mixed bag; some individuals choose to retain the name they had from life, while others - including those who have somehow lost those memories - choose a new name for themselves, or are given one by their comrades.
+
* '''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.
  
==Forsaken Culture==
+
===Healing Injuries===
The following is a rough overview of some of the highlights of gnome culture.
+
Normal effects that heal hit points don't fix injuries. You need dedicated effects, or to make the checks to get over the injury.
  
* '''One:'''
+
=Keys=
* '''Two:'''
+
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.
* '''Three:'''
+
  
====Forsaken Are Responsible For...====
+
We need to fix this.
: ...one.
+
  
: ...two.
+
==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.
  
: ...three.
+
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.
  
====Forsaken Racial Prestige Classes====
+
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.
* None yet.
+
  
==Forsaken Racial Traits (d20)==
+
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.
* +2 Wisdom, -2 Charisma. Forsaken have some unique experiences they can reflect upon, granting them greater insights, but their ability to relate to other creatures is lacking since their death.
+
 
* '''Undead:''' Forsaken are undead, not humanoids. Thus, they have the following traits.
+
==Keys and your Ring==
** No Constitution score. Undead use their Charisma score in place of their Constitution score when calculating hit points, Fortitude saves, skill bonuses, and any special ability that relies on Constitution (such as when calculating a breath weapon’s DC).
+
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.
** Immunity to mind-affecting effects.
+
 
** Immunity to poison, ''sleep'' effects, ''paralysis'', ''stunning'', disease, and death effects.
+
I see characters as having, at 1st level, at the very least, three keys:
** Not subject to critical hits, nonlethal damage, ability drain, or energy drain.  
+
 
** Immunity to ''str down'', ''dex down'', ''con down'', ''fatigue'', ''exhaustion'', and ''zombie''.
+
* A class key, given to them by their class
** Cannot benefit from ''regen'', but can still benefit from ''fast healing''.
+
* A background/culture key, given to them by their race, or their background
** A [[Item:_Recovery_Items#Phoenix_Down|phoenix down]], or similar effects that remove the ''dead'' status, used on a forsaken returns the forsaken to "life" in its undead state. More powerful effects are required to return the creature to its state prior to becoming a forsaken, but doing so causes the creature to forget everything that has transpired since (and losing any XP gained since, if applicable).
+
* A story key, chosen from a list of keys appropriate to the adventure at hand
** Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
+
 
** Not at risk of death from massive damage.
+
This would be an example of a class key...
** Forsaken do not need to breath or sleep, but do require sustenance; forsaken can derive sustenance from any organic material.
+
 
* Medium.
+
&nbsp;
* A forsaken’s base land speed is 30 feet.
+
 
* Forsaken have darkvision, with a base distance of 60 feet.
+
<div id="Key of the Barbarian">
* '''Will of the Forsaken (Ex):''' Forsaken are immune to turning and rebuking. Additionally, they receive a +4 racial bonus on saving throws against effects that command or control undead.
+
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
* '''Thousand-Yard Stare (Ex):''' When a forsaken uses the Intimidate skill in combat to demoralize an opponent, he only needs to spend a move action, rather than a standard action.
+
! 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>
* '''Chilling Presence (Ex):''' With the exception of the Intimidate skill, forsaken suffer a -4 penalty on all Charisma-based skill checks when interacting with living creatures.
+
|-style="background:white;" align="left"
* '''Automatic Languages:''' One Common language, one Trade language, Necril. Bonus Languages: Any.  
+
|You revel in the glory of combat.
* '''Favored Class:''' Choose one - [[Class:_Executioner|executioner]], [[Class:_Harbinger|harbinger]].
+
|-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>
 +
 
 +
&nbsp;
 +
 
 +
These next three I like less, but... well, important to keep ideas flowing.
 +
 
 +
&nbsp;
 +
 
 +
<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"
 +
|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>
 +
 
 +
&nbsp;
 +
 
 +
<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>
 +
 
 +
&nbsp;
 +
 
 +
<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;"
 +
! 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>
 +
 
 +
&nbsp;
 +
 
 +
...while this might be a story key...
 +
 
 +
&nbsp;
 +
 
 +
<div id="Torch_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;">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"
 +
|'''Key - Story (Iron Gods)'''
 +
|-align="left"
 +
|style="background:#EFDFB0; padding-left: 2em;"|'''EXPERIENCE'''
 +
|-align="left"
 +
|You gain 5 xp whenever you defeat a ''named'' elite or solo creature beneath Torch.
 +
|-align="left"
 +
|You gain 10 xp whenever you discover a new ''zone'' beneath Torch.
 +
|-align="left"
 +
|You gain 20 xp when you relight the fire of 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;
 +
 
 +
<div id="Khonnir_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;">SAVE THE COUNCILMAN, SAVE THE TOWN</font></div>
 +
|-style="background:white;" align="left"
 +
|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"
 +
|'''Key - Story (Iron Gods)'''
 +
|-align="left"
 +
|style="background:#EFDFB0; padding-left: 2em;"|'''EXPERIENCE'''
 +
|-align="left"
 +
|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>
 +
 
 +
&nbsp;
 +
 
 +
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;"
 +
! 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"
 +
|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"
 +
|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;
 +
 
 +
<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;"
 +
! 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"
 +
|You have a fascination with the weird alien tech that sometimes surfaces on Ganymede.
 +
|-align="left"
 +
|'''Key - Background (Iron Gods)'''
 +
|-align="left"
 +
|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>
 +
 
 +
&nbsp;
 +
 
 +
<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;"
 +
! 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"
 +
|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"
 +
|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>
 +
 
 +
&nbsp;
 +
 
 +
==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>
 +
|}
 +
 
 +
|}
  
[[category:Races]]
+
&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.