Difference between revisions of "Test Page 5"

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Just some stuff, don't mind me.
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Just some stuff.
  
=Overview=
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=Injuries=
The nine Forces are an intrinsic and essential part of the worlds of Trinity. They are at the core of almost every conflict the worlds have ever known.
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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.
  
Unlike in other settings, nearly every sentient being in Trinity is aware of the Forces and their basic interactions. Commoners may not be well-versed in how the Forces work, but they typically know of them and are not confused or awed by typical displays of power. In other words, Trinity is essentially a "high magic" setting, where the term "magic" here should be understood to apply to each of the Forces.
+
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.
  
==The Trinities==
+
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.
The Forces are divided into three Trinities. These are the Trinity of Reality, in which Magic, Psionics, and Technology reside; the Trinity of Philosophy, in which Divine, the Void, and Nature lie; and the Trinity of Remembrance, in which Time, Chaos, and the Blue dwell.
+
  
Each Force in a Trinity opposes the other two Forces in the same Trinity.
+
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.
  
==Force Alignment==
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==Overview==
An individual who studies a given Force is said to have a '''force alignment''' to that Force.
+
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.
  
Individuals with a force alignment are naturally resistant to the other Forces in that Trinity.
+
Injuries are intended to change this.
  
When Forces of the same Trinity interact or are otherwise near each other, visible sparks appear in the vicinity between them. These sparks are harmless, but indicate that there is an interaction occurring between opposing Forces, each seeking to be dominant. Generally, the amount of sparks generated is related to the relative strengths of the Forces involved, and can be a useful gauge for how weak or powerful a given Force-aligned person, item, or place is. The coloration of the sparks is based upon the Forces involved: for instance, magic and technology interacting will produce red and silver sparks.
+
 
  
==The Forces and Planar Cosmology==
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{| class="collapsible" width="100%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
{| class="collapsible" width="50%" align="right" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
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! colspan="13;" style="background:#4A777A;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Broken Arm</font></div>
! colspan="13;" style="background:#E47833;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Trinity Cosmology</font></div>
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|-
 
|-
!width="11.1%"| Plane
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| rowspan="2" colspan="2"|At least one of the bones in your arm has been broken, prohibiting its use. If it doesn't heal soon, the break may fester, eventually leading to death. || colspan="2"|'''Attack:''' +12 vs Fort
!width="11.1%"| Title
+
!width="11.1%"| Force
+
!width="11.1%"| Denizens
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|-style="background:#FCA294;"
+
|Alara || The Golden Realm || style="background:#CD0000;"|<font color="white">'''Magic'''</font> || Genie
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|-style="background:#dfbffe;"
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|Dal Quor || The Dreamlands || style="background:#7D26CD;"|<font color="white">'''Psionics'''</font> || Quori
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|-style="background:#C2C2C2;"
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|Lortmil || The Inevitable || style="background:#858D95;"|<font color="white">'''Technology'''</font> || Robot
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|-style="background:#EDEEFC;"
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|Telosia || The Soulfont || style="border:1px solid silver; background:#FFFFFF;"|<font color="black">'''Divine'''</font> || Archon
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|-style="background:#BBBBBB;"
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|Ennurith || The Tenebrium || style="background:#000000;"|<font color="white">'''Void'''</font> || Eldrazi
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|-style="background:#ACD4AC;"
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|Lamannia || The Eternal Cycle || style="background:#228B22;"|<font color="white">'''Nature'''</font> || Kami
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|-style="background:#FAF0C0;"
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|Schalance || The End of Time || style="background:#F5DD72;"|<font color="black">'''Time'''</font> || Aeon
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|-style="background:#CFC7BD;"
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|Xoriat || The Chaosphere || style="background:#733D1A;"|<font color="white">'''Chaos'''</font> || Slaad
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|-style="background:#B6CEE2;"
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|Kythri || The Akashic Record || style="background:#007FFF;"|<font color="white">'''Blue'''</font> || Occuria
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|}
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The typical D&D planar cosmology does not exist in Trinity, and the meta-cosmology implied in typical D&D - that is, alternate prime materials exist and are accessible through various transitive planes - also does not exist.
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Every material plane - what could reasonably be called a "universe" - interacts with any number of ''beams'', metaphysical pillars of existence that support each of these independent realities. The universe in which the Earth exists, for instance, to the best of our knowledge is supported only by one ''beam'', that of Technology: we have no access to magic, psionics, or any of the other Forces (note that while we experience time, memory, and entropy, we cannot access these powers in the same way that denizens of Trinity can).
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Trinity is supported by nine such ''beams'', one for each Force.
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The ''beams'' are wholly metaphysical in nature; they cannot be seen or interacted with directly. However, when a ''beam'' supports a given material plane, an interface manifests between the ''beam'' and that plane. This creates, effectively, an alternate reality "adjacent" to the material plane in question, though still within the scope of the reality that spawned it. A universe, then, consists not just of the material plane, but also of the adjacent planes created through interaction with the ''beams''. The encompassing concept - that which contains the given universe and its adjacent planes - is called an "astral plane," and connects all of its component pieces through a tenuous planar membrane.
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+
In Trinity, the nine planes - aside from the material plane - in question are as per the table.
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+
Each of these planes also have natural denizens. While various force elementals exist in the worlds of Trinity, the creatures that arise in these planes - while similar - are significantly more intelligent and capable of independent action. Genies, for instance, have much more in common with [[Race: Esper|espers]] than with [[Creature: Arcanomental|arcanomentals]].
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+
=Magic=
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{| class="collapsible" width="100%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
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! colspan="13;" style="background:#CD0000;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Magic</font></div>
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|-
 
|-
! style="background:#FCA294;" width="25%"|Color
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| colspan="2"|'''Endurance:''' improve DC 23; maintain DC 20
! style="background:#FCA294;" width="25%"|Gemstone
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|-style="background:#C7D5D6;"
! style="background:#FCA294;" width="25%"|Virtue
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|width="25%"|'''0'''
! style="background:#FCA294;" width="25%"|Deity
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|width="25%"|'''1'''
 +
|width="25%"|'''2'''
 +
|width="25%"|'''3'''
 
|-
 
|-
|Red || Ruby || Power || Viraxis
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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''.
 
|}
 
|}
  
 
&nbsp;
 
&nbsp;
  
Hewn into the underside of reality are leylines, fonts of power that cross the fabric of existence outside the sight of mortals, but those that learn to tap into these can channel their energies into a wide variety of effects. The Trinity of Reality is concerned primarily with the real: that is, they directly interact with the actual physics and rules of the physical worlds of Trinity. Magic's purpose is the acquisition of power, to be able to bend reality to the wielder's whims as they see fit. In this, it is directly opposed to Psionics, which sees such direct usurption of the natural order to be wasteful; and is directly opposed to Technology, which uses physics to achieve its ends and cannot abide such upending of the rules.
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So basically what happens here, is that after a ''long rest'' (or every 24 hours if you're being cheeky and trying to avoid this nonsense), you have to make a check. If you suck, you go down the track (from 1 to 2, to 3, and so on). If you make the check, you get better, and go up the track (from 2 to 1, to 0).
  
Those who would study the ways of Magic must initially spend much time in meditation, seeking the leyline with which they most resonate. Once they have found such a leyline, their soul admixes with the energies within it, resulting in a pool of energy deep within the caster's being through which they can channel the powers within the leyline. That this sounds almost spiritual in nature is not a coincidence: the origin of the leylines is the Divine itself, though they were created after it was sealed away in the Metaphysic and thus are not truly Divine.
+
The real question is - when would you get these? How do you mitigate them?
  
Once a caster has completed their initial attunement, they are permanently changed in a metaphysical sense, and - over time - can learn to tap into other leylines as their personal power grows. The varieties of magic possible in Trinity are quite varied and are divided into six general categories, each calling upon a different aspect of the caster's metaphysical form.
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===Getting Injuries===
 +
So I've got a few thoughts on when or how you might get these.
  
Magic interacts well with both the Divine and Time. In the Divine, Magic finds an ally who understands the desire for control over one's world. In Time, Magic finds common ground in respect for manipulation of powers and energies that are significantly bigger than the individual, and both advise caution in wielding powers one does not understand.
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First, though, I want to specify - I don't think players can cause these to monsters. These are intended to model long-term effects, and that's an awful lot of book-keeping for the LM to have to deal with if players are causing broken bones and what-not all over the place. That said, these may have "neat effects" that players want to cause - if you're fighting a jerk who's using a two-handed weapon, being able to break one of his arms so that he can't use it anymore is a neat thing to do that players may want to have as an option. So I'm not ruling it out, but in general, as a player, you can maybe somehow cause the initial effect of an injury, but I'm not going to expect the LM to track it any further than that. Narratively, maybe, but certainly not mechanically.
  
===Philosophy===
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Anyway. So, there's a couple options for causing these.
The primary virtue of Magic is '''power''': casters, as a whole, have a natural inclination towards the pursuit of, and accumulation of, power. This typically manifests as a pursuit of magical power, seeking out tomes of ancient lore that may result in discovering lost leylines with untold magical energies, but others may seek out more mundane sorts of power, such as that found in the political sphere. To a mage, unbridled ambition is worthy of respect, and is readily cultivated in strongly Magical regions.
+
  
At the same time, many casters view '''hubris''' as their downfall. The ability to wield powers capable of reshaping the mortal coil to their whim has proven to be the undoing of many a mage in days gone by, and older teachers chastise those students who seem to have let the power go to their heads. Strong ambition is one thing, but it is another to think oneself invincible: all Forces have their limitations, and a mage who is not mindful of their own will be almost certain to meet a quick end.
+
* '''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.
  
==Game Mechanics==
+
===Healing Injuries===
Casters expend '''mana''' to '''cast''' their '''spells''', specific applications of magical power gleaned from leylines. Each spell requires the expenditure of a certain amount of mana, dependent upon its grade.
+
Normal effects that heal hit points don't fix injuries. You need dedicated effects, or to make the checks to get over the injury.
  
Casters regain mana naturally over time at their '''refresh rate'''. This natural recharge of their energies is disrupted by casting, however: casting a spell negates this regeneration for a short period.
+
=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.
  
In addition, spells can sometimes gain the benefits of '''resonance'''. When a caster's attack roll with a spell is within a certain amount of the target's targeted Defense, the spell '''resonates''', either amplifying its initial effect in some fashion or producing a secondary effect. Note that not all spells can resonate.
+
We need to fix this.
  
All casters gain innate '''psionics resistance (PR)''' and '''technology resistance (TR)'''. These resistances indicate that casters are naturally resistant to Psionic and Technological effects, even those that are beneficial in nature.
+
==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.
  
Some specific caster classes use some of these abilities in unusual ways. Remember to fully read a class's description for explanations of how its specific mechanics may differ from the general.
+
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.
  
==Races and Classes==
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In play, the purpose of a key is to ''encourage behavior''. For instance, the ''Key of the Barbarian'' gives you xp for using your [[Class: Berserker|berserker]] Provoke class feature, and punishes you for willingly taking on the ''fade'' status (which makes creatures unable or less likely to attack you). This is intended to encourage a certain style of play: in this case, the key makes you want to try to take on foes head-on, while avoiding abilities that would prevent them from engaging you.
The following races and classes are either Magic-aligned or have strong ties to Magic in some fashion.
+
  
===Races===
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The original system that presented keys was a bit too... unfocused, though, and made weird assumptions about how many keys you could have and when you could gain them. I think those assumptions held the idea back. The idea is very much tenable - we just need to work out the kinks.
; [[Race: Elf|Elf]] : Arrogant and typically ancient, the elven race has seen much of Trinity history. Well-versed in the ways of Magic, elves often find themselves tangled up in the affairs of younger races, where they - typically - try to take charge and ensure that disasters are averted. Elves are known for their ability to hold a grudge.
+
  
; [[Race: Esper|Esper]] : Born in areas saturated with Magic, or born of two Espers, they often lose most of the traits of their parents and instead become living beings made of Magic itself. Able to turn their lifeforce into magical effects - and sometimes, able to absorb Magic - espers are well-known for being more adept with Magic than any other race that walks Trinity.
+
==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.
  
; [[Race: Miqo'te|Miqo'te]] : A race of cat-like humanoids native to the forests of Chaliraz, the miqo'te are a keenly curious race, and some believe that they are not truly native to the worlds of Trinity - but where they may have come from, none can say.
+
I see characters as having, at 1st level, at the very least, three keys:
  
; [[Race: Tiefling|Tiefling]] : The cursed lineage of one of the participants in the battle that created the Lost, tieflings have an unnaturally demonic appearance. Descendants of a mage who had brokered deals with infernal powers in exchange for arcane knowledge, they remain twisted in that image as a reminder, both for themselves and others, of the power of the Lucavi.
+
* 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
  
; [[Race: Troll|Troll]] : Natives to the jungles and lowlands of Ashkar, the trolls have persisted in lands that most find inhospitable for a very long time. Engaging in unsavory practices - namely cannibalism - a great many found trolls at least somewhat abhorrent, but since their introduction to society and a prolonged war with the elves long ago, the trolls have since abandoned most of their repulsive cultural norms.
+
This would be an example of a class key...
 
+
===Classes===
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; [[Class: Bard|Bard]] : There is magic in music, or so some claim, and the bard proves this true. At their core, magic and music are interwoven, and the bard uncovers mysteries of both the magical and musical varieties, providing support to her allies.
+
 
+
; [[Class: Mage|Mage]] : While others may use Magic, mages specialize in doing so, learning to tap into the leylines of the world and pull forth raw arcane energy that they can direct in myriad ways.
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; [[Class: Spellblade|Spellblade]] : With magical energies flowing through one hand and a sword firmly gripped in the other, spellblades combine the arts arcane and martial into a deadly and seamless whole.
+
  
 
&nbsp;
 
&nbsp;
  
=Psionics=
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<div id="Key of the Barbarian">
{| class="collapsible" width="100%" 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;"
! colspan="13;" style="background:#7D26CD;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Psionics</font></div>
+
! 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"  
! style="background:#CFADFF;" width="25%"|Color
+
|You revel in the glory of combat.
! style="background:#CFADFF;" width="25%"|Gemstone
+
|-align="left"  
! style="background:#CFADFF;" width="25%"|Virtue
+
|'''Key - Class (Berserker)'''
! style="background:#CFADFF;" width="25%"|Deity
+
|-align="left"  
|-
+
|style="background:#EFDFB0; padding-left: 2em;"|'''EXPERIENCE'''
|Purple || Amethyst || Creativity || ???
+
|-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;
 
&nbsp;
  
===Philosophy===
+
These next three I like less, but... well, important to keep ideas flowing.
The primary virtue of Psionics is '''creativity''': manifesters are a naturally creative and curious type, and the ability to use and combine their talents in new and interesting ways is something almost all take to with gusto. Obvious uses for some of the more basic power sets are, well, obvious, and Psionic communities - while not above the use of their abilities for more pedestrian purposes - take delight in finding exciting new possibilities in terms of usage of their powers.
+
  
For most manifesters, the idea of '''detachment''' is seen as the result of those who take their creativity too far. While imagining new ways to use their powers and exploration of new potential loopholes comes with any mind that exhibits innate Psionic power, there is always the temptation to take such things too far, and end up living in a mental world of one's own devising, cut off from reality by the circuitous paths of one's own thoughts. Teachers of the Psionic traditions stress that while exploration of the inner mind is always a necessary component for mastering one's powers, one must be cautious in diving too deeply, and to remember that external reality exists and must be tended to.
+
&nbsp;
  
=Technology=
+
<div id="Key of the Berserker">
{| class="collapsible" width="100%" 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;"
! colspan="13;" style="background:#858585;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Technology</font></div>
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! style="background:#e6cc80;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">KEY OF THE BERSERKER</font></div>
|-
+
|-style="background:white;" align="left"  
! style="background:#C2C2C2;" width="25%"|Color
+
|You revel in the destruction of those who would oppose you.
! style="background:#C2C2C2;" width="25%"|Gemstone
+
|-align="left"  
! style="background:#C2C2C2;" width="25%"|Virtue
+
|'''Key - Class (Berserker)'''
! style="background:#C2C2C2;" width="25%"|Deity
+
|-align="left"  
|-
+
|style="background:#EFDFB0; padding-left: 2em;"|'''EXPERIENCE'''
|Grey || Zircon || Diligence || Edena
+
|-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;
 
&nbsp;
  
=Divine=
+
<div id="Key of the Defiant">
{| class="collapsible" width="100%" 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;"
! colspan="13;" style="background:#FBFBFB; border:1px solid silver;" align="center"|<div style="margin-left:0px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">Divine</font></div>
+
! 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"  
! style="background:#EDEEFC;" width="25%"|Color
+
|You encourage your enemies to hit you: it just makes their eventual loss all the sweeter.
! style="background:#EDEEFC;" width="25%"|Gemstone
+
|-align="left"  
! style="background:#EDEEFC;" width="25%"|Virtue
+
|'''Key - Class (Berserker)'''
! style="background:#EDEEFC;" width="25%"|Deity
+
|-align="left"  
|-
+
|style="background:#EFDFB0; padding-left: 2em;"|'''EXPERIENCE'''
|White || Pearl || Compassion || ???
+
|-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;
 
&nbsp;
  
One of the primordial Forces that shaped the universe, Divine concerns itself with all aspects of creation - it is for this reason that some claim that it is the most powerful of the Nine. The Trinity of Philosophy concerns itself primarily with the metaphysics of the universe, each of its member Forces existing both within and outside of the concept of reality. The Divine's goal is to know every aspect of creation intimately, to remake all things in its own image, that all might serve a common goal. In this, it is directly opposed to Nature, which insists that all things follow their natural course and forge their own paths; and is directly opposed to the Void, which seeks to ''unmake'' all things and return all of existence to an eternal unending abyss of nothingness.
+
<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>
  
Opening oneself to the Divine is a monumental task, as the origin of the Force has been forcibly sealed away into a distant metaphysical realm, from whence it cannot escape. However, over the many eons since that occurred, the Divine has found it is able to carve channels of communication between it's prison and reality. It is through these channels that the Divine entities - saints and lucavi - gain access to Divine power, which is then filtered to their petitioners. Alternately, some mortals' souls have been accidentally imbued with a tiny fraction of the essence of a slain deity, giving them direct access to the Divine itself. Regardless of the means, all petitioners ultimately draw their power from the Divine, and in exchange for faith, they receive the power to rename - and thus remake - aspects of creation.
+
&nbsp;
  
The aspects of creation that a learned petitioner can bend to her will are as varied as the elements of creation itself. However, as mortals, petitioners are rarely able to modify ''all'' of reality - they slowly gain access to more domains over which the Divine holds sway, the truth within their souls and the powers of the patron dictating what parts of reality respond to their prayers.
+
...while this might be a story key...
 
+
Divine interacts well with both Magic and Time. In Magic, the Divine finds an ally who understands the need to take control of the world and put it towards one's own ends, who is familiar with the idea of accessing power outside of oneself and learning to use it to gain leverage over existence. In Time, the Divine finds common ground in the restraints placed upon those who call upon a higher power - for the petitioner, this is their patron, while for the chronist, it is the timeline itself that restricts or enforces their actions.
+
 
+
==Game Mechanics==
+
Petitioners expend '''blessings''' to utter their '''prayers''', specific words and phrases in the original tongue of the Divine that bend reality to their whim. Each prayer requires the expenditure of a blessing of a specific grade.
+
 
+
To acqure blessings, petitioners must '''petition''' either their patron or the Divine itself for it, spending 1 round in contemplation and supplication. However, patrons - and the Divine - cannot answer all prayers at once, and so the number of blessings gained varies upon the result of a '''petition check'''. If the petitioner does not like the result, they can instead only spend a move action, aborting the petition attempt early and gaining no blessings.
+
 
+
If a petitioner attempts to acquire blessings while she still has some remaining, she suffers a penalty to her petition check.
+
 
+
All petitioners gain innate '''nature inhibition (NI)''' and '''void inhibition (VI)'''. These oppositions indicate that petitioners are naturally resistant to Natural and Void effects, even those that are beneficial in nature.
+
 
+
Some specific petitioner classes use some of these abilities in unusual ways. Remember to fully read a class's description for explanations of how its specific mechanics may differ from the general.
+
 
+
==Races and Classes==
+
The following races and classes are either Blue-aligned or have strong ties to the Blue in some fashion.
+
 
+
===Races===
+
; [[Race: Draenei|Draenei]] : Refugees from another world, the draenei have an inherent connection to the Divine, a gift bestowed upon them to combat their mortal enemies that lie somewhere beyond the worlds of Trinity.
+
 
+
===Classes===
+
; [[Class: Incarnate|Incarnate]] : Incarnates are those born with a fraction of a slain deity's power infused into their soul. Their direct connection to the Divine gives them versatility in the domains they can access, and can condense their Divine power into a few moments to become almost akin to the deities themselves.
+
 
+
; [[Class: Paladin|Paladin]] : Paragons of a particular patron, paladins are warriors who seek to defend the members of their faith from harm. Channeling the Divine powers of their patron in combination with strict martial discipline, paladins are powerful combatants.
+
 
+
; [[Class: Priest|Priest]] : Followers of a particular patron, priests uphold the virtues of their faith, gaining access to all of the domains over which their patron has influence.  
+
  
 
&nbsp;
 
&nbsp;
  
=Void=
+
<div id="Torch_Key">
{| class="collapsible" width="100%" 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;"
! colspan="13;" style="background:#000000;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Void</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:#BBBBBB;" width="25%"|Color
+
|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.
! style="background:#BBBBBB;" width="25%"|Gemstone
+
|-align="left"
! style="background:#BBBBBB;" width="25%"|Virtue
+
|'''Key - Story (Iron Gods)'''
! style="background:#BBBBBB;" width="25%"|Deity
+
|-align="left"
|-
+
|style="background:#EFDFB0; padding-left: 2em;"|'''EXPERIENCE'''
|Black || Jet || Fortitude || Anachronism
+
|-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;
 
&nbsp;
  
=Nature=
+
<div id="Khonnir_Key">
{| class="collapsible" width="100%" 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;"
! colspan="13;" style="background:#228B22;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Nature</font></div>
+
! style="background:#e6cc80;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">SAVE THE COUNCILMAN, SAVE THE TOWN</font></div>
|-
+
|-style="background:white;" align="left"  
! style="background:#ACD4AC;" width="25%"|Color
+
|The councilman Khonnir Baine of Torch has gone missing. Your goal is to find him and, if possible, bring him back to Torch.
! style="background:#ACD4AC;" width="25%"|Gemstone
+
|-align="left"
! style="background:#ACD4AC;" width="25%"|Virtue
+
|'''Key - Story (Iron Gods)'''
! style="background:#ACD4AC;" width="25%"|Deity
+
|-align="left"
|-
+
|style="background:#EFDFB0; padding-left: 2em;"|'''EXPERIENCE'''
|Green || Emerald || Wisdom || ???
+
|-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;
 
&nbsp;
  
Into the fabric of existence are woven threads of elemental energy, shaping the worlds and lives of all those who dwell in reality, and it is these with which Nature concerns itself. While the Void claims to be the first amongst the Forces, some believe it would be more accurate to say that Nature holds that place, as without Gaia, the Void would never have recognized itself to begin with. The Trinity of Philosophy concerns itself primarily with the metaphysics of the universe, each of its member Forces existing both within and outside of the concept of reality. Nature's goal is to allow all things to take their course, to let events play out as they will. In this, it is directly opposed to the Divine, which seeks to control reality and subvert free will; and is directly opposed to the Void, which seeks to reduce reality to nothingness and thereby destroy the notion of choice.
+
Yeah... maybe. Might need some work, though.
 
+
Gaining the attention of Nature is somewhat difficult, as Gaia is uninterested in interceding in reality. Those who would wield the powers of Nature must learn to calm their minds and listen to the song of the universe with their souls. Those that can attain this level of supernatural calm in their meditations gain the ability to tap into the threads woven into reality, calling bits of raw elements into existence that they can manipulate as they require. However, there are limits to what Gaia is willing to allow in terms of upsetting the natural balance, and elementalists can only call upon so much power before the universe closes off that element to them. Those elementalists who learn to study a pair of elements - specifically, a pair that fundamentally oppose one another - can maintain the balance themselves by calling upon the elements in tandem.
+
 
+
The elemental threads woven into reality are ten in number. Most mortals, however, are unable to tap into all of them, and often choose to study those elements that most speak to them - indeed, most often, elementalists choose to study elements that are reflections of the threads woven into their own souls.
+
 
+
Nature interacts well with both Technology and the Blue. In Technology, Nature finds an ally who understands the importance of studying the natural order, and that working with it - rather than against it - often yields greater results. In the Blue, Nature finds common ground in respecting the natural order of things and an insistence that the rules be followed above all else, lest everything fall into disarray and meaninglessness.
+
 
+
==Game Mechanics==
+
Elementalists expend '''flux''' to '''bend''' their '''gifts''', specific applications of raw elemental energy. Each gift requires the expenditure of a certain amount of flux, dependent upon its grade.
+
 
+
Elementalists must '''tap''' into their '''elements''', which allows them to generate '''flux''', the fuel they need to harness raw elemental energy and '''bend''' it into '''gifts'''. As they do so, however, they also accrue '''stress''' against that element, and once they have reached their '''stress limit''' for a given element, they cannot gather flux until their stress passes.
+
 
+
To gain flux, elementalists must '''tap''' an '''element''', spending a move action to gain a certain amount of flux, dependent upon their level. At the same time, the elementalist accrues '''stress''' towards that element, and once her '''stress limit''' is reached for a given element, she can no longer tap that element. If she taps an element that '''opposes''' an element for which she has stress, the opposed element's stress is reduced. Flux and stress both dissipate naturally over time.
+
 
+
All elementalists gain innate '''divine inhibition (DI)''' and '''void inhibition (VI)'''. These oppositions indicate that elementalists are naturally resistant to Divine and Void effects, even those that are beneficial in nature.
+
 
+
Some specific elementalist classes use some of these abilities in unusual ways. Remember to fully read a class's description for explanations of how its specific mechanics may differ from the general.
+
 
+
==Races and Classes==
+
The following races and classes are either Nature-aligned or have strong ties to Nature in some fashion.
+
 
+
===Races===
+
; [[Race: Adu'ja|Adu'ja]] : After the partial destruction of Arcturas, gradually new life found a way. Always at harmony with nature and memories of those who came before, the adu'ja led a relatively simple lifestyle until the arrival of the Arcturas. Exposure to the Adnezians has led many of their people to wander the worlds of Trinity.
+
 
+
; [[Race: Elf|Elf]] : Arrogant and typically ancient, the elven race has seen much of Trinity history. Well-versed in the ways of Magic and Nature, elves often find themselves tangled up in the affairs of younger races, where they - typically - try to take charge and ensure that disasters are averted. Elves are known for their ability to hold a grudge.
+
 
+
; [[Race: Moogle|Moogle]] : Descended from rabbits, moogles - also called mogri - hail from Distarin, where they were found by clavats and introduced to the notions of civilization. With an intrinsic tie to the rhythms of elemental energy in the world, but a curiosity that immediately led to them seeking to understand technology, moogles often move, speak, and think at a frenetic pace.
+
 
+
; [[Race: Viera|Viera]] : Strange fey creatures borne of trees, the viera are an ancient race that has dwelled quietly in the forests of the world since antiquity, their culture almost unchanged from its inception. Few of their number venture out of their forests, and those that do are considered outcasts.
+
 
+
; [[Race: Vulpine|Vulpine]] : Natives to the forests of Chaliraz, the vulpines are a small race of fox-folk, and have strong cultural attachments to nature. Strongly curious with a trickster streak, vulpines often come across as whimsical to other peoples, with a reputation for flighty and eccentric behavior. Their culture is naturally strongly divided along gender lines.
+
 
+
; [[Race: Zzithrani|Zzithrani]] : Originally simple insects, the zzithrani have mutated greatly over time, primarily due to the nature of their homeworld, but also due to the interference from the Tyranids. While they have attained sentience, they have done so as a hivemind, and as such come off as incredibly alien.
+
 
+
===Classes===
+
; [[Class: Caller|Caller]] : Binding her soul to the ancient Primals, the caller learns to channel their essences into the real world, allowing the literal manifestations of the elements to take physical form on the field.
+
 
+
; [[Class: Shaman|Shaman]] : A disciple of the ways of Nature, the shaman puts her faith in Gaia, the life-force of the universe itself, and learns to manipulate the energy that flows through the world.
+
 
+
; [[Class: Zodiac|Zodiac]] : Warriors whose reincarnation has caused them to take on significant elemental energy within their souls, zodiacs can shapeshift, and rely on the discipline and calm instilled in them by their studies to maintain control of themselves.
+
  
 
&nbsp;
 
&nbsp;
  
=Time=
+
<div id="Against_the_Congress_Key">
{| class="collapsible" width="100%" 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;"
! colspan="13;" style="background:#F5DD72;" align="center"|<div style="margin-left:0px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">Time</font></div>
+
! style="background:#e6cc80;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">AGAINST THE CORPORATE CONGRESS</font></div>
|-
+
|-style="background:white;" align="left"  
! style="background:#FAF0C0;" width="25%"|Color
+
|You have a deep-seated hatred for the Corporate Congress of Ganymede - and are perhaps even in open rebellion against it.
! style="background:#FAF0C0;" width="25%"|Gemstone
+
|-align="left"  
! style="background:#FAF0C0;" width="25%"|Virtue
+
|'''Key - Background (Iron Gods)'''
! style="background:#FAF0C0;" width="25%"|Deity
+
|-align="left"  
|-
+
|style="background:#EFDFB0; padding-left: 2em;"|'''POWERS'''
|Yellow || Topaz || Foresight || Tethys
+
|-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;
 
&nbsp;
  
Time deals primarily with time and space, and distortions of them. The Trinity of Remembrance interacts primarily with the "mechanics" of the universe; whereas Reality interacts directly with physics, Remembrance is more concerned with the underlying framework that physics takes place in. Time's goal is to take command of these forces to gain power: through manipulating time and space, the fabric of reality itself can be manipulated, and total power can be achieved, able to manipulate the threads of fate to one's advantage in all situations. This is in direct opposition to the Blue, which demands that causality be respected and the timeline remain static, and Chaos, which subverts Time's command over existence by refusing to acknowledge that time exists to begin with.
+
<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;"
To achieve their ends, those who would pursue the power of Time must come to understand time as it truly is: not as a linear arrow, but a nebulous web of existential freedom. All moments exist at all times, even those moments that have not come to pass; as the student of Time's knowledge grows, their understanding of their own personal timeline increases, and they learn to manipulate themselves first and foremost, borrowing power from their past and lending it to their future, stealing it from themselves and gifting it to an alternate version in a parallel timeline. Once the trainee accepts that she herself is immortal through the infinite lives across infinite parallel times she lives, she can tap into her fullest potential: for infinite parallel times means an infinite power source that can never truly be exhausted.
+
! 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"
Once a chronist - as students of Time are known - has determined how to manipulate time and space, she can then learn how to modify them. This gives her incredible power, both over information and the battlefield: she can learn secrets that only her future self knows, and she can turn the very laws of physics on their head, by manipulating objects in time. Of these things, she gives no outward sign: the source of this power is not external or internal, but existential in nature, and the pulling of power from the threads of time requires only concentration and the knowledge of how to do so, nothing more.
+
|You have a fascination with the weird alien tech that sometimes surfaces on Ganymede.
 
+
|-align="left"
Time interacts well with both Magic and the Divine. In Magic, Time finds a common interest in seeking ways to command the universe to one's bidding; mages make comparisons between the leylines they use and the timelines that chronists use, and while they are wholly different in the powers they grant, they are alike in that both leylines and timestreams criss-cross reality, just out of mortal sight. In the Divine, chronists find an ally that understands that their gifts ultimately come from a higher power, and that those powers must be respected; for petitioners, that external power is their patron, who can bequeath or withdraw their gifts as they see fit, while the chronist is at times bound by the constraints of the timeline itself, forced into action or inaction by the actions of the chronist herself in a distant future or far-flung past.
+
|'''Key - Background (Iron Gods)'''
 
+
|-align="left"
==Game Mechanics==
+
|style="background:#EFDFB0; padding-left: 2em;"|'''POWERS'''
Chronists expend '''quanta''' to shape their '''jikuu''', specific manipulations of time or space that incur specific effects. Each jikuu costs a set number of points.
+
|-align="left"
 
+
|You gain the Inventor feat as a bonus feat.
To acquire quanta, chronists must '''gather''' it, spending an action on their turn to generate a random amount of quanta dependent upon the action spent to gather. As chronists grow in power, the amount of quanta they gather - and the maximum amount of quanta they can hold at any given time - increase.
+
|-align="left"
 
+
|style="background:#EFDFB0; padding-left: 2em;"|'''EXPERIENCE'''
At the beginning of each turn, if a chronist has any quanta remaining, he suffers a point of '''paradox'''. Each point of paradox incurs a penalty to rolls made to gather quanta. In addition, if the chronist has too much paradox, he also suffers a penalty to ''temporal attacks'' equal to his amount of paradox.
+
|-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.
All chronists gain innate '''blue opposition (UO)''' and '''chaos opposition (CO)'''. These oppositions indicate that chronists are naturally resistant to Blue and Chaotic effects, even those that are beneficial in nature.
+
|-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.
Some specific chronist classes use some of these abilities in unusual ways. Remember to fully read a class's description for explanations of how its specific mechanics may differ from the general.
+
|-align="left"
 
+
|You gain 5 xp when you find a Technological item with the ''alien tech'' quality.
==Races and Classes==
+
|-align="left"
The following races and classes are either Blue-aligned or have strong ties to the Blue in some fashion.
+
|style="background:#EFDFB0; padding-left: 2em;"|'''COUNTER'''
 
+
|-align="left"
===Races===
+
|If you willingly destroy a Technological item with the ''alien tech'' quality, you lose 5 xp and ''lose'' this ''key''.
; [[Race: Thran|Thran]] : Refugees from the far future of an alternate timeline, the thran spent millenia unbinding themselves from causality in a bid to save their world. Unsuccessful, their attempt instead led them to this timeline.
+
|}
 
+
</div>
===Classes===
+
; [[Class: Epochent|Epochent]] : Epochents are pure chronists, dedicating themselves to the study of time and how to manipulate it. Their temporal abilities yield many strange and varied results, and their ability to literally go back in time is powerful in skilled hands.
+
 
+
; [[Class: Harrier|Harrier]] : Adepts, harriers combine study of the temporal with study of the arts martial. They focus on speed and agility, using their knowledge of time to give them an incredible edge in combat that allows them to strike between moments, faster than most can follow.
+
 
+
; [[Class: Oracle|Oracle]] : While epochents focus on time in a general sense, oracles choose to look forward, attempting to find the best path through the myriad timelines that branch from the current moment. They are able to manipulate the fate of other creatures, bringing weal to friend and woe to foe.
+
  
 
&nbsp;
 
&nbsp;
  
=Chaos=
+
<div id="Robot_Slayer_Key">
{| class="collapsible" width="100%" 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;"
! colspan="13;" style="background:#855E42;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Chaos</font></div>
+
! style="background:#e6cc80;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">ROBOT SLAYER</font></div>
|-
+
|-style="background:white;" align="left"  
! style="background:#C2AFA1;" width="25%"|Color
+
|You have a deep-seated hatred of Technology, and especially those creatures that are inherently part of it.
! style="background:#C2AFA1;" width="25%"|Gemstone
+
|-align="left"
! style="background:#C2AFA1;" width="25%"|Virtue
+
|'''Key - Background (Iron Gods)'''
! style="background:#C2AFA1;" width="25%"|Deity
+
|-align="left"
|-
+
|style="background:#EFDFB0; padding-left: 2em;"|'''POWERS'''
|Brown || Citrine || Courage || Kevaan
+
|-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;
 
&nbsp;
  
Chaos is chaotic, and its willfulness is sometimes hard to describe given that it has purview over a disharmonious set of concepts. The Trinity of Remembrance interacts primarily with the "mechanics" of the universe; whereas Reality interacts directly with physics, Remembrance is more concerned with the underlying framework that physics takes place in. Chaos, then, seeks to subvert and upend those rules, or disrupt existence in a general sense, desiring the ability to make choices for itself without constraint. This is in direct opposition to Time, which seeks to control and harness causality, the strictest of rules, and Blue, which demands the causal chain be respected and all things be put in order.
+
==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.
  
Of the nine Forces, Chaos is the least-understood, and it is uncertain how it is that anarchists gain their power. The strangest claim is the idea that the world is actually an illusion, and all that happens in it is governed by strange rules in another universe: anarchists who are proponents of this claim that their powers come from cheating in that other world, which translates into effects in this one. Claims such as this are why many are content to not question how it is that anarchists do what they do.
+
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.
  
Exactly how an individual becomes an anarchist is similarly unclear. Due to their nature, anarchists rarely seek to train others in their ways, and some even deem intentional learning of how to access Chaos as impossible. However, there are also those that claim that they intentionally sought out these powers and stumbled upon them. It seems that any claim one makes about Chaos can be refuted by at least one counter-example.
+
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.
  
Chaos interacts well with Psionics and the Void. In Psionics, Chaos finds a similar sense of self-reliance and a fellow free spirit, in the sense that both Chaos and Psionics seek mastery over the self, just in different realms. In the Void, Chaos shares the same sense of rebellion that gave rise to the Void in the first place, and the Void's sense of destruction matches Chaos' understanding of entropy almost perfectly, albeit applied to the whole of reality instead of just the rules of reality.  
+
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.
  
==Game Mechanics==
+
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.
Anarchists build a '''deck''' out of their '''whims'''. A deck can only have so many copies of a given whim, and the size of the deck is limited based on the anarchist's class and level.
+
  
Anarchists select a set of '''triggers''', which are events chosen from a list. When a trigger occurs, the anarchist can '''draw''' a number of whims from his deck, dependent upon the trigger. The anarchist has a '''max hand size''', which is the maximum number of whims he can hold at once. At the end of his turn, if he has more whims than his max, he must '''discard''' until he has no more than his max.
+
So really we're just spit-balling here.
  
When he effects a whim, he discards it.
+
=Main Page Format Change=
 +
Exactly what it says on the tin.
  
When the deck is empty, the discard pile is '''shuffled''' and returned to the deck.
+
&nbsp;
  
All anarchists gain innate '''blue opposition (UO)''' and '''time opposition (IO)'''. These oppositions indicate that anarchists are naturally resistant to Blue and Temporal effects, even those that are beneficial in nature.
+
{|width="90%" align="center"
 +
|- style="height: 6em;"
 +
| width=50%|
  
Some specific anarchist classes use some of these abilities in unusual ways. Remember to fully read a class's description for explanations of how its specific mechanics may differ from the general.
+
{| 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>
 +
|}
  
==Races and Classes==
+
||
The following races and classes are either Chaos-aligned or have strong ties to Chaos in some fashion.
+
  
===Races===
+
{| class="collapsible" width="98%" style="border:#FFFFFF; text-align:left; clear:both; font-size:100%; font-family:verdana;"
; Coure : Words.
+
! 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>
 +
|}
  
; Vulpine : Words.
+
|- style="height: 4em;"
 +
| width=50%|
  
===Classes===
+
&nbsp;
; [[Class: Anarch|Anarch]] : Main caster.
+
  
; [[Class: Discordant|Discordant]] : Adept.
+
|- style="height: 6em;"
 +
| width=50%|
  
; [[Class: Gambler|Gambler]] : Alt caster.
+
{| 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>
&nbsp;
+
 
+
=Blue=
+
{| class="collapsible" width="100%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
! colspan="13;" style="background:#3676a2;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Blue</font></div>
+
 
|-
 
|-
! style="background:#B6CEE2;" width="25%"|Color
+
|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>
! style="background:#B6CEE2;" width="25%"|Gemstone
+
! style="background:#B6CEE2;" width="25%"|Virtue
+
! style="background:#B6CEE2;" width="25%"|Deity
+
|-
+
|Blue || Sapphire || Reflection || ???
+
 
|}
 
|}
  
&nbsp;
+
||
  
The Blue deals with memory, knowledge, recollection, and causality. The Trinity of Remembrance interacts primarily with the "mechanics" of the universe; whereas Reality interacts directly with physics, Remembrance is more concerned with the underlying framework that physics takes place in. The Blue's first and foremost goal is maintaining memory: events that have occurred ''have'' occurred, and should not be meddled with. This is in direct opposition to Time, which reorganizes the timeline as it sees fit, and Chaos, which has no concern for proper order and pointedly ignores the notion of causality.
+
{| 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>
Pursuit of this goal is achieved through accessing the ''akashic record'', which is - essentially - the world's memory. Every event that occurs, every piece of knowledge attained, every fact that exists also exists within the record. Accessing the record is not an easy feat, and requires a certain degree of reorientation of how one looks at the world. To assist in this process, those who study the Blue prepackage concepts and ideas from the world memory into "memes," packets of information that assist budding memeticists - as students of the Blue are called - in utilizing the Blue to the extent of their abilities.
+
 
+
Because of their interaction and concern with memory, memeticists are also - to some degree - students of the mind. Though largely incidental to their primary skills, memeticists have abilities that seem on the surface to be quite similar to telepathy, though in fact memeticists are reading the information from the world memory and not accessing minds directly. That said, memeticists can "implant" ideas into creatures' minds, by manipulating pointers and other more technical aspects of the world memory, allowing them to interfere with physical reality through manipulating the framework on which reality operates.
+
 
+
The Blue interacts well with both Technology and Nature. In Technology, Blue finds an ally who understands the importance of causality and structure; some technologists compare the Blue to an incredibly large and impossibly complex computing engine, a comparison that memeticists find difficult to deny. In Nature, memeticists find individuals who share their belief that the natural order must be upheld, that there is a certain way things work and that such structure shouldn't be meddled with. Naturalists appreciate the Blue's focus on the world and its memory, and share in common their ability to look "past" the obvious physicality of the world and interact with what lies beneath the facade.
+
 
+
==Game Mechanics==
+
Memeticists '''load''' their '''memes''' into a '''cache''', and can use them at will. When she readies a meme, a memeticist can also '''allocate''' that meme into '''memory''', if she has free memory. Memes allocated into memory are significantly stronger, or have other effects.
+
 
+
After processing a meme, it becomes '''locked''', and is not available for use until it '''recharges'''. At the beginning of your turn, you roll a '''recharge die''', which is 1d6, and all memes with a '''recharge value''' of the result or lower become '''unlocked''' and available for use again. The recharge value of a meme changes dependent upon the highest grade of meme you can access.
+
 
+
All memeticists gain innate '''chaos opposition (CO)''' and '''time opposition (IO)'''. These oppositions indicate that memeticists are naturally resistant to Chaotic and Temporal effects, even those that are beneficial in nature.
+
 
+
Some specific memeticist classes use some of these abilities in unusual ways. Remember to fully read a class's description for explanations of how its specific mechanics may differ from the general.
+
 
+
==Races and Classes==
+
The following races and classes are either Blue-aligned or have strong ties to the Blue in some fashion.
+
 
+
===Races===
+
; [[Race: Adu'ja|Adu'ja]] : The adu'ja have a long and storied Blue tradition, and they use this in combination with their strong ties to Nature to study the purpose of their existence.
+
 
+
; [[Race: Gnome|Gnomes]] : Gnomes have a strong historical bent, and can innately access the world memory. As a culture, they seek a fusion of the study of the past with the study of the future, and thus combine the Blue with Technology.
+
 
+
; [[Race: Vesuvan|Vesuvans]] : Vesuvans are innately Blue-aligned, and draw sustenance from learning new information. A secretive lot, they are capable of manipulating the Blue in various ways, specifically the ability to alter their shape.
+
 
+
===Classes===
+
; [[Class: Akashic|Akashic]] : Akashics are pure memeticists, investigating the mysteries of the Blue to the fullest extent. Akashics excel at information-gathering tasks, and are an indispensable source of knowledge to an adventuring group. Their ability to pull from the world memory at a moment's notice allows each akashic to have an incredibly varied skill set.
+
 
+
; [[Class: Learner|Learner]] : Learners are adepts, combining study of the Blue with the arts martial. Whereas akashics delve into the world memory to improve their skills, learners instead acquire new abilities by directly observing creatures' abilities in action, accessing the pointers in world memory to these abilities and changing them slightly as to be usable by the adept.
+
 
+
; [[Class: Trainer|Trainer]] : Trainers specialize in the use of ''mementos'', small creatures bred typically bred specifically for combat, but that can also fill other roles. While they learn memes, they do so as to be able to train their minions; they use their memory explicitly to assist them in maintaining control over their pets.
+
 
+
&nbsp;
+
 
+
-----
+
 
+
&nbsp;
+
 
+
==Ability Grade Equivalencies==
+
{| class="collapsible" width="100%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
! colspan="13;" style="background:#E47833;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Ability Grade Equivalencies</font></div>
+
|-
+
!width="10%" style="background:#E47833;"|<font color="white">'''Martial'''</font>
+
!width="10%" style="background:#CD0000;"|<font color="white">'''Magic'''</font>
+
!width="10%" style="background:#7D26CD;"|<font color="white">'''Psionics'''</font>
+
!width="10%" style="background:#858D95;"|<font color="white">'''Technology'''</font>
+
!width="10%" style="border:1px solid silver; background:#FFFFFF;"|<font color="black">'''Divine'''</font>
+
!width="10%" style="background:#000000;"|<font color="white">'''Void'''</font>
+
!width="10%" style="background:#228B22;"|<font color="white">'''Nature'''</font>
+
!width="10%" style="background:#F5DD72;"|<font color="black">'''Time'''</font>
+
!width="10%" style="background:#733D1A;"|<font color="white">'''Chaos'''</font>
+
!width="10%" style="background:#007FFF;"|<font color="white">'''Blue'''</font>
+
|-
+
|style="background:#F6D2BB;"|''Initiator''
+
|style="background:#FCA294;"|''Caster''
+
|style="background:#dfbffe;"|''Manifester''
+
|style="background:#C2C2C2;"|''Student''
+
|style="background:#EDEEFC;"|''Petitioner''
+
|style="background:#BBBBBB;"|''Nihilist''
+
|style="background:#ACD4AC;"|''Elementalist''
+
|style="background:#FAF0C0;"|''Chronist''
+
|style="background:#CFC7BD;"|''Anarchist''
+
|style="background:#B6CEE2;"|''Memeticist''
+
|-
+
|style="background:#F6D2BB;"|''Maneuvers''
+
|style="background:#FCA294;"|''Spells''
+
|style="background:#dfbffe;"|''Powers''
+
|style="background:#C2C2C2;"|''Devices''
+
|style="background:#EDEEFC;"|''Prayers''
+
|style="background:#BBBBBB;"|''Katas''
+
|style="background:#ACD4AC;"|''Gifts''
+
|style="background:#FAF0C0;"|''Jikuu''
+
|style="background:#CFC7BD;"|''Whims''
+
|style="background:#B6CEE2;"|''Memes''
+
|-
+
|style="background:#F6D2BB;"|Basic
+
|style="background:#FCA294;"|Initiate
+
|style="background:#dfbffe;"|Devotion
+
|style="background:#C2C2C2;"|Prototype
+
|style="background:#EDEEFC;"|Syllable
+
|style="background:#BBBBBB;"|Cursory
+
|style="background:#ACD4AC;"|Small
+
|style="background:#FAF0C0;"|Hadronic
+
|style="background:#CFC7BD;"|Subtle
+
|style="background:#B6CEE2;"|Common
+
|-
+
|style="background:#F6D2BB;"|Lesser
+
|style="background:#FCA294;"|Apprentice
+
|style="background:#dfbffe;" rowspan="2"|Science
+
|style="background:#C2C2C2;" rowspan="2"|Refined
+
|style="background:#EDEEFC;"|Word
+
|style="background:#BBBBBB;"|Shallow
+
|style="background:#ACD4AC;"|Modest
+
|style="background:#FAF0C0;"|Baryonic
+
|style="background:#CFC7BD;" rowspan="2"|Clever
+
|style="background:#B6CEE2;"|Uncommon
+
|-
+
|style="background:#F6D2BB;"|Expert
+
|style="background:#FCA294;"|Journeyman
+
|style="background:#EDEEFC;"|Phrase
+
|style="background:#BBBBBB;"|Yawning
+
|style="background:#ACD4AC;"|Fair
+
|style="background:#FAF0C0;"|Mesonic
+
|style="background:#B6CEE2;"|Rare
+
|-
+
|style="background:#F6D2BB;"|Greater
+
|style="background:#FCA294;"|Adept
+
|style="background:#dfbffe;" rowspan="3"|Art
+
|style="background:#C2C2C2;" rowspan="2"|Improved
+
|style="background:#EDEEFC;"|Verse
+
|style="background:#BBBBBB;"|Deep
+
|style="background:#ACD4AC;"|Generous
+
|style="background:#FAF0C0;"|Bosonic
+
|style="background:#CFC7BD;" rowspan="2"|Conspicuous
+
|style="background:#B6CEE2;"|Obscure
+
|-
+
|style="background:#F6D2BB;" rowspan="2"|Master
+
|style="background:#FCA294;" rowspan="2"|Master
+
|style="background:#EDEEFC;"|Psalm
+
|style="background:#BBBBBB;"|Abysmal
+
|style="background:#ACD4AC;" rowspan="2"|Grand
+
|style="background:#FAF0C0;"|Fermionic
+
|style="background:#B6CEE2;" rowspan="2"|Secret
+
|-
+
|style="background:#C2C2C2;"|Augmented
+
|style="background:#EDEEFC;"|Hymn
+
|style="background:#BBBBBB;"|Tenebrous
+
|style="background:#FAF0C0;"|Leptonic
+
|style="background:#CFC7BD;"|Overwhelming
+
 
|-
 
|-
|style="background:#F6D2BB;"|'''Epic'''
+
|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>
|style="background:#FCA294;"|'''Archmage'''
+
|style="background:#dfbffe;"|'''Opus'''
+
|style="background:#C2C2C2;"|'''Perfected'''
+
|style="background:#EDEEFC;"|'''Canticle'''
+
|style="background:#BBBBBB;"|'''Ominous'''
+
|style="background:#ACD4AC;"|'''Ancient'''
+
|style="background:#FAF0C0;"|'''Tachyonic'''
+
|style="background:#CFC7BD;"|'''Inconceivable'''
+
|style="background:#B6CEE2;"|'''Forgotten'''
+
 
|}
 
|}
  
&nbsp;
+
|}
 
+
-----
+
  
 
&nbsp;
 
&nbsp;
 
==Race Listing==
 
{| class="sortable" width="100%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 
! colspan="13;" style="background:#E47833;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Races</font></div>
 
|-
 
!width="7%"|'''Race'''
 
!width="7%"|'''Homeworld'''
 
!width="7%"|'''Origin'''
 
!width="7%"|'''Type'''
 
!width="7%"|'''Subtype'''
 
!width="14%" colspan="2"|'''Force(s)'''
 
!width="41%" align="left" class="unsortable"|'''Description'''
 
!width="10%" class="unsortable"|'''Ability Modifiers'''
 
|-
 
|[[Race: Human|Human]] || Adnez || Natural || Humanoid || Spoken || colspan="2"|Neutral || align="left"|A versatile race, humans can be found nearly anywhere that can support life. Relatively short-lived, humans are renowned for being able to take up any profession and excel in it. || +2 to one
 
|-style="background:#F6D2BB;"
 
|[[Race: Adu'ja|Adu'ja]] || Arcturas || Natural || Animate || Plant || style="background:#228B22;" width="7%"|<font color="white">'''Nature'''</font> || style="background:#007FFF;" width="7%"|<font color="white">'''Blue'''</font> || align="left"|After the partial destruction of Arcturas, gradually new life found a way. Always at harmony with nature and memories of those who came before, the adu'ja led a relatively simple lifestyle until the arrival of the ''Arcturas''. Exposure to the Adnezians has led many of their people to wander the worlds of Trinity. || +2 Con, +2 Wis, -2 Per
 
|-
 
|[[Race: Ancelari|Ancelari]] || Arcturas || Natural || Humanoid || Spoken || style="background:#000000;" width="7%"|<font color="white">'''Void'''</font> || style="background:#F5DD72;" width="7%"|'''Time''' || align="left"|The original primary inhabitants of the world of Arcturas, the Ancelari fled across the vast reaches of space to escape the Tyranids, while some of their number stayed behind to attempt to destroy their planet to stop the threat. Those ancelari that made the journey became forever changed by it. || +2 Per, +2 Wis, -2 Brv
 
|-style="background:#F6D2BB;"
 
|[[Race: Artilect|Artilect]] || Adnez || Elemental || Animate || Construct || style="background:#CDCDCD;" colspan="2"|'''Technology''' || align="left"|A race of sentient machines, the first artilects were built by Ada Fralizte during the 4th century CR. Since then, they have proliferated slowly across the Philomenic system. Artilects are relatively common wherever Technology is present. || +2 Con, +2 Int, -2 Cha
 
|-
 
|[[Race: Burmecian|Burmecian]] || Adnez || Natural || Humanoid || Spoken || colspan="2"|Neutral || align="left"|Descended from rats and similar rodents that managed to survive the Ageless Winter, Burmecian history is fraught with danger, and they have a particular hated for dragons of all kinds. Burmecians are known for their extraordinary leaping abilities, having founded the art of lancing. || +2 Con, +2 Dex, -2 Per
 
|-style="background:#F6D2BB;"
 
|[[Race: Clavat|Clavat]] || Adnez || Natural || Humanoid || Spoken || style="background:#7D26CD;" width="7%"|<font color="white">'''Psionics'''</font> || style="background:#000000;" width="7%"|<font color="white">'''Void'''</font> || align="left"|Standing slightly shorter than humans, clavats hail from the continent of Distarin. In the distant past, they were a warlike race, until the Saint Konoe Ishikaru united them. Known for being strongly family-oriented and having a hint of latent psionic talent, clavats are hard to rattle and tend to be very focused beings. || +2 Wis, +2 Cha, -2 Dex
 
|-
 
|[[Race: Coure|Coure]] || Adnez || Elemental || Humanoid || Spoken || style="background:#733D1A;" colspan="2"|<font color="white">'''Chaos'''</font> || align="left"|Mischievous and elusive, the coure are a race of tiny fairies who revel in tricking other races for entertainment. Their inherent ties to Chaos make them incredibly unpredictable, and their ability to wield strange powers related to that Force are nigh-unparalleled. || +2 Dex, +2 Luc, -2 Str
 
|-style="background:#F6D2BB;"
 
|[[Race: Deva|Deva]] || Extraplanar || Natural || Humanoid || Spoken || style="border:1px solid silver; background:#FFFFFF;" width="7%"|'''Divine''' || style="background:#733D1A;"|<font color="white">'''Chaos'''</font> || align="left"|Claiming to be the only race that is truly possessed of free will, the devas are an unusual lot. Born of souls accidentally infused with divine essence when the gods were slain, they choose their path upon death, with many returning to the material world to be reincarnated. Unlike naturalist reincarnation, they retain memory of their past lives, and seek enlightenment in the mortal realm. || +2 Wis, +2 Cha, -2 Con
 
|-
 
|[[Race: Draenei|Draenei]] || Extraplanar || Elemental || Humanoid || Spoken || style="border:1px solid silver; background:#FFFFFF;" colspan="2"|'''Divine''' || align="left"|Travelers from another plane, the draenei speak of their sojourn to escape the clutches of an ancient evil that exists in worlds far distant from Trinity. Immensely tied to their faith, the draenei each seem to have acquired an ancient spark of divinity, a tiny touch of the Divine that resides within their souls. || +2 Cha, +2 Brv, -2 Dex
 
|-style="background:#F6D2BB;"
 
|[[Race: Dromite|Dromite]] || Ganymede || Natural || Humanoid || Spoken || style="background:#000000;"|<font color="white">'''Void'''</font> || style="background:#007FFF;"|<font color="white">'''Blue'''</font> || align="left"|A race of insectoid humanoids, the dromites are a distant off-shoot of the Tyranids, brought to Ganymede during the Zerg Invasion. Originally intended to serve as the template for their forces on Ganymede, when the Tyranids retreated, they left these creatures on Ganymede, who over time became the dromites. Strongly communal, dromites are - essentially - to Ganymede what humans are to Adnez, being nearly everywhere... or at least were, until the colonists from Adnez arrived. || +2 Con, +2 Cha, -2 Str
 
|-
 
|[[Race: Dwarf|Dwarf]] || Adnez || Natural || Humanoid || Spoken || style="background:#CDCDCD;"|'''Technology''' || style="border:1px solid silver; background:#FFFFFF;"|'''Divine''' || align="left"|Living beneath the mountains for as long as anyone can remember, the dwarves have been a constant, persistent force in the background of Trinity. Rarely coming to the fore, dwarves instead influence neighboring cultures immensely, their mathematically-oriented minds leading others to forward the fields of architecture and engineering. || +2 Con, +2 Wis, -2 Cha
 
|-style="background:#F6D2BB;"
 
|[[Race: Elf|Elf]] || Adnez || Natural || Humanoid || Spoken || style="background:#CD0000;" width="7%"|<font color="white">'''Magic'''</font> || style="background:#228B22;" width="7%"|<font color="white">'''Nature'''</font> || align="left"|Arrogant and typically ancient, the elven race has seen much of Trinity history. Well-versed in the ways of Magic, elves often find themselves tangled up in the affairs of younger races, where they - typically - try to take charge and ensure that disasters are averted. Elves are known for their ability to hold a grudge. || +2 Dex, +2 Wis, -2 Con
 
|-
 
|[[Race: Esper|Esper]] || Adnez || Elemental || Humanoid || Spoken || style="background:#CD0000;" colspan="2"|<font color="white">'''Magic'''</font> || align="left"|Born in areas saturated with Magic, or born of two Espers, they often lose most of the traits of their parents and instead become living beings made of Magic itself. Able to turn their lifeforce into magical effects - and sometimes, able to absorb Magic - espers are well-known for being more adept with Magic than any other race that walks Trinity. || +2 Int, +2 Cha, -2 Str
 
|-style="background:#F6D2BB;"
 
|[[Race: Forsaken|Forsaken]] || Adnez || Natural || Animate || Undead || colspan="2"|Neutral || align="left"|Sentient free-willed undead, the forsaken are the remnants of various necromantic energies gone wrong over the ages, with the majority having been originally created by Kotrit to serve in his armies. Distrustful and envious of the living, the forsaken generally keep to themselves in small enclaves throughout the worlds of Trinity. || +2 Wis, +2 Brv, -2 Cha
 
|-
 
|[[Race: Gerudo|Gerudo]] || Adnez || Natural || Humanoid || Spoken || colspan="2"|Neutral || align="left"|Nomadic wanderers of the deserts and other inhospitable places of Adnez, the gerudo are a race of lizardmen who have been present on Trinity since time immemorial. They are highly insular and resistant to change, with a strong culture that has changed little over the millenia. || +2 Con, +2 Wis, -2 Per
 
|-style="background:#F6D2BB;"
 
|[[Race: Githyanki|Githyanki]] || Extraplanar || Natural || Humanoid || Spoken || style="background:#7D26CD;"|<font color="white">'''Psionics'''</font> || style="background:#F5DD72;"|'''Time''' || align="left"|A servitor race brought to Trinity by the invasion of the illtihids in ages past, the githyanki hail from a strange plane on which time passes in incredibly strange ways. They have an alien outlook, and since the destruction of the gate back to the Penumbral Empire, they are now trapped here in the worlds of Trinity. || +2 Con, +2 Int, -2 Cha
 
|-
 
|[[Race: Gnome|Gnome]] || Adnez || Natural || Humanoid || Spoken || style="background:#CDCDCD;"|'''Technology''' || style="background:#007FFF;"|<font color="white">'''Blue'''</font> || align="left"|Traders of information, gnomes are sensitive to the Blue, the memory of the world itself. Able teachers, merchants, and researchers, gnomes often seclude themselves from the world, preferring instead quiet lives of research and study, though some are at least partially responsible for some of the greater technological wonders of the world, such as the flying city of Urilaulri and the construction of the Analytic Network. || +2 Con, +2 Int, -2 Str
 
|-style="background:#F6D2BB;"
 
|[[Race: Goblin|Goblin]] || Adnez || Natural || Humanoid || Spoken || style="background:#7D26CD;"|<font color="white">'''Psionics'''</font> || style="background:#007FFF;"|<font color="white">'''Blue'''</font> || align="left"|Originally a race of barely-sentient primitives on the continent of Lotharien, goblins were enslaved during the reign of Anabstercorian, to be used primarily as grunt labor. As with most other races on the continent, however, the goblins eventually developed innate psionic abilities; due to how rapidly they breed, goblins became among the most psionically-powerful among the Lotharie peoples, and were instrumental in the downfall of the alhoon. || +2 Dex, +2 Wis, -2 Cha
 
|-
 
|[[Race: Goron|Goron]] || Ganymede || Natural || Humanoid || Spoken || colspan="2"|Neutral || align="left"|Dwelling deep within the lava tubes that form a labyrinthine network beneath the surface, the gorons are a race of lithovores, feeding upon the rocks and metals of the land. Composed primarily of rock themselves, they are able to survive in the harshest of environments. || +2 Str, +2 Con, -2 Int
 
|-style="background:#F6D2BB;"
 
|[[Race: Gremlin|Gremlin]] || Adnez || Natural || Humanoid || Spoken || style="background:#CDCDCD;"|'''Technology''' || style="background:#733D1A;"|<font color="white">'''Chaos'''</font> || align="left"|A race of scavengers and hoarders, gremlins were discovered by the dwarves during the Ronkan Empire. Adaptable and with keen intelligence, gremlins rapidly attempted to integrate themselves into society, though most find their lack of understanding of privacy and social etiquette prevents them from escaping the ghettos to which their kind naturally tends toward. Gremlins have an almost-racial barely-friendly animosity with moogles, with whom they typically vie for jobs. || +2 Per, +2 Int, -2 Cha
 
|-
 
|[[Race: Gria|Gria]] || Adnez || Natural || Humanoid || Dragon || colspan="2"|Neutral || align="left"|The descendents of dragons, the gria are most of what remain the legacy of the true dragons of Trinity. Sporting wings and tails of the color of their progenitor, gria are strong, proud, and haughty, often finding work as bodyguards and gladiators. || +2 Str, +2 Brv, -2 Dex
 
|-style="background:#F6D2BB;"
 
|[[Race: Halfling|Halfling]] || Adnez || Natural || Humanoid || Spoken || colspan="2"|Neutral || align="left"|Wanderers of the world, halflings are short of stature, but braver than their appearance would suggest. Renowned for being able to take any field of study and put it to near-immediate applicable use in their travels, halflings are a pragmatic but optimistic people, and often pick up a variety of skills. || +2 Per, +2 Brv, -2 Str
 
|-
 
|[[Race: Hobgoblin|Hobgoblin]] || Adnez || Natural || Humanoid || Spoken || colspan="2"|Neutral || align="left"|Highly militaristic and with a strong, albeit strange, sense of honor, hobgoblin society is a complex and intricate system of bureaucracy and hierarchy. Evolved from predatory stock, they prefer to communicate with hand signals and value stealth. || +2 Str, +2 Int, -2 Wis
 
|-style="background:#F6D2BB;"
 
|[[Race: Isci|Isci]] || Extraplanar || Elemental || Humanoid || Spoken || style="background:#000000;" colspan="2"|<font color="white">'''Void'''</font> || align="left"|In ages past, the Void sought to wage war on all of creation itself. To do so, it fashioned creatures as a mockery of those of the world, and these became the isci. Intrinsically tied to the Void, the isci are a disturbed people, quiet but often incredibly determined, and those that manage to survive to adulthood are either incredibly stoic or incredibly fanatical. || +2 Cha, +2 Brv, -2 Str
 
|-
 
|[[Race: Minotaur|Minotaur]] || Adnez || Natural || Humanoid || Spoken || colspan="2"|Neutral || align="left"|Bestial in appearance, minotaurs are natives of Chaliraz. With a warrior culture designed to constrain the beast within, minotaurs struggle to maintain civility in society while keeping their anger and animalistic mannerisms in check. || +2 Con, +2 Brv, -2 Int
 
|-style="background:#F6D2BB;"
 
|[[Race: Miqo'te|Miqo'te]] || Adnez || Natural || Humanoid || Spoken || style="background:#CD0000;" width="7%"|<font color="white">'''Magic'''</font> || style="background:#F5DD72;"|'''Time''' || align="left"|A race of cat-like humanoids native to the forests of Chaliraz, the miqo'te are a keenly curious race, and some believe that they are not truly native to the worlds of Trinity - but where they may have come from, none can say. || +2 Dex, +2 Cha, -2 Str
 
|-
 
|[[Race: Moogle|Moogle]] || Adnez || Natural || Humanoid || Spoken || style="background:#CDCDCD;"|'''Technology''' || style="background:#228B22;" width="7%"|<font color="white">'''Nature'''</font> || align="left"|Descended from rabbits, moogles - also called mogri - hail from Distarin, where they were found by clavats and introduced to the notions of civilization. With an intrinsic tie to the rhythms of elemental energy in the world, but a curiosity that immediately led to them seeking to understand technology, moogles often move, speak, and think at a frenetic pace. || +2 Dex, +2 Int, -2 Con
 
|-style="background:#F6D2BB;"
 
|[[Race: Orc|Orc]] || Adnez || Natural || Humanoid || Spoken || colspan="2"|Neutral || align="left"|In the savage peaks of Sarteri, a race of would-be prey rose up and instead became predators. More bestial than humanoid, orcs are barely capable of language and civilization, and their own culture has barely become more than that of animals. Their incredibly versatile genetics allow them to interbreed with almost any known species, and some varieties of orc have taken to more intellectual pursuits. || +2 Str, +2 Dex, -2 Int
 
|-
 
|[[Race: Rito|Rito]] || Adnez || Natural || Humanoid || Spoken || colspan="2"|Neutral || align="left"|A race of birdmen, the rito roost high in the mountains of the world. Flighty and prone to wanderlust, many of their kind travel throughout the worlds of Trinity, taking to the skies on whatever world they call home. || +2 Dex, +2 Per, -2 Str
 
|-style="background:#F6D2BB;"
 
|[[Race: Seeq|Seeq]] || Adnez || Natural || Humanoid || Spoken || colspan="2"|Neutral || align="left"|A seafaring race of pigmen, the seeq sail the seas of Adnez - and in more recent times, the skies, and space as well - generally terrorizing folk and engaging in piracy. Not all seeq take to this way of life, and while not particularly bright, they are capable of finding their way in modern society. || +2 Str, +2 Brv, -2 Int
 
|-
 
|[[Race: Shardmind|Shardmind]] || Adnez || Elemental || Animate || Construct || style="background:#7D26CD;" colspan="2"|<font color="white">'''Psionics'''</font> || align="left"|When Kotrit Wayveri shattered the Force of Psionics, some of the fragments of the force became sentient in the process. Able to manipulate their crystalline bodies, these individuals came to be known as shardminds. Alien in mindset and elemental in nature, these creatures wander the worlds of Trinity seeking purpose. || +2 Int, +2 Wis, -2 Dex
 
|-style="background:#F6D2BB;"
 
|[[Race: Thran|Thran]] || Arcturas || Elemental || Humanoid || Spoken || style="background:#F5DD72;" colspan="2"|'''Time''' || align="left"|Refugees from the far future of an alternate timeline, the thran were originally ancelari: in their time, however, the attempt to thwart the Tyranids failed, who then devoured almost all life in the Philomena system. The few ancelari left adapted to these conditions, eventually transforming themselves utterly in the quest to right what had gone wrong. || +2 Wis, +2 Brv, -2 Per
 
|-
 
|[[Race: Tiefling|Tiefling]] || Adnez || Natural || Humanoid || Spoken || style="background:#CD0000;" width="7%"|<font color="white">'''Magic'''</font> || style="border:1px solid silver; background:#FFFFFF;"|'''Divine''' || align="left"|The cursed lineage of one of the participants in the battle that created the Lost, tieflings have an unnaturally demonic appearance. Descendants of a mage who had brokered deals with infernal powers in exchange for arcane knowledge, they remain twisted in that image as a reminder, both for themselves and others, of the power of the Lucavi. || +2 Dex, +2 Int, -2 Cha
 
|-style="background:#F6D2BB;"
 
|[[Race: Troll|Troll]] || Adnez || Natural || Humanoid || Gigas || style="background:#CD0000;" width="7%"|<font color="white">'''Magic'''</font> || style="background:#000000;"|<font color="white">'''Void'''</font> || align="left"|Natives to the jungles and lowlands of Ashkar, the trolls have persisted in lands that most find inhospitable for a very long time. Engaging in unsavory practices - namely cannibalism - a great many found trolls at least somewhat abhorrent, but since their introduction to society and a prolonged war with the elves long ago, the trolls have since abandoned most of their repulsive cultural norms. || +2 Con, +2 Dex, -2 Int
 
|-
 
|[[Race: Vesuvan|Vesuvan]] || Adnez || Elemental || Humanoid || Spoken || style="background:#007FFF;" colspan="2"|<font color="white">'''Blue'''</font> || align="left"|Shrouded in mystery, the vesuvans universally hail from the Vesuvan Archipelago off of the coast of Ashkar. A people of reflections, vesuvans are able to change their shape, mimicking that of others. Partially composed of memory itself, vesuvans are able to sustain themselves simply by learning new information. || +2 Dex, +2 Cha, -2 Con
 
|-style="background:#F6D2BB;"
 
|[[Race: Viera|Viera]] || Adnez || Elemental || Humanoid || Spoken || style="background:#228B22;" colspan="2"|<font color="white">'''Nature'''</font> || align="left"|Strange fey creatures borne of trees, the viera are an ancient race that has dwelled quietly in the forests of the world since antiquity, their culture almost unchanged from its inception. Few of their number venture out of their forests, and those that do are considered outcasts. || +2 Dex, +2 Wis, -2 Brv
 
|-
 
|[[Race: Vulpine|Vulpine]] || Adnez || Natural || Humanoid || Spoken || style="background:#228B22;" width="7%"|<font color="white">'''Nature'''</font> || style="background:#733D1A;"|<font color="white">'''Chaos'''</font> || align="left"|Natives to the forests of Chaliraz, the vulpines are a small race of fox-folk, and have strong cultural attachments to nature. Strongly curious with a trickster streak, vulpines often come across as whimsical to other peoples, with a reputation for flighty and eccentric behavior. Their culture is naturally strongly divided along gender lines. || +2 Dex, +2 Per, -2 Con
 
|-style="background:#F6D2BB;"
 
|[[Race: Yuanaga|Yuanaga]] || Adnez || Humanoid || Humanoid || Spoken || colspan="2"|Neutral || align="left"|One of the first sentient races on Adnez, the yuanaga are serpentine creatures that were among the first to investigate the nature of the Forces. However, during the Ageless Winter, many went into a deep slumber within citadels they built in the hidden parts of the world, and few have emerged - those that do rarely come to the forefront, preferring instead advisory roles to the younger races that have risen since. || +2 Wis, +2 Cha, -2 Per
 
|-
 
|[[Race: Zora|Zora]] || Adnez || Natural || Humanoid || Spoken || colspan="2"|Neutral || align="left"|Dwelling within the coral reefs scattered across the world, the zora are an aquatic people, living beneath the waves for nearly as long as anyone can remember. Their ability to transition between living beneath the waves and functioning in land-based societies has led them to become a versatile people, exploring many avenues of thought. || +2 Con, +2 Per, -2 Str
 
|-style="background:#F6D2BB;"
 
|[[Race: Zzithrani|Zzithrani]] || Ganymede || Natural || Humanoid || Vermin || style="background:#7D26CD;"|<font color="white">'''Psionics'''</font> || style="background:#228B22;" width="7%"|<font color="white">'''Nature'''</font> || align="left"|Originally simple insects, the zzithrani have mutated greatly over time, primarily due to the nature of their homeworld, but also due to the interference from the Tyranids. While they have attained sentience, they have done so as a hivemind, and as such come off as incredibly alien. || +2 Con, +2 Brv, -2 Cha
 
|}
 

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.