Difference between revisions of "Test Page 7"

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{| class="collapsible" width="98%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
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This page explains the timekeeping model and action economy that Trinity uses.  
! colspan="12;" style="background:#007FFF;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">The Learner</font></div>
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|-
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| colspan="6"|&nbsp;
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| colspan="3" style="background:#58B0F3"|'''Memetics'''
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| colspan="3" style="background:#58B0F3"|'''Maneuvers'''
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|-
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|width="5%"|'''Level'''
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|width="10%" align="left"|'''BAB'''
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|width="5%"|'''Fort'''
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|width="5%"|'''Ref'''
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|width="5%"|'''Will'''
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|width="22%" align="left"|'''Special'''
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|width="8%"|''Active Memes''
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|width="8%"|''Memory''
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|width="8%"|''Belief''
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|width="8%"|''Readied''
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|width="8%"|''Known''
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|width="8%"|''Max Level''
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|-
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|1 || align="left"|+0 || +1 || +1 || +1 || align="left"|Memory Surge (I), Bestial Lore, Method || 2 || 2 || 1 || 2 || 2 || 1st
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|-style="background:#B0E0E6;"
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|2 || align="left"|+1 || +2 || +2 || +2 || align="left"|Learner Secret || 3 || 3 || 1 || 2 || 3 || 1st
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|-
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|3 || align="left"|+2 || +2 || +2 || +2 || align="left"|&nbsp; || 3 || 4 || 2 || 2 || 4 || 1st
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|-style="background:#B0E0E6;"
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|4 || align="left"|+3 || +2 || +2 || +2 || align="left"|Learner Secret || 4 || 5 || 2 || 2 || 5 || 2nd
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|-
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|5 || align="left"|+3 || +3 || +3 || +3 || align="left"|Memory Surge (II) || 4 || 7 || 2 || 3 || 6 || 2nd
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|-style="background:#B0E0E6;"
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|6 || align="left"|+4 || +3 || +3 || +3 || align="left"|Learner Secret || 5 || 8 || 2 || 3 || 7 || 2nd
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|-
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|7 || align="left"|+5 || +4 || +4 || +4 || align="left"|&nbsp; || 5 || 9 || 3 || 3 || 8 || 3rd
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|-style="background:#B0E0E6;"
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|8 || align="left"|+6/+1 || +4 || +4 || +4 || align="left"|Learner Secret || 6 || 10 || 3 || 3 || 9 || 3rd
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|-
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|9 || align="left"|+6/+1 || +4 || +4 || +4 || align="left"|Memory Surge (III) || 6 || 12 || 3 || 4 || 10 || 3rd
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|-style="background:#B0E0E6;"
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|10 || align="left"|+7/+2 || +5 || +5 || +5 || align="left"|Learner Talent || 7 || 13 || 4 || 4 || 11 || 4th
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|-
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|11 || align="left"|+8/+3 || +5 || +5 || +5 || align="left"|&nbsp; || 7 || 14 || 4 || 4 || 12 || 4th
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|-style="background:#B0E0E6;"
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|12 || align="left"|+9/+4 || +6 || +6 || +6 || align="left"|Learner Talent || 8 || 15 || 4 || 4 || 13 || 4th
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|-
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|13 || align="left"|+9/+4 || +6 || +6 || +6 || align="left"|Memory Surge (IV) || 8 || 17 || 4 || 5 || 14 || 5th
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|-style="background:#B0E0E6;"
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|14 || align="left"|+10/+5 || +6 || +6 || +6 || align="left"|Learner Talent || 9 || 18 || 5 || 5 || 15 || 5th
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|-
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|15 || align="left"|+11/+6/+1 || +7 || +7 || +7 || align="left"|&nbsp; || 9 || 19 || 5 || 5 || 16 || 5th
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|-style="background:#B0E0E6;"
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|16 || align="left"|+12/+7/+2 || +7 || +7 || +7 || align="left"|Learner Talent || 10 || 20 || 5 || 5 || 17 || 6th
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|-
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|17 || align="left"|+12/+7/+2 || +8 || +8 || +8 || align="left"|Memory Surge (V) || 10 || 22 || 6 || 6 || 18 || 6th
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|-style="background:#B0E0E6;"
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|18 || align="left"|+13/+8/+3 || +8 || +8 || +8 || align="left"|Learner Talent || 11 || 23 || 6 || 6 || 19 || 6th
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|-
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|19 || align="left"|+14/+9/+4 || +8 || +8 || +8 || align="left"|&nbsp; || 11 || 24 || 6 || 6 || 20 || 6th
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|-style="background:#B0E0E6;"
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|20 || align="left"|+15/+10/+5 || +9 || +9 || +9 || align="left"|Learner Talent || 12 || 25 || 6 || 6 || 21 || 6th
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|}
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&nbsp;
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If you are familiar with standard d20, some of this page will make sense to you, but a lot of new concepts are presented here to expand the scope of timekeeping beyond combat.
  
=Learner=
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=Timekeeping and Action Economy=
[[Image:blue_mage.png|thumb|325px|right|Troi, iconic learner]]
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The notion of proper timekeeping being a necessary component of tabletop RPGs goes all the way back to Gygax. I find this ironic given that the early editions of D&D largely lacked a sensible timekeeping model and action economy, and the idea of tracking literal minutes in an adventuring day is cumbersome at best and absolutely insane at worst. That said, there is certainly merit to the idea, and - indeed - to accommodate more interesting mechanics that cover more territory than just combat, we need more means of tracking time that aren't annoying.
: '' "Experience is the best teacher." ''
+
  
The petrifying gaze of a basilisk, the lightning breath of a dragon, the soul-draining touch of the undead: these powers are to be feared, most certainly. Some, however, would believe that the best way to fight fire is with fire, and so seek out ways to gain these powers - not through study or research, but through watching those who wield them. This is the way of the learner.
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==Combat Time==
 +
The smallest units of time we track is ''combat time'', which is something of a misnomer because it also covers things like navigating cliffs or other exploration hazards. However, this part of the timekeeping system in Trinity is a legacy holdover from D&D, in which it was used exclusively for combat, so: there it is.
  
It is impossible to say what a learner is capable of. An individual learner may learn dozens - if not hundreds - of abilities over the course of her lifetime, as varied in power and application as the creatures that walk the world. Calling upon the power of the Blue to enhance her memory and ability to replicate the powers of monsters, the learner is a powerful ally and unpredictable foe.
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''Combat time'' is tracked in ''rounds'', units of time that cover 6 seconds. Each participant in the encounter (generally) has a ''turn'' in each ''round'', in which they can take a number of ''actions''. Some effects allow characters to have more than one ''turn'', while other effects can cause a character to lose their ''turn''.
  
However, to gain access to these abilities, the learner must see them in action - and that means a life of adventure and danger. As such, learners also train themselves in the arts martial, to acquire the skills needed to do battle with the creatures from which they wish to glean new knowledge. For the budding learner, this also means that they are able to function in an adventuring troupe with minimal fuss; while they are not as well-versed in the ways of combat as true warriors, they are able to hold their own, and once the learner has acquired a stable of useful memes, they can combine their memetics and maneuvers to deadly effect.
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===Initiating Combat Time===
 +
When an encounter occurs, all participants roll ''initiative''. This is d20 + your level bonus + the best of your Dexterity, Intelligence, and Bravery modifiers. Some effects may give you a bonus or penalty to this roll.
  
==Game Rule Information==
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Once all participants have rolled ''initiative'', play proceeds in order from highest to lowest ''initiative''. Once the participant with the lowest ''initiative'' has taken their ''turn'', the ''round'' ends and a new one begins, starting with the participant with the highest ''initiative''.
Learners have the following game statistics.
+
  
'''[[The_Forces#Force_Alignment | Force Alignment]]:''' Blue.
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===Combat Action Economy===
 +
During your ''turn'', there are four primary types of actions you can take: ''full'', ''standard'', ''move'', and ''free''.
  
'''[[The_Forces#Force_Resistance | Force Resistances]]:''' TO 5 + level, CO 5 + level.
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On a normal turn, you gain one ''standard'' and one ''move'' action. You can combine one ''standard'' and one ''move'' into a ''full'' action. You can convert a ''standard'' into a ''move''. You can take as many ''free'' actions as you like, within reason (typically three or four at most).
  
'''Abilities:''' Intelligence, Wisdom, and Charisma are all equally important to a learner. She gains bonus active meme slots based on her Wisdom, bonus memory based on her Intelligence, and additional belief-space based upon her Charisma.
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===Basic Actions in Combat Time===
  
'''Hit Die:''' d8.
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===Combat Time at the Table===
 +
In general, after each of your actions, the DM will acknowledge it and, if appropriate, let you know what the effects of your action were.
  
'''Class Skills:''' The learner’s class skills are Concentration (Con), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (all) (Int), Martial Lore (Int), Memecraft (Int), Profession (Wis), Ride (Dex), Spot (Wis), and Sense Motive (Wis).
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Due to the very small timescales involved, the overall situation will generally not change much, though there are exceptions. Combat is fast and fast-paced; in general, you probably won't find it necessary to talk much or analyze the situation too greatly, beyond what's necessary to use your abilities as you see fit.
  
'''Skill Points at Each Level:''' 4 + Int modifier.
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==Exploration Time==
 +
One step above ''combat time'' is ''exploration time''. This is an entirely novel concept to Trinity (and is partially imported from ''Journey'', a game system we worked on for several years) and is not in any iteration of D&D, so this is where things start to get weird if you're used to that. This time track is used when exploring a particular location, like a city or a dungeon, but not used for overland travel.
  
'''Alignment:''' Any.
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''Exploration time'' is tracked in ''hands'' and ''watches''. A ''hand'' is a unit of time that covers roughly 12 minutes, while a ''watch'' covers 20 ''hands'', or 4 hours. So five ''hands'' equal an hour, and six ''watches'' equal a day.
  
'''Starting Age:''' Moderate.
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The real-world duration of a ''hand'' comes from an interest in codifying the amount of time a ''short rest'' takes, which in D&D 4e, is "about 10 minutes." "Rounding" that up to 12 minutes lets us fit 5 in an hour, which is a good number for multiplying when we try to figure out how many "exploration turns" a day or a few hours consist of.
  
'''Starting Gold:''' 4d4 x 10gp.
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During a ''hand'', characters are assumed to be taking their actions more or less simultaneously. Thus, while we use ''initiative'' in exploration time, this is primarily for bookkeeping purposes and to ensure that everyone gets to act; during your turn, you only declare actions, you don't get to see their resolution until the end of the ''hand''. Once all characters have declared their actions, those actions are all resolved simultaneously.  
  
'''Favored By:''' [[Race:_Vesuvan|Vesuvan]].
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===Exploration Action Economy===
 +
During each ''hand'', there are four primary types of actions you can take: ''broad'', ''narrow'', ''traversal'', and ''quick''.
  
==Class Features==
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On a normal turn, you gain one ''narrow'' and one ''traversal'' action. You can combine one ''narrow'' and one ''traversal'' into a ''broad'' action. You can convert a ''narrow'' into a ''traversal''. You can take as many ''quick'' actions as you like, within reason (typically three or four at most).
All of the following are class features of the learner.
+
  
'''Weapon and Armor Proficiency:''' Learners are proficient with all simple weapons, all one-handed martial weapons, light and medium armor, and all shields save tower shields.
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===Basic Actions in Exploration Time===
  
{| class="collapsible" width="25%" align="right" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
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===Exploration Time at the Table===
! colspan="6;" style="background:#007FFF;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Learner: Combat Styles</font></div>
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Exploration time is significantly more "fast and loose" than combat time. After the DM describes the results of actions taken during a given ''hand'', you should feel free to discuss with other players what you discovered, if anything, and decide what your next actions will be.
|-
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|width="50%"|'''Class'''
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|width="50%"|'''Availability'''
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|-
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|Archer || align="center" style="background:#90ff90;"|[[File:Check.png|13px]]
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|-style="background:#B0E0E6;"
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|Defender || align="center" style="background:#90ff90;"|[[File:Check.png|13px]]
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|-
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|Einhander || align="center" style="background:#90ff90;"|[[File:Check.png|13px]]
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|-style="background:#B0E0E6;"
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|Executioner || align="center" style="background:#90ff90;"|[[File:Check.png|13px]]
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|-
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|Falconer || align="center" style="background:#ff9090;"|[[File:Nah.png|13px]]
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|-style="background:#B0E0E6;"
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|Karateka || align="center" style="background:#ff9090;"|[[File:Nah.png|13px]]
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|-
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|Lancer || align="center" style="background:#90ff90;"|[[File:Check.png|13px]]
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|-style="background:#B0E0E6;"
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|Unfettered || align="center" style="background:#ff9090;"|[[File:Nah.png|13px]]
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|-
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|Warlord || align="center" style="background:#90ff90;"|[[File:Check.png|13px]]
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|}
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'''Combat Style:''' At first level, the learner chooses a particular combat style. Once selected, the learner cannot change their decision.
+
  
* ''Archer:'' Any learner can select this style. A learner's max aim tokens equals one-half his learner level + 3 (rounded down), and gains bonus aim tokens based on his Intelligence.  
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Remember that a ''hand'' represents twelve minutes' worth of actual time. Unless you're being actively stealthy, that gives your characters quite a bit of time to discuss options and what's going on around them.
* ''Defender:'' Any learner can select this style. A learner's max armor tokens equals one-half his learner level + 1 (rounded down), and gains bonus armor tokens based on his Wisdom.
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* ''Einhander:'' Any learner can select this style. A learner can have a number of maneuvers readied equal to the amount on the class table, above.
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* ''Executioner:'' Any learner can select this style. '''But don't do that right now, we don't know how they work yet.'''
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* ''Lancer:'' Any learner can select this style. A learner can have a number of maneuvers readied equal to the amount on the class table, above.
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* ''Warlord:'' Any learner can select this style. A learner can have a number of maneuvers readied equal to the amount on the class table, above. Your Command Bonus is equal to one-half what it would be for a warlord of your learner level.
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<div id="Memes">
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==Adventuring Time==
'''Memes (Me):''' The abilities of the learner are memes, the purview of the blue. Unlike other memeticists, learners construct their own memes, using their knowledge of memory to do so, which allow them to imitate the abilities of monsters.
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Above exploration time is ''adventuring time'', which is used to track overland travel.
  
A learner can know any number of memes, but she can only have so many actively accessible at one time ("Memes," on the table). The learner can change what memes she has access to after a night's rest.
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''Adventuring time'' is tracked in ''compasses'' and ''cycles''. A ''compass'' covers about 60 minutes, while a ''cycle'' covers roughly a day, so there are 24 ''compasses'' in a ''cycle''. You might ask - why have a separate term for day? Because some settings might have weird days that last 28 hours or something, and we don't want to make assumptions about the setting.
 
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A learner cannot research memes on her own; he must learn them from monsters (described below), and all learner memes correspond at least partially to at least one monster ability. Due to various factors, however, a learner's meme may not be an exact replica of a monster's ability.
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A learner begins with knowledge of one learner meme of your choice, plus an additional meme for each point of Intelligence modifier you have. You gain these memes even if you take your first learner level later in your adventuring career; it is presumed that, accompanying the undertaking of this class, you reflect on your past experiences and glean from them the knowledge necessary to make use of the relevant memes.
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{| 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="21;" style="background:#007FFF;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Bonus Memory</font></div>
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|-
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| colspan="1"|'''Int'''
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| colspan="20"|'''Level'''
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|-
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|width="5%"|'''Mod'''
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|width="4%"|'''1'''
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|width="4%"|'''2'''
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|width="4%"|'''3'''
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|width="4%"|'''4'''
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|width="4%"|'''5'''
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|width="5%"|'''6'''
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|width="5%"|'''7'''
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|width="5%"|'''8'''
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|width="5%"|'''9'''
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|width="5%"|'''10'''
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|width="5%"|'''11'''
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|width="5%"|'''12'''
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|width="5%"|'''13'''
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|width="5%"|'''14'''
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|width="5%"|'''15'''
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|width="5%"|'''16'''
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|width="5%"|'''17'''
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|width="5%"|'''18'''
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|width="5%"|'''19'''
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|width="5%"|'''20'''
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|-
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| +0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0
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|- style="background:#B0E0E6;"
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| +1 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 2
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|-
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| +2 || 0 || 0 || 0 || 0 || 1 || 1 || 1 || 1 || 1 || 2 || 2 || 2 || 2 || 2 || 3 || 3 || 3 || 3 || 3 || 4
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|- style="background:#B0E0E6;"
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| +3 || 0 || 0 || 1 || 1 || 1 || 2 || 2 || 2 || 3 || 3 || 3 || 4 || 4 || 4 || 5 || 5 || 5 || 6 || 6 || 6
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|-
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| +4 || 0 || 1 || 1 || 1 || 2 || 2 || 3 || 3 || 3 || 4 || 4 || 5 || 5 || 5 || 6 || 6 || 7 || 7 || 7 || 8
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|- style="background:#B0E0E6;"
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| +5 || 0 || 1 || 1 || 2 || 2 || 3 || 3 || 4 || 4 || 5 || 5 || 6 || 6 || 7 || 7 || 8 || 8 || 9 || 9 || 10
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|-     
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| +6 || 0 || 1 || 1 || 2 || 3 || 3 || 4 || 4 || 5 || 6 || 6 || 7 || 7 || 8 || 9 || 9 || 10 || 10 || 11 || 12
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|- style="background:#B0E0E6;"
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| +7 || 0 || 1 || 2 || 2 || 3 || 4 || 4 || 5 || 6 || 7 || 7 || 8 || 9 || 9 || 10 || 11 || 11 || 12 || 13 || 14
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|-     
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| +8 || 0 || 1 || 2 || 3 || 4 || 4 || 5 || 6 || 7 || 8 || 8 || 9 || 10 || 11 || 12 || 12 || 13 || 14 || 15 || 16
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|- style="background:#B0E0E6;"
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| +9 || 0 || 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8 || 9 || 9 || 10 || 11 || 12 || 13 || 14 || 15 || 16 || 17 || 18
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|-     
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| +10 || 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8 || 9 || 10 || 11 || 12 || 13 || 14 || 15 || 16 || 17 || 18 || 19 || 20
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|}
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When a learner uses a meme, it becomes temporarily unavailable to her; this is due to how the Blue deals with memory access. Each meme has a recharge value; at the beginning of the learner's turn, if she has any memes that need to recharge, she rolls 1d6, and those memes whose recharge values are equal to or less than the result are recharged. A meme cannot be recharged until its duration ends.
+
 
+
If you have a Wisdom modifier, you gain an additional active meme slot at every even learner level, until you have bonus active meme slots equal to your Wisdom modifier.
+
</div>
+
 
+
<div id="Memory">
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'''Memory (Me):''' A learner has only so much of her personal memory that she can devote towards her memes; however, when she does so, those memes increase in power. A meme cannot have more than memory invested in it than your memeticist level or your Charisma score (whichever is lower), and the saving throw against your memes is equal to 10 + your Charisma modifier + one-half the memory invested, rounded down.
+
 
+
As a swift action, you may choose to reallocate some or all of your free memory. When you use a meme into which you have allocated memory, that memory becomes locked until that meme recharges.
+
 
+
At each learner level, you gain bonus memory based on your Intelligence modifier. This bonus memory is not cumulative; at each level, you take the base memory from the class table above and calculate your new bonus. The bonus memory you gain is equal to your Intelligence modifier '''×''' (your learner level / 10), rounded down.
+
</div>
+
 
+
<div id="BS">
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'''Belief-Space (Me):''' As a memeticist, the learner is able to incorporate foreign memes directly into her belief-space, incorporating the meme into her personal memory. This process allows her to gain deeper understanding of the meme's pattern (and therefore, the information it contains), but it is also possible that the meme will taint and modify the learner's personality and memories.
+
 
+
The learner can have the indicated number of memes bound to her belief-space. The integration or removal of such bound memes is an involved process, and so the learner can only change her bound memes after a night's rest.
+
 
+
If you have a Charisma modifier, you gain an additional belief-space at every third learner level, until you have bonus belief-space equal to your Charisma modifier.
+
</div>
+
 
+
'''Bestial Lore:''' Learners are well-versed in the nature of monstrosities. She can make a special ''bestial lore'' check with a bonus equal to her learner level + her Intelligence modifier to determine if she knows anything about a particular creature. Making such a check is a swift action.
+
 
+
{|class="collapsible" width="30%" align="right" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
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! colspan="1;" style="background:#007FFF; text-align:center;" align="left"|<div style="margin-left:0px;"><font color="white" style="font-size:12px; font-family:tahoma;">Sidebar: Assayed Status</font></div>
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|-style="text-align:left;"
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|You have sufficient knowledge of a creature with this status that you can learn its abilities. This status is always specifically tied to the creature that caused it; thus, a creature can have multiple copies of this status, each keyed to a different individual.
+
|}
+
You can gain the normal information about the creature with this check, but also can gain access to more "meta" information that others would usually not be able to glean (for instance, if you succeed on the check by a significant margin, you can directly examine and explain the creature's stat block).
+
 
+
If your result is at least 10 + one-half the creature's HD, the creature - and all other creatures of the same kind nearby - gains the ''assayed'' status in regards to you for the remainder of the encounter. If you fail to grant this status to a creature, that creature is immune to the status for the remainder of the encounter.
+
 
+
You gain a +2 synergy bonus on this check if you have at least 5 ranks in the Knowledge skill relevant to the target's creature type.
+
 
+
<div id="Meth">
+
'''Method:''' Each learner has a particular method she uses to attain the abilities of monsters. At first level, the learner chooses one of the following methods.
+
 
+
Regardless of method, in order to learn a meme, the learner must make a Memecraft check against the Su or Sp ability’s saving throw DC. If it doesn’t have one, the DC to learn the ability is 10 + one-half the monster’s HD + the monster’s Charisma modifier (if the modifier is less than +0, it is considered +0 for purposes of learning). If the learner succeeds, she learns the meme associated with that ability, provided that the target is ''assayed''.
+
 
+
{|class="collapsible" width="30%" align="right" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
! colspan="1;" style="background:#007FFF; text-align:center;" align="left"|<div style="margin-left:0px;"><font color="white" style="font-size:12px; font-family:tahoma;">Sidebar: Passive Abilities</font></div>
+
|-style="text-align:left;"
+
|Some memes are learned through gaining access to a creature's passive abilities, like regeneration. In that case, you can use ''draw'' to choose such abilities; otherwise, the creature must actively benefit from the ability for you to learn it from a ''lancelet'' or ''observation''.
+
|}
+
* ''Draw (Me):'' The learner learns her memes through drawing, a process which allows her to pull energy directly out of a monster. As a standard action, a learner may make a ray (ranged touch) attack against a single creature within 60 feet. If successful, she may choose one of that monster's abilities; if she has not already learned the meme associated with it, she may attempt to do so. If she knows the meme for the ability she chose, or if she successfully learns it, she gains one temporary active meme slot, which is immediately occupied by the meme she just learned; if you already knew the meme, it also counts as though the meme were in the learner's belief-space. This temporary active meme slot lasts 1 round/memeticist level.
+
* ''Lancelet (Me):'' The learner learns her memes through a lancelet, a mark of the Blue that allows her to read the creature's memories and recreate its abilities. As a standard action, the learner may mark a creature within 60 feet.  Whenever that creature uses an (Su) or (Sp) ability, the learner may attempt to learn the meme associated with that ability, so long as the learner is on the same plane as the creature. The lancelet lasts for 1 round/memeticist level.
+
* ''Observation (Bl):'' The learner learns her memes through observation, using her power of sight to enable her to mimic the abilities of monsters. As a standard action, a learner can watch monsters present within 60 feet. If any of them should use an (Su) or (Sp) ability until the learner’s next turn, the learner may attempt to learn the meme associated with that ability. If the learner is targeted with an (Su) or (Sp) ability or otherwise in the area affected by one while observing, she gets a +4 bonus on the Memecraft check to learn that meme.
+
</div>
+
 
+
'''Memory Surge (Bl):''' The learner has a reserve of powerful self-memory that she can use for a variety of effects. At each rank of memory surge, she gains one daily use of this resource. You regain your full allotment of memory surge after a night's rest.
+
 
+
As a swift action on your turn, you can spend one use of memory surge to immediately recharge one meme.
+
 
+
As an immediate action, when you would be able to learn a meme due to your Method ability, you can spend one use of memory surge to automatically learn the meme, without making a check.
+
 
+
As a swift action on your turn, you can cause the ''assayed'' status on a single target (and all nearby creatures of the same kind) within 60 feet, even if you had already failed to grant it to that creature earlier in the encounter.
+
 
+
'''Learner Secret:''' At 2nd, 4th, 6th, and 8th levels, the learner unlocks a secret of the Blue, improving her abilities in some fashion. Choose one of the following abilities; unless otherwise noted, each ability can only be taken once.
+
 
+
* ''Chicanery (Me):'' When you successfully grant the ''assayed'' status, you become a font of knowledge of how to interact with such creatures to your advantage. You and all allies gain a +2 insight bonus on skill checks made against creatures with the ''assayed'' condition, plus an additional +2 insight bonus for every five memeticist levels you have.
+
* ''Improved Draw (Me):'' When you use the Draw ability, the temporary active meme benefits from an amount of temporary memory equal to half your memeticist level, rounded down. (''Prerequisites:'' Draw, Memeticist level 6th+)
+
* ''Improved Lancelet (Me):'' The range of your Lancelet ability is now 120 feet. (''Prerequisites:'' Lancelet, Memeticist level 6th+)
+
* ''Improved Observation (Bl):'' You can use Observation as a move action, rather than a standard. (''Prerequisites:'' Observation, Memeticist level 6th+)
+
* ''Lucubration (Me):'' When you successfully grant the ''assayed'' status, you become a font of knowledge of how best to defeat such creatures. You and all allies gain a +1 insight bonus on attack rolls against creatures with the ''assayed'' condition, plus an additional +1 insight bonus for every five memeticist levels you have.
+
* ''Moxie (Me):'' When you successfully grant the ''assayed'' status, you become a font of knowledge of how best to avoid the creature's abilities. You and all allies gain a +1 insight bonus on saving throws against against racial abilities from creatures with the ''assayed'' condition, plus an additional +1 insight bonus for every five memeticist levels you have.
+
* ''Puissance (Me):'' When you successfully grant the ''assayed'' status, you become a font of knowledge of how to bring such creatures down. You and all allies gain a +2 insight bonus on damage rolls against creatures with the ''assayed'' condition, plus an additional +2 insight bonus for every five memeticist levels you have.
+
* ''Resistance (Bl):'' You gain a +4 insight bonus on saving throws against status effects. You can take this ability multiple times; its effect stacks.
+
* ''Tenacity (Me):'' When you successfully grant the ''assayed'' status, you become a font of knowledge of how to dodge such creature's attacks. You and all allies gain a +1 insight bonus to AC against attacks from creatures with the ''assayed'' condition, plus an additional +1 insight bonus for every five memeticist levels you have.
+
 
+
'''Learner Talent:''' As a learner progresses in her training, she gains access to new and unusual applications of the Blue. At 10th level, and every two levels thereafter, she gains access to one of the following abilities.
+
 
+
* ''Absorb (Bl):'' When the learner learns a meme via ''draw'', she may temporarily deny the creature the use of its ability. If the creature fails a Fortitude save (DC 10 + memeticist level + learner's Cha mod), it loses access to the ability the learner learned for 1 round/memeticist level. (''Prerequisites:'' Draw)
+
** ''Soak (Bl):'' If the learner is the target of an ability, she may attempt to learn it, as though she had used ''draw'' to do so. If she does so and successfully learns the meme, the ability is negated as though countered. This talent only works on abilities the learner has not yet learned. (''Prerequisites:'' Draw, Absorb)
+
{|class="collapsible" width="30%" align="right" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
! colspan="1;" style="background:#007FFF; text-align:center;" align="left"|<div style="margin-left:0px;"><font color="white" style="font-size:12px; font-family:tahoma;">Sidebar: Countering</font></div>
+
|-style="text-align:left;"
+
|When you attempt to counter an ability, you must make a memeticist level check against DC 11 + the Force-user level of the creature whose ability you are trying to counter. If the creature is not using a Force ability, the DC is instead 11 + the creature's HD. If you make the check, you counter the effect; if you fail, the effect continues unabated.
+
|}
+
* ''Arithmetic Overflow (Bl):'' As a move action, you can spend one use of memory surge and choose a meme. Until you next use that meme or until the end of the current encounter, the amount of memory you can allocate to that meme is unlimited.
+
* ''Buffer Overflow (Bl):'' As a move action, you can spend one use of memory surge. You gain temporary memory equal to one-half your memeticist level, rounded down, which lasts for 1 round/memeticist level. While you have more memory allocated than your normal maximum memory, memory that is locked becomes unlocked with recharge 6 or the value of the meme to which it is allocated, whichever is higher (thus, it is possible for a meme to recharge, but the memory that was allocated to it to still be locked). If a meme would recharge but the memory allocated to it does not unlock, that memory is freed from that meme.
+
* ''Cache Flush (Bl):'' As a standard action, you can spend one use of memory surge. You can flush a number of active meme slots equal to your Intelligence modifier, and fill the now-empty slots with other memes of your choice. Any memory that was allocated to those memes is now freed; all memory that was locked to them now becomes unlocked with recharge 6.
+
* ''Countermeme (Me):'' When the learner is targeted by, or in the area affected by, a creature's ability from which she could learn a meme, and she has that meme as one of her active memes that is not currently in use and is recharged, she can use that meme as an immediate action in response to the creature's ability, countering it. Doing so counts as using the meme, and thus it must recharge, but it begins doing so immediately as though its duration were instantaneous. (''Prerequisites:'' Lancelet)
+
** ''Disable (Bl):'' When the learner learns a talent via ''lancelet'', she may temporarily deny the creature the use of its ability. If the creature fails a Will save (DC 10 + memeticist level + learner's Cha mod), it loses access to the ability the learner learned for 1 round/memeticist level. This effect counts as a status ailment. (''Prerequisites:'' Lancelet, Countermeme)
+
* ''Deep Secret:'' You gain an additional ability from the Learner Secret list of your choice. You can take this talent multiple times.
+
* ''Draw Mastery:'' The temporary active meme you gain when using ''draw'' benefits from memory equal to one-half your memeticist level, rounded down. This memory cannot be reallocated nor removed from the meme. (''Prerequisites:'' Draw, Memeticist level 12th+)
+
* ''Expanded Methods:'' You can choose an additional method of learning that you do not currently have access to. You can take this talent twice.
+
* ''Forked Process (Bl):'' As a standard action, you can spend one use of memory surge. Half of the memory locked to a meme that is currently active, rounded down, becomes unlocked; the meme continues to function as though it had its original memory allocation.
+
** ''Ghost Process (Bl):'' As a standard action, you can spend two uses of memory surge. All of the memory locked to a meme that is currently active becomes unlocked; the meme continues to function as though it had its original memory allocation. (''Prerequisites:'' Forked Process)
+
* ''Hot Swap (Bl):'' As a standard action, you can spend one use of memory surge. You can reallocate your belief-space among your active memes, as though you had gotten a night's rest.
+
* ''Immunity (Bl):'' Choose a status ailment other than ''dead''. You are now immune to that status ailment.
+
* ''Lancelet Mastery:'' When you mark a creature with ''lancelet'', all creatures of the same kind with the ''assayed'' status in regards to you also become marked. (''Prerequisites:'' Lancelet, Memeticist level 12th+)
+
* ''Observation Mastery:'' You are considered to be benefiting from your ''observation'' ability at all times, to a distance of 5 feet per 2 memeticist levels. You can still use a move action to observe creatures at a greater distance than that. (''Prerequisites:'' Observation, Memeticist level 12th+)
+
* ''Overclock Memory (Bl):'' As a swift action, you can spend one use of memory surge. For 1 round/memeticist level, you add 1 to your recharge die.
+
* ''Peep (Bl):'' Requires the Observation method. As a standard action, you may attempt to learn information about a creature with Close range. When you use your ''bestial lore'' ability, you gain awareness of the creature as though you had used ''[[Blue:_Memes_R-T#Status|status]]'', which lasts until the end of the encounter. (''Prerequisites:'' Observation)
+
** ''Scan (Bl):'' Requires the Peep ability. When you use your ''bestial lore'' ability, you learn additional information about a creature, as though you had used the ''[[Blue:_Memes_A-C#Creature_Loresight|creature loresight]]'' meme with memory invested equal to your memeticist level. (''Prerequisites:'' Observation, Peep)
+
* ''Power Surge:'' You gain one additional use of memory surge per day. You can take this talent multiple times.
+
* ''Segmentation Fault (Bl):'' As a standard action, you can spend one use of memory surge. You gain a bonus active meme slot, filled with a meme with the [Learnable] descriptor that you do not know, which is flushed and lost when you next use that meme or until the end of the current encounter. The maximum amount of memory you can allocate to that meme is equal to one-half your normal amount, rounded down. When you use the meme, the memory locked to it becomes unlocked with recharge 6.
+
* ''Feat:'' The learner may select a bonus feat in place of a talent.
+
 
+
==Maneuver List==
+
The following is the learner maneuver list.
+
 
+
Regardless of the learner's chosen combat style, the harrier adds these maneuvers to his maneuver list.
+
 
+
In addition to being martial maneuvers, and subject to the rules that apply to those abilities, these abilities are also considered Blue-aligned. As such, they allow for BO, and cannot be used in an area in which memetic effects cannot function.
+
 
+
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
! colspan="4;" style="background:#007FFF;" align="left"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">1st-Level Learner Maneuvers</font></div>
+
|-
+
! width="16%" align="left"|Maneuver Name
+
! width="12%" align="left"|Action
+
! width="10%" align="left"|Type
+
! width="62%" align="left"|Effect
+
|-style="background:white;" align="left"
+
|Copycat Strike || Standard || Strike || Attack deals +1d6 damage, copy struck opponent's attack roll on your next attack.
+
|-align="left" style="background:#B0E0E6;"
+
|Doppelganger Dance || Swift || Stance || Follow when opponents make 5-foot steps.
+
|-align="left"
+
|Forgetful Strike || Standard || Strike || Target loses one readied maneuver.
+
|-align="left" style="background:#B0E0E6;"
+
|Meme Flicker || Reaction || Counter || Penalize your opponent's attack with a momentary flicker of idea.
+
|}
+
 
+
&nbsp;
+
 
+
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
! colspan="4;" style="background:#007FFF;" align="left"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">2nd-Level Learner Maneuvers</font></div>
+
|-
+
! width="16%" align="left"|Maneuver Name
+
! width="12%" align="left"|Action
+
! width="10%" align="left"|Type
+
! width="62%" align="left"|Effect
+
|-style="background:white;" align="left"
+
|Analyze Style || Swift || Boost || Learn what maneuvers a target has readied.
+
|-align="left" style="background:#B0E0E6;"
+
|Equivocate || Reaction || Counter || Target creature gains your status ailments.
+
|-align="left"
+
|Mimic's Gambit || Standard || Strike || Attack copies a Force ability from struck opponent.
+
|-align="left" style="background:#B0E0E6;"
+
|Recursive Dash || Swift || Boost || Return to your starting location at the end of your turn.
+
|}
+
 
+
&nbsp;
+
 
+
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
! colspan="4;" style="background:#007FFF;" align="left"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">3rd-Level Learner Maneuvers</font></div>
+
|-
+
! width="16%" align="left"|Maneuver Name
+
! width="12%" align="left"|Action
+
! width="10%" align="left"|Type
+
! width="62%" align="left"|Effect
+
|-style="background:white;" align="left"
+
|Fragmented Memory || Swift || Stance || Create ''mirror images'' of yourself.
+
|-align="left" style="background:#B0E0E6;"
+
|Lapsing Strike || Standard || Strike || Reduce target's initiator level temporarily.
+
|-align="left"
+
|Reflective Blade || Swift || Boost || Your Strikes target an additional creature.
+
|}
+
 
+
&nbsp;
+
 
+
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
! colspan="4;" style="background:#007FFF;" align="left"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">4th-Level Learner Maneuvers</font></div>
+
|-
+
! width="16%" align="left"|Maneuver Name
+
! width="12%" align="left"|Action
+
! width="10%" align="left"|Type
+
! width="62%" align="left"|Effect
+
|-style="background:white;" align="left"
+
|Doppelganger Waltz || Reaction || Counter || Gain free movement whenever target opponent moves.
+
|-align="left" style="background:#B0E0E6;"
+
|Memory Strike || Standard || Strike || Target loses a readied maneuver, suffers additional damage based on level of maneuver.
+
|-align="left"
+
|Pointer Swap || Swift || Boost || Trade status effects with a creature.
+
|}
+
 
+
&nbsp;
+
 
+
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
! colspan="4;" style="background:#007FFF;" align="left"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">5th-Level Learner Maneuvers</font></div>
+
|-
+
! width="16%" align="left"|Maneuver Name
+
! width="12%" align="left"|Action
+
! width="10%" align="left"|Type
+
! width="62%" align="left"|Effect
+
|-style="background:white;" align="left"
+
|Broadcast Status || Swift || Stance || Status boons and other positive effects on you also affect your allies.
+
|-align="left" style="background:#B0E0E6;"
+
|Empty Frame || Reaction || Counter || Become ''incorporeal'' in response to taking damage.
+
|-align="left"
+
|Mirror Shield || Reaction || Counter || Negate a Strike maneuver.
+
|-align="left" style="background:#B0E0E6;"
+
|Return the Favor || Reaction || Counter || Duplicate a Strike maneuver used against you.
+
|}
+
 
+
&nbsp;
+
 
+
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
! colspan="4;" style="background:#007FFF;" align="left"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">6th-Level Learner Maneuvers</font></div>
+
|-
+
! width="16%" align="left"|Maneuver Name
+
! width="12%" align="left"|Action
+
! width="10%" align="left"|Type
+
! width="62%" align="left"|Effect
+
|-style="background:white;" align="left"
+
|Amnesia Strike || Standard || Strike || Attack causes ''amnesia''.
+
|-align="left" style="background:#B0E0E6;"
+
|Copycat's Cunning || Swift || Boost || Gain armor, shield, or weapon properties used by opponent.
+
|-align="left"
+
|Plagiarism || Reaction || Counter || Opponent loses an ability used on you, while you gain it.
+
|}
+
 
+
&nbsp;
+

Latest revision as of 21:58, 26 March 2017

This page explains the timekeeping model and action economy that Trinity uses.

If you are familiar with standard d20, some of this page will make sense to you, but a lot of new concepts are presented here to expand the scope of timekeeping beyond combat.

Timekeeping and Action Economy

The notion of proper timekeeping being a necessary component of tabletop RPGs goes all the way back to Gygax. I find this ironic given that the early editions of D&D largely lacked a sensible timekeeping model and action economy, and the idea of tracking literal minutes in an adventuring day is cumbersome at best and absolutely insane at worst. That said, there is certainly merit to the idea, and - indeed - to accommodate more interesting mechanics that cover more territory than just combat, we need more means of tracking time that aren't annoying.

Combat Time

The smallest units of time we track is combat time, which is something of a misnomer because it also covers things like navigating cliffs or other exploration hazards. However, this part of the timekeeping system in Trinity is a legacy holdover from D&D, in which it was used exclusively for combat, so: there it is.

Combat time is tracked in rounds, units of time that cover 6 seconds. Each participant in the encounter (generally) has a turn in each round, in which they can take a number of actions. Some effects allow characters to have more than one turn, while other effects can cause a character to lose their turn.

Initiating Combat Time

When an encounter occurs, all participants roll initiative. This is d20 + your level bonus + the best of your Dexterity, Intelligence, and Bravery modifiers. Some effects may give you a bonus or penalty to this roll.

Once all participants have rolled initiative, play proceeds in order from highest to lowest initiative. Once the participant with the lowest initiative has taken their turn, the round ends and a new one begins, starting with the participant with the highest initiative.

Combat Action Economy

During your turn, there are four primary types of actions you can take: full, standard, move, and free.

On a normal turn, you gain one standard and one move action. You can combine one standard and one move into a full action. You can convert a standard into a move. You can take as many free actions as you like, within reason (typically three or four at most).

Basic Actions in Combat Time

Combat Time at the Table

In general, after each of your actions, the DM will acknowledge it and, if appropriate, let you know what the effects of your action were.

Due to the very small timescales involved, the overall situation will generally not change much, though there are exceptions. Combat is fast and fast-paced; in general, you probably won't find it necessary to talk much or analyze the situation too greatly, beyond what's necessary to use your abilities as you see fit.

Exploration Time

One step above combat time is exploration time. This is an entirely novel concept to Trinity (and is partially imported from Journey, a game system we worked on for several years) and is not in any iteration of D&D, so this is where things start to get weird if you're used to that. This time track is used when exploring a particular location, like a city or a dungeon, but not used for overland travel.

Exploration time is tracked in hands and watches. A hand is a unit of time that covers roughly 12 minutes, while a watch covers 20 hands, or 4 hours. So five hands equal an hour, and six watches equal a day.

The real-world duration of a hand comes from an interest in codifying the amount of time a short rest takes, which in D&D 4e, is "about 10 minutes." "Rounding" that up to 12 minutes lets us fit 5 in an hour, which is a good number for multiplying when we try to figure out how many "exploration turns" a day or a few hours consist of.

During a hand, characters are assumed to be taking their actions more or less simultaneously. Thus, while we use initiative in exploration time, this is primarily for bookkeeping purposes and to ensure that everyone gets to act; during your turn, you only declare actions, you don't get to see their resolution until the end of the hand. Once all characters have declared their actions, those actions are all resolved simultaneously.

Exploration Action Economy

During each hand, there are four primary types of actions you can take: broad, narrow, traversal, and quick.

On a normal turn, you gain one narrow and one traversal action. You can combine one narrow and one traversal into a broad action. You can convert a narrow into a traversal. You can take as many quick actions as you like, within reason (typically three or four at most).

Basic Actions in Exploration Time

Exploration Time at the Table

Exploration time is significantly more "fast and loose" than combat time. After the DM describes the results of actions taken during a given hand, you should feel free to discuss with other players what you discovered, if anything, and decide what your next actions will be.

Remember that a hand represents twelve minutes' worth of actual time. Unless you're being actively stealthy, that gives your characters quite a bit of time to discuss options and what's going on around them.

Adventuring Time

Above exploration time is adventuring time, which is used to track overland travel.

Adventuring time is tracked in compasses and cycles. A compass covers about 60 minutes, while a cycle covers roughly a day, so there are 24 compasses in a cycle. You might ask - why have a separate term for day? Because some settings might have weird days that last 28 hours or something, and we don't want to make assumptions about the setting.