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<blockquote data-quote="Mal Malenkirk" data-source="post: 4457446" data-attributes="member: 834"><p>Well, you're quite the storyteller Kookalouris! That's good stuff and fairly in line with the Trinity Universe. Thumbs up.</p><p></p><p>---</p><p></p><p>As you know, we are using the freeform power system. That means that instead of set powers, you can improvise anything that is within the limits of your modes. You tell me what you want to do within these limits and I'll set the difficulty and roll the dice (your psi score). The difficulty is based on the rank required to pull the trick off and on the other parameters such as range, number of people to be affected etc.</p><p></p><p>If you don't generate enough success -which is usually the case-, you can spend temporary psi points or willpower to makeup the difference, which represent how exhausting using powers can be.</p><p></p><p>Some effect can be maintained long term and demand the investment of Psi points (Spent psi points that don't regenerate as long as the power is maintained). That's pretty much all that you need to know on the player's end to use your powers.</p><p></p><p>Since most players don't have the Players guide, I'll give you a description of what's allowed at your ranks and you should probably include it in your character sheet. For the sake of my sanity, I only describe ranks that are relevant to your PCs, obviously!</p><p></p><p>Remember that it's always more exhausting to use your power toward the high end of your capabilities while rank 1 stuff is so easy that it can be done almost at will.</p><p></p><p><span style="font-size: 10px"><strong>Biokinetics</strong></span></p><p></p><p>Misc.</p><p></p><p><strong>Investment</strong>: Biokinetics can invest psi points more efficiently in order to maintain their powers. After three days of maintaining a power by investing a psi point, they can recover their psi point and still maintain the effect indefinitely. That's how Norcas can change their appearance and maintain it longterm without compromising their effectiveness, amongst other things. There is a lot of GM fiat to what (and how many) powers can be maintained that way so check with me.</p><p></p><p><strong>Reflexive Technique</strong>: A biokinetic can activate a purely defensive Adaptation power reflexively every turn, even when unconscious. That's a free action, in D20 terms. An example would be automatically resisting a drug you have just ingested, or extracting oxygen from water if you've been tossed unconscious in a river.</p><p></p><p><strong>Transformation Time</strong>: While adaptation is lightning fast, the other two mode are normally very slow. Ideally, you need several minutes to change your body. If you need to do this in a single turn, you take unsoakable damage equal to the level of the effect in Transmogrify or Psychomorphing. </p><p></p><p><strong>Basic Technique; Biosense </strong>: A biokinetics can sense life around him in a small radius (Psi/mete) ror directionally (successes*psi meter). It's not some kind of danger sense, you have to focus (A full action in D20 terms) <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />.</p><p></p><p><strong>Transmogrify </strong></p><p></p><p>Rank 1 : Gross changes. Knife or hammer hands, thick skin, that sort of things. The psion body must remain functional at this level. I.e. He can't adopt a shape that would crush his internal organs or substantally increase the lenght of his arms. For that he needs...</p><p></p><p>Rank 2 : Preserve Functionality. Basically remove the above restriction. He can flatten like a pancake at that level and still have a working brain.</p><p></p><p>Rank 3 : Precise Changes. The BK can make minute adjustment which allow copycat shapeshifting or turning his hands into precision tools, for example.</p><p></p><p>You can't change your mass at these levels so there's a problem if you need to become too tall or small. </p><p></p><p><strong>Psychomorphing</strong></p><p></p><p>Rank 1 : Biokinetic Awareness. At this level, all the BK can do is spot biokinetics powers, uncluding residual traces. Useful to spot another shapeshifter, for the most part.</p><p></p><p>Rank 2 : Internal Adjustment. Allows to fine tune your body. You can alter your physical capabilities though always at the expense of something else (Become much stronger but far less limber, for example). You can also heal yourself by closing wounds and repairing the damage, change your scent to fool a dog etc.</p><p></p><p><strong>Adaptation </strong> </p><p></p><p>Rank 1: Resistance. Allows to block or lessen the effect of endogens influences. Drugs, diseases, fatigue, heat... </p><p></p><p>Rank 2: Acclimatization. You can adapt your body to survive in hostile environment. Breath under water, walk on Mars without a suit, become insulated to electricity etc. It could even allow to survive in space without a suit but that would takle a lot of success.</p><p></p><p>The most extreme effect might require also a sufficient level in psychomorphing and/or transmogrify. </p><p></p><p>Rank 3: Manual Override. You can heighten or slow down your body's many physical processes. Heighten reflexes, shut down pain, avoid peeing for a week...</p><p></p><p>---</p><p></p><p><strong><span style="font-size: 10px">Clairsentience</span></strong></p><p></p><p>Misc. </p><p></p><p>Perception Range: For many powers, the range is less important than the psions familiarity with the subject. It gets complex to explain here, let's just say that the range of clairsentience can be pretty amazing in some instances.</p><p></p><p><strong>Basic Technique : The Sight</strong></p><p></p><p>This allows the Seer to add his rank in his highest mode to his Psi score for attunement test and for determining range (but not vulnearbility to backlash).</p><p></p><p><strong>Psychonavigation</strong> </p><p> </p><p>Rank 1: Orientation. The seer can make basic determination of locations relative to his target or his environment. i.e. My friend is near that bar I like; I'm just in range to shoot my target and barely out of his; to get to the exit I need to make two left, two right, a left, third door on the left and then right... </p><p></p><p>That sort of things.</p><p></p><p>Rank 2 : Time. Same as above but you can add a temporal component to the above. i.e. My daughter is at the bar and will be home in about one hour and seven minute. There is a modest amount of predictive ability involved since that estimation account up to a point for future event. You can also start to have a limited 'radar' in your head where you keep track of people moving around you and can, for example, use it to avoid guards as you can start estimating when they will be in sigt of you. </p><p></p><p>The later trick is a bit limited without Psychometry but is still very handy. </p><p> </p><p><strong>Telesthesia</strong></p><p></p><p>Rank 1: Heighten Awareness. See in the dark, see as far as if you had powerful binoculars, hear as well as a cat, filter the sound to hear a couple talking fifty meters away... But it has to be based on human senses pushed to extreme levels.</p><p></p><p>Rank 2: Alertness. Good old danger sense, of course, but it can be used to put yourself on the 'lookout' for specific things of interest beside enemies. An investigator that enters a crime scene with such an effect turned on is unlikely to miss anything, for example. If you use this powers to look for a sniper in a fifty story appartment building, you'll probably see him if it is at all possible. It basically forces the things you are looking for to jump to your attention but you must be fairly specific when statinh what it is you are looking for.</p><p></p><p>Rank 3: Sensory Projection. Now we're talking! Projecting your sense is the typical seer effect, it's pretty straightforward. But beside seeing in the next house, this level of Telesthesia also allows to gain brand new senses. Sonar, Infra Red, UV etc.</p><p></p><p>Enough for tonight. I'll finish tomorrow. I'm really close from posting the first post and starting the campaign. </p><p></p><p>Ithuriel, since you have the PG, I won't post the telepathy description.</p></blockquote><p></p>
[QUOTE="Mal Malenkirk, post: 4457446, member: 834"] Well, you're quite the storyteller Kookalouris! That's good stuff and fairly in line with the Trinity Universe. Thumbs up. --- As you know, we are using the freeform power system. That means that instead of set powers, you can improvise anything that is within the limits of your modes. You tell me what you want to do within these limits and I'll set the difficulty and roll the dice (your psi score). The difficulty is based on the rank required to pull the trick off and on the other parameters such as range, number of people to be affected etc. If you don't generate enough success -which is usually the case-, you can spend temporary psi points or willpower to makeup the difference, which represent how exhausting using powers can be. Some effect can be maintained long term and demand the investment of Psi points (Spent psi points that don't regenerate as long as the power is maintained). That's pretty much all that you need to know on the player's end to use your powers. Since most players don't have the Players guide, I'll give you a description of what's allowed at your ranks and you should probably include it in your character sheet. For the sake of my sanity, I only describe ranks that are relevant to your PCs, obviously! Remember that it's always more exhausting to use your power toward the high end of your capabilities while rank 1 stuff is so easy that it can be done almost at will. [SIZE="2"][B]Biokinetics[/B][/SIZE] Misc. [B]Investment[/B]: Biokinetics can invest psi points more efficiently in order to maintain their powers. After three days of maintaining a power by investing a psi point, they can recover their psi point and still maintain the effect indefinitely. That's how Norcas can change their appearance and maintain it longterm without compromising their effectiveness, amongst other things. There is a lot of GM fiat to what (and how many) powers can be maintained that way so check with me. [B]Reflexive Technique[/B]: A biokinetic can activate a purely defensive Adaptation power reflexively every turn, even when unconscious. That's a free action, in D20 terms. An example would be automatically resisting a drug you have just ingested, or extracting oxygen from water if you've been tossed unconscious in a river. [B]Transformation Time[/B]: While adaptation is lightning fast, the other two mode are normally very slow. Ideally, you need several minutes to change your body. If you need to do this in a single turn, you take unsoakable damage equal to the level of the effect in Transmogrify or Psychomorphing. [B]Basic Technique; Biosense [/B]: A biokinetics can sense life around him in a small radius (Psi/mete) ror directionally (successes*psi meter). It's not some kind of danger sense, you have to focus (A full action in D20 terms) ;). [B]Transmogrify [/B] Rank 1 : Gross changes. Knife or hammer hands, thick skin, that sort of things. The psion body must remain functional at this level. I.e. He can't adopt a shape that would crush his internal organs or substantally increase the lenght of his arms. For that he needs... Rank 2 : Preserve Functionality. Basically remove the above restriction. He can flatten like a pancake at that level and still have a working brain. Rank 3 : Precise Changes. The BK can make minute adjustment which allow copycat shapeshifting or turning his hands into precision tools, for example. You can't change your mass at these levels so there's a problem if you need to become too tall or small. [B]Psychomorphing[/B] Rank 1 : Biokinetic Awareness. At this level, all the BK can do is spot biokinetics powers, uncluding residual traces. Useful to spot another shapeshifter, for the most part. Rank 2 : Internal Adjustment. Allows to fine tune your body. You can alter your physical capabilities though always at the expense of something else (Become much stronger but far less limber, for example). You can also heal yourself by closing wounds and repairing the damage, change your scent to fool a dog etc. [B]Adaptation [/B] Rank 1: Resistance. Allows to block or lessen the effect of endogens influences. Drugs, diseases, fatigue, heat... Rank 2: Acclimatization. You can adapt your body to survive in hostile environment. Breath under water, walk on Mars without a suit, become insulated to electricity etc. It could even allow to survive in space without a suit but that would takle a lot of success. The most extreme effect might require also a sufficient level in psychomorphing and/or transmogrify. Rank 3: Manual Override. You can heighten or slow down your body's many physical processes. Heighten reflexes, shut down pain, avoid peeing for a week... --- [B][SIZE="2"]Clairsentience[/SIZE][/B] Misc. Perception Range: For many powers, the range is less important than the psions familiarity with the subject. It gets complex to explain here, let's just say that the range of clairsentience can be pretty amazing in some instances. [B]Basic Technique : The Sight[/B] This allows the Seer to add his rank in his highest mode to his Psi score for attunement test and for determining range (but not vulnearbility to backlash). [B]Psychonavigation[/B] Rank 1: Orientation. The seer can make basic determination of locations relative to his target or his environment. i.e. My friend is near that bar I like; I'm just in range to shoot my target and barely out of his; to get to the exit I need to make two left, two right, a left, third door on the left and then right... That sort of things. Rank 2 : Time. Same as above but you can add a temporal component to the above. i.e. My daughter is at the bar and will be home in about one hour and seven minute. There is a modest amount of predictive ability involved since that estimation account up to a point for future event. You can also start to have a limited 'radar' in your head where you keep track of people moving around you and can, for example, use it to avoid guards as you can start estimating when they will be in sigt of you. The later trick is a bit limited without Psychometry but is still very handy. [B]Telesthesia[/B] Rank 1: Heighten Awareness. See in the dark, see as far as if you had powerful binoculars, hear as well as a cat, filter the sound to hear a couple talking fifty meters away... But it has to be based on human senses pushed to extreme levels. Rank 2: Alertness. Good old danger sense, of course, but it can be used to put yourself on the 'lookout' for specific things of interest beside enemies. An investigator that enters a crime scene with such an effect turned on is unlikely to miss anything, for example. If you use this powers to look for a sniper in a fifty story appartment building, you'll probably see him if it is at all possible. It basically forces the things you are looking for to jump to your attention but you must be fairly specific when statinh what it is you are looking for. Rank 3: Sensory Projection. Now we're talking! Projecting your sense is the typical seer effect, it's pretty straightforward. But beside seeing in the next house, this level of Telesthesia also allows to gain brand new senses. Sonar, Infra Red, UV etc. Enough for tonight. I'll finish tomorrow. I'm really close from posting the first post and starting the campaign. Ithuriel, since you have the PG, I won't post the telepathy description. [/QUOTE]
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