<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://wiki.rpg.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=GnomeWorks</id>
	<title>RPGnet - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.rpg.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=GnomeWorks"/>
	<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php/Special:Contributions/GnomeWorks"/>
	<updated>2026-05-14T23:32:12Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.0</generator>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Trinity:Luck_Ability&amp;diff=70410</id>
		<title>Trinity:Luck Ability</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Trinity:Luck_Ability&amp;diff=70410"/>
		<updated>2007-12-08T03:35:27Z</updated>

		<summary type="html">&lt;p&gt;GnomeWorks: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The mechanics behind Luck differ greatly from most other mechanics. This is because luck is a metaphysical concept - and since I believe the mechanics should reflect flavor, the metaphysical nature of luck is translated into a metagame mechanic. Characters may or may not believe in luck, but they have a luck score (if it is used) all the same.&lt;br /&gt;
&lt;br /&gt;
=Luck=&lt;br /&gt;
Luck (Luc) is not traditionally used in Trinity. However, it can be used in games or campaigns in which the concept of luck or fate is useful and relevant.&lt;br /&gt;
&lt;br /&gt;
Unlike traditional ability scores, no race or region modifies the Luck ability score. This is due to its metaphysical nature.&lt;br /&gt;
&lt;br /&gt;
==Luck is Used for...==&lt;br /&gt;
===Obligatory===&lt;br /&gt;
Some of the obligatory uses for Luck are dependent upon a character&#039;s Luck score: Luck has different effects if the character has a positive Luck modifier or a negative one.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Avaocraft, Gamble, and Use Force Item (Chaotic).&#039;&#039;&#039; These three skills are based on Luck, rather than other ability scores.&lt;br /&gt;
&lt;br /&gt;
====Positive Luck====&lt;br /&gt;
* &#039;&#039;&#039;[[#Luck_Points|Luck Points]].&#039;&#039;&#039; All characters with positive Luck modifiers have a pool of luck points, which is equal to their Luck modifier.&lt;br /&gt;
&lt;br /&gt;
====Negative Luck====&lt;br /&gt;
* &#039;&#039;&#039;Ability Penalties.&#039;&#039;&#039; At the beginning of each session, randomly distribute penalties to your ability scores (other than Luck) equal to your Luck modifier. For that session, you suffer a Luck penalty equal to the number of times a given ability was selected to all checks (attack rolls, skill checks, saving throws, initiative checks, damage results, and so on) that are based on that ability.&lt;br /&gt;
* &#039;&#039;&#039;Critical Confirmation and Miss Chance.&#039;&#039;&#039; All characters with negative Luck modifiers suffer a penalty to all critical confirmation and miss chance rolls equal to their Luck modifier.&lt;br /&gt;
* &#039;&#039;&#039;Degrees of Failure.&#039;&#039;&#039; When a character with a negative Luck modifier fails a skill check that has degrees of failure, all degrees of failure are reduced by the character&#039;s Luck modifier.&lt;br /&gt;
* &#039;&#039;&#039;Fumbles.&#039;&#039;&#039; A character with a negative Luck modifier fumbles on an attack roll if the die roll is equal to or lower than 1 + their Luck modifier.&lt;br /&gt;
* &#039;&#039;&#039;Rerolls.&#039;&#039;&#039; A character with a negative Luck modifier suffers a penalty to all rerolls of any sort equal to their Luck modifier.&lt;br /&gt;
&lt;br /&gt;
===Options===&lt;br /&gt;
* &#039;&#039;&#039;Initiative.&#039;&#039;&#039; A character may opt to use their Luck modifier for Initiative in place of Dexterity.&lt;br /&gt;
&lt;br /&gt;
===Luck 0===&lt;br /&gt;
A creature with a 0 Luck is absurdly unlucky. All rolls the character makes are automatically minimized.&lt;br /&gt;
&lt;br /&gt;
==Luck Force Effects and Items==&lt;br /&gt;
 &#039;&#039;&#039;HARE&#039;S LUCK&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;Transmutation&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;Level:&#039;&#039;&#039; Brd 2, Sor/Wiz 2&lt;br /&gt;
 &#039;&#039;&#039;Components:&#039;&#039;&#039; V, S, DF&lt;br /&gt;
 &#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 standard action&lt;br /&gt;
 &#039;&#039;&#039;Range:&#039;&#039;&#039; Touch&lt;br /&gt;
 &#039;&#039;&#039;Target:&#039;&#039;&#039; Creature touched&lt;br /&gt;
 &#039;&#039;&#039;Duration:&#039;&#039;&#039; 1 min/level&lt;br /&gt;
 &#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; Will negates (harmless)&lt;br /&gt;
 &#039;&#039;&#039;Spell Resistance:&#039;&#039;&#039; Yes&lt;br /&gt;
 &lt;br /&gt;
 The affected creature gains the luck of a hare. The spell grants the subject a +4 enhancement bonus to Luck.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;HARE&#039;S LUCK, MASS&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;Transmutation&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;Level:&#039;&#039;&#039; Brd 6, Sor/Wiz 6&lt;br /&gt;
 &#039;&#039;&#039;Range:&#039;&#039;&#039; Close (25 ft + 5 ft/2 levels)&lt;br /&gt;
 &#039;&#039;&#039;Targets:&#039;&#039;&#039; One creature/level, no two of which can be more than 30 ft apart&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;Hare&#039;s Luck, Mass&#039;&#039; works like &#039;&#039;Hare&#039;s Luck&#039;&#039;, except it affects multiple creatures.&lt;br /&gt;
&lt;br /&gt;
====Vest of Luck====&lt;br /&gt;
This light and fashionable vest has fine mystic symbols engraved throughout. While worn it grants the wearer with an enhancement bonus of +2, +4, or +6 to their Luck score.&lt;br /&gt;
&lt;br /&gt;
Moderate Transmutation: CL 8th; Craft Wondrous Item, Hare’s Luck; Price 4,000 gp (+2), 16,000 gp. (+4), 36,000 gp (+6); Weight 1 lb&lt;br /&gt;
&lt;br /&gt;
====Manual of Legendary Luck====&lt;br /&gt;
This thick tome contains epic stories of daring and luck, but entwined within the words is a powerful magical effect. Anyone that spends a total of 48 hours over a minimum of six day gains an inherent bonus of +1 up to +5 to their Luck score. Once read the magic disappears from the pages and it becomes an ordinary book.&lt;br /&gt;
&lt;br /&gt;
Strong Evocation (if Miracle is used); CL 17; Craft Wondrous Item, Wish or Miracle; Price 27,500 gp (+1), 55,000 gp (+2), 82,500 gp (+3), 110,000 (+4), 137,000 (+5); Cost 1,250 gp + 5,1000 xp (+1), 2,500 gp + 10,200 xp (+2), 2,500 gp + 15,300 xp (+3), 5,000 gp + 20,400 xp (+4), 6,250 gp + 25,500 xp (+5); Weight 5 lb&lt;br /&gt;
&lt;br /&gt;
==Luck Points==&lt;br /&gt;
A character with a positive Luck modifier gains a pool of Luck points at the beginning of each session. You cannot save Luck points; at the beginning of each session, your Luck points refresh.&lt;br /&gt;
&lt;br /&gt;
Temporarily increasing your Luck score grants you temporary Luck points.&lt;br /&gt;
&lt;br /&gt;
===Luck Point Uses===&lt;br /&gt;
You can use Luck points for the following uses.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;1 Point:&#039;&#039;&#039; You can gain a +1d6 Luck bonus on an attack roll, ability check, skill check, saving throw, or initiative check. When you reach 8th and 15th levels, you can roll an additional 1d6, taking the best die result as your bonus.&lt;br /&gt;
&lt;br /&gt;
 	&#039;&#039;&#039;  Luck&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;Level	  Dice&#039;&#039;&#039;&lt;br /&gt;
 1 - 7	  1d6&lt;br /&gt;
 8 - 14	  2d6&lt;br /&gt;
 15 - 20	  3d6&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;1 Point:&#039;&#039;&#039; You can use your Luck modifier in place of any other ability score modifier for any type of check.&lt;br /&gt;
* &#039;&#039;&#039;2 Points:&#039;&#039;&#039; You can reroll any roll you make: an attack roll, ability check, skill check, saving throw, initiative check, damage result, or force-user check.&lt;br /&gt;
* &#039;&#039;&#039;3 Points:&#039;&#039;&#039; You can negate a critical hit against you; to reroll a healing effect used on you; or to reroll a critical confirmation roll.&lt;br /&gt;
* &#039;&#039;&#039;4 Points:&#039;&#039;&#039; You can cause an attack roll against you, a saving throw against an effect you produced, or a skill check used for an opposed skill check against you to suffer a -1d6 Luck penalty; when you reach 8th and 15th levels, you can roll an additional 1d6, taking the best die result as the penalty levied. You do not need to see the origin of the effect, nor do you need to be aware of what is happening to you.&lt;br /&gt;
&lt;br /&gt;
 	&#039;&#039;&#039;  Luck&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;Level	  Dice&#039;&#039;&#039;&lt;br /&gt;
 1 - 7	  1d6&lt;br /&gt;
 8 - 14	  2d6&lt;br /&gt;
 15 - 20	  3d6&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;5 Points:&#039;&#039;&#039; You can maximize a single roll of any sort, to automatically succeed at stabilization, or to cause a randomly-determined effect to be rerolled (such as the intersection hit by a thrown weapon).&lt;br /&gt;
* &#039;&#039;&#039;6 Points:&#039;&#039;&#039; You can cause an attack roll against you, a saving throw against an effect you produced, or a skill check used for an opposed skill check against you to be rerolled.&lt;br /&gt;
* &#039;&#039;&#039;7 Points:&#039;&#039;&#039; When you make a Luck-based reroll, you decide which of the two results to use.&lt;br /&gt;
* &#039;&#039;&#039;8 Points:&#039;&#039;&#039; You can gain another use of a limited ability you have, such as a per-day ability, per-encounter, or similar. You cannot regain spell slots, power points, or other force-based abilities with this effect.&lt;br /&gt;
* &#039;&#039;&#039;10 Points:&#039;&#039;&#039; You can avoid death: if an attack or effect would reduce you to -10 hit points, and you have at least 1 hit point, it instead reduces you to -9 hit points, and you are stable.&lt;br /&gt;
&lt;br /&gt;
[[category:Trinity]]&lt;/div&gt;</summary>
		<author><name>GnomeWorks</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Trinity:Luck_Ability&amp;diff=70405</id>
		<title>Trinity:Luck Ability</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Trinity:Luck_Ability&amp;diff=70405"/>
		<updated>2007-12-08T02:31:37Z</updated>

		<summary type="html">&lt;p&gt;GnomeWorks: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The mechanics behind Luck differ greatly from most other mechanics. This is because luck is a metaphysical concept - and since I believe the mechanics should reflect flavor, the metaphysical nature of luck is translated into a metagame mechanic. Characters may or may not believe in luck, but they have a luck score (if it is used) all the same.&lt;br /&gt;
&lt;br /&gt;
=Luck=&lt;br /&gt;
Luck (Luc) is not traditionally used in Trinity. However, it can be used in games or campaigns in which the concept of luck or fate is useful and relevant.&lt;br /&gt;
&lt;br /&gt;
Unlike traditional ability scores, no race or region modifies the Luck ability score. This is due to its metaphysical nature.&lt;br /&gt;
&lt;br /&gt;
==Luck is Used for...==&lt;br /&gt;
===Obligatory===&lt;br /&gt;
Some of the obligatory uses for Luck are dependent upon a character&#039;s Luck score: Luck has different effects if the character has a positive Luck modifier or a negative one.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Avaocraft, Gamble, and Use Force Item (Chaotic).&#039;&#039;&#039; These three skills are based on Luck, rather than other ability scores.&lt;br /&gt;
&lt;br /&gt;
====Positive Luck====&lt;br /&gt;
* &#039;&#039;&#039;[[#Luck_Points|Luck Points]].&#039;&#039;&#039; All characters with positive Luck modifiers have a pool of luck points, which is equal to their Luck modifier.&lt;br /&gt;
&lt;br /&gt;
====Negative Luck====&lt;br /&gt;
* &#039;&#039;&#039;Critical Confirmation and Miss Chance.&#039;&#039;&#039; All characters with negative Luck modifiers suffer a penalty to all critical confirmation and miss chance rolls equal to their Luck modifier.&lt;br /&gt;
* &#039;&#039;&#039;Degrees of Failure.&#039;&#039;&#039; When a character with a negative Luck modifier fails a skill check that has degrees of failure, all degrees of failure are reduced by the character&#039;s Luck modifier.&lt;br /&gt;
* &#039;&#039;&#039;Fumbles.&#039;&#039;&#039; A character with a negative Luck modifier fumbles on an attack roll if the die roll is equal to or lower than 1 + their Luck modifier.&lt;br /&gt;
* &#039;&#039;&#039;Rerolls.&#039;&#039;&#039; A character with a negative Luck modifier suffers a penalty to all rerolls of any sort equal to their Luck modifier.&lt;br /&gt;
* &#039;&#039;&#039;Ability Penalties.&#039;&#039;&#039; At the beginning of each session, randomly distribute penalties to your ability scores (other than Luck) equal to your Luck modifier. For that session, you suffer a Luck penalty equal to the number of times a given ability was selected to all checks (attack rolls, skill checks, saving throws, initiative checks, damage results, and so on) that are based on that ability.&lt;br /&gt;
&lt;br /&gt;
===Options===&lt;br /&gt;
* &#039;&#039;&#039;Initiative.&#039;&#039;&#039; A character may opt to use their Luck modifier for Initiative in place of Dexterity.&lt;br /&gt;
&lt;br /&gt;
===Luck 0===&lt;br /&gt;
A creature with a 0 Luck is absurdly unlucky. All rolls the character makes are automatically minimized.&lt;br /&gt;
&lt;br /&gt;
==Luck Force Effects and Items==&lt;br /&gt;
 &#039;&#039;&#039;HARE&#039;S LUCK&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;Transmutation&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;Level:&#039;&#039;&#039; Brd 2, Sor/Wiz 2&lt;br /&gt;
 &#039;&#039;&#039;Components:&#039;&#039;&#039; V, S, DF&lt;br /&gt;
 &#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 standard action&lt;br /&gt;
 &#039;&#039;&#039;Range:&#039;&#039;&#039; Touch&lt;br /&gt;
 &#039;&#039;&#039;Target:&#039;&#039;&#039; Creature touched&lt;br /&gt;
 &#039;&#039;&#039;Duration:&#039;&#039;&#039; 1 min/level&lt;br /&gt;
 &#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; Will negates (harmless)&lt;br /&gt;
 &#039;&#039;&#039;Spell Resistance:&#039;&#039;&#039; Yes&lt;br /&gt;
 &lt;br /&gt;
 The affected creature gains the luck of a hare. The spell grants the subject a +4 enhancement bonus to Luck.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;HARE&#039;S LUCK, MASS&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;Transmutation&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;Level:&#039;&#039;&#039; Brd 6, Sor/Wiz 6&lt;br /&gt;
 &#039;&#039;&#039;Range:&#039;&#039;&#039; Close (25 ft + 5 ft/2 levels)&lt;br /&gt;
 &#039;&#039;&#039;Targets:&#039;&#039;&#039; One creature/level, no two of which can be more than 30 ft apart&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;Hare&#039;s Luck, Mass&#039;&#039; works like &#039;&#039;Hare&#039;s Luck&#039;&#039;, except it affects multiple creatures.&lt;br /&gt;
&lt;br /&gt;
====Vest of Luck====&lt;br /&gt;
This light and fashionable vest has fine mystic symbols engraved throughout. While worn it grants the wearer with an enhancement bonus of +2, +4, or +6 to their Luck score.&lt;br /&gt;
&lt;br /&gt;
Moderate Transmutation: CL 8th; Craft Wondrous Item, Hare’s Luck; Price 4,000 gp (+2), 16,000 gp. (+4), 36,000 gp (+6); Weight 1 lb&lt;br /&gt;
&lt;br /&gt;
====Manual of Legendary Luck====&lt;br /&gt;
This thick tome contains epic stories of daring and luck, but entwined within the words is a powerful magical effect. Anyone that spends a total of 48 hours over a minimum of six day gains an inherent bonus of +1 up to +5 to their Luck score. Once read the magic disappears from the pages and it becomes an ordinary book.&lt;br /&gt;
&lt;br /&gt;
Strong Evocation (if Miracle is used); CL 17; Craft Wondrous Item, Wish or Miracle; Price 27,500 gp (+1), 55,000 gp (+2), 82,500 gp (+3), 110,000 (+4), 137,000 (+5); Cost 1,250 gp + 5,1000 xp (+1), 2,500 gp + 10,200 xp (+2), 2,500 gp + 15,300 xp (+3), 5,000 gp + 20,400 xp (+4), 6,250 gp + 25,500 xp (+5); Weight 5 lb&lt;br /&gt;
&lt;br /&gt;
==Luck Points==&lt;br /&gt;
A character with a positive Luck modifier gains a pool of Luck points at the beginning of each session. You cannot save Luck points; at the beginning of each session, your Luck points refresh.&lt;br /&gt;
&lt;br /&gt;
Temporarily increasing your Luck score grants you temporary Luck points.&lt;br /&gt;
&lt;br /&gt;
===Luck Point Uses===&lt;br /&gt;
You can use Luck points for the following uses.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;1 Point:&#039;&#039;&#039; You can gain a +1d6 Luck bonus on an attack roll, ability check, skill check, saving throw, or initiative check. When you reach 8th and 15th levels, you can roll an additional 1d6, taking the best die result as your bonus.&lt;br /&gt;
&lt;br /&gt;
 	&#039;&#039;&#039;  Luck&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;Level	  Dice&#039;&#039;&#039;&lt;br /&gt;
 1 - 7	  1d6&lt;br /&gt;
 8 - 14	  2d6&lt;br /&gt;
 15 - 20	  3d6&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;1 Point:&#039;&#039;&#039; You can use your Luck modifier in place of any other ability score modifier for any type of check.&lt;br /&gt;
* &#039;&#039;&#039;2 Points:&#039;&#039;&#039; You can reroll any roll you make: an attack roll, ability check, skill check, saving throw, initiative check, damage result, or force-user check.&lt;br /&gt;
* &#039;&#039;&#039;3 Points:&#039;&#039;&#039; You can negate a critical hit against you; to reroll a healing effect used on you; or to reroll a critical confirmation roll.&lt;br /&gt;
* &#039;&#039;&#039;4 Points:&#039;&#039;&#039; You can cause an attack roll against you, a saving throw against an effect you produced, or a skill check used for an opposed skill check against you to suffer a -1d6 Luck penalty; when you reach 8th and 15th levels, you can roll an additional 1d6, taking the best die result as the penalty levied. You do not need to see the origin of the effect, nor do you need to be aware of what is happening to you.&lt;br /&gt;
&lt;br /&gt;
 	&#039;&#039;&#039;  Luck&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;Level	  Dice&#039;&#039;&#039;&lt;br /&gt;
 1 - 7	  1d6&lt;br /&gt;
 8 - 14	  2d6&lt;br /&gt;
 15 - 20	  3d6&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;5 Points:&#039;&#039;&#039; You can maximize a single roll of any sort, to automatically succeed at stabilization, or to cause a randomly-determined effect to be rerolled (such as the intersection hit by a thrown weapon).&lt;br /&gt;
* &#039;&#039;&#039;6 Points:&#039;&#039;&#039; You can cause an attack roll against you, a saving throw against an effect you produced, or a skill check used for an opposed skill check against you to be rerolled.&lt;br /&gt;
* &#039;&#039;&#039;7 Points:&#039;&#039;&#039; When you make a Luck-based reroll, you decide which of the two results to use.&lt;br /&gt;
* &#039;&#039;&#039;8 Points:&#039;&#039;&#039; You can gain another use of a limited ability you have, such as a per-day ability, per-encounter, or similar. You cannot regain spell slots, power points, or other force-based abilities with this effect.&lt;br /&gt;
* &#039;&#039;&#039;10 Points:&#039;&#039;&#039; You can avoid death: if an attack or effect would reduce you to -10 hit points, and you have at least 1 hit point, it instead reduces you to -9 hit points, and you are stable.&lt;br /&gt;
&lt;br /&gt;
[[category:Trinity]]&lt;/div&gt;</summary>
		<author><name>GnomeWorks</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Trinity:Abilities&amp;diff=70404</id>
		<title>Trinity:Abilities</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Trinity:Abilities&amp;diff=70404"/>
		<updated>2007-12-08T02:19:37Z</updated>

		<summary type="html">&lt;p&gt;GnomeWorks: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For the most part, Trinity uses the same standard d20 ability scores as found in other systems. However, in order to ensure that firearms are balanced, a new ability score - Perception - has been added.&lt;br /&gt;
&lt;br /&gt;
Also, to further reflect education, sometimes an Education score may be used. Unlike other ability scores, Education is modified by your character&#039;s home region, not your race.&lt;br /&gt;
&lt;br /&gt;
However, sometimes, those eight ability scores may not be enough. If you are playing in Trinity with a new player, or want to help players in their roleplaying - even if you&#039;re not playing in Trinity - you may want to consider the REASS.&lt;br /&gt;
&lt;br /&gt;
* New Ability Scores&lt;br /&gt;
** [[Trinity:Perception | Perception (Per)]]&lt;br /&gt;
** [[Trinity:Education_Ability | Education (Edu)]]&lt;br /&gt;
** [[Trinity:Luck_Ability | Luck (Luc)]]&lt;br /&gt;
** [[Trinity:Faith_Ability | Faith (Fai)]]&lt;br /&gt;
* Ability Score Systems&lt;br /&gt;
** [[Trinity:REASS | REASS (Reality Emulation Ability Score System)]]&lt;br /&gt;
&lt;br /&gt;
[[category:Trinity]]&lt;/div&gt;</summary>
		<author><name>GnomeWorks</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Trinity:Luck_Ability&amp;diff=70403</id>
		<title>Trinity:Luck Ability</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Trinity:Luck_Ability&amp;diff=70403"/>
		<updated>2007-12-08T02:08:47Z</updated>

		<summary type="html">&lt;p&gt;GnomeWorks: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The mechanics behind Luck differ greatly from most other mechanics. This is because luck is a metaphysical concept - and since I believe the mechanics should reflect flavor, the metaphysical nature of luck is translated into a metagame mechanic. Characters may or may not believe in luck, but they have a luck score (if it is used) all the same.&lt;br /&gt;
&lt;br /&gt;
=Luck=&lt;br /&gt;
Luck (Luc) is not traditionally used in Trinity. However, it can be used in games or campaigns in which the concept of luck or fate is useful and relevant.&lt;br /&gt;
&lt;br /&gt;
Unlike traditional ability scores, no race or region modifies the Luck ability score. This is due to its metaphysical nature.&lt;br /&gt;
&lt;br /&gt;
==Luck is Used for...==&lt;br /&gt;
===Obligatory===&lt;br /&gt;
The obligatory uses for Luck are dependent upon a character&#039;s Luck score: Luck has different effects if the character has a positive Luck modifier or a negative one.&lt;br /&gt;
&lt;br /&gt;
====Positive Luck====&lt;br /&gt;
* &#039;&#039;&#039;[[#Luck_Points|Luck Points]].&#039;&#039;&#039; All characters with positive Luck modifiers have a pool of luck points, which is equal to their Luck modifier.&lt;br /&gt;
&lt;br /&gt;
====Negative Luck====&lt;br /&gt;
* &#039;&#039;&#039;Critical Confirmation and Miss Chance.&#039;&#039;&#039; All characters with negative Luck modifiers suffer a penalty to all critical confirmation and miss chance rolls equal to their Luck modifier.&lt;br /&gt;
* &#039;&#039;&#039;Degrees of Failure.&#039;&#039;&#039; When a character with a negative Luck modifier fails a skill check that has degrees of failure, all degrees of failure are reduced by the character&#039;s Luck modifier.&lt;br /&gt;
* &#039;&#039;&#039;Fumbles.&#039;&#039;&#039; A character with a negative Luck modifier fumbles on an attack roll if the die roll is equal to or lower than 1 + their Luck modifier.&lt;br /&gt;
* &#039;&#039;&#039;Rerolls.&#039;&#039;&#039; A character with a negative Luck modifier suffers a penalty to all rerolls of any sort equal to their Luck modifier.&lt;br /&gt;
* &#039;&#039;&#039;Ability Penalties.&#039;&#039;&#039; At the beginning of each session, randomly distribute penalties to your ability scores (other than Luck) equal to your Luck modifier. For that session, you suffer a Luck penalty equal to the number of times a given ability was selected to all checks (attack rolls, skill checks, saving throws, initiative checks, damage results, and so on) that are based on that ability.&lt;br /&gt;
&lt;br /&gt;
===Options===&lt;br /&gt;
* &#039;&#039;&#039;Initiative.&#039;&#039;&#039; A character may opt to use their Luck modifier for Initiative in place of Dexterity.&lt;br /&gt;
&lt;br /&gt;
===Luck 0===&lt;br /&gt;
A creature with a 0 Luck is absurdly unlucky. All rolls the character makes are automatically minimized.&lt;br /&gt;
&lt;br /&gt;
==Luck Force Effects and Items==&lt;br /&gt;
 &#039;&#039;&#039;HARE&#039;S LUCK&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;Transmutation&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;Level:&#039;&#039;&#039; Brd 2, Sor/Wiz 2&lt;br /&gt;
 &#039;&#039;&#039;Components:&#039;&#039;&#039; V, S, DF&lt;br /&gt;
 &#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 standard action&lt;br /&gt;
 &#039;&#039;&#039;Range:&#039;&#039;&#039; Touch&lt;br /&gt;
 &#039;&#039;&#039;Target:&#039;&#039;&#039; Creature touched&lt;br /&gt;
 &#039;&#039;&#039;Duration:&#039;&#039;&#039; 1 min/level&lt;br /&gt;
 &#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; Will negates (harmless)&lt;br /&gt;
 &#039;&#039;&#039;Spell Resistance:&#039;&#039;&#039; Yes&lt;br /&gt;
 &lt;br /&gt;
 The affected creature gains the luck of a hare. The spell grants the subject a +4 enhancement bonus to Luck.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;HARE&#039;S LUCK, MASS&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;Transmutation&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;Level:&#039;&#039;&#039; Brd 6, Sor/Wiz 6&lt;br /&gt;
 &#039;&#039;&#039;Range:&#039;&#039;&#039; Close (25 ft + 5 ft/2 levels)&lt;br /&gt;
 &#039;&#039;&#039;Targets:&#039;&#039;&#039; One creature/level, no two of which can be more than 30 ft apart&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;Hare&#039;s Luck, Mass&#039;&#039; works like &#039;&#039;Hare&#039;s Luck&#039;&#039;, except it affects multiple creatures.&lt;br /&gt;
&lt;br /&gt;
====Vest of Luck====&lt;br /&gt;
This light and fashionable vest has fine mystic symbols engraved throughout. While worn it grants the wearer with an enhancement bonus of +2, +4, or +6 to their Luck score.&lt;br /&gt;
&lt;br /&gt;
Moderate Transmutation: CL 8th; Craft Wondrous Item, Hare’s Luck; Price 4,000 gp (+2), 16,000 gp. (+4), 36,000 gp (+6); Weight 1 lb&lt;br /&gt;
&lt;br /&gt;
====Manual of Legendary Luck====&lt;br /&gt;
This thick tome contains epic stories of daring and luck, but entwined within the words is a powerful magical effect. Anyone that spends a total of 48 hours over a minimum of six day gains an inherent bonus of +1 up to +5 to their Luck score. Once read the magic disappears from the pages and it becomes an ordinary book.&lt;br /&gt;
&lt;br /&gt;
Strong Evocation (if Miracle is used); CL 17; Craft Wondrous Item, Wish or Miracle; Price 27,500 gp (+1), 55,000 gp (+2), 82,500 gp (+3), 110,000 (+4), 137,000 (+5); Cost 1,250 gp + 5,1000 xp (+1), 2,500 gp + 10,200 xp (+2), 2,500 gp + 15,300 xp (+3), 5,000 gp + 20,400 xp (+4), 6,250 gp + 25,500 xp (+5); Weight 5 lb&lt;br /&gt;
&lt;br /&gt;
==Luck Points==&lt;br /&gt;
A character with a positive Luck modifier gains a pool of Luck points at the beginning of each session. You cannot save Luck points; at the beginning of each session, your Luck points refresh.&lt;br /&gt;
&lt;br /&gt;
Temporarily increasing your Luck score grants you temporary Luck points.&lt;br /&gt;
&lt;br /&gt;
===Luck Point Uses===&lt;br /&gt;
You can use Luck points for the following uses.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;1 Point:&#039;&#039;&#039; You can gain a +1d6 Luck bonus on an attack roll, ability check, skill check, saving throw, or initiative check. When you reach 8th and 15th levels, you can roll an additional 1d6, taking the best die result as your bonus.&lt;br /&gt;
&lt;br /&gt;
 	&#039;&#039;&#039;  Luck&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;Level	  Dice&#039;&#039;&#039;&lt;br /&gt;
 1 - 7	  1d6&lt;br /&gt;
 8 - 14	  2d6&lt;br /&gt;
 15 - 20	  3d6&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;1 Point:&#039;&#039;&#039; You can use your Luck modifier in place of any other ability score modifier for any type of check.&lt;br /&gt;
* &#039;&#039;&#039;2 Points:&#039;&#039;&#039; You can reroll any roll you make: an attack roll, ability check, skill check, saving throw, initiative check, damage result, or force-user check.&lt;br /&gt;
* &#039;&#039;&#039;3 Points:&#039;&#039;&#039; You can negate a critical hit against you; to reroll a healing effect used on you; or to reroll a critical confirmation roll.&lt;br /&gt;
* &#039;&#039;&#039;4 Points:&#039;&#039;&#039; You can cause an attack roll against you, a saving throw against an effect you produced, or a skill check used for an opposed skill check against you to suffer a -1d6 Luck penalty; when you reach 8th and 15th levels, you can roll an additional 1d6, taking the best die result as the penalty levied. You do not need to see the origin of the effect, nor do you need to be aware of what is happening to you.&lt;br /&gt;
&lt;br /&gt;
 	&#039;&#039;&#039;  Luck&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;Level	  Dice&#039;&#039;&#039;&lt;br /&gt;
 1 - 7	  1d6&lt;br /&gt;
 8 - 14	  2d6&lt;br /&gt;
 15 - 20	  3d6&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;5 Points:&#039;&#039;&#039; You can maximize a single roll of any sort, to automatically succeed at stabilization, or to cause a randomly-determined effect to be rerolled (such as the intersection hit by a thrown weapon).&lt;br /&gt;
* &#039;&#039;&#039;6 Points:&#039;&#039;&#039; You can cause an attack roll against you, a saving throw against an effect you produced, or a skill check used for an opposed skill check against you to be rerolled.&lt;br /&gt;
* &#039;&#039;&#039;7 Points:&#039;&#039;&#039; When you make a Luck-based reroll, you decide which of the two results to use.&lt;br /&gt;
* &#039;&#039;&#039;8 Points:&#039;&#039;&#039; You can gain another use of a limited ability you have, such as a per-day ability, per-encounter, or similar. You cannot regain spell slots, power points, or other force-based abilities with this effect.&lt;br /&gt;
* &#039;&#039;&#039;10 Points:&#039;&#039;&#039; You can avoid death: if an attack or effect would reduce you to -10 hit points, and you have at least 1 hit point, it instead reduces you to -9 hit points, and you are stable.&lt;br /&gt;
&lt;br /&gt;
[[category:Trinity]]&lt;/div&gt;</summary>
		<author><name>GnomeWorks</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Trinity:Fighter&amp;diff=69398</id>
		<title>Trinity:Fighter</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Trinity:Fighter&amp;diff=69398"/>
		<updated>2007-11-28T21:17:15Z</updated>

		<summary type="html">&lt;p&gt;GnomeWorks: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Fighter class is currently up for review.&lt;br /&gt;
&lt;br /&gt;
=Fighter=&lt;br /&gt;
Fighters in Trinity follow the same rules as found in the SRD, [http://www.d20srd.org/srd/classes/fighter.htm here].&lt;br /&gt;
&lt;br /&gt;
==Game Rule Information==&lt;br /&gt;
&#039;&#039;&#039;[[Trinity:The_Forces#Force_Alignment | Force Alignment]]:&#039;&#039;&#039; None.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Trinity:The_Forces#Force_Resistance | Force Resistances]]:&#039;&#039;&#039; None.&lt;br /&gt;
&lt;br /&gt;
[[category:Trinity]]&lt;/div&gt;</summary>
		<author><name>GnomeWorks</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Trinity:Classes&amp;diff=69397</id>
		<title>Trinity:Classes</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Trinity:Classes&amp;diff=69397"/>
		<updated>2007-11-28T21:16:21Z</updated>

		<summary type="html">&lt;p&gt;GnomeWorks: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Mechanics are an intrinsic part of a game; they are what let us overcome subjectivity and attain objectivity in our gaming. However, a game that is purely mechanical is not entertainment, but an exercise in math. Therefore, we add meaning to the mechanics; this is the &amp;quot;roleplaying&amp;quot; aspect of RPGs.&lt;br /&gt;
&lt;br /&gt;
In Trinity, there are a tremendous number of classes. This is so that a player can create precisely the character they want. The archetypes that are covered in Trinity are numerous, from the mundane to the exotic. The purpose of all these additional mechanics is to support the flavor of Trinity - the roleplaying aspect should always be supported by the mechanics, or else the roleplaying aspect becomes purely &amp;quot;fluff,&amp;quot; as it is called.&lt;br /&gt;
&lt;br /&gt;
In some settings, a pirate could be a rogue - the distinction is mechanically meaningless, and therefore it loses some of its meaning in roleplaying. However, in Trinity, pirates are not rogues - they are corsairs. The vast array of classes gives meaning to the subtle shades of meaning we use in defining ourselves and our characters.&lt;br /&gt;
&lt;br /&gt;
It is also possible, of course, that within this vast array of classes, there lies a broken combination of class features. It is also possible that players can be overwhelmed by the choice of class: with so many, it may be difficult to choose. However, once one understands the basic idea of each class, and how they differ from one another, the choice becomes easier. The classes are not different in a superficial sense: a knight is different, mechanically, than a fighter, than a paladin, than a defender. While they may feel similar, there are subtle shades of meaning in the mechanics - just like there are subtle shades of meaning in the words used to describe the classes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Up for Review&#039;&#039;&#039;&lt;br /&gt;
: The following classes are currently up for review in Trinity. A class that is up for review is either an existing class whose purpose is going to be reviewed, and possibly modified or removed in favor of a new class that is more fitting to the setting, or a class that is not written yet (either partially or not at all) that is next in line for creation.&lt;br /&gt;
&lt;br /&gt;
 [[Trinity:Fighter |Fighter]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Removed Classes&#039;&#039;&#039;&lt;br /&gt;
: Some classes have been specifically removed from the standard d20 system in regards to Trinity. The following list is a list of classes that are not used in Trinity.&lt;br /&gt;
&lt;br /&gt;
 [[Trinity:Cleric |Cleric]] (as of Oct 25, 2007)&lt;br /&gt;
 [[Trinity:Monk |Monk]] (as of Aug 8, 2007)&lt;br /&gt;
&lt;br /&gt;
=Classes=&lt;br /&gt;
The classes here will eventually have short descriptions, as well as being categorized to make it easier for a beginning player to understand the class&#039;s role in a party.&lt;br /&gt;
&lt;br /&gt;
==Class Categories==&lt;br /&gt;
* &#039;&#039;&#039;Tank:&#039;&#039;&#039; The role of a &#039;&#039;tank&#039;&#039; is a front-line melee combatant, someone who draws the attention of the enemy so that their more &amp;quot;squishy&amp;quot; allies can survive. A [[Trinity:Fighter | fighter]] is an example of a tank class.&lt;br /&gt;
* &#039;&#039;&#039;Caster:&#039;&#039;&#039; This term is a very general one in Trinity. Generally, a &#039;&#039;caster&#039;&#039; is someone who uses some sort of array of special abilities that are not exactly natural. A [[Trinity:Wizard | wizard]] is an example of a caster class.&lt;br /&gt;
* &#039;&#039;&#039;Skills:&#039;&#039;&#039; The role of a &#039;&#039;skills&#039;&#039; class is that of using skills, as the name implies. A class in this category is heavy in skill-use, though usually has other abilities. An [[Trinity:Akashic | akashic]] is an example of a skills class.&lt;br /&gt;
* &#039;&#039;&#039;Hybrid:&#039;&#039;&#039; The class fulfills the role of two of the above, though usually not as well as a specialized character. The two (or even three) categories it combines are listed. A [[Trinity:Psychic_Warrior | psychic warrior]] is an example of a hybrid class.&lt;br /&gt;
* &#039;&#039;&#039;Other:&#039;&#039;&#039; Some classes defy the above four categories; they are either special cases or focus on some sort of specific ability. A [[Trinity:Mimic | mimic]] is an example of such a class.&lt;br /&gt;
&lt;br /&gt;
===Class Sub-Categories===&lt;br /&gt;
* &#039;&#039;([[Trinity:The_Forces |Force]]):&#039;&#039; The class focuses on a specific Force, or uses the listed Force in some way. An example would be the [[Trinity:Learner | learner]] class.&lt;br /&gt;
* &#039;&#039;Ranged:&#039;&#039; The class favors ranged combat. An example would be the [[Trinity:Archer | archer]] class.&lt;br /&gt;
** &#039;&#039;Bow:&#039;&#039; The class specifically favors bows and similar Dex-based ranged weapons.&lt;br /&gt;
** &#039;&#039;Gun:&#039;&#039; The class specifically favors guns and similar Per-based ranged weapons.&lt;br /&gt;
* &#039;&#039;Melee:&#039;&#039; The class favors melee combat. An example would be the [[Trinity:Knight | knight]] class.&lt;br /&gt;
** &#039;&#039;Heavy:&#039;&#039; The class specifically favors two-handed weapons and similar Str-based melee weapons.&lt;br /&gt;
** &#039;&#039;Light:&#039;&#039; The class specifically favors light weapons and similar Dex-based melee weapons.&lt;br /&gt;
* &#039;&#039;Sneak:&#039;&#039; The class is one that sneaks about well. An example would be the [[Trinity:Ninja | ninja]] class.&lt;br /&gt;
&lt;br /&gt;
==Class Listing==&lt;br /&gt;
The classes are listed below, along with their Trinity-accepted abbreviation.&lt;br /&gt;
&lt;br /&gt;
*[[Trinity:Akashic | Akashic (Aka)]] &lt;br /&gt;
*[[Trinity:Anarch | Anarch (Ana)]]&lt;br /&gt;
*[[Trinity:Antipaladin | Antipaladin (Ant)]]&lt;br /&gt;
*[[Trinity:Archer | Archer (Arc)]] &lt;br /&gt;
*[[Trinity:Artificer | Artificer (Art)]] &lt;br /&gt;
*[[Trinity:Assassin | Assassin (Asn)]]&lt;br /&gt;
*[[Trinity:Barbarian | Barbarian (Brb)]] &lt;br /&gt;
*[[Trinity:Bard | Bard (Brd)]]&lt;br /&gt;
*[[Trinity:Corsair | Corsair (Cor)]]&lt;br /&gt;
*[[Trinity:Defender | Defender (Def)]]&lt;br /&gt;
*[[Trinity:Druid | Druid (Drd)]] &lt;br /&gt;
*[[Trinity:Erudite | Erudite (Erd)]]&lt;br /&gt;
*[[Trinity:Fighter | Fighter (Ftr)]]&lt;br /&gt;
*[[Trinity:Gadgeteer | Gadgeteer (Gdg)]] &lt;br /&gt;
*[[Trinity:Gambler | Gambler (Gmb)]] &lt;br /&gt;
*[[Trinity:Greasemonkey | Greasemonkey (Grm)]] &lt;br /&gt;
*[[Trinity:Gunslinger | Gunslinger (Gun)]]&lt;br /&gt;
*[[Trinity:Incarnate | Incarnate (Inc)]]&lt;br /&gt;
*[[Trinity:Inventor | Inventor (Inv)]]&lt;br /&gt;
*[[Trinity:Karateka | Karateka (Kar)]]&lt;br /&gt;
*[[Trinity:Knight | Knight (Kni)]]&lt;br /&gt;
*[[Trinity:Lancer | Lancer (Lnc)]]&lt;br /&gt;
*[[Trinity:Learner | Learner (Lrn)]]&lt;br /&gt;
*[[Trinity:Lorethief | Lorethief (Lor)]]&lt;br /&gt;
*[[Trinity:Mediator | Mediator (Mtr)]]&lt;br /&gt;
*[[Trinity:Medic | Medic (Med)]]&lt;br /&gt;
*[[Trinity:Metamorph | Metamorph (Met)]]&lt;br /&gt;
*[[Trinity:Mimic | Mimic (Mim)]]&lt;br /&gt;
*[[Trinity:Ninja | Ninja (Nin)]]&lt;br /&gt;
*[[Trinity:Noble | Noble (Nob)]]&lt;br /&gt;
*[[Trinity:Paladin | Paladin (Pal)]]&lt;br /&gt;
*[[Trinity:Priest | Priest (Pri)]]&lt;br /&gt;
*[[Trinity:Psion | Psion (Psi)]]&lt;br /&gt;
*[[Trinity:Psychic Warrior | Psychic Warrior (Psw)]]&lt;br /&gt;
*[[Trinity:Ranger | Ranger (Rng)]]&lt;br /&gt;
*[[Trinity:Reckoner | Reckoner (Rec)]]&lt;br /&gt;
*[[Trinity:Rogue | Rogue (Rog)]]&lt;br /&gt;
*[[Trinity:Samurai | Samurai (Sam)]]&lt;br /&gt;
*[[Trinity:Scout | Scout (Sco)]]&lt;br /&gt;
*[[Trinity:Sorcerer | Sorcerer (Sor)]]&lt;br /&gt;
*[[Trinity:Soulknife | Soulknife (Sol)]]&lt;br /&gt;
*[[Trinity:Technologist | Technologist (Tec)]]&lt;br /&gt;
*[[Trinity:Templar | Templar (Tem)]]&lt;br /&gt;
*[[Trinity:Trainer | Trainer (Trn)]]&lt;br /&gt;
*[[Trinity:Unfettered | Unfettered (Unf)]]&lt;br /&gt;
*[[Trinity:Voidchild | Voidchild (Voi)]]&lt;br /&gt;
*[[Trinity:Warlock | Warlock (War)]]&lt;br /&gt;
*[[Trinity:Wilder | Wilder (Wil)]]&lt;br /&gt;
*[[Trinity:Wizard | Wizard (Wiz)]]&lt;br /&gt;
*[[Trinity:Zodiac | Zodiac (Zod)]]&lt;br /&gt;
&lt;br /&gt;
==Classes by Category==&lt;br /&gt;
Here are the classes, listed again, but this time by category. This is just to give beginning players an idea of the purpose and role of each class - it is by no means definitive.&lt;br /&gt;
&lt;br /&gt;
* Tank&lt;br /&gt;
** [[Trinity:Antipaladin | Antipaladin]] [Divine]&lt;br /&gt;
** [[Trinity:Archer | Archer]] [Ranged (Bow)]&lt;br /&gt;
** [[Trinity:Barbarian | Barbarian]]&lt;br /&gt;
** [[Trinity:Defender | Defender]] [Melee]&lt;br /&gt;
** [[Trinity:Fighter | Fighter]]&lt;br /&gt;
** [[Trinity:Gunslinger | Gunslinger]] [Ranged (Gun)]&lt;br /&gt;
** [[Trinity:Knight | Knight]] [Melee]&lt;br /&gt;
** [[Trinity:Lancer | Lancer]] [Melee (Heavy)]]&lt;br /&gt;
** [[Trinity:Karateka | Karateka]] [Melee (Light)]&lt;br /&gt;
** [[Trinity:Paladin | Paladin]] [Divine]&lt;br /&gt;
** [[Trinity:Ranger | Ranger]] [Nature]&lt;br /&gt;
** [[Trinity:Samurai | Samurai]] [Melee]&lt;br /&gt;
** [[Trinity:Soulknife | Soulknife]] [Psionics]&lt;br /&gt;
** [[Trinity:Unfettered | Unfettered]] [Melee (Light)]&lt;br /&gt;
** [[Trinity:Zodiac | Zodiac]] [Divine]&lt;br /&gt;
&lt;br /&gt;
* Caster&lt;br /&gt;
** [[Trinity:Anarch | Anarch]] [Chaos]&lt;br /&gt;
** [[Trinity:Artificer | Artificer]] [Magic]&lt;br /&gt;
** [[Trinity:Druid | Druid]] [Nature]&lt;br /&gt;
** [[Trinity:Erudite | Erudite]] [Psionics]&lt;br /&gt;
** [[Trinity:Incarnate | Incarnate]] [Divine]&lt;br /&gt;
** [[Trinity:Inventor | Inventor]] [Technology]&lt;br /&gt;
** [[Trinity:Learner | Learner]] [Blue]&lt;br /&gt;
** [[Trinity:Priest | Priest]] [Divine]&lt;br /&gt;
** [[Trinity:Psion | Psion]] [Psionics]&lt;br /&gt;
** [[Trinity:Reckoner | Reckoner]] [Technology]&lt;br /&gt;
** [[Trinity:Sorcerer | Sorcerer]] [Magic]&lt;br /&gt;
** [[Trinity:Technologist | Technologist]] [Technology]&lt;br /&gt;
** [[Trinity:Templar | Templar]] [Time]&lt;br /&gt;
** [[Trinity:Voidchild | Voidchild]] [Void]&lt;br /&gt;
** [[Trinity:Warlock | Warlock]] [Magic]&lt;br /&gt;
** [[Trinity:Wilder | Wilder]] [Psionics]&lt;br /&gt;
** [[Trinity:Wizard | Wizard]] [Magic]&lt;br /&gt;
&lt;br /&gt;
* Skills&lt;br /&gt;
** [[Trinity:Akashic | Akashic]] [Blue]&lt;br /&gt;
** [[Trinity:Assassin | Assassin]] [Sneak]&lt;br /&gt;
** [[Trinity:Gambler | Gambler]] &lt;br /&gt;
** [[Trinity:Mediator | Mediator]]&lt;br /&gt;
** [[Trinity:Ninja | Ninja]] [Sneak]&lt;br /&gt;
** [[Trinity:Noble | Noble]]&lt;br /&gt;
** [[Trinity:Rogue | Rogue]] [Sneak]&lt;br /&gt;
** [[Trinity:Scout | Scout]] [Sneak]&lt;br /&gt;
&lt;br /&gt;
* Hybrid&lt;br /&gt;
** [[Trinity:Bard | Bard]] [Caster/Skills (Magic)]&lt;br /&gt;
** [[Trinity:Corsair | Corsair]] [Tank/Skills]&lt;br /&gt;
** [[Trinity:Gadgeteer | Gadgeteer]] [Caster/Skills (Technology)]&lt;br /&gt;
** [[Trinity:Lorethief | Lorethief]] [Caster/Skills (Blue/Chaos, Sneak)]&lt;br /&gt;
** [[Trinity:Medic | Medic]] [Caster/Skills (Technology)]&lt;br /&gt;
** [[Trinity:Psychic Warrior | Psychic Warrior]] [Tank/Caster (Psionics)]&lt;br /&gt;
&lt;br /&gt;
* Other&lt;br /&gt;
** [[Trinity:Greasemonkey | Greasemonkey]] [Technology]&lt;br /&gt;
** [[Trinity:Metamorph | Metamorph]]&lt;br /&gt;
** [[Trinity:Trainer | Trainer]] [Blue]&lt;br /&gt;
&lt;br /&gt;
==Classes by Force==&lt;br /&gt;
* Magic&lt;br /&gt;
** [[Trinity:Artificer | Artificer]]&lt;br /&gt;
** [[Trinity:Bard | Bard]]&lt;br /&gt;
** [[Trinity:Sorcerer | Sorcerer]]&lt;br /&gt;
** [[Trinity:Warlock | Warlock]]&lt;br /&gt;
** [[Trinity:Wizard | Wizard]]&lt;br /&gt;
* Psionics&lt;br /&gt;
** [[Trinity:Erudite | Erudite]]&lt;br /&gt;
** [[Trinity:Psion | Psion]]&lt;br /&gt;
** [[Trinity:Psychic_Warrior | Psychic Warrior]]&lt;br /&gt;
** [[Trinity:Soulknife | Soulknife]]&lt;br /&gt;
** [[Trinity:Wilder | Wilder]]&lt;br /&gt;
* Technology&lt;br /&gt;
** [[Trinity:Gadgeteer | Gadgeteer]]&lt;br /&gt;
** [[Trinity:Greasemonkey | Greasemonkey]]&lt;br /&gt;
** [[Trinity:Inventor | Inventor]]&lt;br /&gt;
** [[Trinity:Medic | Medic]]&lt;br /&gt;
** [[Trinity:Reckoner | Reckoner]]&lt;br /&gt;
** [[Trinity:Technologist | Technologist]]&lt;br /&gt;
* Blue&lt;br /&gt;
** [[Trinity:Akashic | Akashic]]&lt;br /&gt;
** [[Trinity:Learner | Learner]]&lt;br /&gt;
** [[Trinity:Trainer | Trainer]]&lt;br /&gt;
* Time&lt;br /&gt;
** [[Trinity:Templar | Templar]]&lt;br /&gt;
* Chaos&lt;br /&gt;
** [[Trinity:Anarch | Anarch]]&lt;br /&gt;
* Divine&lt;br /&gt;
** [[Trinity:Antipaladin | Antipaladin]]&lt;br /&gt;
** [[Trinity:Incarnate | Incarnate]]&lt;br /&gt;
** [[Trinity:Paladin | Paladin]]&lt;br /&gt;
** [[Trinity:Priest | Priest]]&lt;br /&gt;
** [[Trinity:Zodiac | Zodiac]]&lt;br /&gt;
* Nature&lt;br /&gt;
** [[Trinity:Druid | Druid]]&lt;br /&gt;
** [[Trinity:Ranger | Ranger]]&lt;br /&gt;
* Void&lt;br /&gt;
** [[Trinity:Voidchild | Voidchild]]&lt;br /&gt;
&lt;br /&gt;
[[category:Trinity]]&lt;/div&gt;</summary>
		<author><name>GnomeWorks</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Trinity:Priest_Domains&amp;diff=69396</id>
		<title>Trinity:Priest Domains</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Trinity:Priest_Domains&amp;diff=69396"/>
		<updated>2007-11-28T21:13:18Z</updated>

		<summary type="html">&lt;p&gt;GnomeWorks: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What follows here is the list of [[Trinity:Priest|priest]] domains for the [[Trinity:Main_Page|Trinity]] campaign setting.&lt;br /&gt;
&lt;br /&gt;
A quick list for easy navigation.&lt;br /&gt;
&lt;br /&gt;
 [[Trinity:Priest_Domains#Tracy_Vannieu|Tracy Vannieu (Saint)]]&lt;br /&gt;
 [[Trinity:Priest_Domains#Sardon|Sardon (Saint)]]&lt;br /&gt;
 [[Trinity:Priest_Domains#Ajora|Ajora (Lucavi)]]&lt;br /&gt;
 [[Trinity:Priest_Domains#Teniel|Teniel (Lucavi)]]&lt;br /&gt;
 [[Trinity:Priest_Domains#Sko-Veyux|Sko&#039;Veyux (Lucavi)]]&lt;br /&gt;
 [[Trinity:Priest_Domains#Konoe_Ishikaru|Konoe Ishikaru (Saint)]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Tracy_Vannieu&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Tracy Vannieu&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Class Skill:&#039;&#039;&#039; Perform (Strings).&lt;br /&gt;
 &#039;&#039;&#039;Weapon Proficiency:&#039;&#039;&#039; Pistol.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;--Granted Powers--&#039;&#039;&#039;&lt;br /&gt;
 Choose two.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Protect the Weak:&#039;&#039;&#039; If a creature adjacent to you would be struck with a melee or ranged weapon, you may interject yourself so that&lt;br /&gt;
 the creature is not struck; however, you are automatically hit and take the damage the creature would have taken.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Gunslinger&#039;s Intuition:&#039;&#039;&#039; You gain an insight bonus to your AC as though you were a gunslinger of your priest level. This ability does&lt;br /&gt;
 not function if you are wearing more than light armor.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Lucky Shot:&#039;&#039;&#039; Each day, you gain a reroll, usable once per day. This extraordinary ability allows you to reroll one roll that you have&lt;br /&gt;
 just made before the DM declares whether the roll results in success or failure. You must take the result of the reroll, even if&lt;br /&gt;
 it’s worse than the original roll.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;--Tracy Vannieu Utterances--&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;Soul&#039;&#039;&lt;br /&gt;
 1. Entropic Shield: Ranged attacks against you have 20% miss chance.&lt;br /&gt;
 2. Aid: +1 on attack rolls, +1 against fear, 1d8 temporary hp +1/level (max +10).&lt;br /&gt;
 3. Gunsai&#039;s Paranoia: Touched creature gains uncanny dodge.&lt;br /&gt;
 4. True Seeing: Lets touched creature see all things as they really are.&lt;br /&gt;
 5. Revolutionary&#039;s Vengeance: Touched creature ignores TR in regards to firearms.&lt;br /&gt;
 6. Foresight: “Sixth sense” warns of impending danger.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;Tool&#039;&#039;&lt;br /&gt;
 1. Sympathetic Instrument: Touched instrument grants player a +5 insight bonus to Perform checks.&lt;br /&gt;
 2. Repair Light Damage: &amp;quot;Heal&amp;quot; an item of 1d8 damage +1/level (max +5).&lt;br /&gt;
 3. One Bullet Left: A single bullet appears, loaded, in touched firearm.&lt;br /&gt;
 4. Repair Moderate Damage: &amp;quot;Heal&amp;quot; an item of 2d8 damage +1/level (max +10).&lt;br /&gt;
 5. Gunsai&#039;s Eyes: Touched firearm makes next attack with +20 bonus.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;Map&#039;&#039;&lt;br /&gt;
 1. Detect Secret Doors: Reveals hidden doors within 60 ft.&lt;br /&gt;
 2. Soulful Song: As per &#039;&#039;inspire fear&#039;&#039; (variant bardic ability).&lt;br /&gt;
 3. Bullet Time: As per &#039;&#039;bullet time&#039;&#039; (jikuu).&lt;br /&gt;
 4. ---&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Sardon&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Sardon&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Class Skill:&#039;&#039;&#039; Jump.&lt;br /&gt;
 &#039;&#039;&#039;Weapon Proficiency:&#039;&#039;&#039; Lance.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;--Granted Powers--&#039;&#039;&#039;&lt;br /&gt;
 Choose two.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Trained on the Spires:&#039;&#039;&#039; Gain the &#039;&#039;battle jump&#039;&#039; feat.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Stormwracked:&#039;&#039;&#039; You cannot be &#039;&#039;dazed&#039;&#039; or &#039;&#039;dazzled&#039;&#039; by [light] effects, and you cannot be &#039;&#039;deafened&#039;&#039; by [sonic] effects.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Life at Sea:&#039;&#039;&#039; Gain the &#039;&#039;endurance&#039;&#039; feat.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;--Sardon Utterances--&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;Soul&#039;&#039;&lt;br /&gt;
 1. Fighting Spirit: Target becomes immune to fear.&lt;br /&gt;
 2. Guard the Tower: Target can take a &#039;&#039;defensive stance&#039;&#039; (defender ability).&lt;br /&gt;
 3. Roll of Thunder: Target cannot be silenced.&lt;br /&gt;
 4. Ride the Lightning: Target regains health if struck by electricity damage.&lt;br /&gt;
 5. Recruit to the Cause: Attempt to &#039;&#039;invite&#039;&#039; target (mediator ability).&lt;br /&gt;
 6. Soul of the Dragoon: If target dies, chance to revive.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;Tool&#039;&#039;&lt;br /&gt;
 1. Thunderlance, Lesser: Touched weapon gains the &#039;&#039;shocking&#039;&#039; quality.&lt;br /&gt;
 2. ---&lt;br /&gt;
 3. Thunderlance: Touched weapon gains the &#039;&#039;shocking burst&#039;&#039; quality.&lt;br /&gt;
 4. ---&lt;br /&gt;
 5. Thunderlance, Greater: Touched weapon gains the &#039;&#039;shocking burst&#039;&#039; and &#039;&#039;holy&#039;&#039; qualities.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;Map&#039;&#039;&lt;br /&gt;
 1. Tempest: As per &#039;&#039;call lightning&#039;&#039; (druid).&lt;br /&gt;
 2. Control Weather: As per &#039;&#039;control weather&#039;&#039; (druid).&lt;br /&gt;
 3. Reverse Gravity: As per &#039;&#039;reverse gravity&#039;&#039; (druid).&lt;br /&gt;
 4. Raise the Tower: As per &#039;&#039;instant fortress&#039;&#039; (magic item).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Ajora&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Ajora&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Class Skill:&#039;&#039;&#039; Bluff.&lt;br /&gt;
 &#039;&#039;&#039;Weapon Proficiency:&#039;&#039;&#039; Bastard Sword.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;--Granted Powers--&#039;&#039;&#039;&lt;br /&gt;
 Choose two.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Rebellious Spirit:&#039;&#039;&#039; Gain the &#039;&#039;slippery mind&#039;&#039; ability (rogue).&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Aura of Leadership:&#039;&#039;&#039; Gain the &#039;&#039;aura of courage&#039;&#039; ability (paladin).&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Angelslayer:&#039;&#039;&#039; Gain the &#039;&#039;favored enemy (outsider [good])&#039;&#039; ability (ranger).&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;--Ajora Utterances--&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;Soul&#039;&#039;&lt;br /&gt;
 1. Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.&lt;br /&gt;
 2. Angelic Grace: One creature gets +4 profane bonus to Charisma.&lt;br /&gt;
 3. Death Knell: Kill dying creature and gain 1d8 temporary hp, +2 to Str, and +1 caster level.&lt;br /&gt;
 4. Slay Living: Touch attack kills subject.&lt;br /&gt;
 5. Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects.&lt;br /&gt;
 6. Ajora&#039;s Rebellion: Summon a devil (summon monster IX).&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;Tool&#039;&#039;&lt;br /&gt;
 1. Infernal Weapon: Touched weapon gains the &#039;&#039;unholy&#039;&#039; quality.&lt;br /&gt;
 2. ---&lt;br /&gt;
 3. Symbol of Pain: Touched weapon has a &#039;&#039;symbol of pain&#039;&#039; etched in it (cleric).&lt;br /&gt;
 4. Infernal Contract: Written work has hidden &#039;&#039;geas/quest&#039;&#039; embedded in it (cleric).&lt;br /&gt;
 5. Godslayer: Touched weapon gains &#039;&#039;unholy&#039;&#039; and &#039;&#039;bane (outsider [good])&#039;&#039; qualities.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;Map&#039;&#039;&lt;br /&gt;
 1. Ajora&#039;s Presence: As per &#039;&#039;magic circle against good&#039;&#039; (cleric).&lt;br /&gt;
 2. ---&lt;br /&gt;
 3. Unhallow: As per &#039;&#039;unhallow&#039;&#039; (cleric).&lt;br /&gt;
 4. ---&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Teniel&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Teniel&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Class Skill:&#039;&#039;&#039; Survival.&lt;br /&gt;
 &#039;&#039;&#039;Weapon Proficiency:&#039;&#039;&#039; Claw.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;--Granted Powers--&#039;&#039;&#039;&lt;br /&gt;
 Choose two.&lt;br /&gt;
  &lt;br /&gt;
 &#039;&#039;&#039;Raging Mind:&#039;&#039;&#039; Creatures that attempt to contact or influence your mind take 1d3 points of temporary Wisdom damage unless they make a&lt;br /&gt;
 successful Will save against DC 10 + your priest level.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Unthinking Beast:&#039;&#039;&#039; You can &#039;&#039;rage&#039;&#039; once per day as a barbarian.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Primal Grasp:&#039;&#039;&#039; Gain the &#039;&#039;improved sunder&#039;&#039; feat.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;--Teniel Utterances--&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;Soul&#039;&#039;&lt;br /&gt;
 1. Confusion, Lesser: One creature acts randomly for a short time.&lt;br /&gt;
 2. Rage: As per &#039;&#039;rage&#039;&#039; (bard).&lt;br /&gt;
    Claws of the Beast: As per &#039;&#039;beast claws&#039;&#039; (druid, &#039;&#039;CDiv&#039;&#039;).&lt;br /&gt;
 3. Call Beast: As per &#039;&#039;summon nature&#039;s ally III&#039;&#039; (druid).&lt;br /&gt;
    Confusion: As per &#039;&#039;confusion&#039;&#039; (wizard).&lt;br /&gt;
 4. Contagion: Infects subject with chosen disease.&lt;br /&gt;
    Poison: As per &#039;&#039;poison&#039;&#039; (druid).&lt;br /&gt;
 5. Maddening Scream: as per &#039;&#039;maddening scream&#039;&#039; (cleric, &#039;&#039;CDiv&#039;&#039;).&lt;br /&gt;
 6. Form of the Beast: Take on a beast-like form.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;Tool&#039;&#039;&lt;br /&gt;
 1. Shatter: Sonic vibration damages objects or crystalline creatures.&lt;br /&gt;
 2. ---&lt;br /&gt;
 3. ---&lt;br /&gt;
 4. ---&lt;br /&gt;
 5. ---&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;Map&#039;&#039;&lt;br /&gt;
 1. Entangle: As per &#039;&#039;entangle&#039;&#039; (druid).&lt;br /&gt;
 2. Wall of Thorns: As per &#039;&#039;wall of thorns&#039;&#039; (druid).&lt;br /&gt;
 3. Summon the Forest: As per &#039;&#039;animate plants&#039;&#039; (druid).&lt;br /&gt;
 4. Antipathy: As per &#039;&#039;antipathy&#039;&#039; (druid).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Konoe_Ishikaru&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Konoe Ishikaru&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Class Skill:&#039;&#039;&#039; Iaijitsu Focus.&lt;br /&gt;
 &#039;&#039;&#039;Weapon Proficiency:&#039;&#039;&#039; Katana.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;--Granted Powers--&#039;&#039;&#039;&lt;br /&gt;
 Choose two.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Aura of Leadership:&#039;&#039;&#039; Gain the &#039;&#039;aura of courage&#039;&#039; ability (paladin).&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Stand Firm:&#039;&#039;&#039; Once per day, you can enter a &#039;&#039;defensive stance&#039;&#039;, as per the defender ability.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Challenge of Ishikaru:&#039;&#039;&#039; Once per day, you can issue a &#039;&#039;fighting challenge&#039;&#039;, as per the knight ability.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;--Konoe Ishikaru Utterances--&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;Soul&#039;&#039;&lt;br /&gt;
 1. Bless: Allies gain +1 attack and +1 on saves against fear.&lt;br /&gt;
 2. Samurai&#039;s Endurance: Subject gains +4 to Con for 1 min./level.&lt;br /&gt;
    Calm Emotions: Calms creatures, negating emotion effects.&lt;br /&gt;
 3. Shield Other: You take half of subject’s damage.&lt;br /&gt;
    Status: Monitors condition, position of allies.&lt;br /&gt;
 4. Samurai&#039;s Stature: As per &#039;&#039;righteous might&#039;&#039; (cleric).&lt;br /&gt;
 5. Phantom Steed: As per &#039;&#039;phantom steed&#039;&#039; (wizard).&lt;br /&gt;
    Tongues: Speak any language.&lt;br /&gt;
 6. Insight of the Genji: As per &#039;&#039;moment of prescience&#039;&#039; (wizard).&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;Tool&#039;&#039;&lt;br /&gt;
 1. Magic Weapon: Weapon gains +1 bonus.&lt;br /&gt;
 2. Magic Vestment: Armor or shield gains +1 enhancement per four levels.&lt;br /&gt;
 3. Magic Weapon, Greater: +1 bonus/four levels (max +5).&lt;br /&gt;
 4. ---&lt;br /&gt;
 5. Genji Armaments: As per &#039;&#039;soul of the genji&#039;&#039; (genji ability).&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;Map&#039;&#039;&lt;br /&gt;
 1. ---&lt;br /&gt;
 2. Nondetection: As per &#039;&#039;nondetection&#039;&#039; (wizard), but affects an area instead.&lt;br /&gt;
 3. ---&lt;br /&gt;
 4. Word of Recall: As per &#039;&#039;word of recall&#039;&#039; (cleric).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Sko-Veyux&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Sko&#039;Veyux&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Class Skill:&#039;&#039;&#039; Intimidate.&lt;br /&gt;
 &#039;&#039;&#039;Favored Weapon:&#039;&#039;&#039; Spiked Chain.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;--Granted Powers--&#039;&#039;&#039;&lt;br /&gt;
 Choose two.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Sadist:&#039;&#039;&#039; Once per day, you can convert damage you take into healing, up to 1 point/level.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Aura of Despair:&#039;&#039;&#039; You radiate a malign aura that causes enemies within 10 feet to take a -2 penalty on all saving throws.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Poison Use:&#039;&#039;&#039; You do not risk poisoning yourself when you use poison.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;--Sko&#039;Veyux Utterances--&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;Soul&#039;&#039;&lt;br /&gt;
 1. Sorrow: Subject takes -3 penalty on attacks, saves, and checks.&lt;br /&gt;
 2. Addiction: Subject becomes addicted to a drug.&lt;br /&gt;
 3. Sadism: For every 10 hp damage caster deals, he gains +1 on attacks, saves, and checks.&lt;br /&gt;
 4. Wrack: Blinds subject, renders it helpless for 5 rounds, then -2 on attacks, saves, and checks for 3d10 minutes.&lt;br /&gt;
 5. Eternity of Torture: Target is rendered helpless, ageless, and has all abilities other than Con drop to 0.&lt;br /&gt;
 6. Mindrape: Caster learns everything subject knows and can alter its memory or knowledge.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;Tool&#039;&#039;&lt;br /&gt;
 1. Dancing Chains: Animates one chain per level.&lt;br /&gt;
 2. Extract Drug: Creates drug from inanimate object.&lt;br /&gt;
 3. Liquid Pain: Extracts one dose of liquid pain from tortured victim.&lt;br /&gt;
 4. ---&lt;br /&gt;
 5. Soul Shackles: Imprison soul of dead creature in talisman from which caster can question it.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;Map&#039;&#039;&lt;br /&gt;
 1. Wall of Chains: Creates barrier of woven chains.&lt;br /&gt;
 2. ---&lt;br /&gt;
 3. Wall of Deadly Chains: As &#039;&#039;wall of chains&#039;&#039;, but chains attack those nearby.&lt;br /&gt;
 4. ---&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[category:Trinity]]&lt;/div&gt;</summary>
		<author><name>GnomeWorks</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Trinity:Priest_Domains&amp;diff=69395</id>
		<title>Trinity:Priest Domains</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Trinity:Priest_Domains&amp;diff=69395"/>
		<updated>2007-11-28T21:11:09Z</updated>

		<summary type="html">&lt;p&gt;GnomeWorks: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What follows here is the list of [[Trinity:Priest|priest]] domains for the [[Trinity:Main_Page|Trinity]] campaign setting.&lt;br /&gt;
&lt;br /&gt;
A quick list for easy navigation.&lt;br /&gt;
&lt;br /&gt;
 [[Trinity:Priest_Domains#Tracy_Vannieu|Tracy Vannieu (Saint)]]&lt;br /&gt;
 [[Trinity:Priest_Domains#Sardon|Sardon (Saint)]]&lt;br /&gt;
 [[Trinity:Priest_Domains#Ajora|Ajora (Lucavi)]]&lt;br /&gt;
 [[Trinity:Priest_Domains#Teniel|Teniel (Lucavi)]]&lt;br /&gt;
 [[Trinity:Priest_Domains#Sko-Veyux|Sko&#039;Veyux (Lucavi)]]&lt;br /&gt;
 [[Trinity:Priest_Domains#Konoe_Ishikaru|Konoe Ishikaru (Saint)]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Tracy_Vannieu&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Tracy Vannieu&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Class Skill:&#039;&#039;&#039; Perform (Strings).&lt;br /&gt;
 &#039;&#039;&#039;Weapon Proficiency:&#039;&#039;&#039; Pistol.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;--Granted Powers--&#039;&#039;&#039;&lt;br /&gt;
 Choose two.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Protect the Weak:&#039;&#039;&#039; If a creature adjacent to you would be struck with a melee or ranged weapon, you may interject yourself so that&lt;br /&gt;
 the creature is not struck; however, you are automatically hit and take the damage the creature would have taken.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Gunslinger&#039;s Intuition:&#039;&#039;&#039; You gain an insight bonus to your AC as though you were a gunslinger of your priest level. This ability does&lt;br /&gt;
 not function if you are wearing more than light armor.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Lucky Shot:&#039;&#039;&#039; Each day, you gain a reroll, usable once per day. This extraordinary ability allows you to reroll one roll that you have&lt;br /&gt;
 just made before the DM declares whether the roll results in success or failure. You must take the result of the reroll, even if&lt;br /&gt;
 it’s worse than the original roll.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;--Tracy Vannieu Utterances--&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;Soul&#039;&#039;&lt;br /&gt;
 1. Entropic Shield: Ranged attacks against you have 20% miss chance.&lt;br /&gt;
 2. Aid: +1 on attack rolls, +1 against fear, 1d8 temporary hp +1/level (max +10).&lt;br /&gt;
 3. Gunsai&#039;s Paranoia: Touched creature gains uncanny dodge.&lt;br /&gt;
 4. True Seeing: Lets touched creature see all things as they really are.&lt;br /&gt;
 5. Revolutionary&#039;s Vengeance: Touched creature ignores TR in regards to firearms.&lt;br /&gt;
 6. Foresight: “Sixth sense” warns of impending danger.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;Tool&#039;&#039;&lt;br /&gt;
 1. Sympathetic Instrument: Touched instrument grants player a +5 insight bonus to Perform checks.&lt;br /&gt;
 2. Repair Light Damage: &amp;quot;Heal&amp;quot; an item of 1d8 damage +1/level (max +5).&lt;br /&gt;
 3. One Bullet Left: A single bullet appears, loaded, in touched firearm.&lt;br /&gt;
 4. Repair Moderate Damage: &amp;quot;Heal&amp;quot; an item of 2d8 damage +1/level (max +10).&lt;br /&gt;
 5. Gunsai&#039;s Eyes: Touched firearm makes next attack with +20 bonus.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;Map&#039;&#039;&lt;br /&gt;
 1. Detect Secret Doors: Reveals hidden doors within 60 ft.&lt;br /&gt;
 2. Soulful Song: As per &#039;&#039;inspire fear&#039;&#039; (variant bardic ability).&lt;br /&gt;
 3. Bullet Time: As per &#039;&#039;bullet time&#039;&#039; (jikuu).&lt;br /&gt;
 4. ---&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Sardon&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Sardon&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Class Skill:&#039;&#039;&#039; Jump.&lt;br /&gt;
 &#039;&#039;&#039;Weapon Proficiency:&#039;&#039;&#039; Lance.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;--Granted Powers--&#039;&#039;&#039;&lt;br /&gt;
 Choose two.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Trained on the Spires:&#039;&#039;&#039; Gain the &#039;&#039;battle jump&#039;&#039; feat.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Stormwracked:&#039;&#039;&#039; You cannot be &#039;&#039;dazed&#039;&#039; or &#039;&#039;dazzled&#039;&#039; by [light] effects, and you cannot be &#039;&#039;deafened&#039;&#039; by [sonic] effects.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Life at Sea:&#039;&#039;&#039; Gain the &#039;&#039;endurance&#039;&#039; feat.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;--Sardon Utterances--&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;Soul&#039;&#039;&lt;br /&gt;
 1. Fighting Spirit: Target becomes immune to fear.&lt;br /&gt;
 2. Guard the Tower: Target can take a &#039;&#039;defensive stance&#039;&#039; (defender ability).&lt;br /&gt;
 3. Roll of Thunder: Target cannot be silenced.&lt;br /&gt;
 4. Ride the Lightning: Target regains health if struck by electricity damage.&lt;br /&gt;
 5. Recruit to the Cause: Attempt to &#039;&#039;invite&#039;&#039; target (mediator ability).&lt;br /&gt;
 6. Soul of the Dragoon: If target dies, chance to revive.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;Tool&#039;&#039;&lt;br /&gt;
 1. Thunderlance, Lesser: Touched weapon gains the &#039;&#039;shocking&#039;&#039; quality.&lt;br /&gt;
 2. ---&lt;br /&gt;
 3. Thunderlance: Touched weapon gains the &#039;&#039;shocking burst&#039;&#039; quality.&lt;br /&gt;
 4. ---&lt;br /&gt;
 5. Thunderlance, Greater: Touched weapon gains the &#039;&#039;shocking burst&#039;&#039; and &#039;&#039;holy&#039;&#039; qualities.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;Map&#039;&#039;&lt;br /&gt;
 1. Tempest: As per &#039;&#039;call lightning&#039;&#039; (druid).&lt;br /&gt;
 2. Control Weather: As per &#039;&#039;control weather&#039;&#039; (druid).&lt;br /&gt;
 3. Reverse Gravity: As per &#039;&#039;reverse gravity&#039;&#039; (druid).&lt;br /&gt;
 4. Raise the Tower: As per &#039;&#039;instant fortress&#039;&#039; (magic item).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Ajora&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Ajora&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Class Skill:&#039;&#039;&#039; Bluff.&lt;br /&gt;
 &#039;&#039;&#039;Weapon Proficiency:&#039;&#039;&#039; Bastard Sword.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;--Granted Powers--&#039;&#039;&#039;&lt;br /&gt;
 Choose two.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Rebellious Spirit:&#039;&#039;&#039; Gain the &#039;&#039;slippery mind&#039;&#039; ability (rogue).&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Aura of Leadership:&#039;&#039;&#039; Gain the &#039;&#039;aura of courage&#039;&#039; ability (paladin).&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Angelslayer:&#039;&#039;&#039; Gain the &#039;&#039;favored enemy (outsider [good])&#039;&#039; ability (ranger).&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;--Ajora Utterances--&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;Soul&#039;&#039;&lt;br /&gt;
 1. Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.&lt;br /&gt;
 2. Angelic Grace: One creature gets +4 profane bonus to Charisma.&lt;br /&gt;
 3. Death Knell: Kill dying creature and gain 1d8 temporary hp, +2 to Str, and +1 caster level.&lt;br /&gt;
 4. Slay Living: Touch attack kills subject.&lt;br /&gt;
 5. Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects.&lt;br /&gt;
 6. Ajora&#039;s Rebellion: Summon a devil (summon monster IX).&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;Tool&#039;&#039;&lt;br /&gt;
 1. Infernal Weapon: Touched weapon gains the &#039;&#039;unholy&#039;&#039; quality.&lt;br /&gt;
 2. ---&lt;br /&gt;
 3. Symbol of Pain: Touched weapon has a &#039;&#039;symbol of pain&#039;&#039; etched in it (cleric).&lt;br /&gt;
 4. Infernal Contract: Written work has hidden &#039;&#039;geas/quest&#039;&#039; embedded in it (cleric).&lt;br /&gt;
 5. Godslayer: Touched weapon gains &#039;&#039;unholy&#039;&#039; and &#039;&#039;bane (outsider [good])&#039;&#039; qualities.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;Map&#039;&#039;&lt;br /&gt;
 1. Ajora&#039;s Presence: As per &#039;&#039;magic circle against good&#039;&#039; (cleric).&lt;br /&gt;
 2. ---&lt;br /&gt;
 3. Unhallow: As per &#039;&#039;unhallow&#039;&#039; (cleric).&lt;br /&gt;
 4. ---&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Teniel&amp;quot;&amp;gt;&lt;br /&gt;
 Teniel&lt;br /&gt;
 &lt;br /&gt;
 Class Skill: Survival.&lt;br /&gt;
 Weapon Proficiency: Claw.&lt;br /&gt;
 &lt;br /&gt;
 --Granted Powers--&lt;br /&gt;
 Choose two.&lt;br /&gt;
  &lt;br /&gt;
 Raging Mind: Creatures that attempt to contact or influence your mind take 1d3 points of temporary Wisdom damage unless they make a&lt;br /&gt;
 successful Will save against DC 10 + your priest level.&lt;br /&gt;
 &lt;br /&gt;
 Unthinking Beast: You can &#039;&#039;rage&#039;&#039; once per day as a barbarian.&lt;br /&gt;
 &lt;br /&gt;
 Primal Grasp: Gain the &#039;&#039;improved sunder&#039;&#039; feat.&lt;br /&gt;
 &lt;br /&gt;
 --Teniel Utterances--&lt;br /&gt;
 Soul&lt;br /&gt;
 1. Confusion, Lesser: One creature acts randomly for a short time.&lt;br /&gt;
 2. Rage: As per &#039;&#039;rage&#039;&#039; (bard).&lt;br /&gt;
    Claws of the Beast: As per &#039;&#039;beast claws&#039;&#039; (druid, &#039;&#039;CDiv&#039;&#039;).&lt;br /&gt;
 3. Call Beast: As per &#039;&#039;summon nature&#039;s ally III&#039;&#039; (druid).&lt;br /&gt;
    Confusion: As per &#039;&#039;confusion&#039;&#039; (wizard).&lt;br /&gt;
 4. Contagion: Infects subject with chosen disease.&lt;br /&gt;
    Poison: As per &#039;&#039;poison&#039;&#039; (druid).&lt;br /&gt;
 5. Maddening Scream: as per &#039;&#039;maddening scream&#039;&#039; (cleric, &#039;&#039;CDiv&#039;&#039;).&lt;br /&gt;
 6. Form of the Beast: Take on a beast-like form.&lt;br /&gt;
 &lt;br /&gt;
 Tool&lt;br /&gt;
 1. Shatter: Sonic vibration damages objects or crystalline creatures.&lt;br /&gt;
 2. ---&lt;br /&gt;
 3. ---&lt;br /&gt;
 4. ---&lt;br /&gt;
 5. ---&lt;br /&gt;
 &lt;br /&gt;
 Map&lt;br /&gt;
 1. Entangle: As per &#039;&#039;entangle&#039;&#039; (druid).&lt;br /&gt;
 2. Wall of Thorns: As per &#039;&#039;wall of thorns&#039;&#039; (druid).&lt;br /&gt;
 3. Summon the Forest: As per &#039;&#039;animate plants&#039;&#039; (druid).&lt;br /&gt;
 4. Antipathy: As per &#039;&#039;antipathy&#039;&#039; (druid).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Konoe_Ishikaru&amp;quot;&amp;gt;&lt;br /&gt;
 Konoe Ishikaru&lt;br /&gt;
 &lt;br /&gt;
 Class Skill: Iaijitsu Focus.&lt;br /&gt;
 Weapon Proficiency: Katana.&lt;br /&gt;
 &lt;br /&gt;
 --Granted Powers--&lt;br /&gt;
 Choose two.&lt;br /&gt;
 &lt;br /&gt;
 Aura of Leadership: Gain the &#039;&#039;aura of courage&#039;&#039; ability (paladin).&lt;br /&gt;
 &lt;br /&gt;
 Stand Firm: Once per day, you can enter a &#039;&#039;defensive stance&#039;&#039;, as per the defender ability.&lt;br /&gt;
 &lt;br /&gt;
 Challenge of Ishikaru: Once per day, you can issue a &#039;&#039;fighting challenge&#039;&#039;, as per the knight ability.&lt;br /&gt;
 &lt;br /&gt;
 --Konoe Ishikaru Utterances--&lt;br /&gt;
 Soul&lt;br /&gt;
 1. Bless: Allies gain +1 attack and +1 on saves against fear.&lt;br /&gt;
 2. Samurai&#039;s Endurance: Subject gains +4 to Con for 1 min./level.&lt;br /&gt;
    Calm Emotions: Calms creatures, negating emotion effects.&lt;br /&gt;
 3. Shield Other: You take half of subject’s damage.&lt;br /&gt;
    Status: Monitors condition, position of allies.&lt;br /&gt;
 4. Samurai&#039;s Stature: As per &#039;&#039;righteous might&#039;&#039; (cleric).&lt;br /&gt;
 5. Phantom Steed: As per &#039;&#039;phantom steed&#039;&#039; (wizard).&lt;br /&gt;
    Tongues: Speak any language.&lt;br /&gt;
 6. Insight of the Genji: As per &#039;&#039;moment of prescience&#039;&#039; (wizard).&lt;br /&gt;
 &lt;br /&gt;
 Tool&lt;br /&gt;
 1. Magic Weapon: Weapon gains +1 bonus.&lt;br /&gt;
 2. Magic Vestment: Armor or shield gains +1 enhancement per four levels.&lt;br /&gt;
 3. Magic Weapon, Greater: +1 bonus/four levels (max +5).&lt;br /&gt;
 4. ---&lt;br /&gt;
 5. Genji Armaments: As per &#039;&#039;soul of the genji&#039;&#039; (genji ability).&lt;br /&gt;
 &lt;br /&gt;
 Map&lt;br /&gt;
 1. ---&lt;br /&gt;
 2. Nondetection: As per &#039;&#039;nondetection&#039;&#039; (wizard), but affects an area instead.&lt;br /&gt;
 3. ---&lt;br /&gt;
 4. Word of Recall: As per &#039;&#039;word of recall&#039;&#039; (cleric).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Sko-Veyux&amp;quot;&amp;gt;&lt;br /&gt;
 Sko&#039;Veyux&lt;br /&gt;
 &lt;br /&gt;
 Class Skill: Intimidate.&lt;br /&gt;
 Favored Weapon: Spiked Chain.&lt;br /&gt;
 &lt;br /&gt;
 --Granted Powers--&lt;br /&gt;
 Choose two.&lt;br /&gt;
 &lt;br /&gt;
 Sadistic Streak: Once per day, you can convert damage you take into healing, up to 1 point/level.&lt;br /&gt;
 &lt;br /&gt;
 Aura of Despair: You radiate a malign aura that causes enemies within 10 feet to take a -2 penalty on all saving throws.&lt;br /&gt;
 &lt;br /&gt;
 Poison Use: You do not risk poisoning yourself when you use poison.&lt;br /&gt;
 &lt;br /&gt;
 --Sko&#039;Veyux Utterances--&lt;br /&gt;
 Soul&lt;br /&gt;
 1. Sorrow: Subject takes -3 penalty on attacks, saves, and checks.&lt;br /&gt;
 2. Addiction: Subject becomes addicted to a drug.&lt;br /&gt;
 3. Sadism: For every 10 hp damage caster deals, he gains +1 on attacks, saves, and checks.&lt;br /&gt;
 4. Wrack: Blinds subject, renders it helpless for 5 rounds, then -2 on attacks, saves, and checks for 3d10 minutes.&lt;br /&gt;
 5. Eternity of Torture: Target is rendered helpless, ageless, and has all abilities other than Con drop to 0.&lt;br /&gt;
 6. Mindrape: Caster learns everything subject knows and can alter its memory or knowledge.&lt;br /&gt;
 &lt;br /&gt;
 Tool&lt;br /&gt;
 1. Dancing Chains: Animates one chain per level.&lt;br /&gt;
 2. Extract Drug: Creates drug from inanimate object.&lt;br /&gt;
 3. Liquid Pain: Extracts one dose of liquid pain from tortured victim.&lt;br /&gt;
 4. ---&lt;br /&gt;
 5. Soul Shackles: Imprison soul of dead creature in talisman from which caster can question it.&lt;br /&gt;
 &lt;br /&gt;
 Map&lt;br /&gt;
 1. Wall of Chains: Creates barrier of woven chains.&lt;br /&gt;
 2. ---&lt;br /&gt;
 3. Wall of Deadly Chains: As &#039;&#039;wall of chains&#039;&#039;, but chains attack those nearby.&lt;br /&gt;
 4. ---&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[category:Trinity]]&lt;/div&gt;</summary>
		<author><name>GnomeWorks</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Trinity:Saints&amp;diff=69394</id>
		<title>Trinity:Saints</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Trinity:Saints&amp;diff=69394"/>
		<updated>2007-11-28T21:03:42Z</updated>

		<summary type="html">&lt;p&gt;GnomeWorks: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Overview=&lt;br /&gt;
The Order of the Saints is the most accepted of the three &amp;quot;sub-religions&amp;quot; of the religion known as [[Trinity:The_Order | The Order]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worship:&#039;&#039;&#039; Churches throughout the world, often out in the open and well-maintained. Worship of the Saints is accepted everywhere. Worship of the Saints in general is not particularly ritualized. Each Saint has their own mode of worship. Saints are understood to not necessarily be deities, but are intermediaries between mortals and the deities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Organizations:&#039;&#039;&#039; The Order of the Saints&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Classes:&#039;&#039;&#039; Paladin, Priest&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prestige Classes:&#039;&#039;&#039; [[Trinity:Cleric_of_the_Order | Cleric of the Order of Saints]], [[Trinity:Protector_of_the_Order | Protector of the Order of Saints]]&lt;br /&gt;
&lt;br /&gt;
=The Saints=&lt;br /&gt;
What follows are general overviews of each of the Saints.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tracy Vannieu==&lt;br /&gt;
&#039;&#039;&#039;Title:&#039;&#039;&#039; Of the Gun&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appearance:&#039;&#039;&#039; A young, vaguely-oriental, female human, wielding a pistol of exquisite make.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worship:&#039;&#039;&#039; Main church in [[Trinity:City_Mechanicus | Mechanicus]], constructed of black marble and featuring gothic architecture.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Titles:&#039;&#039;&#039; The Gunslinger, Lady of Noon, The Huntress&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Organizations:&#039;&#039;&#039; The Gunsai&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prestige Classes:&#039;&#039;&#039; [[Trinity:Gunsai | Gunsai]]&lt;br /&gt;
&lt;br /&gt;
Born in [[Trinity:Timeline#352_CY | 352 CY]] in [[Trinity:City_Alistar | Alistar]], Tracy Vannieu played a pivotal role in the Diaclo Revolution. Her understanding of firearms was unparalelled, and her skill exceeded any of the others involved in the revolution, Diaclo himself included. Some said it was due to an unknown [[Trinity:Halfling | halfling]] lineage; it was known that she was somewhat short for a [[Trinity:Human | human]].&lt;br /&gt;
&lt;br /&gt;
When the [[Trinity:Coldlands_Territory | Coldlands Territory]] was formed, Tracy assisted in the training the defenders of [[Trinity:City_Mechanicus | Mechanicus]]. There, she constantly prowled the streets, defending the weak from brigands and ruffians. The local people revered her, which led to her eventual ascension in [[Trinity:Timeline#378_CY | 378 CY]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sardon==&lt;br /&gt;
&#039;&#039;&#039;Title:&#039;&#039;&#039; Of the Lightning&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appearance:&#039;&#039;&#039; A young, bearded male human, armed with a heavy lance and geared in mithril plate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worship:&#039;&#039;&#039; Main church on the [[Trinity:Isle_of_Thunder | Isle of Thunder]], featuring high spires and surrounded by water.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Titles:&#039;&#039;&#039; Son of Thunder, The Sunderer, High Dragoon&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Organizations:&#039;&#039;&#039; The Dragoons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prestige Classes:&#039;&#039;&#039; [[Trinity:Dragoon | Dragoon]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Luna Lorne==&lt;br /&gt;
&#039;&#039;&#039;Title:&#039;&#039;&#039; Of the Night&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appearance:&#039;&#039;&#039; Young, breath-takingly beautiful human woman, clad in black plate and armed with a katana.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worship:&#039;&#039;&#039; Main church in [[Trinity:City_Wayveris | Wayveris]], kept dark at all times and consisting of mainly empty space.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Titles:&#039;&#039;&#039; The Assassin, She Who Kills, Keeper of the Eclipse&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Organizations:&#039;&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prestige Classes:&#039;&#039;&#039; [[Trinity:Assassin_of_Eclipse | Assassin of the Eclipse]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Konoe Ishikaru==&lt;br /&gt;
&#039;&#039;&#039;Title:&#039;&#039;&#039; Of the Blade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appearance:&#039;&#039;&#039; Aged male clavat, clad in black samurai gear, wielding a katana.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worship:&#039;&#039;&#039; Main church in [[Trinity:Castle_Elmdor | Elmdor Castle]] in [[Trinity:Colianth | Colianth]], crafted of wood and made to resemble a training hall for samurai.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Titles:&#039;&#039;&#039; The Last Samurai, Keeper of the Genji, Yojimbo&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Organizations:&#039;&#039;&#039; The Genji&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prestige Classes:&#039;&#039;&#039; [[Trinity:Genji | Genji]]&lt;br /&gt;
&lt;br /&gt;
Long ago on [[Trinity:Distarin | Distarin]], there arose a clavat whose skills with weaponry were unequaled. When he came of age, he went into hiding to master his arts, as there were none who could teach him, and to build his weapons, as there were none who could craft them. He emerged again five years later, garbed in black great armor and wielding a katana. At this time, the [[Trinity:Clavat | clavat]] people were fighting amongst each other. Konoe rode singly against their armies and cut down those who did not surrender, and he singly united the clavat peoples into a single nation.&lt;br /&gt;
&lt;br /&gt;
He was offered a position of power in the newly-formed nation, but refused - instead, he once again vanished from the sight of common folk. This time, however, he took a small number of clavats with him, who he trained in the ways of war and weaponcraft, should the need rise again. These he named the Genji, and they protect the clavat people to this day. They were forbidden to teach the more intricate secrets of their craft to any but their own lines, though they were allowed to teach others the ways of defense. These lesser Genji became known as [[Trinity:Samurai | samurai]].&lt;br /&gt;
&lt;br /&gt;
Since then, Konoe has been idolized as a folk hero; however, when Tracy Vannieu ascended, the clavat people recognized that Konoe, too, was a saint, and began worshipping him as such. It is said that, when all the samurai and Genji have perished, Konoe will ride again.&lt;br /&gt;
&lt;br /&gt;
[[category:Trinity]]&lt;/div&gt;</summary>
		<author><name>GnomeWorks</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Trinity:The_Toplanders&amp;diff=69393</id>
		<title>Trinity:The Toplanders</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Trinity:The_Toplanders&amp;diff=69393"/>
		<updated>2007-11-28T21:02:37Z</updated>

		<summary type="html">&lt;p&gt;GnomeWorks: /* Session 10 - Iron Man */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This campaign started the second week of September, 2007, and is currently being played.&lt;br /&gt;
&lt;br /&gt;
In terms of Trinity, this group began adventuring in early [[Trinity:Timeline#432_CY | 432 CY]] on [[Trinity:Geography#Arcturas | Arcturas]].&lt;br /&gt;
&lt;br /&gt;
This page will house all the information for this campaign in Trinity.&lt;br /&gt;
&lt;br /&gt;
==Game Time==&lt;br /&gt;
The game takes place on Saturday nights, roughly at 11 pm local time, and goes until anywhere from 4 to 6 in the morning.&lt;br /&gt;
&lt;br /&gt;
===Waiting List===&lt;br /&gt;
Given that there is the possibility of losing some players over the course of time, I will be maintaining a waiting list for this game. If you are interested in joining us, please leave a note in the Discussion page attached to this page.&lt;br /&gt;
&lt;br /&gt;
The waiting list is as follows.&lt;br /&gt;
&lt;br /&gt;
* House&lt;br /&gt;
&lt;br /&gt;
=Game Information=&lt;br /&gt;
Players may choose their method of character creation: 32 point buy, or standard Trinity rolling method (4d6, reroll 1&#039;s, drop 1 die, roll eight - keep seven, arrange in any order). Once the rolling method is chosen, the player will use those stats each time the player decides to switch to rolling method (by which I mean that you cannot roll stats, switch to point buy, then switch back to rolling method to reroll your stats); a player may redistribute ability scores or switch to the other creation method at any point before the game begins.&lt;br /&gt;
&lt;br /&gt;
Rolled stats must be rolled in front of the DM at any time that is convenient. Just make sure that you don&#039;t lose the stats!&lt;br /&gt;
&lt;br /&gt;
==Ability Scores==&lt;br /&gt;
Standard Trinity ability scores - standard d20 stats with the addition of [[Trinity:Perception | Perception]] - will be used.&lt;br /&gt;
&lt;br /&gt;
==Race Selection==&lt;br /&gt;
Unlike previous Trinity games, this game will have a racial restriction. Race selection is limited to the following races...&lt;br /&gt;
&lt;br /&gt;
* [[Trinity:Human | Human]]&lt;br /&gt;
* [[Trinity:Ancelari | Ancelari]]&lt;br /&gt;
* [[Trinity:Artilect | Artilect]]&lt;br /&gt;
* [[Trinity:Cogling | Cogling]]&lt;br /&gt;
* [[Trinity:Dwarf | Dwarf]]&lt;br /&gt;
* [[Trinity:Gnome | Gnome]]&lt;br /&gt;
* [[Trinity:Gremlin | Gremlin]]&lt;br /&gt;
* [[Trinity:Half-Orc | Half-Orc]]&lt;br /&gt;
* [[Trinity:Halfling | Halfling]]&lt;br /&gt;
* [[Trinity:Moogle | Moogle]]&lt;br /&gt;
* [[Trinity:Orc | Orc]]&lt;br /&gt;
* [[Trinity:Selkie | Selkie]]&lt;br /&gt;
&lt;br /&gt;
==Class Selection==&lt;br /&gt;
Class selection is unrestricted. Any Trinity-accepted classes are allowed.&lt;br /&gt;
&lt;br /&gt;
===Level===&lt;br /&gt;
Characters will be created at 2nd level. That means that you can choose an LA +1 race, and begin at 1st level.&lt;br /&gt;
&lt;br /&gt;
==Backstory==&lt;br /&gt;
Some amount of backstory is appreciated. As this game will not be starting for a good few months, you have plenty of time to figure one out.&lt;br /&gt;
&lt;br /&gt;
Keep your age and race in mind. If you are older than 37 or so, then you are originally from Adnez or Ganymede, and came on the ship to Arcturas; this means that you remember the way things were, and you remember the tyranids. If you are younger than 37, then you were born on Arcturas, and have only heard of the other planets through stories; you have also probably heard of the tyranids, though you may not believe that they&#039;re necessarily real.&lt;br /&gt;
&lt;br /&gt;
Regardless of where you were born, you&#039;ll need to figure out how you came by your profession. If you&#039;re from Andez or Ganymede, then chances are good you had gained some knowledge before leaving the planet, and have essentially taught yourself or gained training from someone else in the community. If you were born on Arcturas, then you probably were taught your skills by one of the gnome akashics (who can tap the world memory and teach you by proxy).&lt;br /&gt;
&lt;br /&gt;
Due note that travel to Arcturas was by spacecraft, which is technological in nature. As such, if you are a member of a magic- or psionic-based class, that you will require an explanation of how you came by those skills. Most of the people on Ganymede (where Arcturas left from) were not versed in the ways of magic or psionics, and as such you&#039;ll need to explain why you are. Some classes will require more explanation than others - a sorcerer makes a lot more sense than a wizard (your ability to wield magic was dormant for a good while, for instance). I have no intentions of limiting your class selection, but just make sure that it makes sense.&lt;br /&gt;
&lt;br /&gt;
===Character Knowledge===&lt;br /&gt;
Each character knows something about the world: this information is encountered during training, found while gossiping, or simply inherently known.&lt;br /&gt;
&lt;br /&gt;
==About the Game==&lt;br /&gt;
I will attempt to keep the players as in-the-dark as possible until the game begins; however, this game will add quite a bit of information to the Trinity universe, some of which will need to be up prior to the game to ensure that the players all at least have some idea of what is going on. As such, small updates will be added throughout the wiki on a semi-regular basis over the course of the summer. For my convenience, I shall keep a list here of what has been and is going to be added; this list is by no means comprehensive, and may change over the course of the summer, as additional information may be required or found to be useful.&lt;br /&gt;
&lt;br /&gt;
* [[Trinity:Geography | Update of General Stellar Cartography]]&lt;br /&gt;
* [[Trinity:History#The_Fourth_Age |History of Arcturas and Arcostes]]&lt;br /&gt;
* [[Trinity:Geography#Arcturas | Arcturan Geography]]&lt;br /&gt;
** [[Trinity:Turas | Turas]]&lt;br /&gt;
* Arcturan Calendar&lt;br /&gt;
* Arcturan Society&lt;br /&gt;
** Arcturan Demographics&lt;br /&gt;
* [[Trinity:Electrum | Electrum]]&lt;br /&gt;
&lt;br /&gt;
==Campaign-Specific Mechanics==&lt;br /&gt;
There are a few strange things about this game that aren&#039;t covered by normal mechanics. Given the heavily-modified nature of Trinity, the need for custom rules even for a particular campaign shouldn&#039;t really come as a surprise to anyone.&lt;br /&gt;
&lt;br /&gt;
This section will detail campaign-specific mechanics as they come up.&lt;br /&gt;
&lt;br /&gt;
===Crafting using Raw Metal===&lt;br /&gt;
Crafting using scavenged metal works pretty much like normal crafting. However, given the scarcity of such materials, a wise crafter will be cautious in expending such materials frivolously. In addition, normal crafting rules don&#039;t cover what &amp;quot;38 pounds of iron&amp;quot; can be used for, so the rules for crafting will be expanded here.&lt;br /&gt;
&lt;br /&gt;
All normally metal objects have a listed weight (ie, a longsword weighs four lbs). A skilled crafter can use as little iron as possible to construct such an item, and use other materials - wood, for instance - for the remaining weight. Even something as seemingly shoddy as making the entire base of the weapon out of wood, then lining the &amp;quot;edges&amp;quot; of the weapon with iron, can result in a weapon just as destructive (if not as sturdy) as a standard full-iron longsword.&lt;br /&gt;
&lt;br /&gt;
In terms of weapons, armor, shields, and miscellaneous goods, a skilled crafter can make an item that relies on iron to function using an amount of iron weighing half of the item&#039;s weight. To make a longsword, then, a crafter must use two pounds of iron. Note that the weight of an item is dependent upon the size of the intended wielder - a longsword for a halfling, for instance, weighs less than a longsword for a human.&lt;br /&gt;
&lt;br /&gt;
If the crafter fails at making an item, normally half of the materials are lost or waste; however, with resources being scarce, this is usually an unacceptable end. A crafter can recover the materials &amp;quot;lost&amp;quot; in failing to craft an item by spending one hour for every two spent crafting the failed item.&lt;br /&gt;
&lt;br /&gt;
For crafting Force items, different metals have different values in terms of raw materials.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Material	Value/Unit&#039;&#039;&#039;&lt;br /&gt;
 Iron		50 gp/lb&lt;br /&gt;
&lt;br /&gt;
===Crafting using Bug Carapaces===&lt;br /&gt;
Almost everything from the corpse of a bug is usable, in terms of crafting items. Internal organs aside, a skilled crafter can work the bits and pieces in a manner similar to how iron, chitin, or leather would be worked.&lt;br /&gt;
&lt;br /&gt;
Crafting armor out of the bug carapaces is similar to how armor is [http://www.d20srd.org/srd/specialMaterials.htm#dragonhide crafted from dragonhide]. In addition to the normal armors craftable, a bug&#039;s carapace can be used to make leather armor or a [[Trinity:Armor#Leather_Trenchcoat|leather trenchcoat]] for a creature of the same size as the bug; also, bug carapaces can be used to make [[Trinity:Armor#Chitin_Armor|chitin armor]], with the same restrictions as making banded mail. Multiple bug carapaces can be combined to produce more choice material for crafting - two Medium corpses can be combined to be treated as a Large corpse, while two Large corpses (or their equivalent) can be combined to be used as a Huge corpse.&lt;br /&gt;
&lt;br /&gt;
In addition, due to the extreme hardness of the bugs&#039; skeletal structures (both endo- and exo-), a clever crafter can craft weapons out of the corpses, as well. A weapon of one-handed size or smaller can be made in place of a shield, if the rest of the carapace is used to craft armor; if an entire carapace is used to produce weapons, it can produce: two two-handed weapons of a size equal to the size of the corpse; or, four one-handed weapons; or, eight light weapons. Ranged weapons require more choice bits of the creature (finding an appropriate sinew for a bow, for example, is rather difficult, as is finding bones that would function for a crossbow) - as such, halve the number of weapons of that size that can be made for the corpse being used.&lt;br /&gt;
&lt;br /&gt;
In addition, such weapons benefit from the extreme sharpness of the various parts of a bug&#039;s body, resulting in a natural +1 enhancement bonus to attack and damage rolls. Armor and shields crafted from a bug&#039;s body are almost supernaturally hard and resilient to blows, resulting in a +1 enhancement bonus to their AC bonus.&lt;br /&gt;
&lt;br /&gt;
In terms of crafting Force items, bug carapaces do not function especially well as raw components. However, enough bits and pieces can be pieced together to make something vaguely resembling the end goal, if rather organic in appearance. Materials from a bug carapace equivalent to what is required to make a one-handed weapon (see above) are worth 100 gp in terms of raw materials for constructing Force items.&lt;br /&gt;
&lt;br /&gt;
In terms of crafting other kinds of items, the internal organs of the bugs can be used to construct technological devices from the Chemistry field (and the Chemistry field only); such devices have a rather bitter and disgusting smell and a worse taste, but they function well enough. Since these materials aren&#039;t useful for anything else, a Medium-size bug&#039;s corpse can be raided for parts that can be used to construct two Chemistry devices; for each category above Medium, this number doubles (a Small bug, then, would provide sufficient parts for one Chemistry device, while smaller bugs are simply too small to be of any use).&lt;br /&gt;
&lt;br /&gt;
The corpses of bugs can also be used for the purposes of structures, including buildings and vehicles. To construct a vehicle of a given size, the crafter must have corpses sufficient to be one size category larger than the vehicle; for instance, to craft a Large vehicle, bug corpses whose combined size is Huge are required. However, such vehicles greatly resemble the corpses from which they were assembled, making them difficult and unusual to pilot, resulting in a PCP to the vehicle of -4. For every additional size category larger the assembled bug corpses are, this penalty is reduced by -2 (so in order to build a Large vehicle without a PCP, you would require bug caparaces whose combined size would be Colossal). A vehicle crafted out of bug carapaces uses the following stats for its material.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;CHITIN&#039;&#039;&#039; (LA +0)&lt;br /&gt;
 	Hardness: 2.	STR +0&lt;br /&gt;
 	Armor: +1.	DEX -2&lt;br /&gt;
 	PCP: (varies)	CON +2&lt;br /&gt;
 	Cold Vulnerability, Acid Immunity.&lt;br /&gt;
&lt;br /&gt;
=Campaign=&lt;br /&gt;
What follows is a summary of each game session.&lt;br /&gt;
&lt;br /&gt;
===Cast===&lt;br /&gt;
* Hamtaro as &#039;&#039;&#039;Kuro Kaze&#039;&#039;&#039; ([[Trinity:Moogle|moogle]] [[Trinity:Greasemonkey|greasemonkey]])&lt;br /&gt;
* Melty as &#039;&#039;&#039;Kassian&#039;&#039;&#039; ([[Trinity:Human#Tsavashi|human]] [[Trinity:Artificer|artificer]])&lt;br /&gt;
* Brandon as &#039;&#039;&#039;Miggs&#039;&#039;&#039; ([[Trinity:Gremlin|gremlin]] [[Trinity:Technologist|technologist]])&lt;br /&gt;
* Smack as &#039;&#039;&#039;William&#039;&#039;&#039; ([[Trinity:Artilect|artilect]] [[Trinity:Templar|templar]])&lt;br /&gt;
* Dave-O as &#039;&#039;&#039;Shiro Kaze&#039;&#039;&#039; ([[Trinity:Moogle|moogle]] [[Trinity:Greasemonkey|greasemonkey]])&lt;br /&gt;
* Nyc as [[Trinity:Toplander_Tiy_Lena|&#039;&#039;&#039;Tiy Lena&#039;&#039;&#039;]] ([[Trinity:Selkie|selkie]] [[Trinity:Assassin|assassin]])&lt;br /&gt;
* Catface as &#039;&#039;&#039;Addison&#039;&#039;&#039; ([[Trinity:Human|human]] [[Trinity:Voidchild|voidchild]]/[[Trinity:Trainer|trainer]])&lt;br /&gt;
* ®ß¥!! as &#039;&#039;&#039;Uriah Morodov&#039;&#039;&#039; ([[Trinity:Human#Tsavashi|human]] [[Trinity:Bard|bard]])&lt;br /&gt;
&lt;br /&gt;
===Others===&lt;br /&gt;
* &#039;&#039;&#039;Volos&#039;&#039;&#039; ([[Trinity:Ancelari|ancelari]] [[Trinity:Metamorph|metamorph]]) [left the group (s03)] &lt;br /&gt;
* &#039;&#039;&#039;Tabby&#039;&#039;&#039; ([[Trinity:Human|human]] [[Trinity:Bard|bard]]) [followed Uriah around (s02 - )]&lt;br /&gt;
&lt;br /&gt;
==Session 01 - Explore? Explore... what?==&lt;br /&gt;
Perhaps a month after contact with the &#039;&#039;Arcostes&#039;&#039; was lost in SY 34, a call was sent out from Arcturas. The people of the fallen craft had lived on this world for 34 years, and knew nothing beyond the small chunk of world they had found themselves on - and Angmar Steeltoe, the old captain of the &#039;&#039;Arcturas&#039;&#039; herself, felt that it was time for the Adnezians and Ganymedians to know more about the world they had found themselves on. The call he sent out was a simple one: if you are willing to explore the world beyond what we know, come to the remains of the &#039;&#039;Arcturas&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Eight people answered the call, from all walks of life. A thinking machine who saw the future; a young girl who seemed terribly out of place. The apprentice blacksmith from the capital city; the twin moogles who had constructed their own mechs. The lone ancelari, who had explored the continent some thirty years before; a young selkie, who assisted in keeping the peace of the land; the legendary musician, whose music inspired the rebellious youth.&lt;br /&gt;
&lt;br /&gt;
Thus did their tale begin.&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
Angmar greeted the group, and told them to go out and explore. He mentioned that the robots in Edge might know something, and that the kids out in Germonik might, as well. The group decided to rest for the evening and head out the next day. Volos waits for the group outside of town.&lt;br /&gt;
&lt;br /&gt;
They travel to Edge. Volos goes to the lumbermill, to see if they know anything; everyone else heads to the administrative building in Edge. The apparent political leader in Edge is an artilect called Bucket, who William knows from being on the &#039;&#039;Arcturas&#039;&#039;. They converse; Bucket doesn&#039;t seem to know anything useful.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Josef-the-NPC.jpg|thumb|125px|right|Josef]]&lt;br /&gt;
Shiro and Kuro take their mechs and begin investigating the bottomside of the continent, but don&#039;t find anything useful.&lt;br /&gt;
&lt;br /&gt;
The group decides that there is nothing useful here, and heads to Germonik.&lt;br /&gt;
&lt;br /&gt;
They stop at the bridge that crosses the Gouge, as Volos seems to notice something strange about the mountains. The rest of the group gets frustrated, and they continue on.&lt;br /&gt;
&lt;br /&gt;
They arrive in Germonik, and find that someone has constructed a facsimile of the radio tower in Edge, but out of wood. They investigate, and find that its attached to a barn; the whole shindig is apparently under the ownership of a young human called Josef. As they arrive, he goes out and beats someone with his bat.&lt;br /&gt;
&lt;br /&gt;
Inside the barn, they find that he is constructing a flying thing of some sort, which he refers to as &amp;quot;da riggable&amp;quot; (that is, something that can be rigged). Interested in the possibility of flight, the party enquires as to how they could assist; he answers that he needs hemp, fuel, and time. The party decides to go look for some hemp, which Josef can use to finish his craft - in exchange, they tell him, they&#039;re interested in using it.&lt;br /&gt;
&lt;br /&gt;
They investigate, and find that the current big shot in town is a kid by the name of Bill. They arrange a deal with Bill, in which they&#039;ll trade him a crossbow from sufficient hemp for Josef to finish his craft. Bill agrees to the deal, and the party heads back to the barn to rest.&lt;br /&gt;
&lt;br /&gt;
==Session 02 - Teenage Wasteland==&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; 500 (story)&lt;br /&gt;
&lt;br /&gt;
Shortly after the party sets down to rest (with William and Volos keeping watch outside), a mob of Nevhonim appear, some of whose clubs are on fire. Their apparent leader is holding a body; they find out that it&#039;s Igor, one of Bill&#039;s cronies, who seemed to be the only one who could count. Last time they saw Igor, however, he had a lower jaw.&lt;br /&gt;
&lt;br /&gt;
The leader yells at William, who then goes inside to rouse his companions - the leader then informs his cronies to set the building on fire.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Tabby-the-NPC.jpg|thumb|125px|right|Tabby]]&lt;br /&gt;
Combat ensues. Of the eight members of the group, only three are standing when the last of the Nevhonim is felled.&lt;br /&gt;
&lt;br /&gt;
After the combat, the group finds that one of the Nevhonim had a youngish Gaeli girl attached to him by a rope. Uriah enquires further, and finds that she is unable to speak - instead, she communicates with her flute.&lt;br /&gt;
&lt;br /&gt;
 Tabby (NPC) joined the group.&lt;br /&gt;
&lt;br /&gt;
The party rests for a couple days, to recuperate from the battle. After, they venture to Bill, irritated with what happened - however, they find that Bill successfully procured the hemp, &amp;quot;from the Nevhonim.&amp;quot; Irritated, they take their payment, then pay him a few bundles of crossbow bolts (which they had left out of the earlier deal) for alcohol, which the group has determined is suitable fuel.&lt;br /&gt;
&lt;br /&gt;
Once da riggable is set up, the group begins to discuss where to go. There are two thoughts - either to head west, across the desert, or head north, to the mountains.&lt;br /&gt;
&lt;br /&gt;
===Loot===&lt;br /&gt;
 Wooden Maul, Masterwork (*1)&lt;br /&gt;
 Wooden Maul, Masterwork (*2)&lt;br /&gt;
 Quarterstaff, Masterwork (*3)&lt;br /&gt;
 Thin sheet of wood, covered in writing on both sides [language unknown; Divine item] (*5)&lt;br /&gt;
&lt;br /&gt;
==Session 03 - Decisions, Decisions==&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; 719 (469 combat, 250 story)&lt;br /&gt;
&lt;br /&gt;
Volos decided that he was irritated with the group, and headed off on his own.&lt;br /&gt;
&lt;br /&gt;
 Volos (PC) left the group.&lt;br /&gt;
&lt;br /&gt;
After he left, there was some debate regarding which way to go. The party decided to head north to the mountains, then - if that proved uneventful - to head to the waterfall near Edge.&lt;br /&gt;
&lt;br /&gt;
Using &amp;quot;da riggable,&amp;quot; they headed for the mountains. Along the way, they noticed a gremlin heading towards Germonik. Setting down, they found out that he was looking for the group - he had apparently planned on being part of the original expedition, but was late. After some debate, the group decided to allow the gremlin - who told them his name was Miggs - to join them.&lt;br /&gt;
&lt;br /&gt;
 Miggs (PC) joined the group.&lt;br /&gt;
&lt;br /&gt;
The group arrived at the mountains some time later, and decided that there was little worth doing there. They decided to head to Arcturas to refuel, then carry on to the waterfall.&lt;br /&gt;
&lt;br /&gt;
They arrived in Arcturas and refuelled. While the group was resting, Miggs planted flashpowder on Kuro and Shiro; when they woke up, Kuro fell prey to the trick, and angrily pulled his pistol on Miggs, who was clearly the culprit. After a warning shot was fired, the group carried on.&lt;br /&gt;
&lt;br /&gt;
Arriving at the waterfall, there was some discussion as to the best course of action. They decided to go over the edge and follow the waterfall down to wherever it went.&lt;br /&gt;
&lt;br /&gt;
They followed the waterfall down for a little less than two miles, and saw ground and a lake below. Kicking on their engines, they made  a cautious landing.&lt;br /&gt;
&lt;br /&gt;
They searched the lake, and found a river heading west-southwest. They decided to follow it. Some time later, they came across the edge of a forest, perpindicular to the river; they decide to continue following the river. Two days later, they came across a fork in the river: the river they were following joined another, and continued to flow south. The adjoining river was flowing from the north. The group decided to follow the flow, and headed south.&lt;br /&gt;
&lt;br /&gt;
Two and a half days later, they encountered a strange humanoid-looking creature, up in a massive bulge in a tree. After several attempts at communication, the creature gestured for them to follow it, which they did. Four hours later, they arrived in a &amp;quot;city&amp;quot; of these tree-bulges. They were brought to one of the humanoids dressed in blue in the top of a tree.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Adu-ja.jpg|thumb|125px|right|An adu&#039;ja]]&lt;br /&gt;
They found out that the creature they were brought to was an akashic, who rapidly learned their language. The group found out that these people were the [[Trinity:Adu-ja |Adu&#039;ja]], a race of - essentially - sentient mobile trees. The akashic&#039;s name was Aes&#039;iel, and they learned later that he was a Simic - a druid/akashic. Aes&#039;iel was also somewhat suspicious of Addison, though he did not mention why, save in a rather cryptic manner.&lt;br /&gt;
&lt;br /&gt;
They asked several questions. The group learned that the adu&#039;ja had been present for six-hundred years, and that the myconids - a race of fungus people - had been around for at least eight-hundred. They learned that the adu&#039;jan akashics could only see up to around eight hundred years in the past: beyond that, there was a great gap in the world memory. They learned that there are other floating landmasses, though the adu&#039;ja do not know how many there are; they also learned that there are sometimes visitors from elsewhere on this landmass (which they found was called Tai&#039;lyan), but that they were primarily left alone.&lt;br /&gt;
&lt;br /&gt;
They also found out that there was a cavern complex that connected Tai&#039;lyan and Turas, in the mountains, &amp;quot;beyond the mushroom forest.&amp;quot; They also learned that there were ancient ruins north of the forest, along the river, the nature of which the adu&#039;ja were uncertain: it had always been ruins, in decay, for at least eight-hundred years or so.&lt;br /&gt;
&lt;br /&gt;
The party decided to go explore the ruins. Before they set out, Aes&#039;iel gave each member of the group (along with Tabby, who had been tagging along since they left Germonik, and would apparently not leave Uriah&#039;s side) an akashic stone, which allowed them to instantly learn the Adu&#039;jan language, called Phytic. Aes&#039;iel informed the group that, with that, they could speak with the adu&#039;ja and the myconids. The party then set out.&lt;br /&gt;
&lt;br /&gt;
Five days later, they arrived at the ruins. William noted, at first, that the architecture was similar to the Ronkan style; later on, he also noticed that they seemed similar to Elven architecture, as well. The group explored the ruins, which were the size of a city suitable for perhaps a thousand occupants; as they searched, they also salvaged as much usable metal as they could (as the remains of the buildings were metal in nature).&lt;br /&gt;
&lt;br /&gt;
After awhile, Kuro, Cassian, William, Miggs, Shiro, and Uriah (though he was sleeping at the time) began sparking purple; Addison, meanwhile, began sparking white. They also began noticing ridges in the ground, as though something were traveling underground. Kuro flew up, and noticed that the ridges were appearing around the group in a vaguely circular pattern, and more were forming some distance from the group, no matter where they went. As those who were sparking neared the ridges, their sparking was more intense.&lt;br /&gt;
&lt;br /&gt;
Miggs climbed up a delapidated building, and Shiro flew down to inform William of what he saw. As soon as he touched down, five creatures burst forth from the ground, forming a circle around the group.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Zergling.JPG|thumb|225px|left|Three of the creatures look like this...]]&lt;br /&gt;
[[Image:Trinity_Hydralisk.JPG|thumb|225px|right|...and the other two look like this.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Three of the creatures look like this... &#039;&#039;This creature is about the size of a large dog, with a short tail and tough carapace. Its back legs are long, while its front legs end in sickle-like claws. Beneath its head rest two equally sharp fangs, and it chitters and jumps about restlessly.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While the other two look like this... &#039;&#039;This creature slithers forward on a serpentine lower body. It is hunched forward, its two powerful arms curved like wicked scythes and its manibles dripping with acidic drool. The back of its head is elongated into a plate, covering most of its back save for a long spine on the top of its carapace.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Loot===&lt;br /&gt;
 9 akashic stones, all containing the [[Trinity:Phytic_Language |Phytic]] language&lt;br /&gt;
&lt;br /&gt;
==Session 04 - Question!==&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; 500 (story)&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Memento_umbra.jpg|thumb|225px|right|The creature Aes&#039;iel called the &#039;&#039;memento umbra&#039;&#039;.]]&lt;br /&gt;
The group fought the creatures, in a rather vicious fight. They found that the creatures were able to regenerate their wounds - those they thought were slain rose to fight again. When the last was felled, they proceeded to smash in all of their skulls, as that seemed effective in stopping their regeneration.&lt;br /&gt;
&lt;br /&gt;
In the course of the fight, Shiro and Tiy succumbed to their wounds. After a bit of healing onsite, the group gathered the bodies (including the bugs&#039; bodies, which Kassian believed were able to be worked like iron) and returned to the Adu&#039;ja, who they believed would be able to return the dead.&lt;br /&gt;
&lt;br /&gt;
The adu&#039;ja were in fact able to do so, and agreed to reincarnate their friends (in a rather Simic manner, combining the power of Nature and the Blue to reincarnate the creature in the same body), in exchange for a favor. The adu&#039;ja had explored the memories of the party&#039;s world and people, and discovered the existence of the &#039;&#039;mementos&#039;&#039; - they also found that some had been trapped there, and sought a way out. Unexperienced in the ways of the &#039;&#039;mementos&#039;&#039;, they accidentally freed a particularly vicious &#039;&#039;memento&#039;&#039;, which Aes&#039;iel believed was known as &#039;&#039;memento umbra&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
To assist in their search for the creature, Aes&#039;iel implanted a rough map of the continent into the minds of the party.&lt;br /&gt;
&lt;br /&gt;
Waiting for the morning, the party is able to recuperate from the experience of the fight, which had pushed them to their limits.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; 675 (combat)&lt;br /&gt;
&lt;br /&gt;
After resting and meeting up with their reincarnated members, the party discussed where to go. Kassian was adamant that the group go to the mountains; William questioned the human&#039;s insistence, and Kassian explained that the various things he had been picking up had a strange &amp;quot;aura&amp;quot; to them, and that he believed the things they fought at the ruins were the source. He believed that the myconids, whom the adu&#039;ja had mentioned existed prior to the gap in the world memory (800 years prior to now), may know something about it.&lt;br /&gt;
&lt;br /&gt;
William also made a query to the adu&#039;ja regarding the possibility of ironwood, which he had encountered on Ganymede. Aes&#039;iel told him that the adu&#039;ja do indeed make ironwood, and keep stores of it, and that they may be willing to part with some of it.&lt;br /&gt;
&lt;br /&gt;
In addition, while the party was waiting, Addison talked to Aes&#039;iel about the nature of the &#039;&#039;momentos&#039;&#039; - hoping to turn her from her path, Aes&#039;iel gladly told her all she wanted to know. The conversation eventually led to Addison gaining the skills of a [[Trinity:Trainer|trainer]].&lt;br /&gt;
&lt;br /&gt;
===Loot===&lt;br /&gt;
 [[:Image:Trinity_Tai-lyan.JPG|Map of Tai&#039;lyan]] (memory now possessed by all current members of the party)&lt;br /&gt;
&lt;br /&gt;
==Session 05 - Mushroom Samba==&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; 250 (story)&lt;br /&gt;
&lt;br /&gt;
After some discussion, the group decided to head north to the myconid village of Samtri.&lt;br /&gt;
&lt;br /&gt;
When they arrived, they found a small copse of enormous mushrooms, and seemingly no one about. After some investigation, it appeared that there were some larger mushrooms, with door-like structures in them. Miggs went up to one of the doors and knocked loudly, while William yelled loudly.&lt;br /&gt;
&lt;br /&gt;
Their actions were fruitful: a bipedal, humanoid-looking mushroom exited one of the house-like structures, and spoke with them. However, he didn&#039;t speak very long, as he continually insisted that it was &amp;quot;sleep time&amp;quot; - the party realized that they had arrived in early afternoon, and that - these being mushroom-people - they were probably nocturnal. They decided to wait until &amp;quot;nightfall,&amp;quot; when they hoped to see more of the mushroom folk.&lt;br /&gt;
&lt;br /&gt;
After a few hours, the village of Samtri did indeed awake, and a throng of myconids exited the several mushroom houses and began heading north, to the mountains. Following them, the group found that they were headed to a cave just north of the village; once all the myconids were inside (aside from two guards), a single, larger myconid came out to greet them.&lt;br /&gt;
&lt;br /&gt;
The myconid (whose name they didn&#039;t bother to learn) seemed to be the leader of the village. He explained that the world had ended, that the bugs had come and gone, and that the moon had fallen. The party tried to explain that the bugs were back, but he was insistent that they were gone, along with &amp;quot;the faceless ones.&amp;quot; The party was intensely curious about these so-called &amp;quot;faceless ones,&amp;quot; and the myconid explained that they were to the southwest. They inquired as to what they would find in the myconid village to the west, and the leader explained that Mitrosis was much like Samtri, only bigger.&lt;br /&gt;
&lt;br /&gt;
Their quest for knowledge satisfied, they went into the cave, to find what the myconids were up to, as they could clearly see that they were standing about in a circle. The leader myconid had told them they were forgetting; upon entering, they all became subjected to a massive hallucinogen. The group remained for the duration of the &amp;quot;meditation&amp;quot; (eight hours), after which the myconids returned to their mushroom houses.&lt;br /&gt;
&lt;br /&gt;
The party then discussed what to do; they decided to head southwest, along the treeline of the adu&#039;jan forest, to see if they could find the ruins the myconids mentioned. They walked for a little more than a month, and reached the edge of the continent, without finding anything.&lt;br /&gt;
&lt;br /&gt;
They went east, to the adu&#039;jan city of Sh&#039;cala, seeking out more Simics. They found them, and discussed what they had learned from the myconids. The simics explained that the myconids were simple creatures, and that they would not lie - if they said the cities of the &amp;quot;faceless ones&amp;quot; were to the southwest, then they were, but there were no such places on this continent. The party then decided that they would head southwest off the edge, taking da riggable, to see if there was another continent elsewhere.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Arcturas_-_New_Continent_-_1.jpg|thumb|325px|right|This is what the party explored for five months.]]&lt;br /&gt;
After some tree-hopping, courtesy of the simics, they recovered da riggable, and sailed off the southwestern edge of Tai&#039;lyan.&lt;br /&gt;
&lt;br /&gt;
Going somewhat down, they found another continent, full of sand. They set down, and began to explore; after two days, however, they began suffering from dehydration, and had yet to find water or even something other than sand. It was also unbearably hot, which they found odd, considering none of the higher continents had been so warm. Heading back to the simics, they asked for a source of water that would never run dry. The simics agreed to provide them with such a thing, but in exchange, they wanted the party to seek out the foreigners that sometimes appeared in the desert to the north (which Aes&#039;iel had mentioned before). The party agreed to this favor, and set out.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Mutalisk2_mirror.jpg|thumb|left|Four of these creatures dive towards &#039;&#039;da riggable.&#039;&#039;]]&lt;br /&gt;
Returning to the new continent, they proceeded to explore to the east, following the ledge they found after two days&#039; journey; they found that it made a circle, and they found themselves where they had originally landed. They then opted to follow the northernmost edge of the continent west. For three and a half months, the group walked through the desert, returning to Tai&#039;lyan when their food sources ran out. In this time, they found three ruins, none of which were inhabited; all of them exhibited signs of having suffered through a great catastrophe, reminiscent of an earthquake (according to Miggs, on an earthquake-measuring scale of 1 to 10, these cities had suffered through a 13).&lt;br /&gt;
&lt;br /&gt;
They then decided that the circular-shaped &amp;quot;hole&amp;quot; in the continent may have an answer; some of the group believed that the references the myconids made to the moon falling may have happened here. They set out, following the inner edge of the continent, and eventually found the edge - two days&#039; from where the ledge began. They decided to go down as far as they could, and three miles down, they could see water below. After some discussion, they left the mechs behind, and explored two days&#039; worth to the north, seeing nothing but water.&lt;br /&gt;
&lt;br /&gt;
They returned to roughly where the hole in the continent was, and began to ascend. As they did, however, William spotted something flying in the air...&lt;br /&gt;
&lt;br /&gt;
===Loot===&lt;br /&gt;
 Decanter of Endless Water [Nature]&lt;br /&gt;
&lt;br /&gt;
==Session 06 - Aerials==&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; 500 (story)&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Shyekara.jpg|thumb|200px|right|The woman called &amp;quot;Shye&amp;quot;]]&lt;br /&gt;
The four creatures - who, the party discovered in short order, were being ridden by human-sized beings - dived at &#039;&#039;da riggable&#039;&#039;, and the battle was joined.&lt;br /&gt;
&lt;br /&gt;
After a short skirmish in the air over a three-mile drop to a possibly endless ocean below, the beings riding the creatures - three of whom had incredibly long horns extruding from their foreheads, while the fourth was a human woman - called for parley. The party hesitantly agreed, and the woman - who one of the horned beings called &amp;quot;Shye&amp;quot; - explained that there was something of an error; they had not intended to attack the group, but were instead hunting a manifestation of the Void. Shye explained that they had detected a Void presence on the &#039;&#039;da riggable&#039;&#039;, and figured that it could only be the thing they hunted.&lt;br /&gt;
&lt;br /&gt;
Addison was curious, and asked why they were looking for it; Shye responded by saying that she worked &amp;quot;for a higher power,&amp;quot; that apparently did not want to see the creature in the wild. More discussion revealed that Shye was from Turas (the continent on which the &#039;&#039;Arcturas&#039;&#039; had crashed), but that she was one of the children that had fallen off the edge - she was apparently fortunate, however, and was saved during her fall (by what, was not mentioned). She and her companions were also notable due to the fact that they carried large quantities of metal (one of them was garbed in full-plate). Any questions regarding where they had gotten the metal or where they had come from was responded to with, &amp;quot;I don&#039;t want to ruin your sense of adventure.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Shye confirmed for the group that the Armand - what the people the Adu&#039;ja had asked the party to find were called - did wander the desert on the continent, and that they were often to the west of the circular rift in the continent. With no further questions, Shye and her companions left the group, heading east.&lt;br /&gt;
&lt;br /&gt;
The group decided to return to Turas, to refuel. The brothers Kaze also spoke of possibly fashioning new mechs or similar vehicles, and some of the group expressed an interest in reporting to Angmar. The group returned to Turas, specifically heading to the city of Arcturas, hiding &#039;&#039;da riggable&#039;&#039; outside of town.&lt;br /&gt;
&lt;br /&gt;
They found and spoke with Angmar, explaining to him everything they had done so far. Angmar was a bit disturbed by all of the information he was dumping on them, but he appeared pleased with their progress. The group wanted materials - specifically, metal from the ship - which Angmar was willing to grant them, considering that the group informed him of their encounter with Shye, with emphasis on the fact that they were carrying metal.&lt;br /&gt;
&lt;br /&gt;
The brothers Kaze spoke with their father, Murasaki, about the construction of a massive vehicle, an idea with which he was incredibly pleased. They informed him that metal would be delivered shortly, and the elder Kaze began work almost immediately on a massive flying ship.&lt;br /&gt;
&lt;br /&gt;
The group then went to Germonik, to check on the status of Josef. They found that his &amp;quot;radio tower&amp;quot; had been disassembled, and the barn ripped asunder. Further investigation led to them learning that Josef had fled town, but Volos had not been so lucky - he had apparently been strung up on the north end of town. They also discovered that Bill had been overthrown, by a Nevhonim named Ted. After an almost-confrontation with the Nevhonim (during which Shiro collapsed one of the walls of the main tavern in Germonik), they backed off and told the group what they wanted to hear.&lt;br /&gt;
&lt;br /&gt;
The group then headed to Edge, where - according to what they heard from Angmar - someone had set up shop and was working on a flying machine. Lo and behold it was Josef, who spun a tale of frustration with the absurdity of living in Germonik, and his subsequent flight (not literally) from there due to Ted&#039;s frustration towards him. He wound up in Edge, and began experimenting with electrum engines, possibly even on the brink of constructing a flying machine that didn&#039;t require a balloon at all. The group returned &#039;&#039;da riggable&#039;&#039;, and wished Josef luck.&lt;br /&gt;
&lt;br /&gt;
Four months passed, during which the group performed various tasks and odd jobs. At the end of the four months, they regrouped in Arcturas, for the unveiling of the elder Kaze&#039;s flying machine. Towering over the moogles&#039; mechs and constructed wholly out of steel, the new ship was a sight to behold. The elder Kaze dubbed it the &#039;&#039;Kamikaze&#039;&#039;, and the moogles graciously received the gift. Capable of housing the entire party and the mechs in its interior, and having a self-contained atmosphere that would allow for underwater exploration, the &#039;&#039;Kamikaze&#039;&#039; was a definite upgrade over &#039;&#039;da riggable&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Taking their new aircraft, the party gathered up enough food to last them quite some time, and headed back to the desert continent.&lt;br /&gt;
&lt;br /&gt;
Having an aircraft capable of traveling around the clock (and a pilot that could do the same), the party began combing the desert, searching for signs of the Armand. They first searched the eastern end of the continent, and eventually came upon another ruined city. Upon further investigation, they found a relatively intact building; inside, they discovered two rooms of note: in one, there was a cache of weapons of unusual design - various swords and guns; in the other, they found an akashic stone, set on a pedestal, which Miggs almost immediately took. &lt;br /&gt;
&lt;br /&gt;
After an altercation in which the party relieved Miggs of the stone, Uriah contacted the stone, and saw an image of an ancelari, projecting thoughts in an unknown language in his mind; after a minute or so of speaking, the image shot itself in the head, and the image played out all the gory details of that event. Slightly shaken, Uriah - knowing that the moogles were mildly telepathic - handed it to Shiro, who contacted the stone. Able to understand the language &amp;quot;spoken&amp;quot; by the ancelari, he relayed the information to the rest of the party...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;The_Message&amp;quot;&amp;gt;&lt;br /&gt;
 &amp;quot;If you have found this stone, and are capable of understanding my words, then perhaps they succeeded. Perhaps they who fled&lt;br /&gt;
 reached those alien worlds, and taught those people the ways of the gun? Perhaps they have even managed to conquer the depths of&lt;br /&gt;
 space?&lt;br /&gt;
 &lt;br /&gt;
 &amp;quot;But we all know what is coming, don&#039;t we, stranger? The zerg are no threat, compared to the things that will come from beyond...&lt;br /&gt;
 we&#039;re all damned, then... and no amount of running will save us!...&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Armand.JPG|thumb|200px|right|An armand]]&lt;br /&gt;
Mildly disturbed, the party took some of the weapons from the cache, and began heading west. They investigated the eastern side of the gouge in the continent, heading north, then investigated the western side, beginning from the north.&lt;br /&gt;
&lt;br /&gt;
Eventually, in the middle of the western side of the continent, the party spotted an encampment. Having come across it in the heat of day, they waited until nightfall, when they saw movement. They headed for the camp, and were met halfway by three armand.&lt;br /&gt;
&lt;br /&gt;
Miggs was the first to greet the creatures, but they did not respond immediately, instead, they transmitted thoughts into the minds of the party, none of whom - save the moogles - understood. The lead armand seemed to sense their lack of understanding, and began communicating in Phytic.&lt;br /&gt;
&lt;br /&gt;
The party had many questions, and the armand answered them as best he could. Apparently, they were able to go to Tai&#039;lyan by riding on small islands that rode on strong wind currents; these islands apparently migrate in a relatively stable pattern, such that the armand could reliably take them between Tai&#039;lyn and Reldyr&#039;nym (the name of the continent they were currently on). The armand had no knowledge of the creatures the party had fought earlier (those accompanying Shye), nor did they know of the &#039;&#039;memento umbra&#039;&#039;, other than that they had seen traces of a great beast wandering the desert. In the course of conversation, the armand informed the party that there was one who may have some of the answers they sought.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Toplanders_Explore_Reldyr-nym.jpg|thumb|300px|left|The continent of Reldyr&#039;nym, in its entirety (previously-explored sections are darkened).]]&lt;br /&gt;
They led the party to one of the tents of the encampment, and inside there was a strange creature, being tended by two other armand. The creature had the face of a wolf, but was definitely humanoid and bipedal; it also had bat-like wings, which were found on its body in a place similar to that of a bat (that is, from the forearm to the side). Its breathing was rather shallow. Miggs attempted to heal it with his tonics, to no avail - the armand were unable to cure whatever ailed the creature.&lt;br /&gt;
&lt;br /&gt;
Addison realized that they could use the potion they had found from the fight in Germonik, which contained &#039;&#039;bear&#039;s endurance&#039;&#039;; Uriah complied, and used it on the creature. Its breathing became easier, and it looked around in a rather frightened fashion. Addison used &#039;&#039;comprehend languages&#039;&#039; to understand the creature, but it didn&#039;t say much - it said something to the extent that the world was attacked, by horned beings. It also said the word &amp;quot;veyar,&amp;quot; which the armand leader immediately picked up on when Addison repeated it - it was an ancient word for the moon of Arcturas.&lt;br /&gt;
&lt;br /&gt;
The various Force effects ended, and the creature resumed its near-death status. Addison used &#039;&#039;deathwatch&#039;&#039;, and saw that the creature was suffering from what amounted to suffocation - barely hanging onto life.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Loot===&lt;br /&gt;
 +1 Unholy Lance (Divine)&lt;br /&gt;
 The &#039;&#039;Kamikaze&#039;&#039; [Gargantuan Ornithopter - Arm1/Eng5/Sys1] (Technology)&lt;br /&gt;
 Akashic stone containing [[#The_Message|a message]] in Ancelari&lt;br /&gt;
 Four (4) pistols, one (1) rifle, one (1) carbine, all corroded, from the southeast ruins of Reldyr&#039;nym&lt;br /&gt;
&lt;br /&gt;
==Session 07 - Vapor Trail==&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; 1350 (600 combat, 750 story)&lt;br /&gt;
&lt;br /&gt;
The group decided to take the strange creature with them, and go to the Simics, to see if the adu&#039;ja could find out more about the creature. The creature was still alive, but barely hanging onto life.&lt;br /&gt;
&lt;br /&gt;
They headed to Sh&#039;cala, the southern-most adu&#039;jan city, and spoke with the Simics there. The group had questions they wanted the creature to answer, and the Simics managed to get some answers out of the creature via the Blue.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Creature&#039;s Race and Type:&#039;&#039;&#039; unknown race, humanoid&lt;br /&gt;
 &#039;&#039;&#039;Most recent basic goal:&#039;&#039;&#039; escape&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;What is it?&#039;&#039;&#039; &amp;quot;We call ourselves the &#039;&#039;un&#039;veyar&#039;&#039;.&amp;quot;&lt;br /&gt;
 &#039;&#039;&#039;Were you attacked, and by what?&#039;&#039;&#039; &amp;quot;Yes, horned creatures riding on acid-spitting winged things.&amp;quot;&lt;br /&gt;
 &#039;&#039;&#039;Where is metal?&#039;&#039;&#039; &amp;quot;Veyar.&amp;quot;&lt;br /&gt;
 &#039;&#039;&#039;What about the moonfall?&#039;&#039;&#039; &amp;quot;Legends say long time ago, moon fell into the world.&amp;quot;&lt;br /&gt;
 &#039;&#039;&#039;Does it know about the horned things?&#039;&#039;&#039; &amp;quot;Yes.&amp;quot;&lt;br /&gt;
 &#039;&#039;&#039;Does it know about the memento umbra?&#039;&#039;&#039; &amp;quot;The what?&amp;quot;&lt;br /&gt;
 &#039;&#039;&#039;Does it want to be Migg&#039;s friend?&#039;&#039;&#039; &amp;quot;Who is miggs?&amp;quot;&lt;br /&gt;
 &#039;&#039;&#039;Does he know &amp;quot;how to fix this world&amp;quot;?&#039;&#039;&#039; &amp;quot;Can&#039;t fix, world trapped by pull of big world.&amp;quot;&lt;br /&gt;
 &#039;&#039;&#039;Where did it come from?&#039;&#039;&#039; &amp;quot;Veyar.&amp;quot;&lt;br /&gt;
 &#039;&#039;&#039;When did it come from? How long ago?&#039;&#039;&#039; no response.&lt;br /&gt;
 &#039;&#039;&#039;How old is it?&#039;&#039;&#039; &amp;quot;17 seasons.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The party was somewhat perplexed by these answers. They decided to head back to the armand, and see if they knew anything more.&lt;br /&gt;
&lt;br /&gt;
Upon finding the armands, there were a good deal of questions. The leader of the armand explained that, long ago, the zerg descended upon the planet. The armands and the myconids hid from the threat, while the ancelari remained on the surface, attempting to fend the creatures off. The armands explained that it was the ancelari who created the mist over the planet, in an effort to slow the zerg advance; however, their efforts were mostly in vain.&lt;br /&gt;
&lt;br /&gt;
In the end, the ancelari were forced underground, fighting the zerg in the many caves and tunnels beneath the planet&#039;s surface. Their leaders attempted to get their people off the planet by an unknown means; however, they were only partially successful, and many ancelari were left behind. In a last-ditch effort to destroy the zerg, they attempted to destroy the core of the planet - however, they apparently miscalculated, and only shattered the core, which shattered the entire surface of the planet and greatly weakened the planet&#039;s gravity. This resulted in the floating landmasses.&lt;br /&gt;
&lt;br /&gt;
They further explained that the shattering of the planet&#039;s core modified the magnetic field of the planet, altering almost all of the metal ore on the surface into the substance the party knew as electrum.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Toplanders_-_Windcrossed_Isles_Explore_1.JPG|thumb|375px|right|The islands in the east.]]&lt;br /&gt;
The armands also explained that they did not always look like they did now; however, having been on &amp;quot;irradiated&amp;quot; ground for so long, their people had gradually but drastically changed from their original form.&lt;br /&gt;
&lt;br /&gt;
The armands also told the group that there were strong currents in the atmosphere of the planet, much like water currents, and that the floating islands they rode on to reach Tai&#039;lyan were caught in one such current.&lt;br /&gt;
&lt;br /&gt;
The group decided to head east, heading off the eastern-most edge of Reldyr&#039;nym, along the air current, &amp;quot;against the wind.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Two months later, the party encountered a new set of floating landmasses; somewhere along the way, the strange creature they had picked up finally passed away. Searching its belongings, they found a beaten metal badge, with some strange markings on it. &lt;br /&gt;
&lt;br /&gt;
They explored the new islands, which were mostly uninhabited.&lt;br /&gt;
&lt;br /&gt;
On the southern-most island, however, they encountered a walled city. All of the group save Shiro and Kuro attempted to find a way into the city, and found a heavy iron gate - complete with two horned beings garbed in plate and armed with halberds - on the southern edge. When they approached, one of the guards asked who they were in Lucavic; after the majority of the group seemed unable to communicate in this, the guard spoke to them in Eastern Common.&lt;br /&gt;
&lt;br /&gt;
Miggs mentioned that they knew Shye, and wanted to see her; the guard recognized the name, and said they could all come in, save Addison. Addison complied, and William accompanied her back to the moogles.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, the rest of the group - Kassian, Uriah, Miggs, Tiy, and Tabby - entered the city. The guard led them to a rather large stone structure in the middle of the city (which was actually more like a walled camp). They were instructed to enter, and told to wait for Shye.&lt;br /&gt;
&lt;br /&gt;
Inside, the group were left in an entryway, with a doorway leading into what looked like a temple. Inside there was an enormous stone statue of Ajora, the head angel of Kolaita, the goddess of healing; the angel was wielding a bastard sword, wearing full plate, and had wings that had the appearance of razor-sharp metal. Set around the statue were two altars, each with three candles, all lit.&lt;br /&gt;
&lt;br /&gt;
After awhile, Shye finally entered, and greeted the group pleasantly. Miggs was interested in what was going on in the temple, so Shye invited them all in, and explained to Miggs that they followed Kolaita, but also paid special attention to Ajora, because the angel was the goddess&#039; protector. Kassian and Tabby refused to enter the room, while Uriah attempted to, but was stunned upon crossing the threshold into the room. Uriah then pushed Kassian into the room, but nothing happened.&lt;br /&gt;
&lt;br /&gt;
The discussion turned to the subject of metal, and Shye took them outside to meet with the city&#039;s blacksmith. As they walked, however, Miggs turned on his &#039;&#039;cloak generator&#039;&#039;, but attempted to make it look sneaky; Shye was apparently not amused by his antics, however, and was aware that he had actively done it, rather than &amp;quot;accidentally,&amp;quot; as he claimed. They continued on to the blacksmith.&lt;br /&gt;
&lt;br /&gt;
They attempted to haggle for some metal, but the blacksmith seemed uninterested.&lt;br /&gt;
&lt;br /&gt;
There was another discussion here, regarding the residents of Fort Drakys (as Shye called it) - they all appeared to be horned, other than Shye. Shye was rather vague on why that was, insisting that many beings had horns, and that it wasn&#039;t that unusual.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Toplanders_-_Veyar_Explore_1.JPG|thumb|375px|left|Is it a moon? Or a space station?]]&lt;br /&gt;
The group then decided to leave. They were escorted out.&lt;br /&gt;
&lt;br /&gt;
Regrouping, the party decided to continue heading east. &lt;br /&gt;
&lt;br /&gt;
After a few days, they encountered a strange purple mist. Heading in all directions to determine which way it was, they headed up, where the purple haze seemed to strengthen. After a few hours, they experienced a change in gravity, and were now looking down (what was up, previously) at a strange new environment.&lt;br /&gt;
&lt;br /&gt;
They decided to explore, and flew along the edge of the &amp;quot;continent.&amp;quot; They found that there was a lower section (upper, in terms of normal gravity), that they opted to not explore at this time. They continued around, until they were back where they started, they then decided to search the plate in a zig-zag pattern.&lt;br /&gt;
&lt;br /&gt;
Eventually, in the southern mountains, they saw a cave entrance; this was unusual, as they had not yet seen anything of the sort here. Guessing that the outside air was poisonous to mortals, William volunteered to go explore. The cave narrowed into a tunnel, then opened into a wider cavern, with three branches - as well as an electrum lamp in the ceiling.&lt;br /&gt;
&lt;br /&gt;
Exploring further, William encountered more horned beings, who were mining what looked like iron ore. They noticed him, but - being a templar - he was much too fast for them, and he quickly returned to the &#039;&#039;Kamikaze&#039;&#039;. The creatures chased him out, but the group crushed two of the three with the ship; the remaining one returned to the depths of the cave.&lt;br /&gt;
&lt;br /&gt;
===Loot===&lt;br /&gt;
 Un&#039;veyar metal badge&lt;br /&gt;
&lt;br /&gt;
==Session 08 - Dark Side of the Moon==&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; 806 (750 story, 56 combat)&lt;br /&gt;
&lt;br /&gt;
Session synopsis coming soon.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Session Highlights&#039;&#039;&#039;&lt;br /&gt;
 Entered western wing of mine.&lt;br /&gt;
 Encountered a bunch of traps.&lt;br /&gt;
 Kuro scouted ahead, found a bunch of fake miners.&lt;br /&gt;
 Fight in the corridor.&lt;br /&gt;
&lt;br /&gt;
===Loot===&lt;br /&gt;
 Loot coming soon.&lt;br /&gt;
&lt;br /&gt;
==Session 09 - Infernoplex==&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; 4th - 1975 (500 story, 1000 combat, 475 traps)&lt;br /&gt;
     3rd - 2160 (500 story, 1125 combat, 535 traps)&lt;br /&gt;
&lt;br /&gt;
Session synopsis coming soon.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Session Highlights&#039;&#039;&#039;&lt;br /&gt;
 Party rested, returned to western wing.&lt;br /&gt;
 Ambushed by three guys. Looted them.&lt;br /&gt;
 Attacked by two groups, one of miners and blacksmiths from the west, and two guys from the south.&lt;br /&gt;
 Kassian died.&lt;br /&gt;
 Group captured a priest.&lt;br /&gt;
 Priest fought them on the ship, they killed him, dumped him off at Fort Drakys.&lt;br /&gt;
 William died.&lt;br /&gt;
 Group returned to the adu&#039;ja, who revived the pair. They now each owe the adu&#039;ja a favor.&lt;br /&gt;
 The simics used &#039;&#039;object loresight&#039;&#039; to determine what was up with the priest guy&#039;s holy symbol. It came from a place called&lt;br /&gt;
   Shar&#039;nal, which isn&#039;t on Arcturas (the planet).&lt;br /&gt;
 Group headed to Edge to deliver iron ore stolen from the mine and to check on Josef.&lt;br /&gt;
 Group headed to Germonik to check on them. Encountered Ned Riddle, current &amp;quot;leader.&amp;quot;&lt;br /&gt;
 Riddle gave Uriah 20 wooden coins.&lt;br /&gt;
 Group found out that Riddle is interested in establishing a currency so that they can trade with the artilects for wood.&lt;br /&gt;
 Group went to Arcturas (the city) to talk to Angmar.&lt;br /&gt;
 They told Angmar what was going on.&lt;br /&gt;
 Angmar informed the group that there had been an explosion in Edge, at the electrum processing plant.&lt;br /&gt;
 Apparently the iron ore the group brought was electrum. But it was definitely iron ore when they started.&lt;br /&gt;
&lt;br /&gt;
===Loot===&lt;br /&gt;
 Loot coming soon.&lt;br /&gt;
&lt;br /&gt;
==Session 10 - Iron Man==&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; &#039;&#039;4th&#039;&#039; - 2100 (1000 story, 1000 combat, 100 social)&lt;br /&gt;
     &#039;&#039;3rd&#039;&#039; - 2200 (1000 story, 1088 combat, 112 social)&lt;br /&gt;
&lt;br /&gt;
Session synopsis coming soon.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Session Highlights&#039;&#039;&#039;&lt;br /&gt;
 The group headed down to Sh&#039;cala, to see if the adu&#039;ja could identify some of their loot.&lt;br /&gt;
 Upon arrival, William freaked out, and wrote something down.&lt;br /&gt;
 Aes&#039;iel agreed to identify their items, and identified most of what the party had.&lt;br /&gt;
 The party then headed back to the mine.&lt;br /&gt;
 On the way there, there was knocking on the hatch. William went out to investigate, and there was a guy on top of the ship.&lt;br /&gt;
 They let him in.&lt;br /&gt;
 Guy seemed to recognize each of them, and introduced himself as Iz. He spoke with a strange accent.&lt;br /&gt;
 Iz explained that he had talked with Shye, and had been trapped in temporal stasis since the fall of the Ronkan empire.&lt;br /&gt;
 Iz explained that Shye was apparently planning on war.&lt;br /&gt;
 Iz accompanied them to the mine. The group investigated the western mineshaft, but upon attempting to get into the southern &lt;br /&gt;
    and eastern mines, found that the doors had been melted, and the openings closed with smooth stone.&lt;br /&gt;
 When they returned to the ship (parked a mile up), Iz was waiting for them.&lt;br /&gt;
 The group decided to head north, and Iz decided to accompany them.&lt;br /&gt;
 They found another continent, this one covered in snow.&lt;br /&gt;
 Iz insisted on being let outside, so they took a short rest.&lt;br /&gt;
 Addison followed Iz beyond the mist, and came back before he did - she apparently saw him turn into a dragon.&lt;br /&gt;
&lt;br /&gt;
===Loot===&lt;br /&gt;
 5 akashic stones (4 in Lucavic, 1 in Ronkan)&lt;br /&gt;
&lt;br /&gt;
==Session 11 - Acoustic Snowfall==&lt;br /&gt;
This session will take place on &#039;&#039;&#039;December 1, 2007.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Also, as of this session, we will be playing in the basement.&lt;br /&gt;
&lt;br /&gt;
[[Category:Trinity]]&lt;/div&gt;</summary>
		<author><name>GnomeWorks</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Trinity:The_Toplanders&amp;diff=69391</id>
		<title>Trinity:The Toplanders</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Trinity:The_Toplanders&amp;diff=69391"/>
		<updated>2007-11-28T21:02:08Z</updated>

		<summary type="html">&lt;p&gt;GnomeWorks: /* Session 10 - Iron Man */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This campaign started the second week of September, 2007, and is currently being played.&lt;br /&gt;
&lt;br /&gt;
In terms of Trinity, this group began adventuring in early [[Trinity:Timeline#432_CY | 432 CY]] on [[Trinity:Geography#Arcturas | Arcturas]].&lt;br /&gt;
&lt;br /&gt;
This page will house all the information for this campaign in Trinity.&lt;br /&gt;
&lt;br /&gt;
==Game Time==&lt;br /&gt;
The game takes place on Saturday nights, roughly at 11 pm local time, and goes until anywhere from 4 to 6 in the morning.&lt;br /&gt;
&lt;br /&gt;
===Waiting List===&lt;br /&gt;
Given that there is the possibility of losing some players over the course of time, I will be maintaining a waiting list for this game. If you are interested in joining us, please leave a note in the Discussion page attached to this page.&lt;br /&gt;
&lt;br /&gt;
The waiting list is as follows.&lt;br /&gt;
&lt;br /&gt;
* House&lt;br /&gt;
&lt;br /&gt;
=Game Information=&lt;br /&gt;
Players may choose their method of character creation: 32 point buy, or standard Trinity rolling method (4d6, reroll 1&#039;s, drop 1 die, roll eight - keep seven, arrange in any order). Once the rolling method is chosen, the player will use those stats each time the player decides to switch to rolling method (by which I mean that you cannot roll stats, switch to point buy, then switch back to rolling method to reroll your stats); a player may redistribute ability scores or switch to the other creation method at any point before the game begins.&lt;br /&gt;
&lt;br /&gt;
Rolled stats must be rolled in front of the DM at any time that is convenient. Just make sure that you don&#039;t lose the stats!&lt;br /&gt;
&lt;br /&gt;
==Ability Scores==&lt;br /&gt;
Standard Trinity ability scores - standard d20 stats with the addition of [[Trinity:Perception | Perception]] - will be used.&lt;br /&gt;
&lt;br /&gt;
==Race Selection==&lt;br /&gt;
Unlike previous Trinity games, this game will have a racial restriction. Race selection is limited to the following races...&lt;br /&gt;
&lt;br /&gt;
* [[Trinity:Human | Human]]&lt;br /&gt;
* [[Trinity:Ancelari | Ancelari]]&lt;br /&gt;
* [[Trinity:Artilect | Artilect]]&lt;br /&gt;
* [[Trinity:Cogling | Cogling]]&lt;br /&gt;
* [[Trinity:Dwarf | Dwarf]]&lt;br /&gt;
* [[Trinity:Gnome | Gnome]]&lt;br /&gt;
* [[Trinity:Gremlin | Gremlin]]&lt;br /&gt;
* [[Trinity:Half-Orc | Half-Orc]]&lt;br /&gt;
* [[Trinity:Halfling | Halfling]]&lt;br /&gt;
* [[Trinity:Moogle | Moogle]]&lt;br /&gt;
* [[Trinity:Orc | Orc]]&lt;br /&gt;
* [[Trinity:Selkie | Selkie]]&lt;br /&gt;
&lt;br /&gt;
==Class Selection==&lt;br /&gt;
Class selection is unrestricted. Any Trinity-accepted classes are allowed.&lt;br /&gt;
&lt;br /&gt;
===Level===&lt;br /&gt;
Characters will be created at 2nd level. That means that you can choose an LA +1 race, and begin at 1st level.&lt;br /&gt;
&lt;br /&gt;
==Backstory==&lt;br /&gt;
Some amount of backstory is appreciated. As this game will not be starting for a good few months, you have plenty of time to figure one out.&lt;br /&gt;
&lt;br /&gt;
Keep your age and race in mind. If you are older than 37 or so, then you are originally from Adnez or Ganymede, and came on the ship to Arcturas; this means that you remember the way things were, and you remember the tyranids. If you are younger than 37, then you were born on Arcturas, and have only heard of the other planets through stories; you have also probably heard of the tyranids, though you may not believe that they&#039;re necessarily real.&lt;br /&gt;
&lt;br /&gt;
Regardless of where you were born, you&#039;ll need to figure out how you came by your profession. If you&#039;re from Andez or Ganymede, then chances are good you had gained some knowledge before leaving the planet, and have essentially taught yourself or gained training from someone else in the community. If you were born on Arcturas, then you probably were taught your skills by one of the gnome akashics (who can tap the world memory and teach you by proxy).&lt;br /&gt;
&lt;br /&gt;
Due note that travel to Arcturas was by spacecraft, which is technological in nature. As such, if you are a member of a magic- or psionic-based class, that you will require an explanation of how you came by those skills. Most of the people on Ganymede (where Arcturas left from) were not versed in the ways of magic or psionics, and as such you&#039;ll need to explain why you are. Some classes will require more explanation than others - a sorcerer makes a lot more sense than a wizard (your ability to wield magic was dormant for a good while, for instance). I have no intentions of limiting your class selection, but just make sure that it makes sense.&lt;br /&gt;
&lt;br /&gt;
===Character Knowledge===&lt;br /&gt;
Each character knows something about the world: this information is encountered during training, found while gossiping, or simply inherently known.&lt;br /&gt;
&lt;br /&gt;
==About the Game==&lt;br /&gt;
I will attempt to keep the players as in-the-dark as possible until the game begins; however, this game will add quite a bit of information to the Trinity universe, some of which will need to be up prior to the game to ensure that the players all at least have some idea of what is going on. As such, small updates will be added throughout the wiki on a semi-regular basis over the course of the summer. For my convenience, I shall keep a list here of what has been and is going to be added; this list is by no means comprehensive, and may change over the course of the summer, as additional information may be required or found to be useful.&lt;br /&gt;
&lt;br /&gt;
* [[Trinity:Geography | Update of General Stellar Cartography]]&lt;br /&gt;
* [[Trinity:History#The_Fourth_Age |History of Arcturas and Arcostes]]&lt;br /&gt;
* [[Trinity:Geography#Arcturas | Arcturan Geography]]&lt;br /&gt;
** [[Trinity:Turas | Turas]]&lt;br /&gt;
* Arcturan Calendar&lt;br /&gt;
* Arcturan Society&lt;br /&gt;
** Arcturan Demographics&lt;br /&gt;
* [[Trinity:Electrum | Electrum]]&lt;br /&gt;
&lt;br /&gt;
==Campaign-Specific Mechanics==&lt;br /&gt;
There are a few strange things about this game that aren&#039;t covered by normal mechanics. Given the heavily-modified nature of Trinity, the need for custom rules even for a particular campaign shouldn&#039;t really come as a surprise to anyone.&lt;br /&gt;
&lt;br /&gt;
This section will detail campaign-specific mechanics as they come up.&lt;br /&gt;
&lt;br /&gt;
===Crafting using Raw Metal===&lt;br /&gt;
Crafting using scavenged metal works pretty much like normal crafting. However, given the scarcity of such materials, a wise crafter will be cautious in expending such materials frivolously. In addition, normal crafting rules don&#039;t cover what &amp;quot;38 pounds of iron&amp;quot; can be used for, so the rules for crafting will be expanded here.&lt;br /&gt;
&lt;br /&gt;
All normally metal objects have a listed weight (ie, a longsword weighs four lbs). A skilled crafter can use as little iron as possible to construct such an item, and use other materials - wood, for instance - for the remaining weight. Even something as seemingly shoddy as making the entire base of the weapon out of wood, then lining the &amp;quot;edges&amp;quot; of the weapon with iron, can result in a weapon just as destructive (if not as sturdy) as a standard full-iron longsword.&lt;br /&gt;
&lt;br /&gt;
In terms of weapons, armor, shields, and miscellaneous goods, a skilled crafter can make an item that relies on iron to function using an amount of iron weighing half of the item&#039;s weight. To make a longsword, then, a crafter must use two pounds of iron. Note that the weight of an item is dependent upon the size of the intended wielder - a longsword for a halfling, for instance, weighs less than a longsword for a human.&lt;br /&gt;
&lt;br /&gt;
If the crafter fails at making an item, normally half of the materials are lost or waste; however, with resources being scarce, this is usually an unacceptable end. A crafter can recover the materials &amp;quot;lost&amp;quot; in failing to craft an item by spending one hour for every two spent crafting the failed item.&lt;br /&gt;
&lt;br /&gt;
For crafting Force items, different metals have different values in terms of raw materials.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Material	Value/Unit&#039;&#039;&#039;&lt;br /&gt;
 Iron		50 gp/lb&lt;br /&gt;
&lt;br /&gt;
===Crafting using Bug Carapaces===&lt;br /&gt;
Almost everything from the corpse of a bug is usable, in terms of crafting items. Internal organs aside, a skilled crafter can work the bits and pieces in a manner similar to how iron, chitin, or leather would be worked.&lt;br /&gt;
&lt;br /&gt;
Crafting armor out of the bug carapaces is similar to how armor is [http://www.d20srd.org/srd/specialMaterials.htm#dragonhide crafted from dragonhide]. In addition to the normal armors craftable, a bug&#039;s carapace can be used to make leather armor or a [[Trinity:Armor#Leather_Trenchcoat|leather trenchcoat]] for a creature of the same size as the bug; also, bug carapaces can be used to make [[Trinity:Armor#Chitin_Armor|chitin armor]], with the same restrictions as making banded mail. Multiple bug carapaces can be combined to produce more choice material for crafting - two Medium corpses can be combined to be treated as a Large corpse, while two Large corpses (or their equivalent) can be combined to be used as a Huge corpse.&lt;br /&gt;
&lt;br /&gt;
In addition, due to the extreme hardness of the bugs&#039; skeletal structures (both endo- and exo-), a clever crafter can craft weapons out of the corpses, as well. A weapon of one-handed size or smaller can be made in place of a shield, if the rest of the carapace is used to craft armor; if an entire carapace is used to produce weapons, it can produce: two two-handed weapons of a size equal to the size of the corpse; or, four one-handed weapons; or, eight light weapons. Ranged weapons require more choice bits of the creature (finding an appropriate sinew for a bow, for example, is rather difficult, as is finding bones that would function for a crossbow) - as such, halve the number of weapons of that size that can be made for the corpse being used.&lt;br /&gt;
&lt;br /&gt;
In addition, such weapons benefit from the extreme sharpness of the various parts of a bug&#039;s body, resulting in a natural +1 enhancement bonus to attack and damage rolls. Armor and shields crafted from a bug&#039;s body are almost supernaturally hard and resilient to blows, resulting in a +1 enhancement bonus to their AC bonus.&lt;br /&gt;
&lt;br /&gt;
In terms of crafting Force items, bug carapaces do not function especially well as raw components. However, enough bits and pieces can be pieced together to make something vaguely resembling the end goal, if rather organic in appearance. Materials from a bug carapace equivalent to what is required to make a one-handed weapon (see above) are worth 100 gp in terms of raw materials for constructing Force items.&lt;br /&gt;
&lt;br /&gt;
In terms of crafting other kinds of items, the internal organs of the bugs can be used to construct technological devices from the Chemistry field (and the Chemistry field only); such devices have a rather bitter and disgusting smell and a worse taste, but they function well enough. Since these materials aren&#039;t useful for anything else, a Medium-size bug&#039;s corpse can be raided for parts that can be used to construct two Chemistry devices; for each category above Medium, this number doubles (a Small bug, then, would provide sufficient parts for one Chemistry device, while smaller bugs are simply too small to be of any use).&lt;br /&gt;
&lt;br /&gt;
The corpses of bugs can also be used for the purposes of structures, including buildings and vehicles. To construct a vehicle of a given size, the crafter must have corpses sufficient to be one size category larger than the vehicle; for instance, to craft a Large vehicle, bug corpses whose combined size is Huge are required. However, such vehicles greatly resemble the corpses from which they were assembled, making them difficult and unusual to pilot, resulting in a PCP to the vehicle of -4. For every additional size category larger the assembled bug corpses are, this penalty is reduced by -2 (so in order to build a Large vehicle without a PCP, you would require bug caparaces whose combined size would be Colossal). A vehicle crafted out of bug carapaces uses the following stats for its material.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;CHITIN&#039;&#039;&#039; (LA +0)&lt;br /&gt;
 	Hardness: 2.	STR +0&lt;br /&gt;
 	Armor: +1.	DEX -2&lt;br /&gt;
 	PCP: (varies)	CON +2&lt;br /&gt;
 	Cold Vulnerability, Acid Immunity.&lt;br /&gt;
&lt;br /&gt;
=Campaign=&lt;br /&gt;
What follows is a summary of each game session.&lt;br /&gt;
&lt;br /&gt;
===Cast===&lt;br /&gt;
* Hamtaro as &#039;&#039;&#039;Kuro Kaze&#039;&#039;&#039; ([[Trinity:Moogle|moogle]] [[Trinity:Greasemonkey|greasemonkey]])&lt;br /&gt;
* Melty as &#039;&#039;&#039;Kassian&#039;&#039;&#039; ([[Trinity:Human#Tsavashi|human]] [[Trinity:Artificer|artificer]])&lt;br /&gt;
* Brandon as &#039;&#039;&#039;Miggs&#039;&#039;&#039; ([[Trinity:Gremlin|gremlin]] [[Trinity:Technologist|technologist]])&lt;br /&gt;
* Smack as &#039;&#039;&#039;William&#039;&#039;&#039; ([[Trinity:Artilect|artilect]] [[Trinity:Templar|templar]])&lt;br /&gt;
* Dave-O as &#039;&#039;&#039;Shiro Kaze&#039;&#039;&#039; ([[Trinity:Moogle|moogle]] [[Trinity:Greasemonkey|greasemonkey]])&lt;br /&gt;
* Nyc as [[Trinity:Toplander_Tiy_Lena|&#039;&#039;&#039;Tiy Lena&#039;&#039;&#039;]] ([[Trinity:Selkie|selkie]] [[Trinity:Assassin|assassin]])&lt;br /&gt;
* Catface as &#039;&#039;&#039;Addison&#039;&#039;&#039; ([[Trinity:Human|human]] [[Trinity:Voidchild|voidchild]]/[[Trinity:Trainer|trainer]])&lt;br /&gt;
* ®ß¥!! as &#039;&#039;&#039;Uriah Morodov&#039;&#039;&#039; ([[Trinity:Human#Tsavashi|human]] [[Trinity:Bard|bard]])&lt;br /&gt;
&lt;br /&gt;
===Others===&lt;br /&gt;
* &#039;&#039;&#039;Volos&#039;&#039;&#039; ([[Trinity:Ancelari|ancelari]] [[Trinity:Metamorph|metamorph]]) [left the group (s03)] &lt;br /&gt;
* &#039;&#039;&#039;Tabby&#039;&#039;&#039; ([[Trinity:Human|human]] [[Trinity:Bard|bard]]) [followed Uriah around (s02 - )]&lt;br /&gt;
&lt;br /&gt;
==Session 01 - Explore? Explore... what?==&lt;br /&gt;
Perhaps a month after contact with the &#039;&#039;Arcostes&#039;&#039; was lost in SY 34, a call was sent out from Arcturas. The people of the fallen craft had lived on this world for 34 years, and knew nothing beyond the small chunk of world they had found themselves on - and Angmar Steeltoe, the old captain of the &#039;&#039;Arcturas&#039;&#039; herself, felt that it was time for the Adnezians and Ganymedians to know more about the world they had found themselves on. The call he sent out was a simple one: if you are willing to explore the world beyond what we know, come to the remains of the &#039;&#039;Arcturas&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Eight people answered the call, from all walks of life. A thinking machine who saw the future; a young girl who seemed terribly out of place. The apprentice blacksmith from the capital city; the twin moogles who had constructed their own mechs. The lone ancelari, who had explored the continent some thirty years before; a young selkie, who assisted in keeping the peace of the land; the legendary musician, whose music inspired the rebellious youth.&lt;br /&gt;
&lt;br /&gt;
Thus did their tale begin.&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
Angmar greeted the group, and told them to go out and explore. He mentioned that the robots in Edge might know something, and that the kids out in Germonik might, as well. The group decided to rest for the evening and head out the next day. Volos waits for the group outside of town.&lt;br /&gt;
&lt;br /&gt;
They travel to Edge. Volos goes to the lumbermill, to see if they know anything; everyone else heads to the administrative building in Edge. The apparent political leader in Edge is an artilect called Bucket, who William knows from being on the &#039;&#039;Arcturas&#039;&#039;. They converse; Bucket doesn&#039;t seem to know anything useful.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Josef-the-NPC.jpg|thumb|125px|right|Josef]]&lt;br /&gt;
Shiro and Kuro take their mechs and begin investigating the bottomside of the continent, but don&#039;t find anything useful.&lt;br /&gt;
&lt;br /&gt;
The group decides that there is nothing useful here, and heads to Germonik.&lt;br /&gt;
&lt;br /&gt;
They stop at the bridge that crosses the Gouge, as Volos seems to notice something strange about the mountains. The rest of the group gets frustrated, and they continue on.&lt;br /&gt;
&lt;br /&gt;
They arrive in Germonik, and find that someone has constructed a facsimile of the radio tower in Edge, but out of wood. They investigate, and find that its attached to a barn; the whole shindig is apparently under the ownership of a young human called Josef. As they arrive, he goes out and beats someone with his bat.&lt;br /&gt;
&lt;br /&gt;
Inside the barn, they find that he is constructing a flying thing of some sort, which he refers to as &amp;quot;da riggable&amp;quot; (that is, something that can be rigged). Interested in the possibility of flight, the party enquires as to how they could assist; he answers that he needs hemp, fuel, and time. The party decides to go look for some hemp, which Josef can use to finish his craft - in exchange, they tell him, they&#039;re interested in using it.&lt;br /&gt;
&lt;br /&gt;
They investigate, and find that the current big shot in town is a kid by the name of Bill. They arrange a deal with Bill, in which they&#039;ll trade him a crossbow from sufficient hemp for Josef to finish his craft. Bill agrees to the deal, and the party heads back to the barn to rest.&lt;br /&gt;
&lt;br /&gt;
==Session 02 - Teenage Wasteland==&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; 500 (story)&lt;br /&gt;
&lt;br /&gt;
Shortly after the party sets down to rest (with William and Volos keeping watch outside), a mob of Nevhonim appear, some of whose clubs are on fire. Their apparent leader is holding a body; they find out that it&#039;s Igor, one of Bill&#039;s cronies, who seemed to be the only one who could count. Last time they saw Igor, however, he had a lower jaw.&lt;br /&gt;
&lt;br /&gt;
The leader yells at William, who then goes inside to rouse his companions - the leader then informs his cronies to set the building on fire.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Tabby-the-NPC.jpg|thumb|125px|right|Tabby]]&lt;br /&gt;
Combat ensues. Of the eight members of the group, only three are standing when the last of the Nevhonim is felled.&lt;br /&gt;
&lt;br /&gt;
After the combat, the group finds that one of the Nevhonim had a youngish Gaeli girl attached to him by a rope. Uriah enquires further, and finds that she is unable to speak - instead, she communicates with her flute.&lt;br /&gt;
&lt;br /&gt;
 Tabby (NPC) joined the group.&lt;br /&gt;
&lt;br /&gt;
The party rests for a couple days, to recuperate from the battle. After, they venture to Bill, irritated with what happened - however, they find that Bill successfully procured the hemp, &amp;quot;from the Nevhonim.&amp;quot; Irritated, they take their payment, then pay him a few bundles of crossbow bolts (which they had left out of the earlier deal) for alcohol, which the group has determined is suitable fuel.&lt;br /&gt;
&lt;br /&gt;
Once da riggable is set up, the group begins to discuss where to go. There are two thoughts - either to head west, across the desert, or head north, to the mountains.&lt;br /&gt;
&lt;br /&gt;
===Loot===&lt;br /&gt;
 Wooden Maul, Masterwork (*1)&lt;br /&gt;
 Wooden Maul, Masterwork (*2)&lt;br /&gt;
 Quarterstaff, Masterwork (*3)&lt;br /&gt;
 Thin sheet of wood, covered in writing on both sides [language unknown; Divine item] (*5)&lt;br /&gt;
&lt;br /&gt;
==Session 03 - Decisions, Decisions==&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; 719 (469 combat, 250 story)&lt;br /&gt;
&lt;br /&gt;
Volos decided that he was irritated with the group, and headed off on his own.&lt;br /&gt;
&lt;br /&gt;
 Volos (PC) left the group.&lt;br /&gt;
&lt;br /&gt;
After he left, there was some debate regarding which way to go. The party decided to head north to the mountains, then - if that proved uneventful - to head to the waterfall near Edge.&lt;br /&gt;
&lt;br /&gt;
Using &amp;quot;da riggable,&amp;quot; they headed for the mountains. Along the way, they noticed a gremlin heading towards Germonik. Setting down, they found out that he was looking for the group - he had apparently planned on being part of the original expedition, but was late. After some debate, the group decided to allow the gremlin - who told them his name was Miggs - to join them.&lt;br /&gt;
&lt;br /&gt;
 Miggs (PC) joined the group.&lt;br /&gt;
&lt;br /&gt;
The group arrived at the mountains some time later, and decided that there was little worth doing there. They decided to head to Arcturas to refuel, then carry on to the waterfall.&lt;br /&gt;
&lt;br /&gt;
They arrived in Arcturas and refuelled. While the group was resting, Miggs planted flashpowder on Kuro and Shiro; when they woke up, Kuro fell prey to the trick, and angrily pulled his pistol on Miggs, who was clearly the culprit. After a warning shot was fired, the group carried on.&lt;br /&gt;
&lt;br /&gt;
Arriving at the waterfall, there was some discussion as to the best course of action. They decided to go over the edge and follow the waterfall down to wherever it went.&lt;br /&gt;
&lt;br /&gt;
They followed the waterfall down for a little less than two miles, and saw ground and a lake below. Kicking on their engines, they made  a cautious landing.&lt;br /&gt;
&lt;br /&gt;
They searched the lake, and found a river heading west-southwest. They decided to follow it. Some time later, they came across the edge of a forest, perpindicular to the river; they decide to continue following the river. Two days later, they came across a fork in the river: the river they were following joined another, and continued to flow south. The adjoining river was flowing from the north. The group decided to follow the flow, and headed south.&lt;br /&gt;
&lt;br /&gt;
Two and a half days later, they encountered a strange humanoid-looking creature, up in a massive bulge in a tree. After several attempts at communication, the creature gestured for them to follow it, which they did. Four hours later, they arrived in a &amp;quot;city&amp;quot; of these tree-bulges. They were brought to one of the humanoids dressed in blue in the top of a tree.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Adu-ja.jpg|thumb|125px|right|An adu&#039;ja]]&lt;br /&gt;
They found out that the creature they were brought to was an akashic, who rapidly learned their language. The group found out that these people were the [[Trinity:Adu-ja |Adu&#039;ja]], a race of - essentially - sentient mobile trees. The akashic&#039;s name was Aes&#039;iel, and they learned later that he was a Simic - a druid/akashic. Aes&#039;iel was also somewhat suspicious of Addison, though he did not mention why, save in a rather cryptic manner.&lt;br /&gt;
&lt;br /&gt;
They asked several questions. The group learned that the adu&#039;ja had been present for six-hundred years, and that the myconids - a race of fungus people - had been around for at least eight-hundred. They learned that the adu&#039;jan akashics could only see up to around eight hundred years in the past: beyond that, there was a great gap in the world memory. They learned that there are other floating landmasses, though the adu&#039;ja do not know how many there are; they also learned that there are sometimes visitors from elsewhere on this landmass (which they found was called Tai&#039;lyan), but that they were primarily left alone.&lt;br /&gt;
&lt;br /&gt;
They also found out that there was a cavern complex that connected Tai&#039;lyan and Turas, in the mountains, &amp;quot;beyond the mushroom forest.&amp;quot; They also learned that there were ancient ruins north of the forest, along the river, the nature of which the adu&#039;ja were uncertain: it had always been ruins, in decay, for at least eight-hundred years or so.&lt;br /&gt;
&lt;br /&gt;
The party decided to go explore the ruins. Before they set out, Aes&#039;iel gave each member of the group (along with Tabby, who had been tagging along since they left Germonik, and would apparently not leave Uriah&#039;s side) an akashic stone, which allowed them to instantly learn the Adu&#039;jan language, called Phytic. Aes&#039;iel informed the group that, with that, they could speak with the adu&#039;ja and the myconids. The party then set out.&lt;br /&gt;
&lt;br /&gt;
Five days later, they arrived at the ruins. William noted, at first, that the architecture was similar to the Ronkan style; later on, he also noticed that they seemed similar to Elven architecture, as well. The group explored the ruins, which were the size of a city suitable for perhaps a thousand occupants; as they searched, they also salvaged as much usable metal as they could (as the remains of the buildings were metal in nature).&lt;br /&gt;
&lt;br /&gt;
After awhile, Kuro, Cassian, William, Miggs, Shiro, and Uriah (though he was sleeping at the time) began sparking purple; Addison, meanwhile, began sparking white. They also began noticing ridges in the ground, as though something were traveling underground. Kuro flew up, and noticed that the ridges were appearing around the group in a vaguely circular pattern, and more were forming some distance from the group, no matter where they went. As those who were sparking neared the ridges, their sparking was more intense.&lt;br /&gt;
&lt;br /&gt;
Miggs climbed up a delapidated building, and Shiro flew down to inform William of what he saw. As soon as he touched down, five creatures burst forth from the ground, forming a circle around the group.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Zergling.JPG|thumb|225px|left|Three of the creatures look like this...]]&lt;br /&gt;
[[Image:Trinity_Hydralisk.JPG|thumb|225px|right|...and the other two look like this.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Three of the creatures look like this... &#039;&#039;This creature is about the size of a large dog, with a short tail and tough carapace. Its back legs are long, while its front legs end in sickle-like claws. Beneath its head rest two equally sharp fangs, and it chitters and jumps about restlessly.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While the other two look like this... &#039;&#039;This creature slithers forward on a serpentine lower body. It is hunched forward, its two powerful arms curved like wicked scythes and its manibles dripping with acidic drool. The back of its head is elongated into a plate, covering most of its back save for a long spine on the top of its carapace.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Loot===&lt;br /&gt;
 9 akashic stones, all containing the [[Trinity:Phytic_Language |Phytic]] language&lt;br /&gt;
&lt;br /&gt;
==Session 04 - Question!==&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; 500 (story)&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Memento_umbra.jpg|thumb|225px|right|The creature Aes&#039;iel called the &#039;&#039;memento umbra&#039;&#039;.]]&lt;br /&gt;
The group fought the creatures, in a rather vicious fight. They found that the creatures were able to regenerate their wounds - those they thought were slain rose to fight again. When the last was felled, they proceeded to smash in all of their skulls, as that seemed effective in stopping their regeneration.&lt;br /&gt;
&lt;br /&gt;
In the course of the fight, Shiro and Tiy succumbed to their wounds. After a bit of healing onsite, the group gathered the bodies (including the bugs&#039; bodies, which Kassian believed were able to be worked like iron) and returned to the Adu&#039;ja, who they believed would be able to return the dead.&lt;br /&gt;
&lt;br /&gt;
The adu&#039;ja were in fact able to do so, and agreed to reincarnate their friends (in a rather Simic manner, combining the power of Nature and the Blue to reincarnate the creature in the same body), in exchange for a favor. The adu&#039;ja had explored the memories of the party&#039;s world and people, and discovered the existence of the &#039;&#039;mementos&#039;&#039; - they also found that some had been trapped there, and sought a way out. Unexperienced in the ways of the &#039;&#039;mementos&#039;&#039;, they accidentally freed a particularly vicious &#039;&#039;memento&#039;&#039;, which Aes&#039;iel believed was known as &#039;&#039;memento umbra&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
To assist in their search for the creature, Aes&#039;iel implanted a rough map of the continent into the minds of the party.&lt;br /&gt;
&lt;br /&gt;
Waiting for the morning, the party is able to recuperate from the experience of the fight, which had pushed them to their limits.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; 675 (combat)&lt;br /&gt;
&lt;br /&gt;
After resting and meeting up with their reincarnated members, the party discussed where to go. Kassian was adamant that the group go to the mountains; William questioned the human&#039;s insistence, and Kassian explained that the various things he had been picking up had a strange &amp;quot;aura&amp;quot; to them, and that he believed the things they fought at the ruins were the source. He believed that the myconids, whom the adu&#039;ja had mentioned existed prior to the gap in the world memory (800 years prior to now), may know something about it.&lt;br /&gt;
&lt;br /&gt;
William also made a query to the adu&#039;ja regarding the possibility of ironwood, which he had encountered on Ganymede. Aes&#039;iel told him that the adu&#039;ja do indeed make ironwood, and keep stores of it, and that they may be willing to part with some of it.&lt;br /&gt;
&lt;br /&gt;
In addition, while the party was waiting, Addison talked to Aes&#039;iel about the nature of the &#039;&#039;momentos&#039;&#039; - hoping to turn her from her path, Aes&#039;iel gladly told her all she wanted to know. The conversation eventually led to Addison gaining the skills of a [[Trinity:Trainer|trainer]].&lt;br /&gt;
&lt;br /&gt;
===Loot===&lt;br /&gt;
 [[:Image:Trinity_Tai-lyan.JPG|Map of Tai&#039;lyan]] (memory now possessed by all current members of the party)&lt;br /&gt;
&lt;br /&gt;
==Session 05 - Mushroom Samba==&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; 250 (story)&lt;br /&gt;
&lt;br /&gt;
After some discussion, the group decided to head north to the myconid village of Samtri.&lt;br /&gt;
&lt;br /&gt;
When they arrived, they found a small copse of enormous mushrooms, and seemingly no one about. After some investigation, it appeared that there were some larger mushrooms, with door-like structures in them. Miggs went up to one of the doors and knocked loudly, while William yelled loudly.&lt;br /&gt;
&lt;br /&gt;
Their actions were fruitful: a bipedal, humanoid-looking mushroom exited one of the house-like structures, and spoke with them. However, he didn&#039;t speak very long, as he continually insisted that it was &amp;quot;sleep time&amp;quot; - the party realized that they had arrived in early afternoon, and that - these being mushroom-people - they were probably nocturnal. They decided to wait until &amp;quot;nightfall,&amp;quot; when they hoped to see more of the mushroom folk.&lt;br /&gt;
&lt;br /&gt;
After a few hours, the village of Samtri did indeed awake, and a throng of myconids exited the several mushroom houses and began heading north, to the mountains. Following them, the group found that they were headed to a cave just north of the village; once all the myconids were inside (aside from two guards), a single, larger myconid came out to greet them.&lt;br /&gt;
&lt;br /&gt;
The myconid (whose name they didn&#039;t bother to learn) seemed to be the leader of the village. He explained that the world had ended, that the bugs had come and gone, and that the moon had fallen. The party tried to explain that the bugs were back, but he was insistent that they were gone, along with &amp;quot;the faceless ones.&amp;quot; The party was intensely curious about these so-called &amp;quot;faceless ones,&amp;quot; and the myconid explained that they were to the southwest. They inquired as to what they would find in the myconid village to the west, and the leader explained that Mitrosis was much like Samtri, only bigger.&lt;br /&gt;
&lt;br /&gt;
Their quest for knowledge satisfied, they went into the cave, to find what the myconids were up to, as they could clearly see that they were standing about in a circle. The leader myconid had told them they were forgetting; upon entering, they all became subjected to a massive hallucinogen. The group remained for the duration of the &amp;quot;meditation&amp;quot; (eight hours), after which the myconids returned to their mushroom houses.&lt;br /&gt;
&lt;br /&gt;
The party then discussed what to do; they decided to head southwest, along the treeline of the adu&#039;jan forest, to see if they could find the ruins the myconids mentioned. They walked for a little more than a month, and reached the edge of the continent, without finding anything.&lt;br /&gt;
&lt;br /&gt;
They went east, to the adu&#039;jan city of Sh&#039;cala, seeking out more Simics. They found them, and discussed what they had learned from the myconids. The simics explained that the myconids were simple creatures, and that they would not lie - if they said the cities of the &amp;quot;faceless ones&amp;quot; were to the southwest, then they were, but there were no such places on this continent. The party then decided that they would head southwest off the edge, taking da riggable, to see if there was another continent elsewhere.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Arcturas_-_New_Continent_-_1.jpg|thumb|325px|right|This is what the party explored for five months.]]&lt;br /&gt;
After some tree-hopping, courtesy of the simics, they recovered da riggable, and sailed off the southwestern edge of Tai&#039;lyan.&lt;br /&gt;
&lt;br /&gt;
Going somewhat down, they found another continent, full of sand. They set down, and began to explore; after two days, however, they began suffering from dehydration, and had yet to find water or even something other than sand. It was also unbearably hot, which they found odd, considering none of the higher continents had been so warm. Heading back to the simics, they asked for a source of water that would never run dry. The simics agreed to provide them with such a thing, but in exchange, they wanted the party to seek out the foreigners that sometimes appeared in the desert to the north (which Aes&#039;iel had mentioned before). The party agreed to this favor, and set out.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Mutalisk2_mirror.jpg|thumb|left|Four of these creatures dive towards &#039;&#039;da riggable.&#039;&#039;]]&lt;br /&gt;
Returning to the new continent, they proceeded to explore to the east, following the ledge they found after two days&#039; journey; they found that it made a circle, and they found themselves where they had originally landed. They then opted to follow the northernmost edge of the continent west. For three and a half months, the group walked through the desert, returning to Tai&#039;lyan when their food sources ran out. In this time, they found three ruins, none of which were inhabited; all of them exhibited signs of having suffered through a great catastrophe, reminiscent of an earthquake (according to Miggs, on an earthquake-measuring scale of 1 to 10, these cities had suffered through a 13).&lt;br /&gt;
&lt;br /&gt;
They then decided that the circular-shaped &amp;quot;hole&amp;quot; in the continent may have an answer; some of the group believed that the references the myconids made to the moon falling may have happened here. They set out, following the inner edge of the continent, and eventually found the edge - two days&#039; from where the ledge began. They decided to go down as far as they could, and three miles down, they could see water below. After some discussion, they left the mechs behind, and explored two days&#039; worth to the north, seeing nothing but water.&lt;br /&gt;
&lt;br /&gt;
They returned to roughly where the hole in the continent was, and began to ascend. As they did, however, William spotted something flying in the air...&lt;br /&gt;
&lt;br /&gt;
===Loot===&lt;br /&gt;
 Decanter of Endless Water [Nature]&lt;br /&gt;
&lt;br /&gt;
==Session 06 - Aerials==&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; 500 (story)&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Shyekara.jpg|thumb|200px|right|The woman called &amp;quot;Shye&amp;quot;]]&lt;br /&gt;
The four creatures - who, the party discovered in short order, were being ridden by human-sized beings - dived at &#039;&#039;da riggable&#039;&#039;, and the battle was joined.&lt;br /&gt;
&lt;br /&gt;
After a short skirmish in the air over a three-mile drop to a possibly endless ocean below, the beings riding the creatures - three of whom had incredibly long horns extruding from their foreheads, while the fourth was a human woman - called for parley. The party hesitantly agreed, and the woman - who one of the horned beings called &amp;quot;Shye&amp;quot; - explained that there was something of an error; they had not intended to attack the group, but were instead hunting a manifestation of the Void. Shye explained that they had detected a Void presence on the &#039;&#039;da riggable&#039;&#039;, and figured that it could only be the thing they hunted.&lt;br /&gt;
&lt;br /&gt;
Addison was curious, and asked why they were looking for it; Shye responded by saying that she worked &amp;quot;for a higher power,&amp;quot; that apparently did not want to see the creature in the wild. More discussion revealed that Shye was from Turas (the continent on which the &#039;&#039;Arcturas&#039;&#039; had crashed), but that she was one of the children that had fallen off the edge - she was apparently fortunate, however, and was saved during her fall (by what, was not mentioned). She and her companions were also notable due to the fact that they carried large quantities of metal (one of them was garbed in full-plate). Any questions regarding where they had gotten the metal or where they had come from was responded to with, &amp;quot;I don&#039;t want to ruin your sense of adventure.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Shye confirmed for the group that the Armand - what the people the Adu&#039;ja had asked the party to find were called - did wander the desert on the continent, and that they were often to the west of the circular rift in the continent. With no further questions, Shye and her companions left the group, heading east.&lt;br /&gt;
&lt;br /&gt;
The group decided to return to Turas, to refuel. The brothers Kaze also spoke of possibly fashioning new mechs or similar vehicles, and some of the group expressed an interest in reporting to Angmar. The group returned to Turas, specifically heading to the city of Arcturas, hiding &#039;&#039;da riggable&#039;&#039; outside of town.&lt;br /&gt;
&lt;br /&gt;
They found and spoke with Angmar, explaining to him everything they had done so far. Angmar was a bit disturbed by all of the information he was dumping on them, but he appeared pleased with their progress. The group wanted materials - specifically, metal from the ship - which Angmar was willing to grant them, considering that the group informed him of their encounter with Shye, with emphasis on the fact that they were carrying metal.&lt;br /&gt;
&lt;br /&gt;
The brothers Kaze spoke with their father, Murasaki, about the construction of a massive vehicle, an idea with which he was incredibly pleased. They informed him that metal would be delivered shortly, and the elder Kaze began work almost immediately on a massive flying ship.&lt;br /&gt;
&lt;br /&gt;
The group then went to Germonik, to check on the status of Josef. They found that his &amp;quot;radio tower&amp;quot; had been disassembled, and the barn ripped asunder. Further investigation led to them learning that Josef had fled town, but Volos had not been so lucky - he had apparently been strung up on the north end of town. They also discovered that Bill had been overthrown, by a Nevhonim named Ted. After an almost-confrontation with the Nevhonim (during which Shiro collapsed one of the walls of the main tavern in Germonik), they backed off and told the group what they wanted to hear.&lt;br /&gt;
&lt;br /&gt;
The group then headed to Edge, where - according to what they heard from Angmar - someone had set up shop and was working on a flying machine. Lo and behold it was Josef, who spun a tale of frustration with the absurdity of living in Germonik, and his subsequent flight (not literally) from there due to Ted&#039;s frustration towards him. He wound up in Edge, and began experimenting with electrum engines, possibly even on the brink of constructing a flying machine that didn&#039;t require a balloon at all. The group returned &#039;&#039;da riggable&#039;&#039;, and wished Josef luck.&lt;br /&gt;
&lt;br /&gt;
Four months passed, during which the group performed various tasks and odd jobs. At the end of the four months, they regrouped in Arcturas, for the unveiling of the elder Kaze&#039;s flying machine. Towering over the moogles&#039; mechs and constructed wholly out of steel, the new ship was a sight to behold. The elder Kaze dubbed it the &#039;&#039;Kamikaze&#039;&#039;, and the moogles graciously received the gift. Capable of housing the entire party and the mechs in its interior, and having a self-contained atmosphere that would allow for underwater exploration, the &#039;&#039;Kamikaze&#039;&#039; was a definite upgrade over &#039;&#039;da riggable&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Taking their new aircraft, the party gathered up enough food to last them quite some time, and headed back to the desert continent.&lt;br /&gt;
&lt;br /&gt;
Having an aircraft capable of traveling around the clock (and a pilot that could do the same), the party began combing the desert, searching for signs of the Armand. They first searched the eastern end of the continent, and eventually came upon another ruined city. Upon further investigation, they found a relatively intact building; inside, they discovered two rooms of note: in one, there was a cache of weapons of unusual design - various swords and guns; in the other, they found an akashic stone, set on a pedestal, which Miggs almost immediately took. &lt;br /&gt;
&lt;br /&gt;
After an altercation in which the party relieved Miggs of the stone, Uriah contacted the stone, and saw an image of an ancelari, projecting thoughts in an unknown language in his mind; after a minute or so of speaking, the image shot itself in the head, and the image played out all the gory details of that event. Slightly shaken, Uriah - knowing that the moogles were mildly telepathic - handed it to Shiro, who contacted the stone. Able to understand the language &amp;quot;spoken&amp;quot; by the ancelari, he relayed the information to the rest of the party...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;The_Message&amp;quot;&amp;gt;&lt;br /&gt;
 &amp;quot;If you have found this stone, and are capable of understanding my words, then perhaps they succeeded. Perhaps they who fled&lt;br /&gt;
 reached those alien worlds, and taught those people the ways of the gun? Perhaps they have even managed to conquer the depths of&lt;br /&gt;
 space?&lt;br /&gt;
 &lt;br /&gt;
 &amp;quot;But we all know what is coming, don&#039;t we, stranger? The zerg are no threat, compared to the things that will come from beyond...&lt;br /&gt;
 we&#039;re all damned, then... and no amount of running will save us!...&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Armand.JPG|thumb|200px|right|An armand]]&lt;br /&gt;
Mildly disturbed, the party took some of the weapons from the cache, and began heading west. They investigated the eastern side of the gouge in the continent, heading north, then investigated the western side, beginning from the north.&lt;br /&gt;
&lt;br /&gt;
Eventually, in the middle of the western side of the continent, the party spotted an encampment. Having come across it in the heat of day, they waited until nightfall, when they saw movement. They headed for the camp, and were met halfway by three armand.&lt;br /&gt;
&lt;br /&gt;
Miggs was the first to greet the creatures, but they did not respond immediately, instead, they transmitted thoughts into the minds of the party, none of whom - save the moogles - understood. The lead armand seemed to sense their lack of understanding, and began communicating in Phytic.&lt;br /&gt;
&lt;br /&gt;
The party had many questions, and the armand answered them as best he could. Apparently, they were able to go to Tai&#039;lyan by riding on small islands that rode on strong wind currents; these islands apparently migrate in a relatively stable pattern, such that the armand could reliably take them between Tai&#039;lyn and Reldyr&#039;nym (the name of the continent they were currently on). The armand had no knowledge of the creatures the party had fought earlier (those accompanying Shye), nor did they know of the &#039;&#039;memento umbra&#039;&#039;, other than that they had seen traces of a great beast wandering the desert. In the course of conversation, the armand informed the party that there was one who may have some of the answers they sought.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Toplanders_Explore_Reldyr-nym.jpg|thumb|300px|left|The continent of Reldyr&#039;nym, in its entirety (previously-explored sections are darkened).]]&lt;br /&gt;
They led the party to one of the tents of the encampment, and inside there was a strange creature, being tended by two other armand. The creature had the face of a wolf, but was definitely humanoid and bipedal; it also had bat-like wings, which were found on its body in a place similar to that of a bat (that is, from the forearm to the side). Its breathing was rather shallow. Miggs attempted to heal it with his tonics, to no avail - the armand were unable to cure whatever ailed the creature.&lt;br /&gt;
&lt;br /&gt;
Addison realized that they could use the potion they had found from the fight in Germonik, which contained &#039;&#039;bear&#039;s endurance&#039;&#039;; Uriah complied, and used it on the creature. Its breathing became easier, and it looked around in a rather frightened fashion. Addison used &#039;&#039;comprehend languages&#039;&#039; to understand the creature, but it didn&#039;t say much - it said something to the extent that the world was attacked, by horned beings. It also said the word &amp;quot;veyar,&amp;quot; which the armand leader immediately picked up on when Addison repeated it - it was an ancient word for the moon of Arcturas.&lt;br /&gt;
&lt;br /&gt;
The various Force effects ended, and the creature resumed its near-death status. Addison used &#039;&#039;deathwatch&#039;&#039;, and saw that the creature was suffering from what amounted to suffocation - barely hanging onto life.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Loot===&lt;br /&gt;
 +1 Unholy Lance (Divine)&lt;br /&gt;
 The &#039;&#039;Kamikaze&#039;&#039; [Gargantuan Ornithopter - Arm1/Eng5/Sys1] (Technology)&lt;br /&gt;
 Akashic stone containing [[#The_Message|a message]] in Ancelari&lt;br /&gt;
 Four (4) pistols, one (1) rifle, one (1) carbine, all corroded, from the southeast ruins of Reldyr&#039;nym&lt;br /&gt;
&lt;br /&gt;
==Session 07 - Vapor Trail==&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; 1350 (600 combat, 750 story)&lt;br /&gt;
&lt;br /&gt;
The group decided to take the strange creature with them, and go to the Simics, to see if the adu&#039;ja could find out more about the creature. The creature was still alive, but barely hanging onto life.&lt;br /&gt;
&lt;br /&gt;
They headed to Sh&#039;cala, the southern-most adu&#039;jan city, and spoke with the Simics there. The group had questions they wanted the creature to answer, and the Simics managed to get some answers out of the creature via the Blue.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Creature&#039;s Race and Type:&#039;&#039;&#039; unknown race, humanoid&lt;br /&gt;
 &#039;&#039;&#039;Most recent basic goal:&#039;&#039;&#039; escape&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;What is it?&#039;&#039;&#039; &amp;quot;We call ourselves the &#039;&#039;un&#039;veyar&#039;&#039;.&amp;quot;&lt;br /&gt;
 &#039;&#039;&#039;Were you attacked, and by what?&#039;&#039;&#039; &amp;quot;Yes, horned creatures riding on acid-spitting winged things.&amp;quot;&lt;br /&gt;
 &#039;&#039;&#039;Where is metal?&#039;&#039;&#039; &amp;quot;Veyar.&amp;quot;&lt;br /&gt;
 &#039;&#039;&#039;What about the moonfall?&#039;&#039;&#039; &amp;quot;Legends say long time ago, moon fell into the world.&amp;quot;&lt;br /&gt;
 &#039;&#039;&#039;Does it know about the horned things?&#039;&#039;&#039; &amp;quot;Yes.&amp;quot;&lt;br /&gt;
 &#039;&#039;&#039;Does it know about the memento umbra?&#039;&#039;&#039; &amp;quot;The what?&amp;quot;&lt;br /&gt;
 &#039;&#039;&#039;Does it want to be Migg&#039;s friend?&#039;&#039;&#039; &amp;quot;Who is miggs?&amp;quot;&lt;br /&gt;
 &#039;&#039;&#039;Does he know &amp;quot;how to fix this world&amp;quot;?&#039;&#039;&#039; &amp;quot;Can&#039;t fix, world trapped by pull of big world.&amp;quot;&lt;br /&gt;
 &#039;&#039;&#039;Where did it come from?&#039;&#039;&#039; &amp;quot;Veyar.&amp;quot;&lt;br /&gt;
 &#039;&#039;&#039;When did it come from? How long ago?&#039;&#039;&#039; no response.&lt;br /&gt;
 &#039;&#039;&#039;How old is it?&#039;&#039;&#039; &amp;quot;17 seasons.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The party was somewhat perplexed by these answers. They decided to head back to the armand, and see if they knew anything more.&lt;br /&gt;
&lt;br /&gt;
Upon finding the armands, there were a good deal of questions. The leader of the armand explained that, long ago, the zerg descended upon the planet. The armands and the myconids hid from the threat, while the ancelari remained on the surface, attempting to fend the creatures off. The armands explained that it was the ancelari who created the mist over the planet, in an effort to slow the zerg advance; however, their efforts were mostly in vain.&lt;br /&gt;
&lt;br /&gt;
In the end, the ancelari were forced underground, fighting the zerg in the many caves and tunnels beneath the planet&#039;s surface. Their leaders attempted to get their people off the planet by an unknown means; however, they were only partially successful, and many ancelari were left behind. In a last-ditch effort to destroy the zerg, they attempted to destroy the core of the planet - however, they apparently miscalculated, and only shattered the core, which shattered the entire surface of the planet and greatly weakened the planet&#039;s gravity. This resulted in the floating landmasses.&lt;br /&gt;
&lt;br /&gt;
They further explained that the shattering of the planet&#039;s core modified the magnetic field of the planet, altering almost all of the metal ore on the surface into the substance the party knew as electrum.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Toplanders_-_Windcrossed_Isles_Explore_1.JPG|thumb|375px|right|The islands in the east.]]&lt;br /&gt;
The armands also explained that they did not always look like they did now; however, having been on &amp;quot;irradiated&amp;quot; ground for so long, their people had gradually but drastically changed from their original form.&lt;br /&gt;
&lt;br /&gt;
The armands also told the group that there were strong currents in the atmosphere of the planet, much like water currents, and that the floating islands they rode on to reach Tai&#039;lyan were caught in one such current.&lt;br /&gt;
&lt;br /&gt;
The group decided to head east, heading off the eastern-most edge of Reldyr&#039;nym, along the air current, &amp;quot;against the wind.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Two months later, the party encountered a new set of floating landmasses; somewhere along the way, the strange creature they had picked up finally passed away. Searching its belongings, they found a beaten metal badge, with some strange markings on it. &lt;br /&gt;
&lt;br /&gt;
They explored the new islands, which were mostly uninhabited.&lt;br /&gt;
&lt;br /&gt;
On the southern-most island, however, they encountered a walled city. All of the group save Shiro and Kuro attempted to find a way into the city, and found a heavy iron gate - complete with two horned beings garbed in plate and armed with halberds - on the southern edge. When they approached, one of the guards asked who they were in Lucavic; after the majority of the group seemed unable to communicate in this, the guard spoke to them in Eastern Common.&lt;br /&gt;
&lt;br /&gt;
Miggs mentioned that they knew Shye, and wanted to see her; the guard recognized the name, and said they could all come in, save Addison. Addison complied, and William accompanied her back to the moogles.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, the rest of the group - Kassian, Uriah, Miggs, Tiy, and Tabby - entered the city. The guard led them to a rather large stone structure in the middle of the city (which was actually more like a walled camp). They were instructed to enter, and told to wait for Shye.&lt;br /&gt;
&lt;br /&gt;
Inside, the group were left in an entryway, with a doorway leading into what looked like a temple. Inside there was an enormous stone statue of Ajora, the head angel of Kolaita, the goddess of healing; the angel was wielding a bastard sword, wearing full plate, and had wings that had the appearance of razor-sharp metal. Set around the statue were two altars, each with three candles, all lit.&lt;br /&gt;
&lt;br /&gt;
After awhile, Shye finally entered, and greeted the group pleasantly. Miggs was interested in what was going on in the temple, so Shye invited them all in, and explained to Miggs that they followed Kolaita, but also paid special attention to Ajora, because the angel was the goddess&#039; protector. Kassian and Tabby refused to enter the room, while Uriah attempted to, but was stunned upon crossing the threshold into the room. Uriah then pushed Kassian into the room, but nothing happened.&lt;br /&gt;
&lt;br /&gt;
The discussion turned to the subject of metal, and Shye took them outside to meet with the city&#039;s blacksmith. As they walked, however, Miggs turned on his &#039;&#039;cloak generator&#039;&#039;, but attempted to make it look sneaky; Shye was apparently not amused by his antics, however, and was aware that he had actively done it, rather than &amp;quot;accidentally,&amp;quot; as he claimed. They continued on to the blacksmith.&lt;br /&gt;
&lt;br /&gt;
They attempted to haggle for some metal, but the blacksmith seemed uninterested.&lt;br /&gt;
&lt;br /&gt;
There was another discussion here, regarding the residents of Fort Drakys (as Shye called it) - they all appeared to be horned, other than Shye. Shye was rather vague on why that was, insisting that many beings had horns, and that it wasn&#039;t that unusual.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Toplanders_-_Veyar_Explore_1.JPG|thumb|375px|left|Is it a moon? Or a space station?]]&lt;br /&gt;
The group then decided to leave. They were escorted out.&lt;br /&gt;
&lt;br /&gt;
Regrouping, the party decided to continue heading east. &lt;br /&gt;
&lt;br /&gt;
After a few days, they encountered a strange purple mist. Heading in all directions to determine which way it was, they headed up, where the purple haze seemed to strengthen. After a few hours, they experienced a change in gravity, and were now looking down (what was up, previously) at a strange new environment.&lt;br /&gt;
&lt;br /&gt;
They decided to explore, and flew along the edge of the &amp;quot;continent.&amp;quot; They found that there was a lower section (upper, in terms of normal gravity), that they opted to not explore at this time. They continued around, until they were back where they started, they then decided to search the plate in a zig-zag pattern.&lt;br /&gt;
&lt;br /&gt;
Eventually, in the southern mountains, they saw a cave entrance; this was unusual, as they had not yet seen anything of the sort here. Guessing that the outside air was poisonous to mortals, William volunteered to go explore. The cave narrowed into a tunnel, then opened into a wider cavern, with three branches - as well as an electrum lamp in the ceiling.&lt;br /&gt;
&lt;br /&gt;
Exploring further, William encountered more horned beings, who were mining what looked like iron ore. They noticed him, but - being a templar - he was much too fast for them, and he quickly returned to the &#039;&#039;Kamikaze&#039;&#039;. The creatures chased him out, but the group crushed two of the three with the ship; the remaining one returned to the depths of the cave.&lt;br /&gt;
&lt;br /&gt;
===Loot===&lt;br /&gt;
 Un&#039;veyar metal badge&lt;br /&gt;
&lt;br /&gt;
==Session 08 - Dark Side of the Moon==&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; 806 (750 story, 56 combat)&lt;br /&gt;
&lt;br /&gt;
Session synopsis coming soon.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Session Highlights&#039;&#039;&#039;&lt;br /&gt;
 Entered western wing of mine.&lt;br /&gt;
 Encountered a bunch of traps.&lt;br /&gt;
 Kuro scouted ahead, found a bunch of fake miners.&lt;br /&gt;
 Fight in the corridor.&lt;br /&gt;
&lt;br /&gt;
===Loot===&lt;br /&gt;
 Loot coming soon.&lt;br /&gt;
&lt;br /&gt;
==Session 09 - Infernoplex==&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; 4th - 1975 (500 story, 1000 combat, 475 traps)&lt;br /&gt;
     3rd - 2160 (500 story, 1125 combat, 535 traps)&lt;br /&gt;
&lt;br /&gt;
Session synopsis coming soon.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Session Highlights&#039;&#039;&#039;&lt;br /&gt;
 Party rested, returned to western wing.&lt;br /&gt;
 Ambushed by three guys. Looted them.&lt;br /&gt;
 Attacked by two groups, one of miners and blacksmiths from the west, and two guys from the south.&lt;br /&gt;
 Kassian died.&lt;br /&gt;
 Group captured a priest.&lt;br /&gt;
 Priest fought them on the ship, they killed him, dumped him off at Fort Drakys.&lt;br /&gt;
 William died.&lt;br /&gt;
 Group returned to the adu&#039;ja, who revived the pair. They now each owe the adu&#039;ja a favor.&lt;br /&gt;
 The simics used &#039;&#039;object loresight&#039;&#039; to determine what was up with the priest guy&#039;s holy symbol. It came from a place called&lt;br /&gt;
   Shar&#039;nal, which isn&#039;t on Arcturas (the planet).&lt;br /&gt;
 Group headed to Edge to deliver iron ore stolen from the mine and to check on Josef.&lt;br /&gt;
 Group headed to Germonik to check on them. Encountered Ned Riddle, current &amp;quot;leader.&amp;quot;&lt;br /&gt;
 Riddle gave Uriah 20 wooden coins.&lt;br /&gt;
 Group found out that Riddle is interested in establishing a currency so that they can trade with the artilects for wood.&lt;br /&gt;
 Group went to Arcturas (the city) to talk to Angmar.&lt;br /&gt;
 They told Angmar what was going on.&lt;br /&gt;
 Angmar informed the group that there had been an explosion in Edge, at the electrum processing plant.&lt;br /&gt;
 Apparently the iron ore the group brought was electrum. But it was definitely iron ore when they started.&lt;br /&gt;
&lt;br /&gt;
===Loot===&lt;br /&gt;
 Loot coming soon.&lt;br /&gt;
&lt;br /&gt;
==Session 10 - Iron Man==&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; &#039;&#039;4th&#039;&#039; - 2100 (1000 story, 1000 combat, 100 social)&lt;br /&gt;
     &#039;&#039;3rd&#039;&#039; - 2200 (1000 story, 1088 combat, 112 social)&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Session Highlights&#039;&#039;&#039;&lt;br /&gt;
 The group headed down to Sh&#039;cala, to see if the adu&#039;ja could identify some of their loot.&lt;br /&gt;
 Upon arrival, William freaked out, and wrote something down.&lt;br /&gt;
 Aes&#039;iel agreed to identify their items, and identified most of what the party had.&lt;br /&gt;
 The party then headed back to the mine.&lt;br /&gt;
 On the way there, there was knocking on the hatch. William went out to investigate, and there was a guy on top of the ship.&lt;br /&gt;
 They let him in.&lt;br /&gt;
 Guy seemed to recognize each of them, and introduced himself as Iz. He spoke with a strange accent.&lt;br /&gt;
 Iz explained that he had talked with Shye, and had been trapped in temporal stasis since the fall of the Ronkan empire.&lt;br /&gt;
 Iz explained that Shye was apparently planning on war.&lt;br /&gt;
 Iz accompanied them to the mine. The group investigated the western mineshaft, but upon attempting to get into the southern &lt;br /&gt;
    and eastern mines, found that the doors had been melted, and the openings closed with smooth stone.&lt;br /&gt;
 When they returned to the ship (parked a mile up), Iz was waiting for them.&lt;br /&gt;
 The group decided to head north, and Iz decided to accompany them.&lt;br /&gt;
 They found another continent, this one covered in snow.&lt;br /&gt;
 Iz insisted on being let outside, so they took a short rest.&lt;br /&gt;
 Addison followed Iz beyond the mist, and came back before he did - she apparently saw him turn into a dragon.&lt;br /&gt;
&lt;br /&gt;
===Loot===&lt;br /&gt;
 5 akashic stones (4 in Lucavic, 1 in Ronkan)&lt;br /&gt;
&lt;br /&gt;
==Session 11 - Acoustic Snowfall==&lt;br /&gt;
This session will take place on &#039;&#039;&#039;December 1, 2007.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Also, as of this session, we will be playing in the basement.&lt;br /&gt;
&lt;br /&gt;
[[Category:Trinity]]&lt;/div&gt;</summary>
		<author><name>GnomeWorks</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Trinity:The_Toplanders&amp;diff=69390</id>
		<title>Trinity:The Toplanders</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Trinity:The_Toplanders&amp;diff=69390"/>
		<updated>2007-11-28T21:01:55Z</updated>

		<summary type="html">&lt;p&gt;GnomeWorks: /* Session 10 - Iron Man */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This campaign started the second week of September, 2007, and is currently being played.&lt;br /&gt;
&lt;br /&gt;
In terms of Trinity, this group began adventuring in early [[Trinity:Timeline#432_CY | 432 CY]] on [[Trinity:Geography#Arcturas | Arcturas]].&lt;br /&gt;
&lt;br /&gt;
This page will house all the information for this campaign in Trinity.&lt;br /&gt;
&lt;br /&gt;
==Game Time==&lt;br /&gt;
The game takes place on Saturday nights, roughly at 11 pm local time, and goes until anywhere from 4 to 6 in the morning.&lt;br /&gt;
&lt;br /&gt;
===Waiting List===&lt;br /&gt;
Given that there is the possibility of losing some players over the course of time, I will be maintaining a waiting list for this game. If you are interested in joining us, please leave a note in the Discussion page attached to this page.&lt;br /&gt;
&lt;br /&gt;
The waiting list is as follows.&lt;br /&gt;
&lt;br /&gt;
* House&lt;br /&gt;
&lt;br /&gt;
=Game Information=&lt;br /&gt;
Players may choose their method of character creation: 32 point buy, or standard Trinity rolling method (4d6, reroll 1&#039;s, drop 1 die, roll eight - keep seven, arrange in any order). Once the rolling method is chosen, the player will use those stats each time the player decides to switch to rolling method (by which I mean that you cannot roll stats, switch to point buy, then switch back to rolling method to reroll your stats); a player may redistribute ability scores or switch to the other creation method at any point before the game begins.&lt;br /&gt;
&lt;br /&gt;
Rolled stats must be rolled in front of the DM at any time that is convenient. Just make sure that you don&#039;t lose the stats!&lt;br /&gt;
&lt;br /&gt;
==Ability Scores==&lt;br /&gt;
Standard Trinity ability scores - standard d20 stats with the addition of [[Trinity:Perception | Perception]] - will be used.&lt;br /&gt;
&lt;br /&gt;
==Race Selection==&lt;br /&gt;
Unlike previous Trinity games, this game will have a racial restriction. Race selection is limited to the following races...&lt;br /&gt;
&lt;br /&gt;
* [[Trinity:Human | Human]]&lt;br /&gt;
* [[Trinity:Ancelari | Ancelari]]&lt;br /&gt;
* [[Trinity:Artilect | Artilect]]&lt;br /&gt;
* [[Trinity:Cogling | Cogling]]&lt;br /&gt;
* [[Trinity:Dwarf | Dwarf]]&lt;br /&gt;
* [[Trinity:Gnome | Gnome]]&lt;br /&gt;
* [[Trinity:Gremlin | Gremlin]]&lt;br /&gt;
* [[Trinity:Half-Orc | Half-Orc]]&lt;br /&gt;
* [[Trinity:Halfling | Halfling]]&lt;br /&gt;
* [[Trinity:Moogle | Moogle]]&lt;br /&gt;
* [[Trinity:Orc | Orc]]&lt;br /&gt;
* [[Trinity:Selkie | Selkie]]&lt;br /&gt;
&lt;br /&gt;
==Class Selection==&lt;br /&gt;
Class selection is unrestricted. Any Trinity-accepted classes are allowed.&lt;br /&gt;
&lt;br /&gt;
===Level===&lt;br /&gt;
Characters will be created at 2nd level. That means that you can choose an LA +1 race, and begin at 1st level.&lt;br /&gt;
&lt;br /&gt;
==Backstory==&lt;br /&gt;
Some amount of backstory is appreciated. As this game will not be starting for a good few months, you have plenty of time to figure one out.&lt;br /&gt;
&lt;br /&gt;
Keep your age and race in mind. If you are older than 37 or so, then you are originally from Adnez or Ganymede, and came on the ship to Arcturas; this means that you remember the way things were, and you remember the tyranids. If you are younger than 37, then you were born on Arcturas, and have only heard of the other planets through stories; you have also probably heard of the tyranids, though you may not believe that they&#039;re necessarily real.&lt;br /&gt;
&lt;br /&gt;
Regardless of where you were born, you&#039;ll need to figure out how you came by your profession. If you&#039;re from Andez or Ganymede, then chances are good you had gained some knowledge before leaving the planet, and have essentially taught yourself or gained training from someone else in the community. If you were born on Arcturas, then you probably were taught your skills by one of the gnome akashics (who can tap the world memory and teach you by proxy).&lt;br /&gt;
&lt;br /&gt;
Due note that travel to Arcturas was by spacecraft, which is technological in nature. As such, if you are a member of a magic- or psionic-based class, that you will require an explanation of how you came by those skills. Most of the people on Ganymede (where Arcturas left from) were not versed in the ways of magic or psionics, and as such you&#039;ll need to explain why you are. Some classes will require more explanation than others - a sorcerer makes a lot more sense than a wizard (your ability to wield magic was dormant for a good while, for instance). I have no intentions of limiting your class selection, but just make sure that it makes sense.&lt;br /&gt;
&lt;br /&gt;
===Character Knowledge===&lt;br /&gt;
Each character knows something about the world: this information is encountered during training, found while gossiping, or simply inherently known.&lt;br /&gt;
&lt;br /&gt;
==About the Game==&lt;br /&gt;
I will attempt to keep the players as in-the-dark as possible until the game begins; however, this game will add quite a bit of information to the Trinity universe, some of which will need to be up prior to the game to ensure that the players all at least have some idea of what is going on. As such, small updates will be added throughout the wiki on a semi-regular basis over the course of the summer. For my convenience, I shall keep a list here of what has been and is going to be added; this list is by no means comprehensive, and may change over the course of the summer, as additional information may be required or found to be useful.&lt;br /&gt;
&lt;br /&gt;
* [[Trinity:Geography | Update of General Stellar Cartography]]&lt;br /&gt;
* [[Trinity:History#The_Fourth_Age |History of Arcturas and Arcostes]]&lt;br /&gt;
* [[Trinity:Geography#Arcturas | Arcturan Geography]]&lt;br /&gt;
** [[Trinity:Turas | Turas]]&lt;br /&gt;
* Arcturan Calendar&lt;br /&gt;
* Arcturan Society&lt;br /&gt;
** Arcturan Demographics&lt;br /&gt;
* [[Trinity:Electrum | Electrum]]&lt;br /&gt;
&lt;br /&gt;
==Campaign-Specific Mechanics==&lt;br /&gt;
There are a few strange things about this game that aren&#039;t covered by normal mechanics. Given the heavily-modified nature of Trinity, the need for custom rules even for a particular campaign shouldn&#039;t really come as a surprise to anyone.&lt;br /&gt;
&lt;br /&gt;
This section will detail campaign-specific mechanics as they come up.&lt;br /&gt;
&lt;br /&gt;
===Crafting using Raw Metal===&lt;br /&gt;
Crafting using scavenged metal works pretty much like normal crafting. However, given the scarcity of such materials, a wise crafter will be cautious in expending such materials frivolously. In addition, normal crafting rules don&#039;t cover what &amp;quot;38 pounds of iron&amp;quot; can be used for, so the rules for crafting will be expanded here.&lt;br /&gt;
&lt;br /&gt;
All normally metal objects have a listed weight (ie, a longsword weighs four lbs). A skilled crafter can use as little iron as possible to construct such an item, and use other materials - wood, for instance - for the remaining weight. Even something as seemingly shoddy as making the entire base of the weapon out of wood, then lining the &amp;quot;edges&amp;quot; of the weapon with iron, can result in a weapon just as destructive (if not as sturdy) as a standard full-iron longsword.&lt;br /&gt;
&lt;br /&gt;
In terms of weapons, armor, shields, and miscellaneous goods, a skilled crafter can make an item that relies on iron to function using an amount of iron weighing half of the item&#039;s weight. To make a longsword, then, a crafter must use two pounds of iron. Note that the weight of an item is dependent upon the size of the intended wielder - a longsword for a halfling, for instance, weighs less than a longsword for a human.&lt;br /&gt;
&lt;br /&gt;
If the crafter fails at making an item, normally half of the materials are lost or waste; however, with resources being scarce, this is usually an unacceptable end. A crafter can recover the materials &amp;quot;lost&amp;quot; in failing to craft an item by spending one hour for every two spent crafting the failed item.&lt;br /&gt;
&lt;br /&gt;
For crafting Force items, different metals have different values in terms of raw materials.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Material	Value/Unit&#039;&#039;&#039;&lt;br /&gt;
 Iron		50 gp/lb&lt;br /&gt;
&lt;br /&gt;
===Crafting using Bug Carapaces===&lt;br /&gt;
Almost everything from the corpse of a bug is usable, in terms of crafting items. Internal organs aside, a skilled crafter can work the bits and pieces in a manner similar to how iron, chitin, or leather would be worked.&lt;br /&gt;
&lt;br /&gt;
Crafting armor out of the bug carapaces is similar to how armor is [http://www.d20srd.org/srd/specialMaterials.htm#dragonhide crafted from dragonhide]. In addition to the normal armors craftable, a bug&#039;s carapace can be used to make leather armor or a [[Trinity:Armor#Leather_Trenchcoat|leather trenchcoat]] for a creature of the same size as the bug; also, bug carapaces can be used to make [[Trinity:Armor#Chitin_Armor|chitin armor]], with the same restrictions as making banded mail. Multiple bug carapaces can be combined to produce more choice material for crafting - two Medium corpses can be combined to be treated as a Large corpse, while two Large corpses (or their equivalent) can be combined to be used as a Huge corpse.&lt;br /&gt;
&lt;br /&gt;
In addition, due to the extreme hardness of the bugs&#039; skeletal structures (both endo- and exo-), a clever crafter can craft weapons out of the corpses, as well. A weapon of one-handed size or smaller can be made in place of a shield, if the rest of the carapace is used to craft armor; if an entire carapace is used to produce weapons, it can produce: two two-handed weapons of a size equal to the size of the corpse; or, four one-handed weapons; or, eight light weapons. Ranged weapons require more choice bits of the creature (finding an appropriate sinew for a bow, for example, is rather difficult, as is finding bones that would function for a crossbow) - as such, halve the number of weapons of that size that can be made for the corpse being used.&lt;br /&gt;
&lt;br /&gt;
In addition, such weapons benefit from the extreme sharpness of the various parts of a bug&#039;s body, resulting in a natural +1 enhancement bonus to attack and damage rolls. Armor and shields crafted from a bug&#039;s body are almost supernaturally hard and resilient to blows, resulting in a +1 enhancement bonus to their AC bonus.&lt;br /&gt;
&lt;br /&gt;
In terms of crafting Force items, bug carapaces do not function especially well as raw components. However, enough bits and pieces can be pieced together to make something vaguely resembling the end goal, if rather organic in appearance. Materials from a bug carapace equivalent to what is required to make a one-handed weapon (see above) are worth 100 gp in terms of raw materials for constructing Force items.&lt;br /&gt;
&lt;br /&gt;
In terms of crafting other kinds of items, the internal organs of the bugs can be used to construct technological devices from the Chemistry field (and the Chemistry field only); such devices have a rather bitter and disgusting smell and a worse taste, but they function well enough. Since these materials aren&#039;t useful for anything else, a Medium-size bug&#039;s corpse can be raided for parts that can be used to construct two Chemistry devices; for each category above Medium, this number doubles (a Small bug, then, would provide sufficient parts for one Chemistry device, while smaller bugs are simply too small to be of any use).&lt;br /&gt;
&lt;br /&gt;
The corpses of bugs can also be used for the purposes of structures, including buildings and vehicles. To construct a vehicle of a given size, the crafter must have corpses sufficient to be one size category larger than the vehicle; for instance, to craft a Large vehicle, bug corpses whose combined size is Huge are required. However, such vehicles greatly resemble the corpses from which they were assembled, making them difficult and unusual to pilot, resulting in a PCP to the vehicle of -4. For every additional size category larger the assembled bug corpses are, this penalty is reduced by -2 (so in order to build a Large vehicle without a PCP, you would require bug caparaces whose combined size would be Colossal). A vehicle crafted out of bug carapaces uses the following stats for its material.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;CHITIN&#039;&#039;&#039; (LA +0)&lt;br /&gt;
 	Hardness: 2.	STR +0&lt;br /&gt;
 	Armor: +1.	DEX -2&lt;br /&gt;
 	PCP: (varies)	CON +2&lt;br /&gt;
 	Cold Vulnerability, Acid Immunity.&lt;br /&gt;
&lt;br /&gt;
=Campaign=&lt;br /&gt;
What follows is a summary of each game session.&lt;br /&gt;
&lt;br /&gt;
===Cast===&lt;br /&gt;
* Hamtaro as &#039;&#039;&#039;Kuro Kaze&#039;&#039;&#039; ([[Trinity:Moogle|moogle]] [[Trinity:Greasemonkey|greasemonkey]])&lt;br /&gt;
* Melty as &#039;&#039;&#039;Kassian&#039;&#039;&#039; ([[Trinity:Human#Tsavashi|human]] [[Trinity:Artificer|artificer]])&lt;br /&gt;
* Brandon as &#039;&#039;&#039;Miggs&#039;&#039;&#039; ([[Trinity:Gremlin|gremlin]] [[Trinity:Technologist|technologist]])&lt;br /&gt;
* Smack as &#039;&#039;&#039;William&#039;&#039;&#039; ([[Trinity:Artilect|artilect]] [[Trinity:Templar|templar]])&lt;br /&gt;
* Dave-O as &#039;&#039;&#039;Shiro Kaze&#039;&#039;&#039; ([[Trinity:Moogle|moogle]] [[Trinity:Greasemonkey|greasemonkey]])&lt;br /&gt;
* Nyc as [[Trinity:Toplander_Tiy_Lena|&#039;&#039;&#039;Tiy Lena&#039;&#039;&#039;]] ([[Trinity:Selkie|selkie]] [[Trinity:Assassin|assassin]])&lt;br /&gt;
* Catface as &#039;&#039;&#039;Addison&#039;&#039;&#039; ([[Trinity:Human|human]] [[Trinity:Voidchild|voidchild]]/[[Trinity:Trainer|trainer]])&lt;br /&gt;
* ®ß¥!! as &#039;&#039;&#039;Uriah Morodov&#039;&#039;&#039; ([[Trinity:Human#Tsavashi|human]] [[Trinity:Bard|bard]])&lt;br /&gt;
&lt;br /&gt;
===Others===&lt;br /&gt;
* &#039;&#039;&#039;Volos&#039;&#039;&#039; ([[Trinity:Ancelari|ancelari]] [[Trinity:Metamorph|metamorph]]) [left the group (s03)] &lt;br /&gt;
* &#039;&#039;&#039;Tabby&#039;&#039;&#039; ([[Trinity:Human|human]] [[Trinity:Bard|bard]]) [followed Uriah around (s02 - )]&lt;br /&gt;
&lt;br /&gt;
==Session 01 - Explore? Explore... what?==&lt;br /&gt;
Perhaps a month after contact with the &#039;&#039;Arcostes&#039;&#039; was lost in SY 34, a call was sent out from Arcturas. The people of the fallen craft had lived on this world for 34 years, and knew nothing beyond the small chunk of world they had found themselves on - and Angmar Steeltoe, the old captain of the &#039;&#039;Arcturas&#039;&#039; herself, felt that it was time for the Adnezians and Ganymedians to know more about the world they had found themselves on. The call he sent out was a simple one: if you are willing to explore the world beyond what we know, come to the remains of the &#039;&#039;Arcturas&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Eight people answered the call, from all walks of life. A thinking machine who saw the future; a young girl who seemed terribly out of place. The apprentice blacksmith from the capital city; the twin moogles who had constructed their own mechs. The lone ancelari, who had explored the continent some thirty years before; a young selkie, who assisted in keeping the peace of the land; the legendary musician, whose music inspired the rebellious youth.&lt;br /&gt;
&lt;br /&gt;
Thus did their tale begin.&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
Angmar greeted the group, and told them to go out and explore. He mentioned that the robots in Edge might know something, and that the kids out in Germonik might, as well. The group decided to rest for the evening and head out the next day. Volos waits for the group outside of town.&lt;br /&gt;
&lt;br /&gt;
They travel to Edge. Volos goes to the lumbermill, to see if they know anything; everyone else heads to the administrative building in Edge. The apparent political leader in Edge is an artilect called Bucket, who William knows from being on the &#039;&#039;Arcturas&#039;&#039;. They converse; Bucket doesn&#039;t seem to know anything useful.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Josef-the-NPC.jpg|thumb|125px|right|Josef]]&lt;br /&gt;
Shiro and Kuro take their mechs and begin investigating the bottomside of the continent, but don&#039;t find anything useful.&lt;br /&gt;
&lt;br /&gt;
The group decides that there is nothing useful here, and heads to Germonik.&lt;br /&gt;
&lt;br /&gt;
They stop at the bridge that crosses the Gouge, as Volos seems to notice something strange about the mountains. The rest of the group gets frustrated, and they continue on.&lt;br /&gt;
&lt;br /&gt;
They arrive in Germonik, and find that someone has constructed a facsimile of the radio tower in Edge, but out of wood. They investigate, and find that its attached to a barn; the whole shindig is apparently under the ownership of a young human called Josef. As they arrive, he goes out and beats someone with his bat.&lt;br /&gt;
&lt;br /&gt;
Inside the barn, they find that he is constructing a flying thing of some sort, which he refers to as &amp;quot;da riggable&amp;quot; (that is, something that can be rigged). Interested in the possibility of flight, the party enquires as to how they could assist; he answers that he needs hemp, fuel, and time. The party decides to go look for some hemp, which Josef can use to finish his craft - in exchange, they tell him, they&#039;re interested in using it.&lt;br /&gt;
&lt;br /&gt;
They investigate, and find that the current big shot in town is a kid by the name of Bill. They arrange a deal with Bill, in which they&#039;ll trade him a crossbow from sufficient hemp for Josef to finish his craft. Bill agrees to the deal, and the party heads back to the barn to rest.&lt;br /&gt;
&lt;br /&gt;
==Session 02 - Teenage Wasteland==&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; 500 (story)&lt;br /&gt;
&lt;br /&gt;
Shortly after the party sets down to rest (with William and Volos keeping watch outside), a mob of Nevhonim appear, some of whose clubs are on fire. Their apparent leader is holding a body; they find out that it&#039;s Igor, one of Bill&#039;s cronies, who seemed to be the only one who could count. Last time they saw Igor, however, he had a lower jaw.&lt;br /&gt;
&lt;br /&gt;
The leader yells at William, who then goes inside to rouse his companions - the leader then informs his cronies to set the building on fire.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Tabby-the-NPC.jpg|thumb|125px|right|Tabby]]&lt;br /&gt;
Combat ensues. Of the eight members of the group, only three are standing when the last of the Nevhonim is felled.&lt;br /&gt;
&lt;br /&gt;
After the combat, the group finds that one of the Nevhonim had a youngish Gaeli girl attached to him by a rope. Uriah enquires further, and finds that she is unable to speak - instead, she communicates with her flute.&lt;br /&gt;
&lt;br /&gt;
 Tabby (NPC) joined the group.&lt;br /&gt;
&lt;br /&gt;
The party rests for a couple days, to recuperate from the battle. After, they venture to Bill, irritated with what happened - however, they find that Bill successfully procured the hemp, &amp;quot;from the Nevhonim.&amp;quot; Irritated, they take their payment, then pay him a few bundles of crossbow bolts (which they had left out of the earlier deal) for alcohol, which the group has determined is suitable fuel.&lt;br /&gt;
&lt;br /&gt;
Once da riggable is set up, the group begins to discuss where to go. There are two thoughts - either to head west, across the desert, or head north, to the mountains.&lt;br /&gt;
&lt;br /&gt;
===Loot===&lt;br /&gt;
 Wooden Maul, Masterwork (*1)&lt;br /&gt;
 Wooden Maul, Masterwork (*2)&lt;br /&gt;
 Quarterstaff, Masterwork (*3)&lt;br /&gt;
 Thin sheet of wood, covered in writing on both sides [language unknown; Divine item] (*5)&lt;br /&gt;
&lt;br /&gt;
==Session 03 - Decisions, Decisions==&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; 719 (469 combat, 250 story)&lt;br /&gt;
&lt;br /&gt;
Volos decided that he was irritated with the group, and headed off on his own.&lt;br /&gt;
&lt;br /&gt;
 Volos (PC) left the group.&lt;br /&gt;
&lt;br /&gt;
After he left, there was some debate regarding which way to go. The party decided to head north to the mountains, then - if that proved uneventful - to head to the waterfall near Edge.&lt;br /&gt;
&lt;br /&gt;
Using &amp;quot;da riggable,&amp;quot; they headed for the mountains. Along the way, they noticed a gremlin heading towards Germonik. Setting down, they found out that he was looking for the group - he had apparently planned on being part of the original expedition, but was late. After some debate, the group decided to allow the gremlin - who told them his name was Miggs - to join them.&lt;br /&gt;
&lt;br /&gt;
 Miggs (PC) joined the group.&lt;br /&gt;
&lt;br /&gt;
The group arrived at the mountains some time later, and decided that there was little worth doing there. They decided to head to Arcturas to refuel, then carry on to the waterfall.&lt;br /&gt;
&lt;br /&gt;
They arrived in Arcturas and refuelled. While the group was resting, Miggs planted flashpowder on Kuro and Shiro; when they woke up, Kuro fell prey to the trick, and angrily pulled his pistol on Miggs, who was clearly the culprit. After a warning shot was fired, the group carried on.&lt;br /&gt;
&lt;br /&gt;
Arriving at the waterfall, there was some discussion as to the best course of action. They decided to go over the edge and follow the waterfall down to wherever it went.&lt;br /&gt;
&lt;br /&gt;
They followed the waterfall down for a little less than two miles, and saw ground and a lake below. Kicking on their engines, they made  a cautious landing.&lt;br /&gt;
&lt;br /&gt;
They searched the lake, and found a river heading west-southwest. They decided to follow it. Some time later, they came across the edge of a forest, perpindicular to the river; they decide to continue following the river. Two days later, they came across a fork in the river: the river they were following joined another, and continued to flow south. The adjoining river was flowing from the north. The group decided to follow the flow, and headed south.&lt;br /&gt;
&lt;br /&gt;
Two and a half days later, they encountered a strange humanoid-looking creature, up in a massive bulge in a tree. After several attempts at communication, the creature gestured for them to follow it, which they did. Four hours later, they arrived in a &amp;quot;city&amp;quot; of these tree-bulges. They were brought to one of the humanoids dressed in blue in the top of a tree.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Adu-ja.jpg|thumb|125px|right|An adu&#039;ja]]&lt;br /&gt;
They found out that the creature they were brought to was an akashic, who rapidly learned their language. The group found out that these people were the [[Trinity:Adu-ja |Adu&#039;ja]], a race of - essentially - sentient mobile trees. The akashic&#039;s name was Aes&#039;iel, and they learned later that he was a Simic - a druid/akashic. Aes&#039;iel was also somewhat suspicious of Addison, though he did not mention why, save in a rather cryptic manner.&lt;br /&gt;
&lt;br /&gt;
They asked several questions. The group learned that the adu&#039;ja had been present for six-hundred years, and that the myconids - a race of fungus people - had been around for at least eight-hundred. They learned that the adu&#039;jan akashics could only see up to around eight hundred years in the past: beyond that, there was a great gap in the world memory. They learned that there are other floating landmasses, though the adu&#039;ja do not know how many there are; they also learned that there are sometimes visitors from elsewhere on this landmass (which they found was called Tai&#039;lyan), but that they were primarily left alone.&lt;br /&gt;
&lt;br /&gt;
They also found out that there was a cavern complex that connected Tai&#039;lyan and Turas, in the mountains, &amp;quot;beyond the mushroom forest.&amp;quot; They also learned that there were ancient ruins north of the forest, along the river, the nature of which the adu&#039;ja were uncertain: it had always been ruins, in decay, for at least eight-hundred years or so.&lt;br /&gt;
&lt;br /&gt;
The party decided to go explore the ruins. Before they set out, Aes&#039;iel gave each member of the group (along with Tabby, who had been tagging along since they left Germonik, and would apparently not leave Uriah&#039;s side) an akashic stone, which allowed them to instantly learn the Adu&#039;jan language, called Phytic. Aes&#039;iel informed the group that, with that, they could speak with the adu&#039;ja and the myconids. The party then set out.&lt;br /&gt;
&lt;br /&gt;
Five days later, they arrived at the ruins. William noted, at first, that the architecture was similar to the Ronkan style; later on, he also noticed that they seemed similar to Elven architecture, as well. The group explored the ruins, which were the size of a city suitable for perhaps a thousand occupants; as they searched, they also salvaged as much usable metal as they could (as the remains of the buildings were metal in nature).&lt;br /&gt;
&lt;br /&gt;
After awhile, Kuro, Cassian, William, Miggs, Shiro, and Uriah (though he was sleeping at the time) began sparking purple; Addison, meanwhile, began sparking white. They also began noticing ridges in the ground, as though something were traveling underground. Kuro flew up, and noticed that the ridges were appearing around the group in a vaguely circular pattern, and more were forming some distance from the group, no matter where they went. As those who were sparking neared the ridges, their sparking was more intense.&lt;br /&gt;
&lt;br /&gt;
Miggs climbed up a delapidated building, and Shiro flew down to inform William of what he saw. As soon as he touched down, five creatures burst forth from the ground, forming a circle around the group.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Zergling.JPG|thumb|225px|left|Three of the creatures look like this...]]&lt;br /&gt;
[[Image:Trinity_Hydralisk.JPG|thumb|225px|right|...and the other two look like this.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Three of the creatures look like this... &#039;&#039;This creature is about the size of a large dog, with a short tail and tough carapace. Its back legs are long, while its front legs end in sickle-like claws. Beneath its head rest two equally sharp fangs, and it chitters and jumps about restlessly.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While the other two look like this... &#039;&#039;This creature slithers forward on a serpentine lower body. It is hunched forward, its two powerful arms curved like wicked scythes and its manibles dripping with acidic drool. The back of its head is elongated into a plate, covering most of its back save for a long spine on the top of its carapace.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Loot===&lt;br /&gt;
 9 akashic stones, all containing the [[Trinity:Phytic_Language |Phytic]] language&lt;br /&gt;
&lt;br /&gt;
==Session 04 - Question!==&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; 500 (story)&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Memento_umbra.jpg|thumb|225px|right|The creature Aes&#039;iel called the &#039;&#039;memento umbra&#039;&#039;.]]&lt;br /&gt;
The group fought the creatures, in a rather vicious fight. They found that the creatures were able to regenerate their wounds - those they thought were slain rose to fight again. When the last was felled, they proceeded to smash in all of their skulls, as that seemed effective in stopping their regeneration.&lt;br /&gt;
&lt;br /&gt;
In the course of the fight, Shiro and Tiy succumbed to their wounds. After a bit of healing onsite, the group gathered the bodies (including the bugs&#039; bodies, which Kassian believed were able to be worked like iron) and returned to the Adu&#039;ja, who they believed would be able to return the dead.&lt;br /&gt;
&lt;br /&gt;
The adu&#039;ja were in fact able to do so, and agreed to reincarnate their friends (in a rather Simic manner, combining the power of Nature and the Blue to reincarnate the creature in the same body), in exchange for a favor. The adu&#039;ja had explored the memories of the party&#039;s world and people, and discovered the existence of the &#039;&#039;mementos&#039;&#039; - they also found that some had been trapped there, and sought a way out. Unexperienced in the ways of the &#039;&#039;mementos&#039;&#039;, they accidentally freed a particularly vicious &#039;&#039;memento&#039;&#039;, which Aes&#039;iel believed was known as &#039;&#039;memento umbra&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
To assist in their search for the creature, Aes&#039;iel implanted a rough map of the continent into the minds of the party.&lt;br /&gt;
&lt;br /&gt;
Waiting for the morning, the party is able to recuperate from the experience of the fight, which had pushed them to their limits.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; 675 (combat)&lt;br /&gt;
&lt;br /&gt;
After resting and meeting up with their reincarnated members, the party discussed where to go. Kassian was adamant that the group go to the mountains; William questioned the human&#039;s insistence, and Kassian explained that the various things he had been picking up had a strange &amp;quot;aura&amp;quot; to them, and that he believed the things they fought at the ruins were the source. He believed that the myconids, whom the adu&#039;ja had mentioned existed prior to the gap in the world memory (800 years prior to now), may know something about it.&lt;br /&gt;
&lt;br /&gt;
William also made a query to the adu&#039;ja regarding the possibility of ironwood, which he had encountered on Ganymede. Aes&#039;iel told him that the adu&#039;ja do indeed make ironwood, and keep stores of it, and that they may be willing to part with some of it.&lt;br /&gt;
&lt;br /&gt;
In addition, while the party was waiting, Addison talked to Aes&#039;iel about the nature of the &#039;&#039;momentos&#039;&#039; - hoping to turn her from her path, Aes&#039;iel gladly told her all she wanted to know. The conversation eventually led to Addison gaining the skills of a [[Trinity:Trainer|trainer]].&lt;br /&gt;
&lt;br /&gt;
===Loot===&lt;br /&gt;
 [[:Image:Trinity_Tai-lyan.JPG|Map of Tai&#039;lyan]] (memory now possessed by all current members of the party)&lt;br /&gt;
&lt;br /&gt;
==Session 05 - Mushroom Samba==&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; 250 (story)&lt;br /&gt;
&lt;br /&gt;
After some discussion, the group decided to head north to the myconid village of Samtri.&lt;br /&gt;
&lt;br /&gt;
When they arrived, they found a small copse of enormous mushrooms, and seemingly no one about. After some investigation, it appeared that there were some larger mushrooms, with door-like structures in them. Miggs went up to one of the doors and knocked loudly, while William yelled loudly.&lt;br /&gt;
&lt;br /&gt;
Their actions were fruitful: a bipedal, humanoid-looking mushroom exited one of the house-like structures, and spoke with them. However, he didn&#039;t speak very long, as he continually insisted that it was &amp;quot;sleep time&amp;quot; - the party realized that they had arrived in early afternoon, and that - these being mushroom-people - they were probably nocturnal. They decided to wait until &amp;quot;nightfall,&amp;quot; when they hoped to see more of the mushroom folk.&lt;br /&gt;
&lt;br /&gt;
After a few hours, the village of Samtri did indeed awake, and a throng of myconids exited the several mushroom houses and began heading north, to the mountains. Following them, the group found that they were headed to a cave just north of the village; once all the myconids were inside (aside from two guards), a single, larger myconid came out to greet them.&lt;br /&gt;
&lt;br /&gt;
The myconid (whose name they didn&#039;t bother to learn) seemed to be the leader of the village. He explained that the world had ended, that the bugs had come and gone, and that the moon had fallen. The party tried to explain that the bugs were back, but he was insistent that they were gone, along with &amp;quot;the faceless ones.&amp;quot; The party was intensely curious about these so-called &amp;quot;faceless ones,&amp;quot; and the myconid explained that they were to the southwest. They inquired as to what they would find in the myconid village to the west, and the leader explained that Mitrosis was much like Samtri, only bigger.&lt;br /&gt;
&lt;br /&gt;
Their quest for knowledge satisfied, they went into the cave, to find what the myconids were up to, as they could clearly see that they were standing about in a circle. The leader myconid had told them they were forgetting; upon entering, they all became subjected to a massive hallucinogen. The group remained for the duration of the &amp;quot;meditation&amp;quot; (eight hours), after which the myconids returned to their mushroom houses.&lt;br /&gt;
&lt;br /&gt;
The party then discussed what to do; they decided to head southwest, along the treeline of the adu&#039;jan forest, to see if they could find the ruins the myconids mentioned. They walked for a little more than a month, and reached the edge of the continent, without finding anything.&lt;br /&gt;
&lt;br /&gt;
They went east, to the adu&#039;jan city of Sh&#039;cala, seeking out more Simics. They found them, and discussed what they had learned from the myconids. The simics explained that the myconids were simple creatures, and that they would not lie - if they said the cities of the &amp;quot;faceless ones&amp;quot; were to the southwest, then they were, but there were no such places on this continent. The party then decided that they would head southwest off the edge, taking da riggable, to see if there was another continent elsewhere.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Arcturas_-_New_Continent_-_1.jpg|thumb|325px|right|This is what the party explored for five months.]]&lt;br /&gt;
After some tree-hopping, courtesy of the simics, they recovered da riggable, and sailed off the southwestern edge of Tai&#039;lyan.&lt;br /&gt;
&lt;br /&gt;
Going somewhat down, they found another continent, full of sand. They set down, and began to explore; after two days, however, they began suffering from dehydration, and had yet to find water or even something other than sand. It was also unbearably hot, which they found odd, considering none of the higher continents had been so warm. Heading back to the simics, they asked for a source of water that would never run dry. The simics agreed to provide them with such a thing, but in exchange, they wanted the party to seek out the foreigners that sometimes appeared in the desert to the north (which Aes&#039;iel had mentioned before). The party agreed to this favor, and set out.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Mutalisk2_mirror.jpg|thumb|left|Four of these creatures dive towards &#039;&#039;da riggable.&#039;&#039;]]&lt;br /&gt;
Returning to the new continent, they proceeded to explore to the east, following the ledge they found after two days&#039; journey; they found that it made a circle, and they found themselves where they had originally landed. They then opted to follow the northernmost edge of the continent west. For three and a half months, the group walked through the desert, returning to Tai&#039;lyan when their food sources ran out. In this time, they found three ruins, none of which were inhabited; all of them exhibited signs of having suffered through a great catastrophe, reminiscent of an earthquake (according to Miggs, on an earthquake-measuring scale of 1 to 10, these cities had suffered through a 13).&lt;br /&gt;
&lt;br /&gt;
They then decided that the circular-shaped &amp;quot;hole&amp;quot; in the continent may have an answer; some of the group believed that the references the myconids made to the moon falling may have happened here. They set out, following the inner edge of the continent, and eventually found the edge - two days&#039; from where the ledge began. They decided to go down as far as they could, and three miles down, they could see water below. After some discussion, they left the mechs behind, and explored two days&#039; worth to the north, seeing nothing but water.&lt;br /&gt;
&lt;br /&gt;
They returned to roughly where the hole in the continent was, and began to ascend. As they did, however, William spotted something flying in the air...&lt;br /&gt;
&lt;br /&gt;
===Loot===&lt;br /&gt;
 Decanter of Endless Water [Nature]&lt;br /&gt;
&lt;br /&gt;
==Session 06 - Aerials==&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; 500 (story)&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Shyekara.jpg|thumb|200px|right|The woman called &amp;quot;Shye&amp;quot;]]&lt;br /&gt;
The four creatures - who, the party discovered in short order, were being ridden by human-sized beings - dived at &#039;&#039;da riggable&#039;&#039;, and the battle was joined.&lt;br /&gt;
&lt;br /&gt;
After a short skirmish in the air over a three-mile drop to a possibly endless ocean below, the beings riding the creatures - three of whom had incredibly long horns extruding from their foreheads, while the fourth was a human woman - called for parley. The party hesitantly agreed, and the woman - who one of the horned beings called &amp;quot;Shye&amp;quot; - explained that there was something of an error; they had not intended to attack the group, but were instead hunting a manifestation of the Void. Shye explained that they had detected a Void presence on the &#039;&#039;da riggable&#039;&#039;, and figured that it could only be the thing they hunted.&lt;br /&gt;
&lt;br /&gt;
Addison was curious, and asked why they were looking for it; Shye responded by saying that she worked &amp;quot;for a higher power,&amp;quot; that apparently did not want to see the creature in the wild. More discussion revealed that Shye was from Turas (the continent on which the &#039;&#039;Arcturas&#039;&#039; had crashed), but that she was one of the children that had fallen off the edge - she was apparently fortunate, however, and was saved during her fall (by what, was not mentioned). She and her companions were also notable due to the fact that they carried large quantities of metal (one of them was garbed in full-plate). Any questions regarding where they had gotten the metal or where they had come from was responded to with, &amp;quot;I don&#039;t want to ruin your sense of adventure.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Shye confirmed for the group that the Armand - what the people the Adu&#039;ja had asked the party to find were called - did wander the desert on the continent, and that they were often to the west of the circular rift in the continent. With no further questions, Shye and her companions left the group, heading east.&lt;br /&gt;
&lt;br /&gt;
The group decided to return to Turas, to refuel. The brothers Kaze also spoke of possibly fashioning new mechs or similar vehicles, and some of the group expressed an interest in reporting to Angmar. The group returned to Turas, specifically heading to the city of Arcturas, hiding &#039;&#039;da riggable&#039;&#039; outside of town.&lt;br /&gt;
&lt;br /&gt;
They found and spoke with Angmar, explaining to him everything they had done so far. Angmar was a bit disturbed by all of the information he was dumping on them, but he appeared pleased with their progress. The group wanted materials - specifically, metal from the ship - which Angmar was willing to grant them, considering that the group informed him of their encounter with Shye, with emphasis on the fact that they were carrying metal.&lt;br /&gt;
&lt;br /&gt;
The brothers Kaze spoke with their father, Murasaki, about the construction of a massive vehicle, an idea with which he was incredibly pleased. They informed him that metal would be delivered shortly, and the elder Kaze began work almost immediately on a massive flying ship.&lt;br /&gt;
&lt;br /&gt;
The group then went to Germonik, to check on the status of Josef. They found that his &amp;quot;radio tower&amp;quot; had been disassembled, and the barn ripped asunder. Further investigation led to them learning that Josef had fled town, but Volos had not been so lucky - he had apparently been strung up on the north end of town. They also discovered that Bill had been overthrown, by a Nevhonim named Ted. After an almost-confrontation with the Nevhonim (during which Shiro collapsed one of the walls of the main tavern in Germonik), they backed off and told the group what they wanted to hear.&lt;br /&gt;
&lt;br /&gt;
The group then headed to Edge, where - according to what they heard from Angmar - someone had set up shop and was working on a flying machine. Lo and behold it was Josef, who spun a tale of frustration with the absurdity of living in Germonik, and his subsequent flight (not literally) from there due to Ted&#039;s frustration towards him. He wound up in Edge, and began experimenting with electrum engines, possibly even on the brink of constructing a flying machine that didn&#039;t require a balloon at all. The group returned &#039;&#039;da riggable&#039;&#039;, and wished Josef luck.&lt;br /&gt;
&lt;br /&gt;
Four months passed, during which the group performed various tasks and odd jobs. At the end of the four months, they regrouped in Arcturas, for the unveiling of the elder Kaze&#039;s flying machine. Towering over the moogles&#039; mechs and constructed wholly out of steel, the new ship was a sight to behold. The elder Kaze dubbed it the &#039;&#039;Kamikaze&#039;&#039;, and the moogles graciously received the gift. Capable of housing the entire party and the mechs in its interior, and having a self-contained atmosphere that would allow for underwater exploration, the &#039;&#039;Kamikaze&#039;&#039; was a definite upgrade over &#039;&#039;da riggable&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Taking their new aircraft, the party gathered up enough food to last them quite some time, and headed back to the desert continent.&lt;br /&gt;
&lt;br /&gt;
Having an aircraft capable of traveling around the clock (and a pilot that could do the same), the party began combing the desert, searching for signs of the Armand. They first searched the eastern end of the continent, and eventually came upon another ruined city. Upon further investigation, they found a relatively intact building; inside, they discovered two rooms of note: in one, there was a cache of weapons of unusual design - various swords and guns; in the other, they found an akashic stone, set on a pedestal, which Miggs almost immediately took. &lt;br /&gt;
&lt;br /&gt;
After an altercation in which the party relieved Miggs of the stone, Uriah contacted the stone, and saw an image of an ancelari, projecting thoughts in an unknown language in his mind; after a minute or so of speaking, the image shot itself in the head, and the image played out all the gory details of that event. Slightly shaken, Uriah - knowing that the moogles were mildly telepathic - handed it to Shiro, who contacted the stone. Able to understand the language &amp;quot;spoken&amp;quot; by the ancelari, he relayed the information to the rest of the party...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;The_Message&amp;quot;&amp;gt;&lt;br /&gt;
 &amp;quot;If you have found this stone, and are capable of understanding my words, then perhaps they succeeded. Perhaps they who fled&lt;br /&gt;
 reached those alien worlds, and taught those people the ways of the gun? Perhaps they have even managed to conquer the depths of&lt;br /&gt;
 space?&lt;br /&gt;
 &lt;br /&gt;
 &amp;quot;But we all know what is coming, don&#039;t we, stranger? The zerg are no threat, compared to the things that will come from beyond...&lt;br /&gt;
 we&#039;re all damned, then... and no amount of running will save us!...&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Armand.JPG|thumb|200px|right|An armand]]&lt;br /&gt;
Mildly disturbed, the party took some of the weapons from the cache, and began heading west. They investigated the eastern side of the gouge in the continent, heading north, then investigated the western side, beginning from the north.&lt;br /&gt;
&lt;br /&gt;
Eventually, in the middle of the western side of the continent, the party spotted an encampment. Having come across it in the heat of day, they waited until nightfall, when they saw movement. They headed for the camp, and were met halfway by three armand.&lt;br /&gt;
&lt;br /&gt;
Miggs was the first to greet the creatures, but they did not respond immediately, instead, they transmitted thoughts into the minds of the party, none of whom - save the moogles - understood. The lead armand seemed to sense their lack of understanding, and began communicating in Phytic.&lt;br /&gt;
&lt;br /&gt;
The party had many questions, and the armand answered them as best he could. Apparently, they were able to go to Tai&#039;lyan by riding on small islands that rode on strong wind currents; these islands apparently migrate in a relatively stable pattern, such that the armand could reliably take them between Tai&#039;lyn and Reldyr&#039;nym (the name of the continent they were currently on). The armand had no knowledge of the creatures the party had fought earlier (those accompanying Shye), nor did they know of the &#039;&#039;memento umbra&#039;&#039;, other than that they had seen traces of a great beast wandering the desert. In the course of conversation, the armand informed the party that there was one who may have some of the answers they sought.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Toplanders_Explore_Reldyr-nym.jpg|thumb|300px|left|The continent of Reldyr&#039;nym, in its entirety (previously-explored sections are darkened).]]&lt;br /&gt;
They led the party to one of the tents of the encampment, and inside there was a strange creature, being tended by two other armand. The creature had the face of a wolf, but was definitely humanoid and bipedal; it also had bat-like wings, which were found on its body in a place similar to that of a bat (that is, from the forearm to the side). Its breathing was rather shallow. Miggs attempted to heal it with his tonics, to no avail - the armand were unable to cure whatever ailed the creature.&lt;br /&gt;
&lt;br /&gt;
Addison realized that they could use the potion they had found from the fight in Germonik, which contained &#039;&#039;bear&#039;s endurance&#039;&#039;; Uriah complied, and used it on the creature. Its breathing became easier, and it looked around in a rather frightened fashion. Addison used &#039;&#039;comprehend languages&#039;&#039; to understand the creature, but it didn&#039;t say much - it said something to the extent that the world was attacked, by horned beings. It also said the word &amp;quot;veyar,&amp;quot; which the armand leader immediately picked up on when Addison repeated it - it was an ancient word for the moon of Arcturas.&lt;br /&gt;
&lt;br /&gt;
The various Force effects ended, and the creature resumed its near-death status. Addison used &#039;&#039;deathwatch&#039;&#039;, and saw that the creature was suffering from what amounted to suffocation - barely hanging onto life.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Loot===&lt;br /&gt;
 +1 Unholy Lance (Divine)&lt;br /&gt;
 The &#039;&#039;Kamikaze&#039;&#039; [Gargantuan Ornithopter - Arm1/Eng5/Sys1] (Technology)&lt;br /&gt;
 Akashic stone containing [[#The_Message|a message]] in Ancelari&lt;br /&gt;
 Four (4) pistols, one (1) rifle, one (1) carbine, all corroded, from the southeast ruins of Reldyr&#039;nym&lt;br /&gt;
&lt;br /&gt;
==Session 07 - Vapor Trail==&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; 1350 (600 combat, 750 story)&lt;br /&gt;
&lt;br /&gt;
The group decided to take the strange creature with them, and go to the Simics, to see if the adu&#039;ja could find out more about the creature. The creature was still alive, but barely hanging onto life.&lt;br /&gt;
&lt;br /&gt;
They headed to Sh&#039;cala, the southern-most adu&#039;jan city, and spoke with the Simics there. The group had questions they wanted the creature to answer, and the Simics managed to get some answers out of the creature via the Blue.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Creature&#039;s Race and Type:&#039;&#039;&#039; unknown race, humanoid&lt;br /&gt;
 &#039;&#039;&#039;Most recent basic goal:&#039;&#039;&#039; escape&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;What is it?&#039;&#039;&#039; &amp;quot;We call ourselves the &#039;&#039;un&#039;veyar&#039;&#039;.&amp;quot;&lt;br /&gt;
 &#039;&#039;&#039;Were you attacked, and by what?&#039;&#039;&#039; &amp;quot;Yes, horned creatures riding on acid-spitting winged things.&amp;quot;&lt;br /&gt;
 &#039;&#039;&#039;Where is metal?&#039;&#039;&#039; &amp;quot;Veyar.&amp;quot;&lt;br /&gt;
 &#039;&#039;&#039;What about the moonfall?&#039;&#039;&#039; &amp;quot;Legends say long time ago, moon fell into the world.&amp;quot;&lt;br /&gt;
 &#039;&#039;&#039;Does it know about the horned things?&#039;&#039;&#039; &amp;quot;Yes.&amp;quot;&lt;br /&gt;
 &#039;&#039;&#039;Does it know about the memento umbra?&#039;&#039;&#039; &amp;quot;The what?&amp;quot;&lt;br /&gt;
 &#039;&#039;&#039;Does it want to be Migg&#039;s friend?&#039;&#039;&#039; &amp;quot;Who is miggs?&amp;quot;&lt;br /&gt;
 &#039;&#039;&#039;Does he know &amp;quot;how to fix this world&amp;quot;?&#039;&#039;&#039; &amp;quot;Can&#039;t fix, world trapped by pull of big world.&amp;quot;&lt;br /&gt;
 &#039;&#039;&#039;Where did it come from?&#039;&#039;&#039; &amp;quot;Veyar.&amp;quot;&lt;br /&gt;
 &#039;&#039;&#039;When did it come from? How long ago?&#039;&#039;&#039; no response.&lt;br /&gt;
 &#039;&#039;&#039;How old is it?&#039;&#039;&#039; &amp;quot;17 seasons.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The party was somewhat perplexed by these answers. They decided to head back to the armand, and see if they knew anything more.&lt;br /&gt;
&lt;br /&gt;
Upon finding the armands, there were a good deal of questions. The leader of the armand explained that, long ago, the zerg descended upon the planet. The armands and the myconids hid from the threat, while the ancelari remained on the surface, attempting to fend the creatures off. The armands explained that it was the ancelari who created the mist over the planet, in an effort to slow the zerg advance; however, their efforts were mostly in vain.&lt;br /&gt;
&lt;br /&gt;
In the end, the ancelari were forced underground, fighting the zerg in the many caves and tunnels beneath the planet&#039;s surface. Their leaders attempted to get their people off the planet by an unknown means; however, they were only partially successful, and many ancelari were left behind. In a last-ditch effort to destroy the zerg, they attempted to destroy the core of the planet - however, they apparently miscalculated, and only shattered the core, which shattered the entire surface of the planet and greatly weakened the planet&#039;s gravity. This resulted in the floating landmasses.&lt;br /&gt;
&lt;br /&gt;
They further explained that the shattering of the planet&#039;s core modified the magnetic field of the planet, altering almost all of the metal ore on the surface into the substance the party knew as electrum.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Toplanders_-_Windcrossed_Isles_Explore_1.JPG|thumb|375px|right|The islands in the east.]]&lt;br /&gt;
The armands also explained that they did not always look like they did now; however, having been on &amp;quot;irradiated&amp;quot; ground for so long, their people had gradually but drastically changed from their original form.&lt;br /&gt;
&lt;br /&gt;
The armands also told the group that there were strong currents in the atmosphere of the planet, much like water currents, and that the floating islands they rode on to reach Tai&#039;lyan were caught in one such current.&lt;br /&gt;
&lt;br /&gt;
The group decided to head east, heading off the eastern-most edge of Reldyr&#039;nym, along the air current, &amp;quot;against the wind.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Two months later, the party encountered a new set of floating landmasses; somewhere along the way, the strange creature they had picked up finally passed away. Searching its belongings, they found a beaten metal badge, with some strange markings on it. &lt;br /&gt;
&lt;br /&gt;
They explored the new islands, which were mostly uninhabited.&lt;br /&gt;
&lt;br /&gt;
On the southern-most island, however, they encountered a walled city. All of the group save Shiro and Kuro attempted to find a way into the city, and found a heavy iron gate - complete with two horned beings garbed in plate and armed with halberds - on the southern edge. When they approached, one of the guards asked who they were in Lucavic; after the majority of the group seemed unable to communicate in this, the guard spoke to them in Eastern Common.&lt;br /&gt;
&lt;br /&gt;
Miggs mentioned that they knew Shye, and wanted to see her; the guard recognized the name, and said they could all come in, save Addison. Addison complied, and William accompanied her back to the moogles.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, the rest of the group - Kassian, Uriah, Miggs, Tiy, and Tabby - entered the city. The guard led them to a rather large stone structure in the middle of the city (which was actually more like a walled camp). They were instructed to enter, and told to wait for Shye.&lt;br /&gt;
&lt;br /&gt;
Inside, the group were left in an entryway, with a doorway leading into what looked like a temple. Inside there was an enormous stone statue of Ajora, the head angel of Kolaita, the goddess of healing; the angel was wielding a bastard sword, wearing full plate, and had wings that had the appearance of razor-sharp metal. Set around the statue were two altars, each with three candles, all lit.&lt;br /&gt;
&lt;br /&gt;
After awhile, Shye finally entered, and greeted the group pleasantly. Miggs was interested in what was going on in the temple, so Shye invited them all in, and explained to Miggs that they followed Kolaita, but also paid special attention to Ajora, because the angel was the goddess&#039; protector. Kassian and Tabby refused to enter the room, while Uriah attempted to, but was stunned upon crossing the threshold into the room. Uriah then pushed Kassian into the room, but nothing happened.&lt;br /&gt;
&lt;br /&gt;
The discussion turned to the subject of metal, and Shye took them outside to meet with the city&#039;s blacksmith. As they walked, however, Miggs turned on his &#039;&#039;cloak generator&#039;&#039;, but attempted to make it look sneaky; Shye was apparently not amused by his antics, however, and was aware that he had actively done it, rather than &amp;quot;accidentally,&amp;quot; as he claimed. They continued on to the blacksmith.&lt;br /&gt;
&lt;br /&gt;
They attempted to haggle for some metal, but the blacksmith seemed uninterested.&lt;br /&gt;
&lt;br /&gt;
There was another discussion here, regarding the residents of Fort Drakys (as Shye called it) - they all appeared to be horned, other than Shye. Shye was rather vague on why that was, insisting that many beings had horns, and that it wasn&#039;t that unusual.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Toplanders_-_Veyar_Explore_1.JPG|thumb|375px|left|Is it a moon? Or a space station?]]&lt;br /&gt;
The group then decided to leave. They were escorted out.&lt;br /&gt;
&lt;br /&gt;
Regrouping, the party decided to continue heading east. &lt;br /&gt;
&lt;br /&gt;
After a few days, they encountered a strange purple mist. Heading in all directions to determine which way it was, they headed up, where the purple haze seemed to strengthen. After a few hours, they experienced a change in gravity, and were now looking down (what was up, previously) at a strange new environment.&lt;br /&gt;
&lt;br /&gt;
They decided to explore, and flew along the edge of the &amp;quot;continent.&amp;quot; They found that there was a lower section (upper, in terms of normal gravity), that they opted to not explore at this time. They continued around, until they were back where they started, they then decided to search the plate in a zig-zag pattern.&lt;br /&gt;
&lt;br /&gt;
Eventually, in the southern mountains, they saw a cave entrance; this was unusual, as they had not yet seen anything of the sort here. Guessing that the outside air was poisonous to mortals, William volunteered to go explore. The cave narrowed into a tunnel, then opened into a wider cavern, with three branches - as well as an electrum lamp in the ceiling.&lt;br /&gt;
&lt;br /&gt;
Exploring further, William encountered more horned beings, who were mining what looked like iron ore. They noticed him, but - being a templar - he was much too fast for them, and he quickly returned to the &#039;&#039;Kamikaze&#039;&#039;. The creatures chased him out, but the group crushed two of the three with the ship; the remaining one returned to the depths of the cave.&lt;br /&gt;
&lt;br /&gt;
===Loot===&lt;br /&gt;
 Un&#039;veyar metal badge&lt;br /&gt;
&lt;br /&gt;
==Session 08 - Dark Side of the Moon==&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; 806 (750 story, 56 combat)&lt;br /&gt;
&lt;br /&gt;
Session synopsis coming soon.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Session Highlights&#039;&#039;&#039;&lt;br /&gt;
 Entered western wing of mine.&lt;br /&gt;
 Encountered a bunch of traps.&lt;br /&gt;
 Kuro scouted ahead, found a bunch of fake miners.&lt;br /&gt;
 Fight in the corridor.&lt;br /&gt;
&lt;br /&gt;
===Loot===&lt;br /&gt;
 Loot coming soon.&lt;br /&gt;
&lt;br /&gt;
==Session 09 - Infernoplex==&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; 4th - 1975 (500 story, 1000 combat, 475 traps)&lt;br /&gt;
     3rd - 2160 (500 story, 1125 combat, 535 traps)&lt;br /&gt;
&lt;br /&gt;
Session synopsis coming soon.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Session Highlights&#039;&#039;&#039;&lt;br /&gt;
 Party rested, returned to western wing.&lt;br /&gt;
 Ambushed by three guys. Looted them.&lt;br /&gt;
 Attacked by two groups, one of miners and blacksmiths from the west, and two guys from the south.&lt;br /&gt;
 Kassian died.&lt;br /&gt;
 Group captured a priest.&lt;br /&gt;
 Priest fought them on the ship, they killed him, dumped him off at Fort Drakys.&lt;br /&gt;
 William died.&lt;br /&gt;
 Group returned to the adu&#039;ja, who revived the pair. They now each owe the adu&#039;ja a favor.&lt;br /&gt;
 The simics used &#039;&#039;object loresight&#039;&#039; to determine what was up with the priest guy&#039;s holy symbol. It came from a place called&lt;br /&gt;
   Shar&#039;nal, which isn&#039;t on Arcturas (the planet).&lt;br /&gt;
 Group headed to Edge to deliver iron ore stolen from the mine and to check on Josef.&lt;br /&gt;
 Group headed to Germonik to check on them. Encountered Ned Riddle, current &amp;quot;leader.&amp;quot;&lt;br /&gt;
 Riddle gave Uriah 20 wooden coins.&lt;br /&gt;
 Group found out that Riddle is interested in establishing a currency so that they can trade with the artilects for wood.&lt;br /&gt;
 Group went to Arcturas (the city) to talk to Angmar.&lt;br /&gt;
 They told Angmar what was going on.&lt;br /&gt;
 Angmar informed the group that there had been an explosion in Edge, at the electrum processing plant.&lt;br /&gt;
 Apparently the iron ore the group brought was electrum. But it was definitely iron ore when they started.&lt;br /&gt;
&lt;br /&gt;
===Loot===&lt;br /&gt;
 Loot coming soon.&lt;br /&gt;
&lt;br /&gt;
==Session 10 - Iron Man==&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; &#039;&#039;4th&#039;&#039; - 2100 (1000 story, 1000 combat, 100 social)&lt;br /&gt;
     &#039;&#039;3rd&#039;&#039; - 2200 (1000 story, 1088 combat, 112 social)&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Session Highlights&#039;&#039;&#039;&lt;br /&gt;
 The group headed down to Sh&#039;cala, to see if the adu&#039;ja could identify some of their loot.&lt;br /&gt;
 Upon arrival, William freaked out, and wrote something down.&lt;br /&gt;
 Aes&#039;iel agreed to identify their items, and identified most of what the party had.&lt;br /&gt;
 The party then headed back to the mine.&lt;br /&gt;
 On the way there, there was knocking on the hatch. William went out to investigate, and there was a guy on top of the ship.&lt;br /&gt;
 They let him in.&lt;br /&gt;
 Guy seemed to recognize each of them, and introduced himself as Iz. He spoke with a strange accent.&lt;br /&gt;
 Iz explained that he had talked with Shye, and had been trapped in temporal stasis since the fall of the Ronkan empire.&lt;br /&gt;
 Iz explained that Shye was apparently planning on war.&lt;br /&gt;
 Iz accompanied them to the mine. The group investigated the western mineshaft, but upon attempting to get into the southern and eastern&lt;br /&gt;
    mines, found that the doors had been melted, and the openings closed with smooth stone.&lt;br /&gt;
 When they returned to the ship (parked a mile up), Iz was waiting for them.&lt;br /&gt;
 The group decided to head north, and Iz decided to accompany them.&lt;br /&gt;
 They found another continent, this one covered in snow.&lt;br /&gt;
 Iz insisted on being let outside, so they took a short rest.&lt;br /&gt;
 Addison followed Iz beyond the mist, and came back before he did - she apparently saw him turn into a dragon.&lt;br /&gt;
&lt;br /&gt;
===Loot===&lt;br /&gt;
 5 akashic stones (4 in Lucavic, 1 in Ronkan)&lt;br /&gt;
&lt;br /&gt;
==Session 11 - Acoustic Snowfall==&lt;br /&gt;
This session will take place on &#039;&#039;&#039;December 1, 2007.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Also, as of this session, we will be playing in the basement.&lt;br /&gt;
&lt;br /&gt;
[[Category:Trinity]]&lt;/div&gt;</summary>
		<author><name>GnomeWorks</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Trinity:The_Toplanders&amp;diff=69389</id>
		<title>Trinity:The Toplanders</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Trinity:The_Toplanders&amp;diff=69389"/>
		<updated>2007-11-28T20:52:52Z</updated>

		<summary type="html">&lt;p&gt;GnomeWorks: /* Session 11 - Acoustic Snowfall */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This campaign started the second week of September, 2007, and is currently being played.&lt;br /&gt;
&lt;br /&gt;
In terms of Trinity, this group began adventuring in early [[Trinity:Timeline#432_CY | 432 CY]] on [[Trinity:Geography#Arcturas | Arcturas]].&lt;br /&gt;
&lt;br /&gt;
This page will house all the information for this campaign in Trinity.&lt;br /&gt;
&lt;br /&gt;
==Game Time==&lt;br /&gt;
The game takes place on Saturday nights, roughly at 11 pm local time, and goes until anywhere from 4 to 6 in the morning.&lt;br /&gt;
&lt;br /&gt;
===Waiting List===&lt;br /&gt;
Given that there is the possibility of losing some players over the course of time, I will be maintaining a waiting list for this game. If you are interested in joining us, please leave a note in the Discussion page attached to this page.&lt;br /&gt;
&lt;br /&gt;
The waiting list is as follows.&lt;br /&gt;
&lt;br /&gt;
* House&lt;br /&gt;
&lt;br /&gt;
=Game Information=&lt;br /&gt;
Players may choose their method of character creation: 32 point buy, or standard Trinity rolling method (4d6, reroll 1&#039;s, drop 1 die, roll eight - keep seven, arrange in any order). Once the rolling method is chosen, the player will use those stats each time the player decides to switch to rolling method (by which I mean that you cannot roll stats, switch to point buy, then switch back to rolling method to reroll your stats); a player may redistribute ability scores or switch to the other creation method at any point before the game begins.&lt;br /&gt;
&lt;br /&gt;
Rolled stats must be rolled in front of the DM at any time that is convenient. Just make sure that you don&#039;t lose the stats!&lt;br /&gt;
&lt;br /&gt;
==Ability Scores==&lt;br /&gt;
Standard Trinity ability scores - standard d20 stats with the addition of [[Trinity:Perception | Perception]] - will be used.&lt;br /&gt;
&lt;br /&gt;
==Race Selection==&lt;br /&gt;
Unlike previous Trinity games, this game will have a racial restriction. Race selection is limited to the following races...&lt;br /&gt;
&lt;br /&gt;
* [[Trinity:Human | Human]]&lt;br /&gt;
* [[Trinity:Ancelari | Ancelari]]&lt;br /&gt;
* [[Trinity:Artilect | Artilect]]&lt;br /&gt;
* [[Trinity:Cogling | Cogling]]&lt;br /&gt;
* [[Trinity:Dwarf | Dwarf]]&lt;br /&gt;
* [[Trinity:Gnome | Gnome]]&lt;br /&gt;
* [[Trinity:Gremlin | Gremlin]]&lt;br /&gt;
* [[Trinity:Half-Orc | Half-Orc]]&lt;br /&gt;
* [[Trinity:Halfling | Halfling]]&lt;br /&gt;
* [[Trinity:Moogle | Moogle]]&lt;br /&gt;
* [[Trinity:Orc | Orc]]&lt;br /&gt;
* [[Trinity:Selkie | Selkie]]&lt;br /&gt;
&lt;br /&gt;
==Class Selection==&lt;br /&gt;
Class selection is unrestricted. Any Trinity-accepted classes are allowed.&lt;br /&gt;
&lt;br /&gt;
===Level===&lt;br /&gt;
Characters will be created at 2nd level. That means that you can choose an LA +1 race, and begin at 1st level.&lt;br /&gt;
&lt;br /&gt;
==Backstory==&lt;br /&gt;
Some amount of backstory is appreciated. As this game will not be starting for a good few months, you have plenty of time to figure one out.&lt;br /&gt;
&lt;br /&gt;
Keep your age and race in mind. If you are older than 37 or so, then you are originally from Adnez or Ganymede, and came on the ship to Arcturas; this means that you remember the way things were, and you remember the tyranids. If you are younger than 37, then you were born on Arcturas, and have only heard of the other planets through stories; you have also probably heard of the tyranids, though you may not believe that they&#039;re necessarily real.&lt;br /&gt;
&lt;br /&gt;
Regardless of where you were born, you&#039;ll need to figure out how you came by your profession. If you&#039;re from Andez or Ganymede, then chances are good you had gained some knowledge before leaving the planet, and have essentially taught yourself or gained training from someone else in the community. If you were born on Arcturas, then you probably were taught your skills by one of the gnome akashics (who can tap the world memory and teach you by proxy).&lt;br /&gt;
&lt;br /&gt;
Due note that travel to Arcturas was by spacecraft, which is technological in nature. As such, if you are a member of a magic- or psionic-based class, that you will require an explanation of how you came by those skills. Most of the people on Ganymede (where Arcturas left from) were not versed in the ways of magic or psionics, and as such you&#039;ll need to explain why you are. Some classes will require more explanation than others - a sorcerer makes a lot more sense than a wizard (your ability to wield magic was dormant for a good while, for instance). I have no intentions of limiting your class selection, but just make sure that it makes sense.&lt;br /&gt;
&lt;br /&gt;
===Character Knowledge===&lt;br /&gt;
Each character knows something about the world: this information is encountered during training, found while gossiping, or simply inherently known.&lt;br /&gt;
&lt;br /&gt;
==About the Game==&lt;br /&gt;
I will attempt to keep the players as in-the-dark as possible until the game begins; however, this game will add quite a bit of information to the Trinity universe, some of which will need to be up prior to the game to ensure that the players all at least have some idea of what is going on. As such, small updates will be added throughout the wiki on a semi-regular basis over the course of the summer. For my convenience, I shall keep a list here of what has been and is going to be added; this list is by no means comprehensive, and may change over the course of the summer, as additional information may be required or found to be useful.&lt;br /&gt;
&lt;br /&gt;
* [[Trinity:Geography | Update of General Stellar Cartography]]&lt;br /&gt;
* [[Trinity:History#The_Fourth_Age |History of Arcturas and Arcostes]]&lt;br /&gt;
* [[Trinity:Geography#Arcturas | Arcturan Geography]]&lt;br /&gt;
** [[Trinity:Turas | Turas]]&lt;br /&gt;
* Arcturan Calendar&lt;br /&gt;
* Arcturan Society&lt;br /&gt;
** Arcturan Demographics&lt;br /&gt;
* [[Trinity:Electrum | Electrum]]&lt;br /&gt;
&lt;br /&gt;
==Campaign-Specific Mechanics==&lt;br /&gt;
There are a few strange things about this game that aren&#039;t covered by normal mechanics. Given the heavily-modified nature of Trinity, the need for custom rules even for a particular campaign shouldn&#039;t really come as a surprise to anyone.&lt;br /&gt;
&lt;br /&gt;
This section will detail campaign-specific mechanics as they come up.&lt;br /&gt;
&lt;br /&gt;
===Crafting using Raw Metal===&lt;br /&gt;
Crafting using scavenged metal works pretty much like normal crafting. However, given the scarcity of such materials, a wise crafter will be cautious in expending such materials frivolously. In addition, normal crafting rules don&#039;t cover what &amp;quot;38 pounds of iron&amp;quot; can be used for, so the rules for crafting will be expanded here.&lt;br /&gt;
&lt;br /&gt;
All normally metal objects have a listed weight (ie, a longsword weighs four lbs). A skilled crafter can use as little iron as possible to construct such an item, and use other materials - wood, for instance - for the remaining weight. Even something as seemingly shoddy as making the entire base of the weapon out of wood, then lining the &amp;quot;edges&amp;quot; of the weapon with iron, can result in a weapon just as destructive (if not as sturdy) as a standard full-iron longsword.&lt;br /&gt;
&lt;br /&gt;
In terms of weapons, armor, shields, and miscellaneous goods, a skilled crafter can make an item that relies on iron to function using an amount of iron weighing half of the item&#039;s weight. To make a longsword, then, a crafter must use two pounds of iron. Note that the weight of an item is dependent upon the size of the intended wielder - a longsword for a halfling, for instance, weighs less than a longsword for a human.&lt;br /&gt;
&lt;br /&gt;
If the crafter fails at making an item, normally half of the materials are lost or waste; however, with resources being scarce, this is usually an unacceptable end. A crafter can recover the materials &amp;quot;lost&amp;quot; in failing to craft an item by spending one hour for every two spent crafting the failed item.&lt;br /&gt;
&lt;br /&gt;
For crafting Force items, different metals have different values in terms of raw materials.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Material	Value/Unit&#039;&#039;&#039;&lt;br /&gt;
 Iron		50 gp/lb&lt;br /&gt;
&lt;br /&gt;
===Crafting using Bug Carapaces===&lt;br /&gt;
Almost everything from the corpse of a bug is usable, in terms of crafting items. Internal organs aside, a skilled crafter can work the bits and pieces in a manner similar to how iron, chitin, or leather would be worked.&lt;br /&gt;
&lt;br /&gt;
Crafting armor out of the bug carapaces is similar to how armor is [http://www.d20srd.org/srd/specialMaterials.htm#dragonhide crafted from dragonhide]. In addition to the normal armors craftable, a bug&#039;s carapace can be used to make leather armor or a [[Trinity:Armor#Leather_Trenchcoat|leather trenchcoat]] for a creature of the same size as the bug; also, bug carapaces can be used to make [[Trinity:Armor#Chitin_Armor|chitin armor]], with the same restrictions as making banded mail. Multiple bug carapaces can be combined to produce more choice material for crafting - two Medium corpses can be combined to be treated as a Large corpse, while two Large corpses (or their equivalent) can be combined to be used as a Huge corpse.&lt;br /&gt;
&lt;br /&gt;
In addition, due to the extreme hardness of the bugs&#039; skeletal structures (both endo- and exo-), a clever crafter can craft weapons out of the corpses, as well. A weapon of one-handed size or smaller can be made in place of a shield, if the rest of the carapace is used to craft armor; if an entire carapace is used to produce weapons, it can produce: two two-handed weapons of a size equal to the size of the corpse; or, four one-handed weapons; or, eight light weapons. Ranged weapons require more choice bits of the creature (finding an appropriate sinew for a bow, for example, is rather difficult, as is finding bones that would function for a crossbow) - as such, halve the number of weapons of that size that can be made for the corpse being used.&lt;br /&gt;
&lt;br /&gt;
In addition, such weapons benefit from the extreme sharpness of the various parts of a bug&#039;s body, resulting in a natural +1 enhancement bonus to attack and damage rolls. Armor and shields crafted from a bug&#039;s body are almost supernaturally hard and resilient to blows, resulting in a +1 enhancement bonus to their AC bonus.&lt;br /&gt;
&lt;br /&gt;
In terms of crafting Force items, bug carapaces do not function especially well as raw components. However, enough bits and pieces can be pieced together to make something vaguely resembling the end goal, if rather organic in appearance. Materials from a bug carapace equivalent to what is required to make a one-handed weapon (see above) are worth 100 gp in terms of raw materials for constructing Force items.&lt;br /&gt;
&lt;br /&gt;
In terms of crafting other kinds of items, the internal organs of the bugs can be used to construct technological devices from the Chemistry field (and the Chemistry field only); such devices have a rather bitter and disgusting smell and a worse taste, but they function well enough. Since these materials aren&#039;t useful for anything else, a Medium-size bug&#039;s corpse can be raided for parts that can be used to construct two Chemistry devices; for each category above Medium, this number doubles (a Small bug, then, would provide sufficient parts for one Chemistry device, while smaller bugs are simply too small to be of any use).&lt;br /&gt;
&lt;br /&gt;
The corpses of bugs can also be used for the purposes of structures, including buildings and vehicles. To construct a vehicle of a given size, the crafter must have corpses sufficient to be one size category larger than the vehicle; for instance, to craft a Large vehicle, bug corpses whose combined size is Huge are required. However, such vehicles greatly resemble the corpses from which they were assembled, making them difficult and unusual to pilot, resulting in a PCP to the vehicle of -4. For every additional size category larger the assembled bug corpses are, this penalty is reduced by -2 (so in order to build a Large vehicle without a PCP, you would require bug caparaces whose combined size would be Colossal). A vehicle crafted out of bug carapaces uses the following stats for its material.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;CHITIN&#039;&#039;&#039; (LA +0)&lt;br /&gt;
 	Hardness: 2.	STR +0&lt;br /&gt;
 	Armor: +1.	DEX -2&lt;br /&gt;
 	PCP: (varies)	CON +2&lt;br /&gt;
 	Cold Vulnerability, Acid Immunity.&lt;br /&gt;
&lt;br /&gt;
=Campaign=&lt;br /&gt;
What follows is a summary of each game session.&lt;br /&gt;
&lt;br /&gt;
===Cast===&lt;br /&gt;
* Hamtaro as &#039;&#039;&#039;Kuro Kaze&#039;&#039;&#039; ([[Trinity:Moogle|moogle]] [[Trinity:Greasemonkey|greasemonkey]])&lt;br /&gt;
* Melty as &#039;&#039;&#039;Kassian&#039;&#039;&#039; ([[Trinity:Human#Tsavashi|human]] [[Trinity:Artificer|artificer]])&lt;br /&gt;
* Brandon as &#039;&#039;&#039;Miggs&#039;&#039;&#039; ([[Trinity:Gremlin|gremlin]] [[Trinity:Technologist|technologist]])&lt;br /&gt;
* Smack as &#039;&#039;&#039;William&#039;&#039;&#039; ([[Trinity:Artilect|artilect]] [[Trinity:Templar|templar]])&lt;br /&gt;
* Dave-O as &#039;&#039;&#039;Shiro Kaze&#039;&#039;&#039; ([[Trinity:Moogle|moogle]] [[Trinity:Greasemonkey|greasemonkey]])&lt;br /&gt;
* Nyc as [[Trinity:Toplander_Tiy_Lena|&#039;&#039;&#039;Tiy Lena&#039;&#039;&#039;]] ([[Trinity:Selkie|selkie]] [[Trinity:Assassin|assassin]])&lt;br /&gt;
* Catface as &#039;&#039;&#039;Addison&#039;&#039;&#039; ([[Trinity:Human|human]] [[Trinity:Voidchild|voidchild]]/[[Trinity:Trainer|trainer]])&lt;br /&gt;
* ®ß¥!! as &#039;&#039;&#039;Uriah Morodov&#039;&#039;&#039; ([[Trinity:Human#Tsavashi|human]] [[Trinity:Bard|bard]])&lt;br /&gt;
&lt;br /&gt;
===Others===&lt;br /&gt;
* &#039;&#039;&#039;Volos&#039;&#039;&#039; ([[Trinity:Ancelari|ancelari]] [[Trinity:Metamorph|metamorph]]) [left the group (s03)] &lt;br /&gt;
* &#039;&#039;&#039;Tabby&#039;&#039;&#039; ([[Trinity:Human|human]] [[Trinity:Bard|bard]]) [followed Uriah around (s02 - )]&lt;br /&gt;
&lt;br /&gt;
==Session 01 - Explore? Explore... what?==&lt;br /&gt;
Perhaps a month after contact with the &#039;&#039;Arcostes&#039;&#039; was lost in SY 34, a call was sent out from Arcturas. The people of the fallen craft had lived on this world for 34 years, and knew nothing beyond the small chunk of world they had found themselves on - and Angmar Steeltoe, the old captain of the &#039;&#039;Arcturas&#039;&#039; herself, felt that it was time for the Adnezians and Ganymedians to know more about the world they had found themselves on. The call he sent out was a simple one: if you are willing to explore the world beyond what we know, come to the remains of the &#039;&#039;Arcturas&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Eight people answered the call, from all walks of life. A thinking machine who saw the future; a young girl who seemed terribly out of place. The apprentice blacksmith from the capital city; the twin moogles who had constructed their own mechs. The lone ancelari, who had explored the continent some thirty years before; a young selkie, who assisted in keeping the peace of the land; the legendary musician, whose music inspired the rebellious youth.&lt;br /&gt;
&lt;br /&gt;
Thus did their tale begin.&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
Angmar greeted the group, and told them to go out and explore. He mentioned that the robots in Edge might know something, and that the kids out in Germonik might, as well. The group decided to rest for the evening and head out the next day. Volos waits for the group outside of town.&lt;br /&gt;
&lt;br /&gt;
They travel to Edge. Volos goes to the lumbermill, to see if they know anything; everyone else heads to the administrative building in Edge. The apparent political leader in Edge is an artilect called Bucket, who William knows from being on the &#039;&#039;Arcturas&#039;&#039;. They converse; Bucket doesn&#039;t seem to know anything useful.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Josef-the-NPC.jpg|thumb|125px|right|Josef]]&lt;br /&gt;
Shiro and Kuro take their mechs and begin investigating the bottomside of the continent, but don&#039;t find anything useful.&lt;br /&gt;
&lt;br /&gt;
The group decides that there is nothing useful here, and heads to Germonik.&lt;br /&gt;
&lt;br /&gt;
They stop at the bridge that crosses the Gouge, as Volos seems to notice something strange about the mountains. The rest of the group gets frustrated, and they continue on.&lt;br /&gt;
&lt;br /&gt;
They arrive in Germonik, and find that someone has constructed a facsimile of the radio tower in Edge, but out of wood. They investigate, and find that its attached to a barn; the whole shindig is apparently under the ownership of a young human called Josef. As they arrive, he goes out and beats someone with his bat.&lt;br /&gt;
&lt;br /&gt;
Inside the barn, they find that he is constructing a flying thing of some sort, which he refers to as &amp;quot;da riggable&amp;quot; (that is, something that can be rigged). Interested in the possibility of flight, the party enquires as to how they could assist; he answers that he needs hemp, fuel, and time. The party decides to go look for some hemp, which Josef can use to finish his craft - in exchange, they tell him, they&#039;re interested in using it.&lt;br /&gt;
&lt;br /&gt;
They investigate, and find that the current big shot in town is a kid by the name of Bill. They arrange a deal with Bill, in which they&#039;ll trade him a crossbow from sufficient hemp for Josef to finish his craft. Bill agrees to the deal, and the party heads back to the barn to rest.&lt;br /&gt;
&lt;br /&gt;
==Session 02 - Teenage Wasteland==&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; 500 (story)&lt;br /&gt;
&lt;br /&gt;
Shortly after the party sets down to rest (with William and Volos keeping watch outside), a mob of Nevhonim appear, some of whose clubs are on fire. Their apparent leader is holding a body; they find out that it&#039;s Igor, one of Bill&#039;s cronies, who seemed to be the only one who could count. Last time they saw Igor, however, he had a lower jaw.&lt;br /&gt;
&lt;br /&gt;
The leader yells at William, who then goes inside to rouse his companions - the leader then informs his cronies to set the building on fire.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Tabby-the-NPC.jpg|thumb|125px|right|Tabby]]&lt;br /&gt;
Combat ensues. Of the eight members of the group, only three are standing when the last of the Nevhonim is felled.&lt;br /&gt;
&lt;br /&gt;
After the combat, the group finds that one of the Nevhonim had a youngish Gaeli girl attached to him by a rope. Uriah enquires further, and finds that she is unable to speak - instead, she communicates with her flute.&lt;br /&gt;
&lt;br /&gt;
 Tabby (NPC) joined the group.&lt;br /&gt;
&lt;br /&gt;
The party rests for a couple days, to recuperate from the battle. After, they venture to Bill, irritated with what happened - however, they find that Bill successfully procured the hemp, &amp;quot;from the Nevhonim.&amp;quot; Irritated, they take their payment, then pay him a few bundles of crossbow bolts (which they had left out of the earlier deal) for alcohol, which the group has determined is suitable fuel.&lt;br /&gt;
&lt;br /&gt;
Once da riggable is set up, the group begins to discuss where to go. There are two thoughts - either to head west, across the desert, or head north, to the mountains.&lt;br /&gt;
&lt;br /&gt;
===Loot===&lt;br /&gt;
 Wooden Maul, Masterwork (*1)&lt;br /&gt;
 Wooden Maul, Masterwork (*2)&lt;br /&gt;
 Quarterstaff, Masterwork (*3)&lt;br /&gt;
 Thin sheet of wood, covered in writing on both sides [language unknown; Divine item] (*5)&lt;br /&gt;
&lt;br /&gt;
==Session 03 - Decisions, Decisions==&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; 719 (469 combat, 250 story)&lt;br /&gt;
&lt;br /&gt;
Volos decided that he was irritated with the group, and headed off on his own.&lt;br /&gt;
&lt;br /&gt;
 Volos (PC) left the group.&lt;br /&gt;
&lt;br /&gt;
After he left, there was some debate regarding which way to go. The party decided to head north to the mountains, then - if that proved uneventful - to head to the waterfall near Edge.&lt;br /&gt;
&lt;br /&gt;
Using &amp;quot;da riggable,&amp;quot; they headed for the mountains. Along the way, they noticed a gremlin heading towards Germonik. Setting down, they found out that he was looking for the group - he had apparently planned on being part of the original expedition, but was late. After some debate, the group decided to allow the gremlin - who told them his name was Miggs - to join them.&lt;br /&gt;
&lt;br /&gt;
 Miggs (PC) joined the group.&lt;br /&gt;
&lt;br /&gt;
The group arrived at the mountains some time later, and decided that there was little worth doing there. They decided to head to Arcturas to refuel, then carry on to the waterfall.&lt;br /&gt;
&lt;br /&gt;
They arrived in Arcturas and refuelled. While the group was resting, Miggs planted flashpowder on Kuro and Shiro; when they woke up, Kuro fell prey to the trick, and angrily pulled his pistol on Miggs, who was clearly the culprit. After a warning shot was fired, the group carried on.&lt;br /&gt;
&lt;br /&gt;
Arriving at the waterfall, there was some discussion as to the best course of action. They decided to go over the edge and follow the waterfall down to wherever it went.&lt;br /&gt;
&lt;br /&gt;
They followed the waterfall down for a little less than two miles, and saw ground and a lake below. Kicking on their engines, they made  a cautious landing.&lt;br /&gt;
&lt;br /&gt;
They searched the lake, and found a river heading west-southwest. They decided to follow it. Some time later, they came across the edge of a forest, perpindicular to the river; they decide to continue following the river. Two days later, they came across a fork in the river: the river they were following joined another, and continued to flow south. The adjoining river was flowing from the north. The group decided to follow the flow, and headed south.&lt;br /&gt;
&lt;br /&gt;
Two and a half days later, they encountered a strange humanoid-looking creature, up in a massive bulge in a tree. After several attempts at communication, the creature gestured for them to follow it, which they did. Four hours later, they arrived in a &amp;quot;city&amp;quot; of these tree-bulges. They were brought to one of the humanoids dressed in blue in the top of a tree.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Adu-ja.jpg|thumb|125px|right|An adu&#039;ja]]&lt;br /&gt;
They found out that the creature they were brought to was an akashic, who rapidly learned their language. The group found out that these people were the [[Trinity:Adu-ja |Adu&#039;ja]], a race of - essentially - sentient mobile trees. The akashic&#039;s name was Aes&#039;iel, and they learned later that he was a Simic - a druid/akashic. Aes&#039;iel was also somewhat suspicious of Addison, though he did not mention why, save in a rather cryptic manner.&lt;br /&gt;
&lt;br /&gt;
They asked several questions. The group learned that the adu&#039;ja had been present for six-hundred years, and that the myconids - a race of fungus people - had been around for at least eight-hundred. They learned that the adu&#039;jan akashics could only see up to around eight hundred years in the past: beyond that, there was a great gap in the world memory. They learned that there are other floating landmasses, though the adu&#039;ja do not know how many there are; they also learned that there are sometimes visitors from elsewhere on this landmass (which they found was called Tai&#039;lyan), but that they were primarily left alone.&lt;br /&gt;
&lt;br /&gt;
They also found out that there was a cavern complex that connected Tai&#039;lyan and Turas, in the mountains, &amp;quot;beyond the mushroom forest.&amp;quot; They also learned that there were ancient ruins north of the forest, along the river, the nature of which the adu&#039;ja were uncertain: it had always been ruins, in decay, for at least eight-hundred years or so.&lt;br /&gt;
&lt;br /&gt;
The party decided to go explore the ruins. Before they set out, Aes&#039;iel gave each member of the group (along with Tabby, who had been tagging along since they left Germonik, and would apparently not leave Uriah&#039;s side) an akashic stone, which allowed them to instantly learn the Adu&#039;jan language, called Phytic. Aes&#039;iel informed the group that, with that, they could speak with the adu&#039;ja and the myconids. The party then set out.&lt;br /&gt;
&lt;br /&gt;
Five days later, they arrived at the ruins. William noted, at first, that the architecture was similar to the Ronkan style; later on, he also noticed that they seemed similar to Elven architecture, as well. The group explored the ruins, which were the size of a city suitable for perhaps a thousand occupants; as they searched, they also salvaged as much usable metal as they could (as the remains of the buildings were metal in nature).&lt;br /&gt;
&lt;br /&gt;
After awhile, Kuro, Cassian, William, Miggs, Shiro, and Uriah (though he was sleeping at the time) began sparking purple; Addison, meanwhile, began sparking white. They also began noticing ridges in the ground, as though something were traveling underground. Kuro flew up, and noticed that the ridges were appearing around the group in a vaguely circular pattern, and more were forming some distance from the group, no matter where they went. As those who were sparking neared the ridges, their sparking was more intense.&lt;br /&gt;
&lt;br /&gt;
Miggs climbed up a delapidated building, and Shiro flew down to inform William of what he saw. As soon as he touched down, five creatures burst forth from the ground, forming a circle around the group.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Zergling.JPG|thumb|225px|left|Three of the creatures look like this...]]&lt;br /&gt;
[[Image:Trinity_Hydralisk.JPG|thumb|225px|right|...and the other two look like this.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Three of the creatures look like this... &#039;&#039;This creature is about the size of a large dog, with a short tail and tough carapace. Its back legs are long, while its front legs end in sickle-like claws. Beneath its head rest two equally sharp fangs, and it chitters and jumps about restlessly.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While the other two look like this... &#039;&#039;This creature slithers forward on a serpentine lower body. It is hunched forward, its two powerful arms curved like wicked scythes and its manibles dripping with acidic drool. The back of its head is elongated into a plate, covering most of its back save for a long spine on the top of its carapace.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Loot===&lt;br /&gt;
 9 akashic stones, all containing the [[Trinity:Phytic_Language |Phytic]] language&lt;br /&gt;
&lt;br /&gt;
==Session 04 - Question!==&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; 500 (story)&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Memento_umbra.jpg|thumb|225px|right|The creature Aes&#039;iel called the &#039;&#039;memento umbra&#039;&#039;.]]&lt;br /&gt;
The group fought the creatures, in a rather vicious fight. They found that the creatures were able to regenerate their wounds - those they thought were slain rose to fight again. When the last was felled, they proceeded to smash in all of their skulls, as that seemed effective in stopping their regeneration.&lt;br /&gt;
&lt;br /&gt;
In the course of the fight, Shiro and Tiy succumbed to their wounds. After a bit of healing onsite, the group gathered the bodies (including the bugs&#039; bodies, which Kassian believed were able to be worked like iron) and returned to the Adu&#039;ja, who they believed would be able to return the dead.&lt;br /&gt;
&lt;br /&gt;
The adu&#039;ja were in fact able to do so, and agreed to reincarnate their friends (in a rather Simic manner, combining the power of Nature and the Blue to reincarnate the creature in the same body), in exchange for a favor. The adu&#039;ja had explored the memories of the party&#039;s world and people, and discovered the existence of the &#039;&#039;mementos&#039;&#039; - they also found that some had been trapped there, and sought a way out. Unexperienced in the ways of the &#039;&#039;mementos&#039;&#039;, they accidentally freed a particularly vicious &#039;&#039;memento&#039;&#039;, which Aes&#039;iel believed was known as &#039;&#039;memento umbra&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
To assist in their search for the creature, Aes&#039;iel implanted a rough map of the continent into the minds of the party.&lt;br /&gt;
&lt;br /&gt;
Waiting for the morning, the party is able to recuperate from the experience of the fight, which had pushed them to their limits.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; 675 (combat)&lt;br /&gt;
&lt;br /&gt;
After resting and meeting up with their reincarnated members, the party discussed where to go. Kassian was adamant that the group go to the mountains; William questioned the human&#039;s insistence, and Kassian explained that the various things he had been picking up had a strange &amp;quot;aura&amp;quot; to them, and that he believed the things they fought at the ruins were the source. He believed that the myconids, whom the adu&#039;ja had mentioned existed prior to the gap in the world memory (800 years prior to now), may know something about it.&lt;br /&gt;
&lt;br /&gt;
William also made a query to the adu&#039;ja regarding the possibility of ironwood, which he had encountered on Ganymede. Aes&#039;iel told him that the adu&#039;ja do indeed make ironwood, and keep stores of it, and that they may be willing to part with some of it.&lt;br /&gt;
&lt;br /&gt;
In addition, while the party was waiting, Addison talked to Aes&#039;iel about the nature of the &#039;&#039;momentos&#039;&#039; - hoping to turn her from her path, Aes&#039;iel gladly told her all she wanted to know. The conversation eventually led to Addison gaining the skills of a [[Trinity:Trainer|trainer]].&lt;br /&gt;
&lt;br /&gt;
===Loot===&lt;br /&gt;
 [[:Image:Trinity_Tai-lyan.JPG|Map of Tai&#039;lyan]] (memory now possessed by all current members of the party)&lt;br /&gt;
&lt;br /&gt;
==Session 05 - Mushroom Samba==&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; 250 (story)&lt;br /&gt;
&lt;br /&gt;
After some discussion, the group decided to head north to the myconid village of Samtri.&lt;br /&gt;
&lt;br /&gt;
When they arrived, they found a small copse of enormous mushrooms, and seemingly no one about. After some investigation, it appeared that there were some larger mushrooms, with door-like structures in them. Miggs went up to one of the doors and knocked loudly, while William yelled loudly.&lt;br /&gt;
&lt;br /&gt;
Their actions were fruitful: a bipedal, humanoid-looking mushroom exited one of the house-like structures, and spoke with them. However, he didn&#039;t speak very long, as he continually insisted that it was &amp;quot;sleep time&amp;quot; - the party realized that they had arrived in early afternoon, and that - these being mushroom-people - they were probably nocturnal. They decided to wait until &amp;quot;nightfall,&amp;quot; when they hoped to see more of the mushroom folk.&lt;br /&gt;
&lt;br /&gt;
After a few hours, the village of Samtri did indeed awake, and a throng of myconids exited the several mushroom houses and began heading north, to the mountains. Following them, the group found that they were headed to a cave just north of the village; once all the myconids were inside (aside from two guards), a single, larger myconid came out to greet them.&lt;br /&gt;
&lt;br /&gt;
The myconid (whose name they didn&#039;t bother to learn) seemed to be the leader of the village. He explained that the world had ended, that the bugs had come and gone, and that the moon had fallen. The party tried to explain that the bugs were back, but he was insistent that they were gone, along with &amp;quot;the faceless ones.&amp;quot; The party was intensely curious about these so-called &amp;quot;faceless ones,&amp;quot; and the myconid explained that they were to the southwest. They inquired as to what they would find in the myconid village to the west, and the leader explained that Mitrosis was much like Samtri, only bigger.&lt;br /&gt;
&lt;br /&gt;
Their quest for knowledge satisfied, they went into the cave, to find what the myconids were up to, as they could clearly see that they were standing about in a circle. The leader myconid had told them they were forgetting; upon entering, they all became subjected to a massive hallucinogen. The group remained for the duration of the &amp;quot;meditation&amp;quot; (eight hours), after which the myconids returned to their mushroom houses.&lt;br /&gt;
&lt;br /&gt;
The party then discussed what to do; they decided to head southwest, along the treeline of the adu&#039;jan forest, to see if they could find the ruins the myconids mentioned. They walked for a little more than a month, and reached the edge of the continent, without finding anything.&lt;br /&gt;
&lt;br /&gt;
They went east, to the adu&#039;jan city of Sh&#039;cala, seeking out more Simics. They found them, and discussed what they had learned from the myconids. The simics explained that the myconids were simple creatures, and that they would not lie - if they said the cities of the &amp;quot;faceless ones&amp;quot; were to the southwest, then they were, but there were no such places on this continent. The party then decided that they would head southwest off the edge, taking da riggable, to see if there was another continent elsewhere.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Arcturas_-_New_Continent_-_1.jpg|thumb|325px|right|This is what the party explored for five months.]]&lt;br /&gt;
After some tree-hopping, courtesy of the simics, they recovered da riggable, and sailed off the southwestern edge of Tai&#039;lyan.&lt;br /&gt;
&lt;br /&gt;
Going somewhat down, they found another continent, full of sand. They set down, and began to explore; after two days, however, they began suffering from dehydration, and had yet to find water or even something other than sand. It was also unbearably hot, which they found odd, considering none of the higher continents had been so warm. Heading back to the simics, they asked for a source of water that would never run dry. The simics agreed to provide them with such a thing, but in exchange, they wanted the party to seek out the foreigners that sometimes appeared in the desert to the north (which Aes&#039;iel had mentioned before). The party agreed to this favor, and set out.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Mutalisk2_mirror.jpg|thumb|left|Four of these creatures dive towards &#039;&#039;da riggable.&#039;&#039;]]&lt;br /&gt;
Returning to the new continent, they proceeded to explore to the east, following the ledge they found after two days&#039; journey; they found that it made a circle, and they found themselves where they had originally landed. They then opted to follow the northernmost edge of the continent west. For three and a half months, the group walked through the desert, returning to Tai&#039;lyan when their food sources ran out. In this time, they found three ruins, none of which were inhabited; all of them exhibited signs of having suffered through a great catastrophe, reminiscent of an earthquake (according to Miggs, on an earthquake-measuring scale of 1 to 10, these cities had suffered through a 13).&lt;br /&gt;
&lt;br /&gt;
They then decided that the circular-shaped &amp;quot;hole&amp;quot; in the continent may have an answer; some of the group believed that the references the myconids made to the moon falling may have happened here. They set out, following the inner edge of the continent, and eventually found the edge - two days&#039; from where the ledge began. They decided to go down as far as they could, and three miles down, they could see water below. After some discussion, they left the mechs behind, and explored two days&#039; worth to the north, seeing nothing but water.&lt;br /&gt;
&lt;br /&gt;
They returned to roughly where the hole in the continent was, and began to ascend. As they did, however, William spotted something flying in the air...&lt;br /&gt;
&lt;br /&gt;
===Loot===&lt;br /&gt;
 Decanter of Endless Water [Nature]&lt;br /&gt;
&lt;br /&gt;
==Session 06 - Aerials==&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; 500 (story)&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Shyekara.jpg|thumb|200px|right|The woman called &amp;quot;Shye&amp;quot;]]&lt;br /&gt;
The four creatures - who, the party discovered in short order, were being ridden by human-sized beings - dived at &#039;&#039;da riggable&#039;&#039;, and the battle was joined.&lt;br /&gt;
&lt;br /&gt;
After a short skirmish in the air over a three-mile drop to a possibly endless ocean below, the beings riding the creatures - three of whom had incredibly long horns extruding from their foreheads, while the fourth was a human woman - called for parley. The party hesitantly agreed, and the woman - who one of the horned beings called &amp;quot;Shye&amp;quot; - explained that there was something of an error; they had not intended to attack the group, but were instead hunting a manifestation of the Void. Shye explained that they had detected a Void presence on the &#039;&#039;da riggable&#039;&#039;, and figured that it could only be the thing they hunted.&lt;br /&gt;
&lt;br /&gt;
Addison was curious, and asked why they were looking for it; Shye responded by saying that she worked &amp;quot;for a higher power,&amp;quot; that apparently did not want to see the creature in the wild. More discussion revealed that Shye was from Turas (the continent on which the &#039;&#039;Arcturas&#039;&#039; had crashed), but that she was one of the children that had fallen off the edge - she was apparently fortunate, however, and was saved during her fall (by what, was not mentioned). She and her companions were also notable due to the fact that they carried large quantities of metal (one of them was garbed in full-plate). Any questions regarding where they had gotten the metal or where they had come from was responded to with, &amp;quot;I don&#039;t want to ruin your sense of adventure.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Shye confirmed for the group that the Armand - what the people the Adu&#039;ja had asked the party to find were called - did wander the desert on the continent, and that they were often to the west of the circular rift in the continent. With no further questions, Shye and her companions left the group, heading east.&lt;br /&gt;
&lt;br /&gt;
The group decided to return to Turas, to refuel. The brothers Kaze also spoke of possibly fashioning new mechs or similar vehicles, and some of the group expressed an interest in reporting to Angmar. The group returned to Turas, specifically heading to the city of Arcturas, hiding &#039;&#039;da riggable&#039;&#039; outside of town.&lt;br /&gt;
&lt;br /&gt;
They found and spoke with Angmar, explaining to him everything they had done so far. Angmar was a bit disturbed by all of the information he was dumping on them, but he appeared pleased with their progress. The group wanted materials - specifically, metal from the ship - which Angmar was willing to grant them, considering that the group informed him of their encounter with Shye, with emphasis on the fact that they were carrying metal.&lt;br /&gt;
&lt;br /&gt;
The brothers Kaze spoke with their father, Murasaki, about the construction of a massive vehicle, an idea with which he was incredibly pleased. They informed him that metal would be delivered shortly, and the elder Kaze began work almost immediately on a massive flying ship.&lt;br /&gt;
&lt;br /&gt;
The group then went to Germonik, to check on the status of Josef. They found that his &amp;quot;radio tower&amp;quot; had been disassembled, and the barn ripped asunder. Further investigation led to them learning that Josef had fled town, but Volos had not been so lucky - he had apparently been strung up on the north end of town. They also discovered that Bill had been overthrown, by a Nevhonim named Ted. After an almost-confrontation with the Nevhonim (during which Shiro collapsed one of the walls of the main tavern in Germonik), they backed off and told the group what they wanted to hear.&lt;br /&gt;
&lt;br /&gt;
The group then headed to Edge, where - according to what they heard from Angmar - someone had set up shop and was working on a flying machine. Lo and behold it was Josef, who spun a tale of frustration with the absurdity of living in Germonik, and his subsequent flight (not literally) from there due to Ted&#039;s frustration towards him. He wound up in Edge, and began experimenting with electrum engines, possibly even on the brink of constructing a flying machine that didn&#039;t require a balloon at all. The group returned &#039;&#039;da riggable&#039;&#039;, and wished Josef luck.&lt;br /&gt;
&lt;br /&gt;
Four months passed, during which the group performed various tasks and odd jobs. At the end of the four months, they regrouped in Arcturas, for the unveiling of the elder Kaze&#039;s flying machine. Towering over the moogles&#039; mechs and constructed wholly out of steel, the new ship was a sight to behold. The elder Kaze dubbed it the &#039;&#039;Kamikaze&#039;&#039;, and the moogles graciously received the gift. Capable of housing the entire party and the mechs in its interior, and having a self-contained atmosphere that would allow for underwater exploration, the &#039;&#039;Kamikaze&#039;&#039; was a definite upgrade over &#039;&#039;da riggable&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Taking their new aircraft, the party gathered up enough food to last them quite some time, and headed back to the desert continent.&lt;br /&gt;
&lt;br /&gt;
Having an aircraft capable of traveling around the clock (and a pilot that could do the same), the party began combing the desert, searching for signs of the Armand. They first searched the eastern end of the continent, and eventually came upon another ruined city. Upon further investigation, they found a relatively intact building; inside, they discovered two rooms of note: in one, there was a cache of weapons of unusual design - various swords and guns; in the other, they found an akashic stone, set on a pedestal, which Miggs almost immediately took. &lt;br /&gt;
&lt;br /&gt;
After an altercation in which the party relieved Miggs of the stone, Uriah contacted the stone, and saw an image of an ancelari, projecting thoughts in an unknown language in his mind; after a minute or so of speaking, the image shot itself in the head, and the image played out all the gory details of that event. Slightly shaken, Uriah - knowing that the moogles were mildly telepathic - handed it to Shiro, who contacted the stone. Able to understand the language &amp;quot;spoken&amp;quot; by the ancelari, he relayed the information to the rest of the party...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;The_Message&amp;quot;&amp;gt;&lt;br /&gt;
 &amp;quot;If you have found this stone, and are capable of understanding my words, then perhaps they succeeded. Perhaps they who fled&lt;br /&gt;
 reached those alien worlds, and taught those people the ways of the gun? Perhaps they have even managed to conquer the depths of&lt;br /&gt;
 space?&lt;br /&gt;
 &lt;br /&gt;
 &amp;quot;But we all know what is coming, don&#039;t we, stranger? The zerg are no threat, compared to the things that will come from beyond...&lt;br /&gt;
 we&#039;re all damned, then... and no amount of running will save us!...&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Armand.JPG|thumb|200px|right|An armand]]&lt;br /&gt;
Mildly disturbed, the party took some of the weapons from the cache, and began heading west. They investigated the eastern side of the gouge in the continent, heading north, then investigated the western side, beginning from the north.&lt;br /&gt;
&lt;br /&gt;
Eventually, in the middle of the western side of the continent, the party spotted an encampment. Having come across it in the heat of day, they waited until nightfall, when they saw movement. They headed for the camp, and were met halfway by three armand.&lt;br /&gt;
&lt;br /&gt;
Miggs was the first to greet the creatures, but they did not respond immediately, instead, they transmitted thoughts into the minds of the party, none of whom - save the moogles - understood. The lead armand seemed to sense their lack of understanding, and began communicating in Phytic.&lt;br /&gt;
&lt;br /&gt;
The party had many questions, and the armand answered them as best he could. Apparently, they were able to go to Tai&#039;lyan by riding on small islands that rode on strong wind currents; these islands apparently migrate in a relatively stable pattern, such that the armand could reliably take them between Tai&#039;lyn and Reldyr&#039;nym (the name of the continent they were currently on). The armand had no knowledge of the creatures the party had fought earlier (those accompanying Shye), nor did they know of the &#039;&#039;memento umbra&#039;&#039;, other than that they had seen traces of a great beast wandering the desert. In the course of conversation, the armand informed the party that there was one who may have some of the answers they sought.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Toplanders_Explore_Reldyr-nym.jpg|thumb|300px|left|The continent of Reldyr&#039;nym, in its entirety (previously-explored sections are darkened).]]&lt;br /&gt;
They led the party to one of the tents of the encampment, and inside there was a strange creature, being tended by two other armand. The creature had the face of a wolf, but was definitely humanoid and bipedal; it also had bat-like wings, which were found on its body in a place similar to that of a bat (that is, from the forearm to the side). Its breathing was rather shallow. Miggs attempted to heal it with his tonics, to no avail - the armand were unable to cure whatever ailed the creature.&lt;br /&gt;
&lt;br /&gt;
Addison realized that they could use the potion they had found from the fight in Germonik, which contained &#039;&#039;bear&#039;s endurance&#039;&#039;; Uriah complied, and used it on the creature. Its breathing became easier, and it looked around in a rather frightened fashion. Addison used &#039;&#039;comprehend languages&#039;&#039; to understand the creature, but it didn&#039;t say much - it said something to the extent that the world was attacked, by horned beings. It also said the word &amp;quot;veyar,&amp;quot; which the armand leader immediately picked up on when Addison repeated it - it was an ancient word for the moon of Arcturas.&lt;br /&gt;
&lt;br /&gt;
The various Force effects ended, and the creature resumed its near-death status. Addison used &#039;&#039;deathwatch&#039;&#039;, and saw that the creature was suffering from what amounted to suffocation - barely hanging onto life.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Loot===&lt;br /&gt;
 +1 Unholy Lance (Divine)&lt;br /&gt;
 The &#039;&#039;Kamikaze&#039;&#039; [Gargantuan Ornithopter - Arm1/Eng5/Sys1] (Technology)&lt;br /&gt;
 Akashic stone containing [[#The_Message|a message]] in Ancelari&lt;br /&gt;
 Four (4) pistols, one (1) rifle, one (1) carbine, all corroded, from the southeast ruins of Reldyr&#039;nym&lt;br /&gt;
&lt;br /&gt;
==Session 07 - Vapor Trail==&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; 1350 (600 combat, 750 story)&lt;br /&gt;
&lt;br /&gt;
The group decided to take the strange creature with them, and go to the Simics, to see if the adu&#039;ja could find out more about the creature. The creature was still alive, but barely hanging onto life.&lt;br /&gt;
&lt;br /&gt;
They headed to Sh&#039;cala, the southern-most adu&#039;jan city, and spoke with the Simics there. The group had questions they wanted the creature to answer, and the Simics managed to get some answers out of the creature via the Blue.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Creature&#039;s Race and Type:&#039;&#039;&#039; unknown race, humanoid&lt;br /&gt;
 &#039;&#039;&#039;Most recent basic goal:&#039;&#039;&#039; escape&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;What is it?&#039;&#039;&#039; &amp;quot;We call ourselves the &#039;&#039;un&#039;veyar&#039;&#039;.&amp;quot;&lt;br /&gt;
 &#039;&#039;&#039;Were you attacked, and by what?&#039;&#039;&#039; &amp;quot;Yes, horned creatures riding on acid-spitting winged things.&amp;quot;&lt;br /&gt;
 &#039;&#039;&#039;Where is metal?&#039;&#039;&#039; &amp;quot;Veyar.&amp;quot;&lt;br /&gt;
 &#039;&#039;&#039;What about the moonfall?&#039;&#039;&#039; &amp;quot;Legends say long time ago, moon fell into the world.&amp;quot;&lt;br /&gt;
 &#039;&#039;&#039;Does it know about the horned things?&#039;&#039;&#039; &amp;quot;Yes.&amp;quot;&lt;br /&gt;
 &#039;&#039;&#039;Does it know about the memento umbra?&#039;&#039;&#039; &amp;quot;The what?&amp;quot;&lt;br /&gt;
 &#039;&#039;&#039;Does it want to be Migg&#039;s friend?&#039;&#039;&#039; &amp;quot;Who is miggs?&amp;quot;&lt;br /&gt;
 &#039;&#039;&#039;Does he know &amp;quot;how to fix this world&amp;quot;?&#039;&#039;&#039; &amp;quot;Can&#039;t fix, world trapped by pull of big world.&amp;quot;&lt;br /&gt;
 &#039;&#039;&#039;Where did it come from?&#039;&#039;&#039; &amp;quot;Veyar.&amp;quot;&lt;br /&gt;
 &#039;&#039;&#039;When did it come from? How long ago?&#039;&#039;&#039; no response.&lt;br /&gt;
 &#039;&#039;&#039;How old is it?&#039;&#039;&#039; &amp;quot;17 seasons.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The party was somewhat perplexed by these answers. They decided to head back to the armand, and see if they knew anything more.&lt;br /&gt;
&lt;br /&gt;
Upon finding the armands, there were a good deal of questions. The leader of the armand explained that, long ago, the zerg descended upon the planet. The armands and the myconids hid from the threat, while the ancelari remained on the surface, attempting to fend the creatures off. The armands explained that it was the ancelari who created the mist over the planet, in an effort to slow the zerg advance; however, their efforts were mostly in vain.&lt;br /&gt;
&lt;br /&gt;
In the end, the ancelari were forced underground, fighting the zerg in the many caves and tunnels beneath the planet&#039;s surface. Their leaders attempted to get their people off the planet by an unknown means; however, they were only partially successful, and many ancelari were left behind. In a last-ditch effort to destroy the zerg, they attempted to destroy the core of the planet - however, they apparently miscalculated, and only shattered the core, which shattered the entire surface of the planet and greatly weakened the planet&#039;s gravity. This resulted in the floating landmasses.&lt;br /&gt;
&lt;br /&gt;
They further explained that the shattering of the planet&#039;s core modified the magnetic field of the planet, altering almost all of the metal ore on the surface into the substance the party knew as electrum.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Toplanders_-_Windcrossed_Isles_Explore_1.JPG|thumb|375px|right|The islands in the east.]]&lt;br /&gt;
The armands also explained that they did not always look like they did now; however, having been on &amp;quot;irradiated&amp;quot; ground for so long, their people had gradually but drastically changed from their original form.&lt;br /&gt;
&lt;br /&gt;
The armands also told the group that there were strong currents in the atmosphere of the planet, much like water currents, and that the floating islands they rode on to reach Tai&#039;lyan were caught in one such current.&lt;br /&gt;
&lt;br /&gt;
The group decided to head east, heading off the eastern-most edge of Reldyr&#039;nym, along the air current, &amp;quot;against the wind.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Two months later, the party encountered a new set of floating landmasses; somewhere along the way, the strange creature they had picked up finally passed away. Searching its belongings, they found a beaten metal badge, with some strange markings on it. &lt;br /&gt;
&lt;br /&gt;
They explored the new islands, which were mostly uninhabited.&lt;br /&gt;
&lt;br /&gt;
On the southern-most island, however, they encountered a walled city. All of the group save Shiro and Kuro attempted to find a way into the city, and found a heavy iron gate - complete with two horned beings garbed in plate and armed with halberds - on the southern edge. When they approached, one of the guards asked who they were in Lucavic; after the majority of the group seemed unable to communicate in this, the guard spoke to them in Eastern Common.&lt;br /&gt;
&lt;br /&gt;
Miggs mentioned that they knew Shye, and wanted to see her; the guard recognized the name, and said they could all come in, save Addison. Addison complied, and William accompanied her back to the moogles.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, the rest of the group - Kassian, Uriah, Miggs, Tiy, and Tabby - entered the city. The guard led them to a rather large stone structure in the middle of the city (which was actually more like a walled camp). They were instructed to enter, and told to wait for Shye.&lt;br /&gt;
&lt;br /&gt;
Inside, the group were left in an entryway, with a doorway leading into what looked like a temple. Inside there was an enormous stone statue of Ajora, the head angel of Kolaita, the goddess of healing; the angel was wielding a bastard sword, wearing full plate, and had wings that had the appearance of razor-sharp metal. Set around the statue were two altars, each with three candles, all lit.&lt;br /&gt;
&lt;br /&gt;
After awhile, Shye finally entered, and greeted the group pleasantly. Miggs was interested in what was going on in the temple, so Shye invited them all in, and explained to Miggs that they followed Kolaita, but also paid special attention to Ajora, because the angel was the goddess&#039; protector. Kassian and Tabby refused to enter the room, while Uriah attempted to, but was stunned upon crossing the threshold into the room. Uriah then pushed Kassian into the room, but nothing happened.&lt;br /&gt;
&lt;br /&gt;
The discussion turned to the subject of metal, and Shye took them outside to meet with the city&#039;s blacksmith. As they walked, however, Miggs turned on his &#039;&#039;cloak generator&#039;&#039;, but attempted to make it look sneaky; Shye was apparently not amused by his antics, however, and was aware that he had actively done it, rather than &amp;quot;accidentally,&amp;quot; as he claimed. They continued on to the blacksmith.&lt;br /&gt;
&lt;br /&gt;
They attempted to haggle for some metal, but the blacksmith seemed uninterested.&lt;br /&gt;
&lt;br /&gt;
There was another discussion here, regarding the residents of Fort Drakys (as Shye called it) - they all appeared to be horned, other than Shye. Shye was rather vague on why that was, insisting that many beings had horns, and that it wasn&#039;t that unusual.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Toplanders_-_Veyar_Explore_1.JPG|thumb|375px|left|Is it a moon? Or a space station?]]&lt;br /&gt;
The group then decided to leave. They were escorted out.&lt;br /&gt;
&lt;br /&gt;
Regrouping, the party decided to continue heading east. &lt;br /&gt;
&lt;br /&gt;
After a few days, they encountered a strange purple mist. Heading in all directions to determine which way it was, they headed up, where the purple haze seemed to strengthen. After a few hours, they experienced a change in gravity, and were now looking down (what was up, previously) at a strange new environment.&lt;br /&gt;
&lt;br /&gt;
They decided to explore, and flew along the edge of the &amp;quot;continent.&amp;quot; They found that there was a lower section (upper, in terms of normal gravity), that they opted to not explore at this time. They continued around, until they were back where they started, they then decided to search the plate in a zig-zag pattern.&lt;br /&gt;
&lt;br /&gt;
Eventually, in the southern mountains, they saw a cave entrance; this was unusual, as they had not yet seen anything of the sort here. Guessing that the outside air was poisonous to mortals, William volunteered to go explore. The cave narrowed into a tunnel, then opened into a wider cavern, with three branches - as well as an electrum lamp in the ceiling.&lt;br /&gt;
&lt;br /&gt;
Exploring further, William encountered more horned beings, who were mining what looked like iron ore. They noticed him, but - being a templar - he was much too fast for them, and he quickly returned to the &#039;&#039;Kamikaze&#039;&#039;. The creatures chased him out, but the group crushed two of the three with the ship; the remaining one returned to the depths of the cave.&lt;br /&gt;
&lt;br /&gt;
===Loot===&lt;br /&gt;
 Un&#039;veyar metal badge&lt;br /&gt;
&lt;br /&gt;
==Session 08 - Dark Side of the Moon==&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; 806 (750 story, 56 combat)&lt;br /&gt;
&lt;br /&gt;
Session synopsis coming soon.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Session Highlights&#039;&#039;&#039;&lt;br /&gt;
 Entered western wing of mine.&lt;br /&gt;
 Encountered a bunch of traps.&lt;br /&gt;
 Kuro scouted ahead, found a bunch of fake miners.&lt;br /&gt;
 Fight in the corridor.&lt;br /&gt;
&lt;br /&gt;
===Loot===&lt;br /&gt;
 Loot coming soon.&lt;br /&gt;
&lt;br /&gt;
==Session 09 - Infernoplex==&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; 4th - 1975 (500 story, 1000 combat, 475 traps)&lt;br /&gt;
     3rd - 2160 (500 story, 1125 combat, 535 traps)&lt;br /&gt;
&lt;br /&gt;
Session synopsis coming soon.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Session Highlights&#039;&#039;&#039;&lt;br /&gt;
 Party rested, returned to western wing.&lt;br /&gt;
 Ambushed by three guys. Looted them.&lt;br /&gt;
 Attacked by two groups, one of miners and blacksmiths from the west, and two guys from the south.&lt;br /&gt;
 Kassian died.&lt;br /&gt;
 Group captured a priest.&lt;br /&gt;
 Priest fought them on the ship, they killed him, dumped him off at Fort Drakys.&lt;br /&gt;
 William died.&lt;br /&gt;
 Group returned to the adu&#039;ja, who revived the pair. They now each owe the adu&#039;ja a favor.&lt;br /&gt;
 The simics used &#039;&#039;object loresight&#039;&#039; to determine what was up with the priest guy&#039;s holy symbol. It came from a place called&lt;br /&gt;
   Shar&#039;nal, which isn&#039;t on Arcturas (the planet).&lt;br /&gt;
 Group headed to Edge to deliver iron ore stolen from the mine and to check on Josef.&lt;br /&gt;
 Group headed to Germonik to check on them. Encountered Ned Riddle, current &amp;quot;leader.&amp;quot;&lt;br /&gt;
 Riddle gave Uriah 20 wooden coins.&lt;br /&gt;
 Group found out that Riddle is interested in establishing a currency so that they can trade with the artilects for wood.&lt;br /&gt;
 Group went to Arcturas (the city) to talk to Angmar.&lt;br /&gt;
 They told Angmar what was going on.&lt;br /&gt;
 Angmar informed the group that there had been an explosion in Edge, at the electrum processing plant.&lt;br /&gt;
 Apparently the iron ore the group brought was electrum. But it was definitely iron ore when they started.&lt;br /&gt;
&lt;br /&gt;
===Loot===&lt;br /&gt;
 Loot coming soon.&lt;br /&gt;
&lt;br /&gt;
==Session 10 - Iron Man==&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; &#039;&#039;4th&#039;&#039; - 2100 (1000 story, 1000 combat, 100 social)&lt;br /&gt;
     &#039;&#039;3rd&#039;&#039; - 2200 (1000 story, 1088 combat, 112 social)&lt;br /&gt;
&lt;br /&gt;
Session synopsis coming soon.&lt;br /&gt;
&lt;br /&gt;
===Loot===&lt;br /&gt;
 5 akashic stones (4 in Lucavic, 1 in Ronkan)&lt;br /&gt;
&lt;br /&gt;
==Session 11 - Acoustic Snowfall==&lt;br /&gt;
This session will take place on &#039;&#039;&#039;December 1, 2007.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Also, as of this session, we will be playing in the basement.&lt;br /&gt;
&lt;br /&gt;
[[Category:Trinity]]&lt;/div&gt;</summary>
		<author><name>GnomeWorks</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Talk:Trinity:Skills&amp;diff=68084</id>
		<title>Talk:Trinity:Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Talk:Trinity:Skills&amp;diff=68084"/>
		<updated>2007-11-20T23:10:14Z</updated>

		<summary type="html">&lt;p&gt;GnomeWorks: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; &#039;&#039;&#039;TRINITY SKILL LIST&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;			KEY&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;SKILL			ABILITY&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;	Untrained?&#039;&#039;&#039;&lt;br /&gt;
 Appraise		Int		Yes&lt;br /&gt;
 Autohypnosis		Con		No&lt;br /&gt;
 Avaocraft		Luc (Int)	No&lt;br /&gt;
 Balance			Dex		Yes&lt;br /&gt;
 Bluecraft		Int		No&lt;br /&gt;
 Bluff			Cha		Yes&lt;br /&gt;
 Climb			Str		Yes&lt;br /&gt;
 Concentration		Con		Yes&lt;br /&gt;
 Control Shape		Con		No&lt;br /&gt;
 Controlled Breathing	Con		Yes&lt;br /&gt;
 Craft			Int		Yes&lt;br /&gt;
 Decipher Script		Int		No&lt;br /&gt;
 Demolitions		Int		No&lt;br /&gt;
 Diplomacy		Cha		Yes&lt;br /&gt;
 Disable Device		Int		No&lt;br /&gt;
 Disguise		Cha		Yes&lt;br /&gt;
 Engine Use		Int		Yes&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
 Escape Artist		Dex		Yes&lt;br /&gt;
 Forgery			Int		Yes&lt;br /&gt;
 Gamble			Luc (Wis)	Yes&lt;br /&gt;
 Gather Information	Cha		Yes&lt;br /&gt;
 Handle Animal		Cha		No&lt;br /&gt;
 Heal			Wis		Yes&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
 Hide			Dex		Yes&lt;br /&gt;
 Intimidate		Cha		Yes&lt;br /&gt;
 Investigate		Int		Yes&lt;br /&gt;
 Jikuucraft		Int		No&lt;br /&gt;
 Jump			Str		Yes&lt;br /&gt;
 Knowledge		Edu (Int)	&lt;br /&gt;
    Arcana				No&lt;br /&gt;
    Architecture and	&lt;br /&gt;
       Engineering			No&lt;br /&gt;
    Chaos Theory				No&lt;br /&gt;
    Dungeoneering			No&lt;br /&gt;
    Geography				Yes&lt;br /&gt;
    History				Yes&lt;br /&gt;
    Local				Yes&lt;br /&gt;
    Meme Theory				No&lt;br /&gt;
    Nature				No&lt;br /&gt;
    Nobility and&lt;br /&gt;
       Royalty				No	&lt;br /&gt;
    Psionics				No&lt;br /&gt;
    Quantum Theory			No&lt;br /&gt;
    Religion				No&lt;br /&gt;
    Space				No&lt;br /&gt;
    Technology				No&lt;br /&gt;
    The Forces				No&lt;br /&gt;
    The Planes				No&lt;br /&gt;
    Void					No&lt;br /&gt;
 Listen			Per (Wis)	Yes&lt;br /&gt;
 Martial Lore		Int		No&lt;br /&gt;
 Mimic Voice		Int		No&lt;br /&gt;
 Move Silently		Dex		Yes&lt;br /&gt;
 Naturecraft		Wis		No&lt;br /&gt;
 Navigate		Int		Yes&lt;br /&gt;
 Nihilcraft		Cha		No&lt;br /&gt;
 Open Lock		Dex		No&lt;br /&gt;
 Perform			Cha		Yes&lt;br /&gt;
 Pilot			Dex		Yes&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
 Prayercraft		Fai (Wis)	No&lt;br /&gt;
 Profession		Wis		No&lt;br /&gt;
 Psicraft		Int		No&lt;br /&gt;
 Repair			Dex		No&lt;br /&gt;
 Research		Edu (Int)	Yes&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
 Ride			Dex		Yes&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
 Search			Per (Wis)	Yes&lt;br /&gt;
 Sense Motive		Wis		Yes&lt;br /&gt;
 Sleight of Hand		Dex		No&lt;br /&gt;
 Speak Language		---		No&lt;br /&gt;
 Spellcraft		Int		No&lt;br /&gt;
 Spot			Per (Wis)	Yes&lt;br /&gt;
 Survival		Wis		Yes&lt;br /&gt;
 Swim			Str		Yes&lt;br /&gt;
 Techcraft		Int		No&lt;br /&gt;
 Technique		---		No&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
 Tumble			Dex		No&lt;br /&gt;
 Use Force Item		&lt;br /&gt;
    Magic		Cha		No&lt;br /&gt;
    Psionic		Cha		No&lt;br /&gt;
    Technological	Int		Yes&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
    Blue			Wis		No&lt;br /&gt;
    Temporal		Int		No&lt;br /&gt;
    Chaotic		Luc (Wis)	Yes&lt;br /&gt;
    Divine		Fai (Cha)	No&lt;br /&gt;
    Natural		Wis		No&lt;br /&gt;
    Void			Cha		No&lt;br /&gt;
 Use Rope		Dex		Yes&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Some skills may have two abilities indicated. If the first is not in use in a given campaign, use the second.&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; This skill is exclusive - that is, not only must you be trained to use it, but a character may not even put ranks into&lt;br /&gt;
 it unless the character is of a race or class that grants access to the skill (which may be class or cross-class access.)&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; Only certain uses of this skill can be used untrained.&lt;/div&gt;</summary>
		<author><name>GnomeWorks</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Talk:Trinity:Skills&amp;diff=68083</id>
		<title>Talk:Trinity:Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Talk:Trinity:Skills&amp;diff=68083"/>
		<updated>2007-11-20T23:09:53Z</updated>

		<summary type="html">&lt;p&gt;GnomeWorks: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; &#039;&#039;&#039;TRINITY SKILL LIST&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;			KEY&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;SKILL			ABILITY&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;		Untrained?&#039;&#039;&#039;&lt;br /&gt;
 Appraise		Int		Yes&lt;br /&gt;
 Autohypnosis		Con		No&lt;br /&gt;
 Avaocraft		Luc (Int)	No&lt;br /&gt;
 Balance			Dex		Yes&lt;br /&gt;
 Bluecraft		Int		No&lt;br /&gt;
 Bluff			Cha		Yes&lt;br /&gt;
 Climb			Str		Yes&lt;br /&gt;
 Concentration		Con		Yes&lt;br /&gt;
 Control Shape		Con		No&lt;br /&gt;
 Controlled Breathing	Con		Yes&lt;br /&gt;
 Craft			Int		Yes&lt;br /&gt;
 Decipher Script		Int		No&lt;br /&gt;
 Demolitions		Int		No&lt;br /&gt;
 Diplomacy		Cha		Yes&lt;br /&gt;
 Disable Device		Int		No&lt;br /&gt;
 Disguise		Cha		Yes&lt;br /&gt;
 Engine Use		Int		Yes&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
 Escape Artist		Dex		Yes&lt;br /&gt;
 Forgery			Int		Yes&lt;br /&gt;
 Gamble			Luc (Wis)	Yes&lt;br /&gt;
 Gather Information	Cha		Yes&lt;br /&gt;
 Handle Animal		Cha		No&lt;br /&gt;
 Heal			Wis		Yes&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
 Hide			Dex		Yes&lt;br /&gt;
 Intimidate		Cha		Yes&lt;br /&gt;
 Investigate		Int		Yes&lt;br /&gt;
 Jikuucraft		Int		No&lt;br /&gt;
 Jump			Str		Yes&lt;br /&gt;
 Knowledge		Edu (Int)	&lt;br /&gt;
    Arcana				No&lt;br /&gt;
    Architecture and	&lt;br /&gt;
       Engineering			No&lt;br /&gt;
    Chaos Theory				No&lt;br /&gt;
    Dungeoneering			No&lt;br /&gt;
    Geography				Yes&lt;br /&gt;
    History				Yes&lt;br /&gt;
    Local				Yes&lt;br /&gt;
    Meme Theory				No&lt;br /&gt;
    Nature				No&lt;br /&gt;
    Nobility and&lt;br /&gt;
       Royalty				No	&lt;br /&gt;
    Psionics				No&lt;br /&gt;
    Quantum Theory			No&lt;br /&gt;
    Religion				No&lt;br /&gt;
    Space				No&lt;br /&gt;
    Technology				No&lt;br /&gt;
    The Forces				No&lt;br /&gt;
    The Planes				No&lt;br /&gt;
    Void					No&lt;br /&gt;
 Listen			Per (Wis)	Yes&lt;br /&gt;
 Martial Lore		Int		No&lt;br /&gt;
 Mimic Voice		Int		No&lt;br /&gt;
 Move Silently		Dex		Yes&lt;br /&gt;
 Naturecraft		Wis		No&lt;br /&gt;
 Navigate		Int		Yes&lt;br /&gt;
 Nihilcraft		Cha		No&lt;br /&gt;
 Open Lock		Dex		No&lt;br /&gt;
 Perform			Cha		Yes&lt;br /&gt;
 Pilot			Dex		Yes&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
 Prayercraft		Fai (Wis)	No&lt;br /&gt;
 Profession		Wis		No&lt;br /&gt;
 Psicraft		Int		No&lt;br /&gt;
 Repair			Dex		No&lt;br /&gt;
 Research		Edu (Int)	Yes&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
 Ride			Dex		Yes&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
 Search			Per (Wis)	Yes&lt;br /&gt;
 Sense Motive		Wis		Yes&lt;br /&gt;
 Sleight of Hand		Dex		No&lt;br /&gt;
 Speak Language		---		No&lt;br /&gt;
 Spellcraft		Int		No&lt;br /&gt;
 Spot			Per (Wis)	Yes&lt;br /&gt;
 Survival		Wis		Yes&lt;br /&gt;
 Swim			Str		Yes&lt;br /&gt;
 Techcraft		Int		No&lt;br /&gt;
 Technique		---		No&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
 Tumble			Dex		No&lt;br /&gt;
 Use Force Item		&lt;br /&gt;
    Magic		Cha		No&lt;br /&gt;
    Psionic		Cha		No&lt;br /&gt;
    Technological	Int		Yes&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
    Blue			Wis		No&lt;br /&gt;
    Temporal		Int		No&lt;br /&gt;
    Chaotic		Luc (Wis)	Yes&lt;br /&gt;
    Divine		Fai (Cha)	No&lt;br /&gt;
    Natural		Wis		No&lt;br /&gt;
    Void			Cha		No&lt;br /&gt;
 Use Rope		Dex		Yes&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Some skills may have two abilities indicated. If the first is not in use in a given campaign, use the second.&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; This skill is exclusive - that is, not only must you be trained to use it, but a character may not even put ranks into&lt;br /&gt;
 it unless the character is of a race or class that grants access to the skill (which may be class or cross-class access.)&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; Only certain uses of this skill can be used untrained.&lt;/div&gt;</summary>
		<author><name>GnomeWorks</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Talk:Trinity:Skills&amp;diff=68082</id>
		<title>Talk:Trinity:Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Talk:Trinity:Skills&amp;diff=68082"/>
		<updated>2007-11-20T23:09:26Z</updated>

		<summary type="html">&lt;p&gt;GnomeWorks: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; &#039;&#039;&#039;TRINITY SKILL LIST&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;			KEY&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;SKILL			ABILITY&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;		Untrained?&#039;&#039;&#039;&lt;br /&gt;
 Appraise		Int		Yes&lt;br /&gt;
 Autohypnosis		Con		No&lt;br /&gt;
 Avaocraft		Luc (Int)	No&lt;br /&gt;
 Balance			Dex		Yes&lt;br /&gt;
 Bluecraft		Int		No&lt;br /&gt;
 Bluff			Cha		Yes&lt;br /&gt;
 Climb			Str		Yes&lt;br /&gt;
 Concentration		Con		Yes&lt;br /&gt;
 Control Shape		Con		No&lt;br /&gt;
 Controlled Breathing	Con		Yes&lt;br /&gt;
 Craft			Int		Yes&lt;br /&gt;
 Decipher Script		Int		No&lt;br /&gt;
 Demolitions		Int		No&lt;br /&gt;
 Diplomacy		Cha		Yes&lt;br /&gt;
 Disable Device		Int		No&lt;br /&gt;
 Disguise		Cha		Yes&lt;br /&gt;
 Engine Use		Int		Yes&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
 Escape Artist		Dex		Yes&lt;br /&gt;
 Forgery			Int		Yes&lt;br /&gt;
 Gamble			Luc (Wis)	Yes&lt;br /&gt;
 Gather Information	Cha		Yes&lt;br /&gt;
 Handle Animal		Cha		No&lt;br /&gt;
 Heal			Wis		Yes&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
 Hide			Dex		Yes&lt;br /&gt;
 Intimidate		Cha		Yes&lt;br /&gt;
 Investigate		Int		Yes&lt;br /&gt;
 Jikuucraft		Int		No&lt;br /&gt;
 Jump			Str		Yes&lt;br /&gt;
 Knowledge		Edu (Int)	&lt;br /&gt;
    Arcana				No&lt;br /&gt;
    Architecture and	&lt;br /&gt;
       Engineering			No&lt;br /&gt;
    Chaos Theory				No&lt;br /&gt;
    Dungeoneering			No&lt;br /&gt;
    Geography				Yes&lt;br /&gt;
    History				Yes&lt;br /&gt;
    Local				Yes&lt;br /&gt;
    Meme Theory				No&lt;br /&gt;
    Nature				No&lt;br /&gt;
    Nobility and&lt;br /&gt;
       Royalty				No	&lt;br /&gt;
    Psionics				No&lt;br /&gt;
    Quantum Theory			No&lt;br /&gt;
    Religion				No&lt;br /&gt;
    Space				No&lt;br /&gt;
    Technology				No&lt;br /&gt;
    The Forces				No&lt;br /&gt;
    The Planes				No&lt;br /&gt;
    Void					No&lt;br /&gt;
 Listen			Per (Wis)	Yes&lt;br /&gt;
 Martial Lore		Int		No&lt;br /&gt;
 Mimic Voice		Int		No&lt;br /&gt;
 Move Silently		Dex		Yes&lt;br /&gt;
 Naturecraft		Wis		No&lt;br /&gt;
 Navigate		Int		Yes&lt;br /&gt;
 Nihilcraft		Cha		No&lt;br /&gt;
 Open Lock		Dex		No&lt;br /&gt;
 Perform			Cha		Yes&lt;br /&gt;
 Pilot			Dex		Yes&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
 Prayercraft		Fai (Wis)	No&lt;br /&gt;
 Profession		Wis		No&lt;br /&gt;
 Psicraft		Int		No&lt;br /&gt;
 Repair			Dex		No&lt;br /&gt;
 Research		Edu (Int)	Yes&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
 Ride			Dex		Yes&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
 Search			Per (Wis)	Yes&lt;br /&gt;
 Sense Motive		Wis		Yes&lt;br /&gt;
 Sleight of Hand		Dex		No&lt;br /&gt;
 Speak Language		---		No&lt;br /&gt;
 Spellcraft		Int		No&lt;br /&gt;
 Spot			Per (Wis)	Yes&lt;br /&gt;
 Survival		Wis		Yes&lt;br /&gt;
 Swim			Str		Yes&lt;br /&gt;
 Techcraft		Int		No&lt;br /&gt;
 Technique		---		No&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
 Tumble			Dex		No&lt;br /&gt;
 Use Force Item		&lt;br /&gt;
    Magic		Cha		No&lt;br /&gt;
    Psionic		Cha		No&lt;br /&gt;
    Technological	Int		Yes&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
    Blue			Wis		No&lt;br /&gt;
    Temporal		Int		No&lt;br /&gt;
    Chaotic		Luc (Wis)	Yes&lt;br /&gt;
    Divine		Fai (Cha)	No&lt;br /&gt;
    Natural		Wis		No&lt;br /&gt;
    Void			Cha		No&lt;br /&gt;
 Use Rope		Dex		Yes&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Some skills may have two abilities indicated. If the first is not in use in a given campaign, use the second.&lt;br /&gt;
 &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; This skill is exclusive - that is, not only must you be trained to use it, but a character may not even put ranks into&lt;br /&gt;
 it unless the character is of a race or class that grants access to the skill (which may be class or cross-class access.)&lt;br /&gt;
 &amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; Only certain uses of this skill can be used untrained.&lt;/div&gt;</summary>
		<author><name>GnomeWorks</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Talk:Trinity:Skills&amp;diff=68081</id>
		<title>Talk:Trinity:Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Talk:Trinity:Skills&amp;diff=68081"/>
		<updated>2007-11-20T23:08:34Z</updated>

		<summary type="html">&lt;p&gt;GnomeWorks: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; &#039;&#039;&#039;TRINITY SKILL LIST&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;			KEY&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;SKILL			ABILITY&amp;lt;1&amp;gt;		Untrained?&#039;&#039;&#039;&lt;br /&gt;
 Appraise		Int		Yes&lt;br /&gt;
 Autohypnosis		Con		No&lt;br /&gt;
 Avaocraft		Luc (Int)	No&lt;br /&gt;
 Balance			Dex		Yes&lt;br /&gt;
 Bluecraft		Int		No&lt;br /&gt;
 Bluff			Cha		Yes&lt;br /&gt;
 Climb			Str		Yes&lt;br /&gt;
 Concentration		Con		Yes&lt;br /&gt;
 Control Shape		Con		No&lt;br /&gt;
 Controlled Breathing	Con		Yes&lt;br /&gt;
 Craft			Int		Yes&lt;br /&gt;
 Decipher Script		Int		No&lt;br /&gt;
 Demolitions		Int		No&lt;br /&gt;
 Diplomacy		Cha		Yes&lt;br /&gt;
 Disable Device		Int		No&lt;br /&gt;
 Disguise		Cha		Yes&lt;br /&gt;
 Engine Use		Int		Yes&amp;lt;3&amp;gt;&lt;br /&gt;
 Escape Artist		Dex		Yes&lt;br /&gt;
 Forgery			Int		Yes&lt;br /&gt;
 Gamble			Luc (Wis)	Yes&lt;br /&gt;
 Gather Information	Cha		Yes&lt;br /&gt;
 Handle Animal		Cha		No&lt;br /&gt;
 Heal			Wis		Yes&amp;lt;3&amp;gt;&lt;br /&gt;
 Hide			Dex		Yes&lt;br /&gt;
 Intimidate		Cha		Yes&lt;br /&gt;
 Investigate		Int		Yes&lt;br /&gt;
 Jikuucraft		Int		No&lt;br /&gt;
 Jump			Str		Yes&lt;br /&gt;
 Knowledge		Edu (Int)	&lt;br /&gt;
    Arcana				No&lt;br /&gt;
    Architecture and	&lt;br /&gt;
       Engineering			No&lt;br /&gt;
    Chaos Theory				No&lt;br /&gt;
    Dungeoneering			No&lt;br /&gt;
    Geography				Yes&lt;br /&gt;
    History				Yes&lt;br /&gt;
    Local				Yes&lt;br /&gt;
    Meme Theory				No&lt;br /&gt;
    Nature				No&lt;br /&gt;
    Nobility and&lt;br /&gt;
       Royalty				No	&lt;br /&gt;
    Psionics				No&lt;br /&gt;
    Quantum Theory			No&lt;br /&gt;
    Religion				No&lt;br /&gt;
    Space				No&lt;br /&gt;
    Technology				No&lt;br /&gt;
    The Forces				No&lt;br /&gt;
    The Planes				No&lt;br /&gt;
    Void					No&lt;br /&gt;
 Listen			Per (Wis)	Yes&lt;br /&gt;
 Martial Lore		Int		No&lt;br /&gt;
 Mimic Voice		Int		No&lt;br /&gt;
 Move Silently		Dex		Yes&lt;br /&gt;
 Naturecraft		Wis		No&lt;br /&gt;
 Navigate		Int		Yes&lt;br /&gt;
 Nihilcraft		Cha		No&lt;br /&gt;
 Open Lock		Dex		No&lt;br /&gt;
 Perform			Cha		Yes&lt;br /&gt;
 Pilot			Dex		Yes&amp;lt;3&amp;gt;&lt;br /&gt;
 Prayercraft		Fai (Wis)	No&lt;br /&gt;
 Profession		Wis		No&lt;br /&gt;
 Psicraft		Int		No&lt;br /&gt;
 Repair			Dex		No&lt;br /&gt;
 Research		Edu (Int)	Yes&amp;lt;3&amp;gt;&lt;br /&gt;
 Ride			Dex		Yes&amp;lt;3&amp;gt;&lt;br /&gt;
 Search			Per (Wis)	Yes&lt;br /&gt;
 Sense Motive		Wis		Yes&lt;br /&gt;
 Sleight of Hand		Dex		No&lt;br /&gt;
 Speak Language		---		No&lt;br /&gt;
 Spellcraft		Int		No&lt;br /&gt;
 Spot			Per (Wis)	Yes&lt;br /&gt;
 Survival		Wis		Yes&lt;br /&gt;
 Swim			Str		Yes&lt;br /&gt;
 Techcraft		Int		No&lt;br /&gt;
 Technique		---		No&amp;lt;2&amp;gt;&lt;br /&gt;
 Tumble			Dex		No&lt;br /&gt;
 Use Force Item		&lt;br /&gt;
    Magic		Cha		No&lt;br /&gt;
    Psionic		Cha		No&lt;br /&gt;
    Technological	Int		Yes&amp;lt;3&amp;gt;&lt;br /&gt;
    Blue			Wis		No&lt;br /&gt;
    Temporal		Int		No&lt;br /&gt;
    Chaotic		Luc (Wis)	Yes&lt;br /&gt;
    Divine		Fai (Cha)	No&lt;br /&gt;
    Natural		Wis		No&lt;br /&gt;
    Void			Cha		No&lt;br /&gt;
 Use Rope		Dex		Yes&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Some skills may have two abilities indicated. If the first is not in use in a given campaign, use the second.&lt;br /&gt;
 &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; This skill is exclusive - that is, not only must you be trained to use it, but a character may not even put ranks into&lt;br /&gt;
 it unless the character is of a race or class that grants access to the skill (which may be class or cross-class access.)&lt;br /&gt;
 &amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; Only certain uses of this skill can be used untrained.&lt;/div&gt;</summary>
		<author><name>GnomeWorks</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Talk:Trinity:Fighter&amp;diff=68071</id>
		<title>Talk:Trinity:Fighter</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Talk:Trinity:Fighter&amp;diff=68071"/>
		<updated>2007-11-20T20:41:55Z</updated>

		<summary type="html">&lt;p&gt;GnomeWorks: /* 9th */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; THE FIGHTER (or, EINHANDER)&lt;br /&gt;
 &lt;br /&gt;
 								Maneuvers	Maneuvers	Stances&lt;br /&gt;
 Level	BAB		Fort	Ref	Will	Special		Known		Readied		Known&lt;br /&gt;
 1	+1		+2	+0	+0	Bonus Feat	 6		 4		 1&lt;br /&gt;
 2	+2		+3	+0	+0			 7		 4		 2&lt;br /&gt;
 3	+3		+3	+1	+1			 8		 5		 2&lt;br /&gt;
 4	+4		+4	+1	+1	Bonus Feat	 9		 5		 2&lt;br /&gt;
 5	+5		+4	+1	+1			10		 6		 3&lt;br /&gt;
 6	+6/+1		+5	+2	+2			11		 6		 3&lt;br /&gt;
 7	+7/+2		+5	+2	+2			12		 6		 3&lt;br /&gt;
 8	+8/+3		+6	+2	+2	Bonus Feat	13		 7		 3&lt;br /&gt;
 9	+9/+4		+6	+3	+3			14		 7		 4&lt;br /&gt;
 10	+10/+5		+7	+3	+3			15		 8		 4&lt;br /&gt;
 11	+11/+6/+1	+7	+3	+3			16		 8		 4&lt;br /&gt;
 12	+12/+7/+2	+8	+4	+4	Bonus Feat	17		 8		 4&lt;br /&gt;
 13	+13/+8/+3	+8	+4	+4			18		 9		 4&lt;br /&gt;
 14	+14/+9/+4	+9	+4	+4			19		 9		 5&lt;br /&gt;
 15	+15/+10/+5	+9	+5	+5			20		10		 5&lt;br /&gt;
 16	+16/+11/+6/+1	+10	+5	+5	Bonus Feat	21		10		 5&lt;br /&gt;
 17	+17/+12/+7/+2	+10	+5	+5			22		10		 5&lt;br /&gt;
 18	+18/+13/+8/+3	+11	+6	+6			23		11		 5&lt;br /&gt;
 19	+19/+14/+9/+4	+11	+6	+6			24		11		 5&lt;br /&gt;
 20	+20/+15/+10/+5	+12	+6	+6	Bonus Feat	25		12		 6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Maneuvers=&lt;br /&gt;
The following is the list of maneuvers available to fighters.&lt;br /&gt;
&lt;br /&gt;
===1st===&lt;br /&gt;
 &#039;&#039;&#039;STYLE	MANEUVER		ACT	TYPE		EFFECT&#039;&#039;&#039;&lt;br /&gt;
 Iron	Duelling Stance		---	Stance		Gain +2 AC against one foe, -2 against all others.&lt;br /&gt;
 	Island of Blades	---	Stance		You and allies flank all adjacent foes.&lt;br /&gt;
 	Punishing Stance	---	Stance		Attacks deal +1d6 dmg, but -2 AC.&lt;br /&gt;
 	Sapphire Strike		Stan	Strike		Opponent flat-footed, +1d6 dmg with Concentration check.&lt;br /&gt;
 	Steel Wind		Stan	Strike		Attack two opponents.&lt;br /&gt;
 	Steely Strike		Stan	Strike		+4 on one attack, enemies get +4 on atks against you.&lt;br /&gt;
 Stone	Charging Minotaur	Full	Strike		Charging bull rush deals damage, ignores AoOs.&lt;br /&gt;
 	Stonefoot Stance	---	Stance		+2 bonus on Str checks, +2 AC vs larger foes.&lt;br /&gt;
 Tiger	Blood in the Water	---	Stance		Gain +1 on atk and dmg for each crit.&lt;br /&gt;
 	Hunter&#039;s Sense		---	Stance		Gain scent.&lt;br /&gt;
 	Mighty Throw		Stan	Strike		Grab foe, throw him up to 10 ft.&lt;br /&gt;
 	Sudden Leap		Swif	Boost		Jump as a swift action.&lt;br /&gt;
 	Wolf Fang Strike	Stan	Strike		Attack with two weapons.&lt;br /&gt;
&lt;br /&gt;
===2nd===&lt;br /&gt;
 &#039;&#039;&#039;STYLE	MANEUVER		ACT	TYPE		EFFECT&#039;&#039;&#039;&lt;br /&gt;
 Iron	Clever Positioning	Stan	Strike		Swap positions with target of attack.&lt;br /&gt;
 	Disarming Strike	Stan	Strike		With successful attack, attempt to disarm foe.&lt;br /&gt;
 	Emerald Razor		Stan	Strike		Turn melee attack into a touch attack.&lt;br /&gt;
 	Wall of Blades		Imme	Counter		Replace AC with attack roll result.&lt;br /&gt;
 Stone	Mountain Hammer		Stan	Strike		Deal +2d6 dmg, overcome DR and Hardness.&lt;br /&gt;
 	Stone Vise		Stan	Strike		Deal +1d6 dmg, attack immobilizes creature.&lt;br /&gt;
 Tiger	Baffling Defense	Imme	Counter		Use Sense Motive check to dodge attack.&lt;br /&gt;
 	Bull&#039;s Charge		Full	Strike		No AoOs while charging, deal +10 damage.&lt;br /&gt;
 	Claw at the Moon	Stan	Strike		Make Jump check, deal +2d6 dmg.&lt;br /&gt;
 	Rabid Wolf Strike	Stan	Strike		+4 to attack, deal +2d6 dmg, -4 AC for 1 round.&lt;br /&gt;
&lt;br /&gt;
===3rd===&lt;br /&gt;
 &#039;&#039;&#039;STYLE	MANEUVER		ACT	TYPE		EFFECT&#039;&#039;&#039;&lt;br /&gt;
 Iron	Absolute Steel Stance	---	Stance		+10 ft bonus to speed, +2 AC with movement.&lt;br /&gt;
 	Assassin&#039;s Stance	---	Stance		Gain sneak attack +2d6.&lt;br /&gt;
 	Exorcism of Steel	Stan	Strike		Strike opponent&#039;s weapon, it deals -4 dmg.&lt;br /&gt;
 	Insightful Strike	Stan	Strike		Use Concentration check to determine damage.&lt;br /&gt;
 	Iron Surge		Stan	---		Remove effect, gain +2 morale bonus on attacks.&lt;br /&gt;
 Stone	Bonecrusher		Stan	Strike		Deal +4d6 dmg, +10 bonus to confirm crit.&lt;br /&gt;
 	Weight of the Mountain	---	Stance		Constrict for 2d6 + (Str x 1.5) when grappling.&lt;br /&gt;
 	Root of the Mountain	---	Stance		+10 on checks vs bull rush, trip, and more, and gain DR 2/-.&lt;br /&gt;
 	Stone Dragon&#039;s Fury	Stan	Strike		Deal +4d6 dmg against objects, constructs.&lt;br /&gt;
 Tiger	Devastating Throw	Stan	Strike		Grab foe, throw him using leverage, strength.&lt;br /&gt;
 	Fleshripper		Stan	Strike		Foe&#039;s attacks and AC have -4 penalty.&lt;br /&gt;
 	Leaping Dragon		---	Stance		+10 on Jump checks, always considered running for jumps.&lt;br /&gt;
 	Wolverine Stance	---	Stance		Use any weapons while grappling.&lt;br /&gt;
&lt;br /&gt;
===4th===&lt;br /&gt;
 &#039;&#039;&#039;STYLE	MANEUVER		ACT	TYPE		EFFECT&#039;&#039;&#039;&lt;br /&gt;
 Iron	Entangling Blade	Stan	Strike		Deal +2d6 dmg, target has -20 ft. penalty to speed.&lt;br /&gt;
 	Lightning Recovery	Imme	Counter		Reroll an attack that misses with +2 bonus.&lt;br /&gt;
 	Mithral Tornado		Stan	Strike		Make attacks against adjacent foe, +2 on each atk.&lt;br /&gt;
 	Ruby Strike		Stan	Strike		Attack deals double damage with successful Concentration check.&lt;br /&gt;
 	Shieldbreak		Stan	Strike		Attack deals +4d6 dmg, makes target flat-footed.&lt;br /&gt;
 Stone	Bonesplitter		Stan	Strike		Attack deals 2 Con damage.&lt;br /&gt;
 	Boulder Roll		Full	Boost		Gain +4 bonus on overrun attempts.&lt;br /&gt;
 	Overwhelming Mountain	Stan	Strike		Deal +2d6 dmg, target loses move action.&lt;br /&gt;
 Tiger	Bounding Assault	Full	Strike		Double move and attack.&lt;br /&gt;
 	Comet Throw		Stan	Strike		Grab foe, throw using leverage and strength.&lt;br /&gt;
 	Fountain of Blood	Swif	Boost		Defeat foe, cause fear in enemies.&lt;br /&gt;
&lt;br /&gt;
===5th===&lt;br /&gt;
 &#039;&#039;&#039;STYLE	MANEUVER		ACT	TYPE		EFFECT&#039;&#039;&#039;&lt;br /&gt;
 Iron	Dancing Blade Form	---	Stance		+5 ft reach during your turn.&lt;br /&gt;
 	Daunting Strike		Stan	Strike		Target of attack becomes shaken.&lt;br /&gt;
 	Dazing Strike		Stan	Strike		Melee attack dazes opponent.&lt;br /&gt;
 	Disrupting Blow		Stan	Strike		Successful attack causes foe to be unable to act for 1 round.&lt;br /&gt;
 	Iron Heart Focus	Imme	Counter		Reroll save.&lt;br /&gt;
 Stone	Elder Mountain Hammer	Stan	Strike		Deal +6d6 dmg, overcome DR and Hardness.&lt;br /&gt;
 	Giant&#039;s Stance		---	Stance		Deal damage as if you were one category larger.&lt;br /&gt;
 	Mountain Avalanche	Full	Strike		Gain ability to trample foes.&lt;br /&gt;
 Tiger	Dancing Mongoose	Swif	Boost		Make one extra attack with each weapon (max of two extra attacks.)&lt;br /&gt;
 	Hearing the Air		---	Stance		Gain blindsense 30 ft., +5 bonus on Listen checks.&lt;br /&gt;
 	Pouncing Charge		Full	Strike		When you charge, make multiple attacks.&lt;br /&gt;
 	Soaring Throw		Stan	Strike		Grab foe, throw him using leverage and strength.&lt;br /&gt;
&lt;br /&gt;
===6th===&lt;br /&gt;
 &#039;&#039;&#039;STYLE	MANEUVER		ACT	TYPE		EFFECT&#039;&#039;&#039;&lt;br /&gt;
 Iron	Manticore Parry		Imme	Counter		Deflect attack and redirect it against opponent.&lt;br /&gt;
 	Moment of Alacrity	Swif	Boost		Gain +20 bonus to initiative.&lt;br /&gt;
 	Second Wind		Swif	Boost		Heal hit points equal to double your level.&lt;br /&gt;
 	Strike of Forethought	Stan	Strike		Use double Concentration check to determine damage.&lt;br /&gt;
 Stone	Crushing Vise		Stan	Strike		Deal +4d6 damage, attack immobilizes creature.&lt;br /&gt;
 	Depths of the Mountain	Stan	Strike		Deal +4d6 damage, target loses standard action.&lt;br /&gt;
 Tiger	Ballista Throw		Stan	Strike		Throw foe in 60-ft. line, deal 6d6 damage to all in area.&lt;br /&gt;
 	Deathgrip		Full	Strike		Enter larger foe&#039;s space, deal +5d6 dmg, gain cover from foe.&lt;br /&gt;
 	Rabid Bear Strike	Stan	Strike		Gain +4 on atk, +10d6 dmg, -4 AC with attack.&lt;br /&gt;
&lt;br /&gt;
===7th===&lt;br /&gt;
 &#039;&#039;&#039;STYLE	MANEUVER		ACT	TYPE		EFFECT&#039;&#039;&#039;&lt;br /&gt;
 Iron	Avalanche of Blades	Full	Strike		With each attack that hits, make another atk, with increasing 			 						   penalties.&lt;br /&gt;
 	Finishing Move		Stan	Strike		Gain extra damage against weakened foe.&lt;br /&gt;
 	Scything Blade		Swif	Strike		Strike one foe, free attack against another.&lt;br /&gt;
 Stone	Ancient Mountain Hammer	Stan	Strike		Deal +12d6 dmg, overcome DR and Hardness.&lt;br /&gt;
 	Colossus Strike		Stan	Strike		Deal +6d6 dmg, knock opponent backward.&lt;br /&gt;
 Tiger	Hamstring Attack	Stan	Strike		Attack deals +1d8 dmg, foe takes -10 ft penalty to speed.&lt;br /&gt;
 	Prey on the Weak	---	Stance		AoO with each foe that drops.&lt;br /&gt;
 	Sudden Move		Swif	Boost		Use swift to take a move action.&lt;br /&gt;
&lt;br /&gt;
===8th===&lt;br /&gt;
 &#039;&#039;&#039;STYLE	MANEUVER		ACT	TYPE		EFFECT&#039;&#039;&#039;&lt;br /&gt;
 Iron	Adamantine Hurricane	Stan	Strike		Two attacks against each adjacent foe, +4 on each atk.&lt;br /&gt;
 	Diamond Strike		Stan	Strike		Attack deals x4 dmg with successful Concentration check.&lt;br /&gt;
 	Lightning Throw		Stan	Strike		Use melee attack as a line attack.&lt;br /&gt;
 	Supreme Blade Parry	---	Stance		Gain DR 5/-.&lt;br /&gt;
 Tiger	Rending Strikes		Swif	Boost		Gain ability to rend with successful attacks.&lt;br /&gt;
 	Raging Mongoose		Swif	Boost		Make two extra attacks with each weapon (max four extra attacks.)&lt;br /&gt;
 	Wolf Pack Tactics	---	Stance		Free 5 ft step with each successful attack.&lt;br /&gt;
&lt;br /&gt;
===9th===&lt;br /&gt;
 &#039;&#039;&#039;STYLE	MANEUVER		ACT	TYPE		EFFECT&#039;&#039;&#039;&lt;br /&gt;
 Iron	Time Stands Still	Full	Strike		Take full attack action twice.&lt;br /&gt;
 	Perfect Strike		Stan	Strike		Deal +100 dmg with single attack.&lt;br /&gt;
 Stone	Tombstone Strike	Stan	Strike		Attack also deals 2d6 Con damage.&lt;br /&gt;
 Tiger	Feral Death Blow	Full	Strike		Leap onto a creature and slay it instantly or deal +20d6 dmg.&lt;br /&gt;
 	Tornado Throw		Full	Strike		Move and throw foes repeatedly.&lt;/div&gt;</summary>
		<author><name>GnomeWorks</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Talk:Trinity:Fighter&amp;diff=68070</id>
		<title>Talk:Trinity:Fighter</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Talk:Trinity:Fighter&amp;diff=68070"/>
		<updated>2007-11-20T20:40:28Z</updated>

		<summary type="html">&lt;p&gt;GnomeWorks: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; THE FIGHTER (or, EINHANDER)&lt;br /&gt;
 &lt;br /&gt;
 								Maneuvers	Maneuvers	Stances&lt;br /&gt;
 Level	BAB		Fort	Ref	Will	Special		Known		Readied		Known&lt;br /&gt;
 1	+1		+2	+0	+0	Bonus Feat	 6		 4		 1&lt;br /&gt;
 2	+2		+3	+0	+0			 7		 4		 2&lt;br /&gt;
 3	+3		+3	+1	+1			 8		 5		 2&lt;br /&gt;
 4	+4		+4	+1	+1	Bonus Feat	 9		 5		 2&lt;br /&gt;
 5	+5		+4	+1	+1			10		 6		 3&lt;br /&gt;
 6	+6/+1		+5	+2	+2			11		 6		 3&lt;br /&gt;
 7	+7/+2		+5	+2	+2			12		 6		 3&lt;br /&gt;
 8	+8/+3		+6	+2	+2	Bonus Feat	13		 7		 3&lt;br /&gt;
 9	+9/+4		+6	+3	+3			14		 7		 4&lt;br /&gt;
 10	+10/+5		+7	+3	+3			15		 8		 4&lt;br /&gt;
 11	+11/+6/+1	+7	+3	+3			16		 8		 4&lt;br /&gt;
 12	+12/+7/+2	+8	+4	+4	Bonus Feat	17		 8		 4&lt;br /&gt;
 13	+13/+8/+3	+8	+4	+4			18		 9		 4&lt;br /&gt;
 14	+14/+9/+4	+9	+4	+4			19		 9		 5&lt;br /&gt;
 15	+15/+10/+5	+9	+5	+5			20		10		 5&lt;br /&gt;
 16	+16/+11/+6/+1	+10	+5	+5	Bonus Feat	21		10		 5&lt;br /&gt;
 17	+17/+12/+7/+2	+10	+5	+5			22		10		 5&lt;br /&gt;
 18	+18/+13/+8/+3	+11	+6	+6			23		11		 5&lt;br /&gt;
 19	+19/+14/+9/+4	+11	+6	+6			24		11		 5&lt;br /&gt;
 20	+20/+15/+10/+5	+12	+6	+6	Bonus Feat	25		12		 6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Maneuvers=&lt;br /&gt;
The following is the list of maneuvers available to fighters.&lt;br /&gt;
&lt;br /&gt;
===1st===&lt;br /&gt;
 &#039;&#039;&#039;STYLE	MANEUVER		ACT	TYPE		EFFECT&#039;&#039;&#039;&lt;br /&gt;
 Iron	Duelling Stance		---	Stance		Gain +2 AC against one foe, -2 against all others.&lt;br /&gt;
 	Island of Blades	---	Stance		You and allies flank all adjacent foes.&lt;br /&gt;
 	Punishing Stance	---	Stance		Attacks deal +1d6 dmg, but -2 AC.&lt;br /&gt;
 	Sapphire Strike		Stan	Strike		Opponent flat-footed, +1d6 dmg with Concentration check.&lt;br /&gt;
 	Steel Wind		Stan	Strike		Attack two opponents.&lt;br /&gt;
 	Steely Strike		Stan	Strike		+4 on one attack, enemies get +4 on atks against you.&lt;br /&gt;
 Stone	Charging Minotaur	Full	Strike		Charging bull rush deals damage, ignores AoOs.&lt;br /&gt;
 	Stonefoot Stance	---	Stance		+2 bonus on Str checks, +2 AC vs larger foes.&lt;br /&gt;
 Tiger	Blood in the Water	---	Stance		Gain +1 on atk and dmg for each crit.&lt;br /&gt;
 	Hunter&#039;s Sense		---	Stance		Gain scent.&lt;br /&gt;
 	Mighty Throw		Stan	Strike		Grab foe, throw him up to 10 ft.&lt;br /&gt;
 	Sudden Leap		Swif	Boost		Jump as a swift action.&lt;br /&gt;
 	Wolf Fang Strike	Stan	Strike		Attack with two weapons.&lt;br /&gt;
&lt;br /&gt;
===2nd===&lt;br /&gt;
 &#039;&#039;&#039;STYLE	MANEUVER		ACT	TYPE		EFFECT&#039;&#039;&#039;&lt;br /&gt;
 Iron	Clever Positioning	Stan	Strike		Swap positions with target of attack.&lt;br /&gt;
 	Disarming Strike	Stan	Strike		With successful attack, attempt to disarm foe.&lt;br /&gt;
 	Emerald Razor		Stan	Strike		Turn melee attack into a touch attack.&lt;br /&gt;
 	Wall of Blades		Imme	Counter		Replace AC with attack roll result.&lt;br /&gt;
 Stone	Mountain Hammer		Stan	Strike		Deal +2d6 dmg, overcome DR and Hardness.&lt;br /&gt;
 	Stone Vise		Stan	Strike		Deal +1d6 dmg, attack immobilizes creature.&lt;br /&gt;
 Tiger	Baffling Defense	Imme	Counter		Use Sense Motive check to dodge attack.&lt;br /&gt;
 	Bull&#039;s Charge		Full	Strike		No AoOs while charging, deal +10 damage.&lt;br /&gt;
 	Claw at the Moon	Stan	Strike		Make Jump check, deal +2d6 dmg.&lt;br /&gt;
 	Rabid Wolf Strike	Stan	Strike		+4 to attack, deal +2d6 dmg, -4 AC for 1 round.&lt;br /&gt;
&lt;br /&gt;
===3rd===&lt;br /&gt;
 &#039;&#039;&#039;STYLE	MANEUVER		ACT	TYPE		EFFECT&#039;&#039;&#039;&lt;br /&gt;
 Iron	Absolute Steel Stance	---	Stance		+10 ft bonus to speed, +2 AC with movement.&lt;br /&gt;
 	Assassin&#039;s Stance	---	Stance		Gain sneak attack +2d6.&lt;br /&gt;
 	Exorcism of Steel	Stan	Strike		Strike opponent&#039;s weapon, it deals -4 dmg.&lt;br /&gt;
 	Insightful Strike	Stan	Strike		Use Concentration check to determine damage.&lt;br /&gt;
 	Iron Surge		Stan	---		Remove effect, gain +2 morale bonus on attacks.&lt;br /&gt;
 Stone	Bonecrusher		Stan	Strike		Deal +4d6 dmg, +10 bonus to confirm crit.&lt;br /&gt;
 	Weight of the Mountain	---	Stance		Constrict for 2d6 + (Str x 1.5) when grappling.&lt;br /&gt;
 	Root of the Mountain	---	Stance		+10 on checks vs bull rush, trip, and more, and gain DR 2/-.&lt;br /&gt;
 	Stone Dragon&#039;s Fury	Stan	Strike		Deal +4d6 dmg against objects, constructs.&lt;br /&gt;
 Tiger	Devastating Throw	Stan	Strike		Grab foe, throw him using leverage, strength.&lt;br /&gt;
 	Fleshripper		Stan	Strike		Foe&#039;s attacks and AC have -4 penalty.&lt;br /&gt;
 	Leaping Dragon		---	Stance		+10 on Jump checks, always considered running for jumps.&lt;br /&gt;
 	Wolverine Stance	---	Stance		Use any weapons while grappling.&lt;br /&gt;
&lt;br /&gt;
===4th===&lt;br /&gt;
 &#039;&#039;&#039;STYLE	MANEUVER		ACT	TYPE		EFFECT&#039;&#039;&#039;&lt;br /&gt;
 Iron	Entangling Blade	Stan	Strike		Deal +2d6 dmg, target has -20 ft. penalty to speed.&lt;br /&gt;
 	Lightning Recovery	Imme	Counter		Reroll an attack that misses with +2 bonus.&lt;br /&gt;
 	Mithral Tornado		Stan	Strike		Make attacks against adjacent foe, +2 on each atk.&lt;br /&gt;
 	Ruby Strike		Stan	Strike		Attack deals double damage with successful Concentration check.&lt;br /&gt;
 	Shieldbreak		Stan	Strike		Attack deals +4d6 dmg, makes target flat-footed.&lt;br /&gt;
 Stone	Bonesplitter		Stan	Strike		Attack deals 2 Con damage.&lt;br /&gt;
 	Boulder Roll		Full	Boost		Gain +4 bonus on overrun attempts.&lt;br /&gt;
 	Overwhelming Mountain	Stan	Strike		Deal +2d6 dmg, target loses move action.&lt;br /&gt;
 Tiger	Bounding Assault	Full	Strike		Double move and attack.&lt;br /&gt;
 	Comet Throw		Stan	Strike		Grab foe, throw using leverage and strength.&lt;br /&gt;
 	Fountain of Blood	Swif	Boost		Defeat foe, cause fear in enemies.&lt;br /&gt;
&lt;br /&gt;
===5th===&lt;br /&gt;
 &#039;&#039;&#039;STYLE	MANEUVER		ACT	TYPE		EFFECT&#039;&#039;&#039;&lt;br /&gt;
 Iron	Dancing Blade Form	---	Stance		+5 ft reach during your turn.&lt;br /&gt;
 	Daunting Strike		Stan	Strike		Target of attack becomes shaken.&lt;br /&gt;
 	Dazing Strike		Stan	Strike		Melee attack dazes opponent.&lt;br /&gt;
 	Disrupting Blow		Stan	Strike		Successful attack causes foe to be unable to act for 1 round.&lt;br /&gt;
 	Iron Heart Focus	Imme	Counter		Reroll save.&lt;br /&gt;
 Stone	Elder Mountain Hammer	Stan	Strike		Deal +6d6 dmg, overcome DR and Hardness.&lt;br /&gt;
 	Giant&#039;s Stance		---	Stance		Deal damage as if you were one category larger.&lt;br /&gt;
 	Mountain Avalanche	Full	Strike		Gain ability to trample foes.&lt;br /&gt;
 Tiger	Dancing Mongoose	Swif	Boost		Make one extra attack with each weapon (max of two extra attacks.)&lt;br /&gt;
 	Hearing the Air		---	Stance		Gain blindsense 30 ft., +5 bonus on Listen checks.&lt;br /&gt;
 	Pouncing Charge		Full	Strike		When you charge, make multiple attacks.&lt;br /&gt;
 	Soaring Throw		Stan	Strike		Grab foe, throw him using leverage and strength.&lt;br /&gt;
&lt;br /&gt;
===6th===&lt;br /&gt;
 &#039;&#039;&#039;STYLE	MANEUVER		ACT	TYPE		EFFECT&#039;&#039;&#039;&lt;br /&gt;
 Iron	Manticore Parry		Imme	Counter		Deflect attack and redirect it against opponent.&lt;br /&gt;
 	Moment of Alacrity	Swif	Boost		Gain +20 bonus to initiative.&lt;br /&gt;
 	Second Wind		Swif	Boost		Heal hit points equal to double your level.&lt;br /&gt;
 	Strike of Forethought	Stan	Strike		Use double Concentration check to determine damage.&lt;br /&gt;
 Stone	Crushing Vise		Stan	Strike		Deal +4d6 damage, attack immobilizes creature.&lt;br /&gt;
 	Depths of the Mountain	Stan	Strike		Deal +4d6 damage, target loses standard action.&lt;br /&gt;
 Tiger	Ballista Throw		Stan	Strike		Throw foe in 60-ft. line, deal 6d6 damage to all in area.&lt;br /&gt;
 	Deathgrip		Full	Strike		Enter larger foe&#039;s space, deal +5d6 dmg, gain cover from foe.&lt;br /&gt;
 	Rabid Bear Strike	Stan	Strike		Gain +4 on atk, +10d6 dmg, -4 AC with attack.&lt;br /&gt;
&lt;br /&gt;
===7th===&lt;br /&gt;
 &#039;&#039;&#039;STYLE	MANEUVER		ACT	TYPE		EFFECT&#039;&#039;&#039;&lt;br /&gt;
 Iron	Avalanche of Blades	Full	Strike		With each attack that hits, make another atk, with increasing 			 						   penalties.&lt;br /&gt;
 	Finishing Move		Stan	Strike		Gain extra damage against weakened foe.&lt;br /&gt;
 	Scything Blade		Swif	Strike		Strike one foe, free attack against another.&lt;br /&gt;
 Stone	Ancient Mountain Hammer	Stan	Strike		Deal +12d6 dmg, overcome DR and Hardness.&lt;br /&gt;
 	Colossus Strike		Stan	Strike		Deal +6d6 dmg, knock opponent backward.&lt;br /&gt;
 Tiger	Hamstring Attack	Stan	Strike		Attack deals +1d8 dmg, foe takes -10 ft penalty to speed.&lt;br /&gt;
 	Prey on the Weak	---	Stance		AoO with each foe that drops.&lt;br /&gt;
 	Sudden Move		Swif	Boost		Use swift to take a move action.&lt;br /&gt;
&lt;br /&gt;
===8th===&lt;br /&gt;
 &#039;&#039;&#039;STYLE	MANEUVER		ACT	TYPE		EFFECT&#039;&#039;&#039;&lt;br /&gt;
 Iron	Adamantine Hurricane	Stan	Strike		Two attacks against each adjacent foe, +4 on each atk.&lt;br /&gt;
 	Diamond Strike		Stan	Strike		Attack deals x4 dmg with successful Concentration check.&lt;br /&gt;
 	Lightning Throw		Stan	Strike		Use melee attack as a line attack.&lt;br /&gt;
 	Supreme Blade Parry	---	Stance		Gain DR 5/-.&lt;br /&gt;
 Tiger	Rending Strikes		Swif	Boost		Gain ability to rend with successful attacks.&lt;br /&gt;
 	Raging Mongoose		Swif	Boost		Make two extra attacks with each weapon (max four extra attacks.)&lt;br /&gt;
 	Wolf Pack Tactics	---	Stance		Free 5 ft step with each successful attack.&lt;br /&gt;
&lt;br /&gt;
===9th===&lt;br /&gt;
 &#039;&#039;&#039;STYLE	MANEUVER		ACT	TYPE		EFFECT&#039;&#039;&#039;&lt;br /&gt;
 Iron	Time Stands Still	Full	Strike		Take full action action twice.&lt;br /&gt;
 	Perfect Strike		Stan	Strike		Deal +100 dmg with single attack.&lt;br /&gt;
 Stone	Tombstone Strike	Stan	Strike		Attack also deals 2d6 Con damage.&lt;br /&gt;
 Tiger	Feral Death Blow	Full	Strike		Leap onto a creature and slay it instantly or deal +20d6 dmg.&lt;br /&gt;
 	Tornado Throw		Full	Strike		Move and throw foes repeatedly.&lt;/div&gt;</summary>
		<author><name>GnomeWorks</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Talk:Trinity:Fighter&amp;diff=68069</id>
		<title>Talk:Trinity:Fighter</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Talk:Trinity:Fighter&amp;diff=68069"/>
		<updated>2007-11-20T20:38:03Z</updated>

		<summary type="html">&lt;p&gt;GnomeWorks: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;THE FIGHTER (or, EINHANDER)&lt;br /&gt;
&lt;br /&gt;
								Maneuvers	Maneuvers	Stances&lt;br /&gt;
 Level	BAB		Fort	Ref	Will	Special		Known		Readied		Known&lt;br /&gt;
 1	+1		+2	+0	+0	Bonus Feat	 6		 4		 1&lt;br /&gt;
 2	+2		+3	+0	+0			 7		 4		 2&lt;br /&gt;
 3	+3		+3	+1	+1			 8		 5		 2&lt;br /&gt;
 4	+4		+4	+1	+1	Bonus Feat	 9		 5		 2&lt;br /&gt;
 5	+5		+4	+1	+1			10		 6		 3&lt;br /&gt;
 6	+6/+1		+5	+2	+2			11		 6		 3&lt;br /&gt;
 7	+7/+2		+5	+2	+2			12		 6		 3&lt;br /&gt;
 8	+8/+3		+6	+2	+2	Bonus Feat	13		 7		 3&lt;br /&gt;
 9	+9/+4		+6	+3	+3			14		 7		 4&lt;br /&gt;
 10	+10/+5		+7	+3	+3			15		 8		 4&lt;br /&gt;
 11	+11/+6/+1	+7	+3	+3			16		 8		 4&lt;br /&gt;
 12	+12/+7/+2	+8	+4	+4	Bonus Feat	17		 8		 4&lt;br /&gt;
 13	+13/+8/+3	+8	+4	+4			18		 9		 4&lt;br /&gt;
 14	+14/+9/+4	+9	+4	+4			19		 9		 5&lt;br /&gt;
 15	+15/+10/+5	+9	+5	+5			20		10		 5&lt;br /&gt;
 16	+16/+11/+6/+1	+10	+5	+5	Bonus Feat	21		10		 5&lt;br /&gt;
 17	+17/+12/+7/+2	+10	+5	+5			22		10		 5&lt;br /&gt;
 18	+18/+13/+8/+3	+11	+6	+6			23		11		 5&lt;br /&gt;
 19	+19/+14/+9/+4	+11	+6	+6			24		11		 5&lt;br /&gt;
 20	+20/+15/+10/+5	+12	+6	+6	Bonus Feat	25		12		 6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Maneuvers=&lt;br /&gt;
The following is the list of maneuvers available to fighters.&lt;br /&gt;
&lt;br /&gt;
===1st===&lt;br /&gt;
 &#039;&#039;&#039;STYLE	MANEUVER		ACT	TYPE		EFFECT&#039;&#039;&#039;&lt;br /&gt;
 Iron	Duelling Stance		---	Stance		Gain +2 AC against one foe, -2 against all others.&lt;br /&gt;
 	Island of Blades	---	Stance		You and allies flank all adjacent foes.&lt;br /&gt;
 	Punishing Stance	---	Stance		Attacks deal +1d6 dmg, but -2 AC.&lt;br /&gt;
 	Sapphire Strike		Stan	Strike		Opponent flat-footed, +1d6 dmg with Concentration check.&lt;br /&gt;
 	Steel Wind		Stan	Strike		Attack two opponents.&lt;br /&gt;
 	Steely Strike		Stan	Strike		+4 on one attack, enemies get +4 on atks against you.&lt;br /&gt;
 Stone	Charging Minotaur	Full	Strike		Charging bull rush deals damage, ignores AoOs.&lt;br /&gt;
 	Stonefoot Stance	---	Stance		+2 bonus on Str checks, +2 AC vs larger foes.&lt;br /&gt;
 Tiger	Blood in the Water	---	Stance		Gain +1 on atk and dmg for each crit.&lt;br /&gt;
 	Hunter&#039;s Sense		---	Stance		Gain scent.&lt;br /&gt;
 	Mighty Throw		Stan	Strike		Grab foe, throw him up to 10 ft.&lt;br /&gt;
 	Sudden Leap		Swif	Boost		Jump as a swift action.&lt;br /&gt;
 	Wolf Fang Strike	Stan	Strike		Attack with two weapons.&lt;br /&gt;
&lt;br /&gt;
===2nd===&lt;br /&gt;
 &#039;&#039;&#039;STYLE	MANEUVER		ACT	TYPE		EFFECT&#039;&#039;&#039;&lt;br /&gt;
 Iron	Clever Positioning	Stan	Strike		Swap positions with target of attack.&lt;br /&gt;
 	Disarming Strike	Stan	Strike		With successful attack, attempt to disarm foe.&lt;br /&gt;
 	Emerald Razor		Stan	Strike		Turn melee attack into a touch attack.&lt;br /&gt;
 	Wall of Blades		Imme	Counter		Replace AC with attack roll result.&lt;br /&gt;
 Stone	Mountain Hammer		Stan	Strike		Deal +2d6 dmg, overcome DR and Hardness.&lt;br /&gt;
 	Stone Vise		Stan	Strike		Deal +1d6 dmg, attack immobilizes creature.&lt;br /&gt;
 Tiger	Baffling Defense	Imme	Counter		Use Sense Motive check to dodge attack.&lt;br /&gt;
 	Bull&#039;s Charge		Full	Strike		No AoOs while charging, deal +10 damage.&lt;br /&gt;
 	Claw at the Moon	Stan	Strike		Make Jump check, deal +2d6 dmg.&lt;br /&gt;
 	Rabid Wolf Strike	Stan	Strike		+4 to attack, deal +2d6 dmg, -4 AC for 1 round.&lt;br /&gt;
&lt;br /&gt;
===3rd===&lt;br /&gt;
 &#039;&#039;&#039;STYLE	MANEUVER		ACT	TYPE		EFFECT&#039;&#039;&#039;&lt;br /&gt;
 Iron	Absolute Steel Stance	---	Stance		+10 ft bonus to speed, +2 AC with movement.&lt;br /&gt;
 	Assassin&#039;s Stance	---	Stance		Gain sneak attack +2d6.&lt;br /&gt;
 	Exorcism of Steel	Stan	Strike		Strike opponent&#039;s weapon, it deals -4 dmg.&lt;br /&gt;
 	Insightful Strike	Stan	Strike		Use Concentration check to determine damage.&lt;br /&gt;
 	Iron Surge		Stan	---		Remove effect, gain +2 morale bonus on attacks.&lt;br /&gt;
 Stone	Bonecrusher		Stan	Strike		Deal +4d6 dmg, +10 bonus to confirm crit.&lt;br /&gt;
 	Weight of the Mountain	---	Stance		Constrict for 2d6 + (Str x 1.5) when grappling.&lt;br /&gt;
 	Root of the Mountain	---	Stance		+10 on checks vs bull rush, trip, and more, and gain DR 2/-.&lt;br /&gt;
 	Stone Dragon&#039;s Fury	Stan	Strike		Deal +4d6 dmg against objects, constructs.&lt;br /&gt;
 Tiger	Devastating Throw	Stan	Strike		Grab foe, throw him using leverage, strength.&lt;br /&gt;
 	Fleshripper		Stan	Strike		Foe&#039;s attacks and AC have -4 penalty.&lt;br /&gt;
 	Leaping Dragon		---	Stance		+10 on Jump checks, always considered running for jumps.&lt;br /&gt;
 	Wolverine Stance	---	Stance		Use any weapons while grappling.&lt;br /&gt;
&lt;br /&gt;
===4th===&lt;br /&gt;
 &#039;&#039;&#039;STYLE	MANEUVER		ACT	TYPE		EFFECT&#039;&#039;&#039;&lt;br /&gt;
 Iron	Entangling Blade	Stan	Strike		Deal +2d6 dmg, target has -20 ft. penalty to speed.&lt;br /&gt;
 	Lightning Recovery	Imme	Counter		Reroll an attack that misses with +2 bonus.&lt;br /&gt;
 	Mithral Tornado		Stan	Strike		Make attacks against adjacent foe, +2 on each atk.&lt;br /&gt;
 	Ruby Strike		Stan	Strike		Attack deals double damage with successful Concentration check.&lt;br /&gt;
 	Shieldbreak		Stan	Strike		Attack deals +4d6 dmg, makes target flat-footed.&lt;br /&gt;
 Stone	Bonesplitter		Stan	Strike		Attack deals 2 Con damage.&lt;br /&gt;
 	Boulder Roll		Full	Boost		Gain +4 bonus on overrun attempts.&lt;br /&gt;
 	Overwhelming Mountain	Stan	Strike		Deal +2d6 dmg, target loses move action.&lt;br /&gt;
 Tiger	Bounding Assault	Full	Strike		Double move and attack.&lt;br /&gt;
 	Comet Throw		Stan	Strike		Grab foe, throw using leverage and strength.&lt;br /&gt;
 	Fountain of Blood	Swif	Boost		Defeat foe, cause fear in enemies.&lt;br /&gt;
&lt;br /&gt;
===5th===&lt;br /&gt;
 &#039;&#039;&#039;STYLE	MANEUVER		ACT	TYPE		EFFECT&#039;&#039;&#039;&lt;br /&gt;
 Iron	Dancing Blade Form	---	Stance		+5 ft reach during your turn.&lt;br /&gt;
 	Daunting Strike		Stan	Strike		Target of attack becomes shaken.&lt;br /&gt;
 	Dazing Strike		Stan	Strike		Melee attack dazes opponent.&lt;br /&gt;
 	Disrupting Blow		Stan	Strike		Successful attack causes foe to be unable to act for 1 round.&lt;br /&gt;
 	Iron Heart Focus	Imme	Counter		Reroll save.&lt;br /&gt;
 Stone	Elder Mountain Hammer	Stan	Strike		Deal +6d6 dmg, overcome DR and Hardness.&lt;br /&gt;
 	Giant&#039;s Stance		---	Stance		Deal damage as if you were one category larger.&lt;br /&gt;
 	Mountain Avalanche	Full	Strike		Gain ability to trample foes.&lt;br /&gt;
 Tiger	Dancing Mongoose	Swif	Boost		Make one extra attack with each weapon (max of two extra attacks.)&lt;br /&gt;
 	Hearing the Air		---	Stance		Gain blindsense 30 ft., +5 bonus on Listen checks.&lt;br /&gt;
 	Pouncing Charge		Full	Strike		When you charge, make multiple attacks.&lt;br /&gt;
 	Soaring Throw		Stan	Strike		Grab foe, throw him using leverage and strength.&lt;br /&gt;
&lt;br /&gt;
===6th===&lt;br /&gt;
 &#039;&#039;&#039;STYLE	MANEUVER		ACT	TYPE		EFFECT&#039;&#039;&#039;&lt;br /&gt;
 Iron	Manticore Parry		Imme	Counter		Deflect attack and redirect it against opponent.&lt;br /&gt;
 	Moment of Alacrity	Swif	Boost		Gain +20 bonus to initiative.&lt;br /&gt;
 	Second Wind		Swif	Boost		Heal hit points equal to double your level.&lt;br /&gt;
 	Strike of Forethought	Stan	Strike		Use double Concentration check to determine damage.&lt;br /&gt;
 Stone	Crushing Vise		Stan	Strike		Deal +4d6 damage, attack immobilizes creature.&lt;br /&gt;
 	Depths of the Mountain	Stan	Strike		Deal +4d6 damage, target loses standard action.&lt;br /&gt;
 Tiger	Ballista Throw		Stan	Strike		Throw foe in 60-ft. line, deal 6d6 damage to all in area.&lt;br /&gt;
 	Deathgrip		Full	Strike		Enter larger foe&#039;s space, deal +5d6 dmg, gain cover from foe.&lt;br /&gt;
 	Rabid Bear Strike	Stan	Strike		Gain +4 on atk, +10d6 dmg, -4 AC with attack.&lt;br /&gt;
&lt;br /&gt;
===7th===&lt;br /&gt;
 &#039;&#039;&#039;STYLE	MANEUVER		ACT	TYPE		EFFECT&#039;&#039;&#039;&lt;br /&gt;
 Iron	Avalanche of Blades	Full	Strike		With each attack that hits, make another atk, with increasing 			 						   penalties.&lt;br /&gt;
 	Finishing Move		Stan	Strike		Gain extra damage against weakened foe.&lt;br /&gt;
 	Scything Blade		Swif	Strike		Strike one foe, free attack against another.&lt;br /&gt;
 Stone	Ancient Mountain Hammer	Stan	Strike		Deal +12d6 dmg, overcome DR and Hardness.&lt;br /&gt;
 	Colossus Strike		Stan	Strike		Deal +6d6 dmg, knock opponent backward.&lt;br /&gt;
 Tiger	Hamstring Attack	Stan	Strike		Attack deals +1d8 dmg, foe takes -10 ft penalty to speed.&lt;br /&gt;
 	Prey on the Weak	---	Stance		AoO with each foe that drops.&lt;br /&gt;
 	Sudden Move		Swif	Boost		Use swift to take a move action.&lt;br /&gt;
&lt;br /&gt;
===8th===&lt;br /&gt;
 &#039;&#039;&#039;STYLE	MANEUVER		ACT	TYPE		EFFECT&#039;&#039;&#039;&lt;br /&gt;
 Iron	Adamantine Hurricane	Stan	Strike		Two attacks against each adjacent foe, +4 on each atk.&lt;br /&gt;
 	Diamond Strike		Stan	Strike		Attack deals x4 dmg with successful Concentration check.&lt;br /&gt;
 	Lightning Throw		Stan	Strike		Use melee attack as a line attack.&lt;br /&gt;
 	Supreme Blade Parry	---	Stance		Gain DR 5/-.&lt;br /&gt;
 Tiger	Rending Strikes		Swif	Boost		Gain ability to rend with successful attacks.&lt;br /&gt;
 	Raging Mongoose		Swif	Boost		Make two extra attacks with each weapon (max four extra attacks.)&lt;br /&gt;
 	Wolf Pack Tactics	---	Stance		Free 5 ft step with each successful attack.&lt;br /&gt;
&lt;br /&gt;
===9th===&lt;br /&gt;
 &#039;&#039;&#039;STYLE	MANEUVER		ACT	TYPE		EFFECT&#039;&#039;&#039;&lt;br /&gt;
 Iron	Time Stands Still	Full	Strike		Take full action action twice.&lt;br /&gt;
 	Perfect Strike		Stan	Strike		Deal +100 dmg with single attack.&lt;br /&gt;
 Stone	Tombstone Strike	Stan	Strike		Attack also deals 2d6 Con damage.&lt;br /&gt;
 Tiger	Feral Death Blow	Full	Strike		Leap onto a creature and slay it instantly or deal +20d6 dmg.&lt;br /&gt;
 	Tornado Throw		Full	Strike		Move and throw foes repeatedly.&lt;/div&gt;</summary>
		<author><name>GnomeWorks</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Trinity:The_Toplanders&amp;diff=67798</id>
		<title>Trinity:The Toplanders</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Trinity:The_Toplanders&amp;diff=67798"/>
		<updated>2007-11-18T21:18:09Z</updated>

		<summary type="html">&lt;p&gt;GnomeWorks: /* Session 10 - Iron Man */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This campaign started the second week of September, 2007, and is currently being played.&lt;br /&gt;
&lt;br /&gt;
In terms of Trinity, this group began adventuring in early [[Trinity:Timeline#432_CY | 432 CY]] on [[Trinity:Geography#Arcturas | Arcturas]].&lt;br /&gt;
&lt;br /&gt;
This page will house all the information for this campaign in Trinity.&lt;br /&gt;
&lt;br /&gt;
==Game Time==&lt;br /&gt;
The game takes place on Saturday nights, roughly at 11 pm local time, and goes until anywhere from 4 to 6 in the morning.&lt;br /&gt;
&lt;br /&gt;
===Waiting List===&lt;br /&gt;
Given that there is the possibility of losing some players over the course of time, I will be maintaining a waiting list for this game. If you are interested in joining us, please leave a note in the Discussion page attached to this page.&lt;br /&gt;
&lt;br /&gt;
The waiting list is as follows.&lt;br /&gt;
&lt;br /&gt;
* House&lt;br /&gt;
&lt;br /&gt;
=Game Information=&lt;br /&gt;
Players may choose their method of character creation: 32 point buy, or standard Trinity rolling method (4d6, reroll 1&#039;s, drop 1 die, roll eight - keep seven, arrange in any order). Once the rolling method is chosen, the player will use those stats each time the player decides to switch to rolling method (by which I mean that you cannot roll stats, switch to point buy, then switch back to rolling method to reroll your stats); a player may redistribute ability scores or switch to the other creation method at any point before the game begins.&lt;br /&gt;
&lt;br /&gt;
Rolled stats must be rolled in front of the DM at any time that is convenient. Just make sure that you don&#039;t lose the stats!&lt;br /&gt;
&lt;br /&gt;
==Ability Scores==&lt;br /&gt;
Standard Trinity ability scores - standard d20 stats with the addition of [[Trinity:Perception | Perception]] - will be used.&lt;br /&gt;
&lt;br /&gt;
==Race Selection==&lt;br /&gt;
Unlike previous Trinity games, this game will have a racial restriction. Race selection is limited to the following races...&lt;br /&gt;
&lt;br /&gt;
* [[Trinity:Human | Human]]&lt;br /&gt;
* [[Trinity:Ancelari | Ancelari]]&lt;br /&gt;
* [[Trinity:Artilect | Artilect]]&lt;br /&gt;
* [[Trinity:Cogling | Cogling]]&lt;br /&gt;
* [[Trinity:Dwarf | Dwarf]]&lt;br /&gt;
* [[Trinity:Gnome | Gnome]]&lt;br /&gt;
* [[Trinity:Gremlin | Gremlin]]&lt;br /&gt;
* [[Trinity:Half-Orc | Half-Orc]]&lt;br /&gt;
* [[Trinity:Halfling | Halfling]]&lt;br /&gt;
* [[Trinity:Moogle | Moogle]]&lt;br /&gt;
* [[Trinity:Orc | Orc]]&lt;br /&gt;
* [[Trinity:Selkie | Selkie]]&lt;br /&gt;
&lt;br /&gt;
==Class Selection==&lt;br /&gt;
Class selection is unrestricted. Any Trinity-accepted classes are allowed.&lt;br /&gt;
&lt;br /&gt;
===Level===&lt;br /&gt;
Characters will be created at 2nd level. That means that you can choose an LA +1 race, and begin at 1st level.&lt;br /&gt;
&lt;br /&gt;
==Backstory==&lt;br /&gt;
Some amount of backstory is appreciated. As this game will not be starting for a good few months, you have plenty of time to figure one out.&lt;br /&gt;
&lt;br /&gt;
Keep your age and race in mind. If you are older than 37 or so, then you are originally from Adnez or Ganymede, and came on the ship to Arcturas; this means that you remember the way things were, and you remember the tyranids. If you are younger than 37, then you were born on Arcturas, and have only heard of the other planets through stories; you have also probably heard of the tyranids, though you may not believe that they&#039;re necessarily real.&lt;br /&gt;
&lt;br /&gt;
Regardless of where you were born, you&#039;ll need to figure out how you came by your profession. If you&#039;re from Andez or Ganymede, then chances are good you had gained some knowledge before leaving the planet, and have essentially taught yourself or gained training from someone else in the community. If you were born on Arcturas, then you probably were taught your skills by one of the gnome akashics (who can tap the world memory and teach you by proxy).&lt;br /&gt;
&lt;br /&gt;
Due note that travel to Arcturas was by spacecraft, which is technological in nature. As such, if you are a member of a magic- or psionic-based class, that you will require an explanation of how you came by those skills. Most of the people on Ganymede (where Arcturas left from) were not versed in the ways of magic or psionics, and as such you&#039;ll need to explain why you are. Some classes will require more explanation than others - a sorcerer makes a lot more sense than a wizard (your ability to wield magic was dormant for a good while, for instance). I have no intentions of limiting your class selection, but just make sure that it makes sense.&lt;br /&gt;
&lt;br /&gt;
===Character Knowledge===&lt;br /&gt;
Each character knows something about the world: this information is encountered during training, found while gossiping, or simply inherently known.&lt;br /&gt;
&lt;br /&gt;
==About the Game==&lt;br /&gt;
I will attempt to keep the players as in-the-dark as possible until the game begins; however, this game will add quite a bit of information to the Trinity universe, some of which will need to be up prior to the game to ensure that the players all at least have some idea of what is going on. As such, small updates will be added throughout the wiki on a semi-regular basis over the course of the summer. For my convenience, I shall keep a list here of what has been and is going to be added; this list is by no means comprehensive, and may change over the course of the summer, as additional information may be required or found to be useful.&lt;br /&gt;
&lt;br /&gt;
* [[Trinity:Geography | Update of General Stellar Cartography]]&lt;br /&gt;
* [[Trinity:History#The_Fourth_Age |History of Arcturas and Arcostes]]&lt;br /&gt;
* [[Trinity:Geography#Arcturas | Arcturan Geography]]&lt;br /&gt;
** [[Trinity:Turas | Turas]]&lt;br /&gt;
* Arcturan Calendar&lt;br /&gt;
* Arcturan Society&lt;br /&gt;
** Arcturan Demographics&lt;br /&gt;
* [[Trinity:Electrum | Electrum]]&lt;br /&gt;
&lt;br /&gt;
==Campaign-Specific Mechanics==&lt;br /&gt;
There are a few strange things about this game that aren&#039;t covered by normal mechanics. Given the heavily-modified nature of Trinity, the need for custom rules even for a particular campaign shouldn&#039;t really come as a surprise to anyone.&lt;br /&gt;
&lt;br /&gt;
This section will detail campaign-specific mechanics as they come up.&lt;br /&gt;
&lt;br /&gt;
===Crafting using Raw Metal===&lt;br /&gt;
Crafting using scavenged metal works pretty much like normal crafting. However, given the scarcity of such materials, a wise crafter will be cautious in expending such materials frivolously. In addition, normal crafting rules don&#039;t cover what &amp;quot;38 pounds of iron&amp;quot; can be used for, so the rules for crafting will be expanded here.&lt;br /&gt;
&lt;br /&gt;
All normally metal objects have a listed weight (ie, a longsword weighs four lbs). A skilled crafter can use as little iron as possible to construct such an item, and use other materials - wood, for instance - for the remaining weight. Even something as seemingly shoddy as making the entire base of the weapon out of wood, then lining the &amp;quot;edges&amp;quot; of the weapon with iron, can result in a weapon just as destructive (if not as sturdy) as a standard full-iron longsword.&lt;br /&gt;
&lt;br /&gt;
In terms of weapons, armor, shields, and miscellaneous goods, a skilled crafter can make an item that relies on iron to function using an amount of iron weighing half of the item&#039;s weight. To make a longsword, then, a crafter must use two pounds of iron. Note that the weight of an item is dependent upon the size of the intended wielder - a longsword for a halfling, for instance, weighs less than a longsword for a human.&lt;br /&gt;
&lt;br /&gt;
If the crafter fails at making an item, normally half of the materials are lost or waste; however, with resources being scarce, this is usually an unacceptable end. A crafter can recover the materials &amp;quot;lost&amp;quot; in failing to craft an item by spending one hour for every two spent crafting the failed item.&lt;br /&gt;
&lt;br /&gt;
For crafting Force items, different metals have different values in terms of raw materials.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Material	Value/Unit&#039;&#039;&#039;&lt;br /&gt;
 Iron		50 gp/lb&lt;br /&gt;
&lt;br /&gt;
===Crafting using Bug Carapaces===&lt;br /&gt;
Almost everything from the corpse of a bug is usable, in terms of crafting items. Internal organs aside, a skilled crafter can work the bits and pieces in a manner similar to how iron, chitin, or leather would be worked.&lt;br /&gt;
&lt;br /&gt;
Crafting armor out of the bug carapaces is similar to how armor is [http://www.d20srd.org/srd/specialMaterials.htm#dragonhide crafted from dragonhide]. In addition to the normal armors craftable, a bug&#039;s carapace can be used to make leather armor or a [[Trinity:Armor#Leather_Trenchcoat|leather trenchcoat]] for a creature of the same size as the bug; also, bug carapaces can be used to make [[Trinity:Armor#Chitin_Armor|chitin armor]], with the same restrictions as making banded mail. Multiple bug carapaces can be combined to produce more choice material for crafting - two Medium corpses can be combined to be treated as a Large corpse, while two Large corpses (or their equivalent) can be combined to be used as a Huge corpse.&lt;br /&gt;
&lt;br /&gt;
In addition, due to the extreme hardness of the bugs&#039; skeletal structures (both endo- and exo-), a clever crafter can craft weapons out of the corpses, as well. A weapon of one-handed size or smaller can be made in place of a shield, if the rest of the carapace is used to craft armor; if an entire carapace is used to produce weapons, it can produce: two two-handed weapons of a size equal to the size of the corpse; or, four one-handed weapons; or, eight light weapons. Ranged weapons require more choice bits of the creature (finding an appropriate sinew for a bow, for example, is rather difficult, as is finding bones that would function for a crossbow) - as such, halve the number of weapons of that size that can be made for the corpse being used.&lt;br /&gt;
&lt;br /&gt;
In addition, such weapons benefit from the extreme sharpness of the various parts of a bug&#039;s body, resulting in a natural +1 enhancement bonus to attack and damage rolls. Armor and shields crafted from a bug&#039;s body are almost supernaturally hard and resilient to blows, resulting in a +1 enhancement bonus to their AC bonus.&lt;br /&gt;
&lt;br /&gt;
In terms of crafting Force items, bug carapaces do not function especially well as raw components. However, enough bits and pieces can be pieced together to make something vaguely resembling the end goal, if rather organic in appearance. Materials from a bug carapace equivalent to what is required to make a one-handed weapon (see above) are worth 100 gp in terms of raw materials for constructing Force items.&lt;br /&gt;
&lt;br /&gt;
In terms of crafting other kinds of items, the internal organs of the bugs can be used to construct technological devices from the Chemistry field (and the Chemistry field only); such devices have a rather bitter and disgusting smell and a worse taste, but they function well enough. Since these materials aren&#039;t useful for anything else, a Medium-size bug&#039;s corpse can be raided for parts that can be used to construct two Chemistry devices; for each category above Medium, this number doubles (a Small bug, then, would provide sufficient parts for one Chemistry device, while smaller bugs are simply too small to be of any use).&lt;br /&gt;
&lt;br /&gt;
The corpses of bugs can also be used for the purposes of structures, including buildings and vehicles. To construct a vehicle of a given size, the crafter must have corpses sufficient to be one size category larger than the vehicle; for instance, to craft a Large vehicle, bug corpses whose combined size is Huge are required. However, such vehicles greatly resemble the corpses from which they were assembled, making them difficult and unusual to pilot, resulting in a PCP to the vehicle of -4. For every additional size category larger the assembled bug corpses are, this penalty is reduced by -2 (so in order to build a Large vehicle without a PCP, you would require bug caparaces whose combined size would be Colossal). A vehicle crafted out of bug carapaces uses the following stats for its material.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;CHITIN&#039;&#039;&#039; (LA +0)&lt;br /&gt;
 	Hardness: 2.	STR +0&lt;br /&gt;
 	Armor: +1.	DEX -2&lt;br /&gt;
 	PCP: (varies)	CON +2&lt;br /&gt;
 	Cold Vulnerability, Acid Immunity.&lt;br /&gt;
&lt;br /&gt;
=Campaign=&lt;br /&gt;
What follows is a summary of each game session.&lt;br /&gt;
&lt;br /&gt;
===Cast===&lt;br /&gt;
* Hamtaro as &#039;&#039;&#039;Kuro Kaze&#039;&#039;&#039; ([[Trinity:Moogle|moogle]] [[Trinity:Greasemonkey|greasemonkey]])&lt;br /&gt;
* Melty as &#039;&#039;&#039;Kassian&#039;&#039;&#039; ([[Trinity:Human#Tsavashi|human]] [[Trinity:Artificer|artificer]])&lt;br /&gt;
* Brandon as &#039;&#039;&#039;Miggs&#039;&#039;&#039; ([[Trinity:Gremlin|gremlin]] [[Trinity:Technologist|technologist]])&lt;br /&gt;
* Smack as &#039;&#039;&#039;William&#039;&#039;&#039; ([[Trinity:Artilect|artilect]] [[Trinity:Templar|templar]])&lt;br /&gt;
* Dave-O as &#039;&#039;&#039;Shiro Kaze&#039;&#039;&#039; ([[Trinity:Moogle|moogle]] [[Trinity:Greasemonkey|greasemonkey]])&lt;br /&gt;
* Nyc as [[Trinity:Toplander_Tiy_Lena|&#039;&#039;&#039;Tiy Lena&#039;&#039;&#039;]] ([[Trinity:Selkie|selkie]] [[Trinity:Assassin|assassin]])&lt;br /&gt;
* Catface as &#039;&#039;&#039;Addison&#039;&#039;&#039; ([[Trinity:Human|human]] [[Trinity:Voidchild|voidchild]]/[[Trinity:Trainer|trainer]])&lt;br /&gt;
* ®ß¥!! as &#039;&#039;&#039;Uriah Morodov&#039;&#039;&#039; ([[Trinity:Human#Tsavashi|human]] [[Trinity:Bard|bard]])&lt;br /&gt;
&lt;br /&gt;
===Others===&lt;br /&gt;
* &#039;&#039;&#039;Volos&#039;&#039;&#039; ([[Trinity:Ancelari|ancelari]] [[Trinity:Metamorph|metamorph]]) [left the group (s03)] &lt;br /&gt;
* &#039;&#039;&#039;Tabby&#039;&#039;&#039; ([[Trinity:Human|human]] [[Trinity:Bard|bard]]) [followed Uriah around (s02 - )]&lt;br /&gt;
&lt;br /&gt;
==Session 01 - Explore? Explore... what?==&lt;br /&gt;
Perhaps a month after contact with the &#039;&#039;Arcostes&#039;&#039; was lost in SY 34, a call was sent out from Arcturas. The people of the fallen craft had lived on this world for 34 years, and knew nothing beyond the small chunk of world they had found themselves on - and Angmar Steeltoe, the old captain of the &#039;&#039;Arcturas&#039;&#039; herself, felt that it was time for the Adnezians and Ganymedians to know more about the world they had found themselves on. The call he sent out was a simple one: if you are willing to explore the world beyond what we know, come to the remains of the &#039;&#039;Arcturas&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Eight people answered the call, from all walks of life. A thinking machine who saw the future; a young girl who seemed terribly out of place. The apprentice blacksmith from the capital city; the twin moogles who had constructed their own mechs. The lone ancelari, who had explored the continent some thirty years before; a young selkie, who assisted in keeping the peace of the land; the legendary musician, whose music inspired the rebellious youth.&lt;br /&gt;
&lt;br /&gt;
Thus did their tale begin.&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
Angmar greeted the group, and told them to go out and explore. He mentioned that the robots in Edge might know something, and that the kids out in Germonik might, as well. The group decided to rest for the evening and head out the next day. Volos waits for the group outside of town.&lt;br /&gt;
&lt;br /&gt;
They travel to Edge. Volos goes to the lumbermill, to see if they know anything; everyone else heads to the administrative building in Edge. The apparent political leader in Edge is an artilect called Bucket, who William knows from being on the &#039;&#039;Arcturas&#039;&#039;. They converse; Bucket doesn&#039;t seem to know anything useful.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Josef-the-NPC.jpg|thumb|125px|right|Josef]]&lt;br /&gt;
Shiro and Kuro take their mechs and begin investigating the bottomside of the continent, but don&#039;t find anything useful.&lt;br /&gt;
&lt;br /&gt;
The group decides that there is nothing useful here, and heads to Germonik.&lt;br /&gt;
&lt;br /&gt;
They stop at the bridge that crosses the Gouge, as Volos seems to notice something strange about the mountains. The rest of the group gets frustrated, and they continue on.&lt;br /&gt;
&lt;br /&gt;
They arrive in Germonik, and find that someone has constructed a facsimile of the radio tower in Edge, but out of wood. They investigate, and find that its attached to a barn; the whole shindig is apparently under the ownership of a young human called Josef. As they arrive, he goes out and beats someone with his bat.&lt;br /&gt;
&lt;br /&gt;
Inside the barn, they find that he is constructing a flying thing of some sort, which he refers to as &amp;quot;da riggable&amp;quot; (that is, something that can be rigged). Interested in the possibility of flight, the party enquires as to how they could assist; he answers that he needs hemp, fuel, and time. The party decides to go look for some hemp, which Josef can use to finish his craft - in exchange, they tell him, they&#039;re interested in using it.&lt;br /&gt;
&lt;br /&gt;
They investigate, and find that the current big shot in town is a kid by the name of Bill. They arrange a deal with Bill, in which they&#039;ll trade him a crossbow from sufficient hemp for Josef to finish his craft. Bill agrees to the deal, and the party heads back to the barn to rest.&lt;br /&gt;
&lt;br /&gt;
==Session 02 - Teenage Wasteland==&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; 500 (story)&lt;br /&gt;
&lt;br /&gt;
Shortly after the party sets down to rest (with William and Volos keeping watch outside), a mob of Nevhonim appear, some of whose clubs are on fire. Their apparent leader is holding a body; they find out that it&#039;s Igor, one of Bill&#039;s cronies, who seemed to be the only one who could count. Last time they saw Igor, however, he had a lower jaw.&lt;br /&gt;
&lt;br /&gt;
The leader yells at William, who then goes inside to rouse his companions - the leader then informs his cronies to set the building on fire.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Tabby-the-NPC.jpg|thumb|125px|right|Tabby]]&lt;br /&gt;
Combat ensues. Of the eight members of the group, only three are standing when the last of the Nevhonim is felled.&lt;br /&gt;
&lt;br /&gt;
After the combat, the group finds that one of the Nevhonim had a youngish Gaeli girl attached to him by a rope. Uriah enquires further, and finds that she is unable to speak - instead, she communicates with her flute.&lt;br /&gt;
&lt;br /&gt;
 Tabby (NPC) joined the group.&lt;br /&gt;
&lt;br /&gt;
The party rests for a couple days, to recuperate from the battle. After, they venture to Bill, irritated with what happened - however, they find that Bill successfully procured the hemp, &amp;quot;from the Nevhonim.&amp;quot; Irritated, they take their payment, then pay him a few bundles of crossbow bolts (which they had left out of the earlier deal) for alcohol, which the group has determined is suitable fuel.&lt;br /&gt;
&lt;br /&gt;
Once da riggable is set up, the group begins to discuss where to go. There are two thoughts - either to head west, across the desert, or head north, to the mountains.&lt;br /&gt;
&lt;br /&gt;
===Loot===&lt;br /&gt;
 Wooden Maul, Masterwork (*1)&lt;br /&gt;
 Wooden Maul, Masterwork (*2)&lt;br /&gt;
 Quarterstaff, Masterwork (*3)&lt;br /&gt;
 Thin sheet of wood, covered in writing on both sides [language unknown; Divine item] (*5)&lt;br /&gt;
&lt;br /&gt;
==Session 03 - Decisions, Decisions==&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; 719 (469 combat, 250 story)&lt;br /&gt;
&lt;br /&gt;
Volos decided that he was irritated with the group, and headed off on his own.&lt;br /&gt;
&lt;br /&gt;
 Volos (PC) left the group.&lt;br /&gt;
&lt;br /&gt;
After he left, there was some debate regarding which way to go. The party decided to head north to the mountains, then - if that proved uneventful - to head to the waterfall near Edge.&lt;br /&gt;
&lt;br /&gt;
Using &amp;quot;da riggable,&amp;quot; they headed for the mountains. Along the way, they noticed a gremlin heading towards Germonik. Setting down, they found out that he was looking for the group - he had apparently planned on being part of the original expedition, but was late. After some debate, the group decided to allow the gremlin - who told them his name was Miggs - to join them.&lt;br /&gt;
&lt;br /&gt;
 Miggs (PC) joined the group.&lt;br /&gt;
&lt;br /&gt;
The group arrived at the mountains some time later, and decided that there was little worth doing there. They decided to head to Arcturas to refuel, then carry on to the waterfall.&lt;br /&gt;
&lt;br /&gt;
They arrived in Arcturas and refuelled. While the group was resting, Miggs planted flashpowder on Kuro and Shiro; when they woke up, Kuro fell prey to the trick, and angrily pulled his pistol on Miggs, who was clearly the culprit. After a warning shot was fired, the group carried on.&lt;br /&gt;
&lt;br /&gt;
Arriving at the waterfall, there was some discussion as to the best course of action. They decided to go over the edge and follow the waterfall down to wherever it went.&lt;br /&gt;
&lt;br /&gt;
They followed the waterfall down for a little less than two miles, and saw ground and a lake below. Kicking on their engines, they made  a cautious landing.&lt;br /&gt;
&lt;br /&gt;
They searched the lake, and found a river heading west-southwest. They decided to follow it. Some time later, they came across the edge of a forest, perpindicular to the river; they decide to continue following the river. Two days later, they came across a fork in the river: the river they were following joined another, and continued to flow south. The adjoining river was flowing from the north. The group decided to follow the flow, and headed south.&lt;br /&gt;
&lt;br /&gt;
Two and a half days later, they encountered a strange humanoid-looking creature, up in a massive bulge in a tree. After several attempts at communication, the creature gestured for them to follow it, which they did. Four hours later, they arrived in a &amp;quot;city&amp;quot; of these tree-bulges. They were brought to one of the humanoids dressed in blue in the top of a tree.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Adu-ja.jpg|thumb|125px|right|An adu&#039;ja]]&lt;br /&gt;
They found out that the creature they were brought to was an akashic, who rapidly learned their language. The group found out that these people were the [[Trinity:Adu-ja |Adu&#039;ja]], a race of - essentially - sentient mobile trees. The akashic&#039;s name was Aes&#039;iel, and they learned later that he was a Simic - a druid/akashic. Aes&#039;iel was also somewhat suspicious of Addison, though he did not mention why, save in a rather cryptic manner.&lt;br /&gt;
&lt;br /&gt;
They asked several questions. The group learned that the adu&#039;ja had been present for six-hundred years, and that the myconids - a race of fungus people - had been around for at least eight-hundred. They learned that the adu&#039;jan akashics could only see up to around eight hundred years in the past: beyond that, there was a great gap in the world memory. They learned that there are other floating landmasses, though the adu&#039;ja do not know how many there are; they also learned that there are sometimes visitors from elsewhere on this landmass (which they found was called Tai&#039;lyan), but that they were primarily left alone.&lt;br /&gt;
&lt;br /&gt;
They also found out that there was a cavern complex that connected Tai&#039;lyan and Turas, in the mountains, &amp;quot;beyond the mushroom forest.&amp;quot; They also learned that there were ancient ruins north of the forest, along the river, the nature of which the adu&#039;ja were uncertain: it had always been ruins, in decay, for at least eight-hundred years or so.&lt;br /&gt;
&lt;br /&gt;
The party decided to go explore the ruins. Before they set out, Aes&#039;iel gave each member of the group (along with Tabby, who had been tagging along since they left Germonik, and would apparently not leave Uriah&#039;s side) an akashic stone, which allowed them to instantly learn the Adu&#039;jan language, called Phytic. Aes&#039;iel informed the group that, with that, they could speak with the adu&#039;ja and the myconids. The party then set out.&lt;br /&gt;
&lt;br /&gt;
Five days later, they arrived at the ruins. William noted, at first, that the architecture was similar to the Ronkan style; later on, he also noticed that they seemed similar to Elven architecture, as well. The group explored the ruins, which were the size of a city suitable for perhaps a thousand occupants; as they searched, they also salvaged as much usable metal as they could (as the remains of the buildings were metal in nature).&lt;br /&gt;
&lt;br /&gt;
After awhile, Kuro, Cassian, William, Miggs, Shiro, and Uriah (though he was sleeping at the time) began sparking purple; Addison, meanwhile, began sparking white. They also began noticing ridges in the ground, as though something were traveling underground. Kuro flew up, and noticed that the ridges were appearing around the group in a vaguely circular pattern, and more were forming some distance from the group, no matter where they went. As those who were sparking neared the ridges, their sparking was more intense.&lt;br /&gt;
&lt;br /&gt;
Miggs climbed up a delapidated building, and Shiro flew down to inform William of what he saw. As soon as he touched down, five creatures burst forth from the ground, forming a circle around the group.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Zergling.JPG|thumb|225px|left|Three of the creatures look like this...]]&lt;br /&gt;
[[Image:Trinity_Hydralisk.JPG|thumb|225px|right|...and the other two look like this.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Three of the creatures look like this... &#039;&#039;This creature is about the size of a large dog, with a short tail and tough carapace. Its back legs are long, while its front legs end in sickle-like claws. Beneath its head rest two equally sharp fangs, and it chitters and jumps about restlessly.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While the other two look like this... &#039;&#039;This creature slithers forward on a serpentine lower body. It is hunched forward, its two powerful arms curved like wicked scythes and its manibles dripping with acidic drool. The back of its head is elongated into a plate, covering most of its back save for a long spine on the top of its carapace.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Loot===&lt;br /&gt;
 9 akashic stones, all containing the [[Trinity:Phytic_Language |Phytic]] language&lt;br /&gt;
&lt;br /&gt;
==Session 04 - Question!==&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; 500 (story)&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Memento_umbra.jpg|thumb|225px|right|The creature Aes&#039;iel called the &#039;&#039;memento umbra&#039;&#039;.]]&lt;br /&gt;
The group fought the creatures, in a rather vicious fight. They found that the creatures were able to regenerate their wounds - those they thought were slain rose to fight again. When the last was felled, they proceeded to smash in all of their skulls, as that seemed effective in stopping their regeneration.&lt;br /&gt;
&lt;br /&gt;
In the course of the fight, Shiro and Tiy succumbed to their wounds. After a bit of healing onsite, the group gathered the bodies (including the bugs&#039; bodies, which Kassian believed were able to be worked like iron) and returned to the Adu&#039;ja, who they believed would be able to return the dead.&lt;br /&gt;
&lt;br /&gt;
The adu&#039;ja were in fact able to do so, and agreed to reincarnate their friends (in a rather Simic manner, combining the power of Nature and the Blue to reincarnate the creature in the same body), in exchange for a favor. The adu&#039;ja had explored the memories of the party&#039;s world and people, and discovered the existence of the &#039;&#039;mementos&#039;&#039; - they also found that some had been trapped there, and sought a way out. Unexperienced in the ways of the &#039;&#039;mementos&#039;&#039;, they accidentally freed a particularly vicious &#039;&#039;memento&#039;&#039;, which Aes&#039;iel believed was known as &#039;&#039;memento umbra&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
To assist in their search for the creature, Aes&#039;iel implanted a rough map of the continent into the minds of the party.&lt;br /&gt;
&lt;br /&gt;
Waiting for the morning, the party is able to recuperate from the experience of the fight, which had pushed them to their limits.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; 675 (combat)&lt;br /&gt;
&lt;br /&gt;
After resting and meeting up with their reincarnated members, the party discussed where to go. Kassian was adamant that the group go to the mountains; William questioned the human&#039;s insistence, and Kassian explained that the various things he had been picking up had a strange &amp;quot;aura&amp;quot; to them, and that he believed the things they fought at the ruins were the source. He believed that the myconids, whom the adu&#039;ja had mentioned existed prior to the gap in the world memory (800 years prior to now), may know something about it.&lt;br /&gt;
&lt;br /&gt;
William also made a query to the adu&#039;ja regarding the possibility of ironwood, which he had encountered on Ganymede. Aes&#039;iel told him that the adu&#039;ja do indeed make ironwood, and keep stores of it, and that they may be willing to part with some of it.&lt;br /&gt;
&lt;br /&gt;
In addition, while the party was waiting, Addison talked to Aes&#039;iel about the nature of the &#039;&#039;momentos&#039;&#039; - hoping to turn her from her path, Aes&#039;iel gladly told her all she wanted to know. The conversation eventually led to Addison gaining the skills of a [[Trinity:Trainer|trainer]].&lt;br /&gt;
&lt;br /&gt;
===Loot===&lt;br /&gt;
 [[:Image:Trinity_Tai-lyan.JPG|Map of Tai&#039;lyan]] (memory now possessed by all current members of the party)&lt;br /&gt;
&lt;br /&gt;
==Session 05 - Mushroom Samba==&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; 250 (story)&lt;br /&gt;
&lt;br /&gt;
After some discussion, the group decided to head north to the myconid village of Samtri.&lt;br /&gt;
&lt;br /&gt;
When they arrived, they found a small copse of enormous mushrooms, and seemingly no one about. After some investigation, it appeared that there were some larger mushrooms, with door-like structures in them. Miggs went up to one of the doors and knocked loudly, while William yelled loudly.&lt;br /&gt;
&lt;br /&gt;
Their actions were fruitful: a bipedal, humanoid-looking mushroom exited one of the house-like structures, and spoke with them. However, he didn&#039;t speak very long, as he continually insisted that it was &amp;quot;sleep time&amp;quot; - the party realized that they had arrived in early afternoon, and that - these being mushroom-people - they were probably nocturnal. They decided to wait until &amp;quot;nightfall,&amp;quot; when they hoped to see more of the mushroom folk.&lt;br /&gt;
&lt;br /&gt;
After a few hours, the village of Samtri did indeed awake, and a throng of myconids exited the several mushroom houses and began heading north, to the mountains. Following them, the group found that they were headed to a cave just north of the village; once all the myconids were inside (aside from two guards), a single, larger myconid came out to greet them.&lt;br /&gt;
&lt;br /&gt;
The myconid (whose name they didn&#039;t bother to learn) seemed to be the leader of the village. He explained that the world had ended, that the bugs had come and gone, and that the moon had fallen. The party tried to explain that the bugs were back, but he was insistent that they were gone, along with &amp;quot;the faceless ones.&amp;quot; The party was intensely curious about these so-called &amp;quot;faceless ones,&amp;quot; and the myconid explained that they were to the southwest. They inquired as to what they would find in the myconid village to the west, and the leader explained that Mitrosis was much like Samtri, only bigger.&lt;br /&gt;
&lt;br /&gt;
Their quest for knowledge satisfied, they went into the cave, to find what the myconids were up to, as they could clearly see that they were standing about in a circle. The leader myconid had told them they were forgetting; upon entering, they all became subjected to a massive hallucinogen. The group remained for the duration of the &amp;quot;meditation&amp;quot; (eight hours), after which the myconids returned to their mushroom houses.&lt;br /&gt;
&lt;br /&gt;
The party then discussed what to do; they decided to head southwest, along the treeline of the adu&#039;jan forest, to see if they could find the ruins the myconids mentioned. They walked for a little more than a month, and reached the edge of the continent, without finding anything.&lt;br /&gt;
&lt;br /&gt;
They went east, to the adu&#039;jan city of Sh&#039;cala, seeking out more Simics. They found them, and discussed what they had learned from the myconids. The simics explained that the myconids were simple creatures, and that they would not lie - if they said the cities of the &amp;quot;faceless ones&amp;quot; were to the southwest, then they were, but there were no such places on this continent. The party then decided that they would head southwest off the edge, taking da riggable, to see if there was another continent elsewhere.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Arcturas_-_New_Continent_-_1.jpg|thumb|325px|right|This is what the party explored for five months.]]&lt;br /&gt;
After some tree-hopping, courtesy of the simics, they recovered da riggable, and sailed off the southwestern edge of Tai&#039;lyan.&lt;br /&gt;
&lt;br /&gt;
Going somewhat down, they found another continent, full of sand. They set down, and began to explore; after two days, however, they began suffering from dehydration, and had yet to find water or even something other than sand. It was also unbearably hot, which they found odd, considering none of the higher continents had been so warm. Heading back to the simics, they asked for a source of water that would never run dry. The simics agreed to provide them with such a thing, but in exchange, they wanted the party to seek out the foreigners that sometimes appeared in the desert to the north (which Aes&#039;iel had mentioned before). The party agreed to this favor, and set out.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Mutalisk2_mirror.jpg|thumb|left|Four of these creatures dive towards &#039;&#039;da riggable.&#039;&#039;]]&lt;br /&gt;
Returning to the new continent, they proceeded to explore to the east, following the ledge they found after two days&#039; journey; they found that it made a circle, and they found themselves where they had originally landed. They then opted to follow the northernmost edge of the continent west. For three and a half months, the group walked through the desert, returning to Tai&#039;lyan when their food sources ran out. In this time, they found three ruins, none of which were inhabited; all of them exhibited signs of having suffered through a great catastrophe, reminiscent of an earthquake (according to Miggs, on an earthquake-measuring scale of 1 to 10, these cities had suffered through a 13).&lt;br /&gt;
&lt;br /&gt;
They then decided that the circular-shaped &amp;quot;hole&amp;quot; in the continent may have an answer; some of the group believed that the references the myconids made to the moon falling may have happened here. They set out, following the inner edge of the continent, and eventually found the edge - two days&#039; from where the ledge began. They decided to go down as far as they could, and three miles down, they could see water below. After some discussion, they left the mechs behind, and explored two days&#039; worth to the north, seeing nothing but water.&lt;br /&gt;
&lt;br /&gt;
They returned to roughly where the hole in the continent was, and began to ascend. As they did, however, William spotted something flying in the air...&lt;br /&gt;
&lt;br /&gt;
===Loot===&lt;br /&gt;
 Decanter of Endless Water [Nature]&lt;br /&gt;
&lt;br /&gt;
==Session 06 - Aerials==&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; 500 (story)&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Shyekara.jpg|thumb|200px|right|The woman called &amp;quot;Shye&amp;quot;]]&lt;br /&gt;
The four creatures - who, the party discovered in short order, were being ridden by human-sized beings - dived at &#039;&#039;da riggable&#039;&#039;, and the battle was joined.&lt;br /&gt;
&lt;br /&gt;
After a short skirmish in the air over a three-mile drop to a possibly endless ocean below, the beings riding the creatures - three of whom had incredibly long horns extruding from their foreheads, while the fourth was a human woman - called for parley. The party hesitantly agreed, and the woman - who one of the horned beings called &amp;quot;Shye&amp;quot; - explained that there was something of an error; they had not intended to attack the group, but were instead hunting a manifestation of the Void. Shye explained that they had detected a Void presence on the &#039;&#039;da riggable&#039;&#039;, and figured that it could only be the thing they hunted.&lt;br /&gt;
&lt;br /&gt;
Addison was curious, and asked why they were looking for it; Shye responded by saying that she worked &amp;quot;for a higher power,&amp;quot; that apparently did not want to see the creature in the wild. More discussion revealed that Shye was from Turas (the continent on which the &#039;&#039;Arcturas&#039;&#039; had crashed), but that she was one of the children that had fallen off the edge - she was apparently fortunate, however, and was saved during her fall (by what, was not mentioned). She and her companions were also notable due to the fact that they carried large quantities of metal (one of them was garbed in full-plate). Any questions regarding where they had gotten the metal or where they had come from was responded to with, &amp;quot;I don&#039;t want to ruin your sense of adventure.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Shye confirmed for the group that the Armand - what the people the Adu&#039;ja had asked the party to find were called - did wander the desert on the continent, and that they were often to the west of the circular rift in the continent. With no further questions, Shye and her companions left the group, heading east.&lt;br /&gt;
&lt;br /&gt;
The group decided to return to Turas, to refuel. The brothers Kaze also spoke of possibly fashioning new mechs or similar vehicles, and some of the group expressed an interest in reporting to Angmar. The group returned to Turas, specifically heading to the city of Arcturas, hiding &#039;&#039;da riggable&#039;&#039; outside of town.&lt;br /&gt;
&lt;br /&gt;
They found and spoke with Angmar, explaining to him everything they had done so far. Angmar was a bit disturbed by all of the information he was dumping on them, but he appeared pleased with their progress. The group wanted materials - specifically, metal from the ship - which Angmar was willing to grant them, considering that the group informed him of their encounter with Shye, with emphasis on the fact that they were carrying metal.&lt;br /&gt;
&lt;br /&gt;
The brothers Kaze spoke with their father, Murasaki, about the construction of a massive vehicle, an idea with which he was incredibly pleased. They informed him that metal would be delivered shortly, and the elder Kaze began work almost immediately on a massive flying ship.&lt;br /&gt;
&lt;br /&gt;
The group then went to Germonik, to check on the status of Josef. They found that his &amp;quot;radio tower&amp;quot; had been disassembled, and the barn ripped asunder. Further investigation led to them learning that Josef had fled town, but Volos had not been so lucky - he had apparently been strung up on the north end of town. They also discovered that Bill had been overthrown, by a Nevhonim named Ted. After an almost-confrontation with the Nevhonim (during which Shiro collapsed one of the walls of the main tavern in Germonik), they backed off and told the group what they wanted to hear.&lt;br /&gt;
&lt;br /&gt;
The group then headed to Edge, where - according to what they heard from Angmar - someone had set up shop and was working on a flying machine. Lo and behold it was Josef, who spun a tale of frustration with the absurdity of living in Germonik, and his subsequent flight (not literally) from there due to Ted&#039;s frustration towards him. He wound up in Edge, and began experimenting with electrum engines, possibly even on the brink of constructing a flying machine that didn&#039;t require a balloon at all. The group returned &#039;&#039;da riggable&#039;&#039;, and wished Josef luck.&lt;br /&gt;
&lt;br /&gt;
Four months passed, during which the group performed various tasks and odd jobs. At the end of the four months, they regrouped in Arcturas, for the unveiling of the elder Kaze&#039;s flying machine. Towering over the moogles&#039; mechs and constructed wholly out of steel, the new ship was a sight to behold. The elder Kaze dubbed it the &#039;&#039;Kamikaze&#039;&#039;, and the moogles graciously received the gift. Capable of housing the entire party and the mechs in its interior, and having a self-contained atmosphere that would allow for underwater exploration, the &#039;&#039;Kamikaze&#039;&#039; was a definite upgrade over &#039;&#039;da riggable&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Taking their new aircraft, the party gathered up enough food to last them quite some time, and headed back to the desert continent.&lt;br /&gt;
&lt;br /&gt;
Having an aircraft capable of traveling around the clock (and a pilot that could do the same), the party began combing the desert, searching for signs of the Armand. They first searched the eastern end of the continent, and eventually came upon another ruined city. Upon further investigation, they found a relatively intact building; inside, they discovered two rooms of note: in one, there was a cache of weapons of unusual design - various swords and guns; in the other, they found an akashic stone, set on a pedestal, which Miggs almost immediately took. &lt;br /&gt;
&lt;br /&gt;
After an altercation in which the party relieved Miggs of the stone, Uriah contacted the stone, and saw an image of an ancelari, projecting thoughts in an unknown language in his mind; after a minute or so of speaking, the image shot itself in the head, and the image played out all the gory details of that event. Slightly shaken, Uriah - knowing that the moogles were mildly telepathic - handed it to Shiro, who contacted the stone. Able to understand the language &amp;quot;spoken&amp;quot; by the ancelari, he relayed the information to the rest of the party...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;The_Message&amp;quot;&amp;gt;&lt;br /&gt;
 &amp;quot;If you have found this stone, and are capable of understanding my words, then perhaps they succeeded. Perhaps they who fled&lt;br /&gt;
 reached those alien worlds, and taught those people the ways of the gun? Perhaps they have even managed to conquer the depths of&lt;br /&gt;
 space?&lt;br /&gt;
 &lt;br /&gt;
 &amp;quot;But we all know what is coming, don&#039;t we, stranger? The zerg are no threat, compared to the things that will come from beyond...&lt;br /&gt;
 we&#039;re all damned, then... and no amount of running will save us!...&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Armand.JPG|thumb|200px|right|An armand]]&lt;br /&gt;
Mildly disturbed, the party took some of the weapons from the cache, and began heading west. They investigated the eastern side of the gouge in the continent, heading north, then investigated the western side, beginning from the north.&lt;br /&gt;
&lt;br /&gt;
Eventually, in the middle of the western side of the continent, the party spotted an encampment. Having come across it in the heat of day, they waited until nightfall, when they saw movement. They headed for the camp, and were met halfway by three armand.&lt;br /&gt;
&lt;br /&gt;
Miggs was the first to greet the creatures, but they did not respond immediately, instead, they transmitted thoughts into the minds of the party, none of whom - save the moogles - understood. The lead armand seemed to sense their lack of understanding, and began communicating in Phytic.&lt;br /&gt;
&lt;br /&gt;
The party had many questions, and the armand answered them as best he could. Apparently, they were able to go to Tai&#039;lyan by riding on small islands that rode on strong wind currents; these islands apparently migrate in a relatively stable pattern, such that the armand could reliably take them between Tai&#039;lyn and Reldyr&#039;nym (the name of the continent they were currently on). The armand had no knowledge of the creatures the party had fought earlier (those accompanying Shye), nor did they know of the &#039;&#039;memento umbra&#039;&#039;, other than that they had seen traces of a great beast wandering the desert. In the course of conversation, the armand informed the party that there was one who may have some of the answers they sought.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Toplanders_Explore_Reldyr-nym.jpg|thumb|300px|left|The continent of Reldyr&#039;nym, in its entirety (previously-explored sections are darkened).]]&lt;br /&gt;
They led the party to one of the tents of the encampment, and inside there was a strange creature, being tended by two other armand. The creature had the face of a wolf, but was definitely humanoid and bipedal; it also had bat-like wings, which were found on its body in a place similar to that of a bat (that is, from the forearm to the side). Its breathing was rather shallow. Miggs attempted to heal it with his tonics, to no avail - the armand were unable to cure whatever ailed the creature.&lt;br /&gt;
&lt;br /&gt;
Addison realized that they could use the potion they had found from the fight in Germonik, which contained &#039;&#039;bear&#039;s endurance&#039;&#039;; Uriah complied, and used it on the creature. Its breathing became easier, and it looked around in a rather frightened fashion. Addison used &#039;&#039;comprehend languages&#039;&#039; to understand the creature, but it didn&#039;t say much - it said something to the extent that the world was attacked, by horned beings. It also said the word &amp;quot;veyar,&amp;quot; which the armand leader immediately picked up on when Addison repeated it - it was an ancient word for the moon of Arcturas.&lt;br /&gt;
&lt;br /&gt;
The various Force effects ended, and the creature resumed its near-death status. Addison used &#039;&#039;deathwatch&#039;&#039;, and saw that the creature was suffering from what amounted to suffocation - barely hanging onto life.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Loot===&lt;br /&gt;
 +1 Unholy Lance (Divine)&lt;br /&gt;
 The &#039;&#039;Kamikaze&#039;&#039; [Gargantuan Ornithopter - Arm1/Eng5/Sys1] (Technology)&lt;br /&gt;
 Akashic stone containing [[#The_Message|a message]] in Ancelari&lt;br /&gt;
 Four (4) pistols, one (1) rifle, one (1) carbine, all corroded, from the southeast ruins of Reldyr&#039;nym&lt;br /&gt;
&lt;br /&gt;
==Session 07 - Vapor Trail==&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; 1350 (600 combat, 750 story)&lt;br /&gt;
&lt;br /&gt;
The group decided to take the strange creature with them, and go to the Simics, to see if the adu&#039;ja could find out more about the creature. The creature was still alive, but barely hanging onto life.&lt;br /&gt;
&lt;br /&gt;
They headed to Sh&#039;cala, the southern-most adu&#039;jan city, and spoke with the Simics there. The group had questions they wanted the creature to answer, and the Simics managed to get some answers out of the creature via the Blue.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Creature&#039;s Race and Type:&#039;&#039;&#039; unknown race, humanoid&lt;br /&gt;
 &#039;&#039;&#039;Most recent basic goal:&#039;&#039;&#039; escape&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;What is it?&#039;&#039;&#039; &amp;quot;We call ourselves the &#039;&#039;un&#039;veyar&#039;&#039;.&amp;quot;&lt;br /&gt;
 &#039;&#039;&#039;Were you attacked, and by what?&#039;&#039;&#039; &amp;quot;Yes, horned creatures riding on acid-spitting winged things.&amp;quot;&lt;br /&gt;
 &#039;&#039;&#039;Where is metal?&#039;&#039;&#039; &amp;quot;Veyar.&amp;quot;&lt;br /&gt;
 &#039;&#039;&#039;What about the moonfall?&#039;&#039;&#039; &amp;quot;Legends say long time ago, moon fell into the world.&amp;quot;&lt;br /&gt;
 &#039;&#039;&#039;Does it know about the horned things?&#039;&#039;&#039; &amp;quot;Yes.&amp;quot;&lt;br /&gt;
 &#039;&#039;&#039;Does it know about the memento umbra?&#039;&#039;&#039; &amp;quot;The what?&amp;quot;&lt;br /&gt;
 &#039;&#039;&#039;Does it want to be Migg&#039;s friend?&#039;&#039;&#039; &amp;quot;Who is miggs?&amp;quot;&lt;br /&gt;
 &#039;&#039;&#039;Does he know &amp;quot;how to fix this world&amp;quot;?&#039;&#039;&#039; &amp;quot;Can&#039;t fix, world trapped by pull of big world.&amp;quot;&lt;br /&gt;
 &#039;&#039;&#039;Where did it come from?&#039;&#039;&#039; &amp;quot;Veyar.&amp;quot;&lt;br /&gt;
 &#039;&#039;&#039;When did it come from? How long ago?&#039;&#039;&#039; no response.&lt;br /&gt;
 &#039;&#039;&#039;How old is it?&#039;&#039;&#039; &amp;quot;17 seasons.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The party was somewhat perplexed by these answers. They decided to head back to the armand, and see if they knew anything more.&lt;br /&gt;
&lt;br /&gt;
Upon finding the armands, there were a good deal of questions. The leader of the armand explained that, long ago, the zerg descended upon the planet. The armands and the myconids hid from the threat, while the ancelari remained on the surface, attempting to fend the creatures off. The armands explained that it was the ancelari who created the mist over the planet, in an effort to slow the zerg advance; however, their efforts were mostly in vain.&lt;br /&gt;
&lt;br /&gt;
In the end, the ancelari were forced underground, fighting the zerg in the many caves and tunnels beneath the planet&#039;s surface. Their leaders attempted to get their people off the planet by an unknown means; however, they were only partially successful, and many ancelari were left behind. In a last-ditch effort to destroy the zerg, they attempted to destroy the core of the planet - however, they apparently miscalculated, and only shattered the core, which shattered the entire surface of the planet and greatly weakened the planet&#039;s gravity. This resulted in the floating landmasses.&lt;br /&gt;
&lt;br /&gt;
They further explained that the shattering of the planet&#039;s core modified the magnetic field of the planet, altering almost all of the metal ore on the surface into the substance the party knew as electrum.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Toplanders_-_Windcrossed_Isles_Explore_1.JPG|thumb|375px|right|The islands in the east.]]&lt;br /&gt;
The armands also explained that they did not always look like they did now; however, having been on &amp;quot;irradiated&amp;quot; ground for so long, their people had gradually but drastically changed from their original form.&lt;br /&gt;
&lt;br /&gt;
The armands also told the group that there were strong currents in the atmosphere of the planet, much like water currents, and that the floating islands they rode on to reach Tai&#039;lyan were caught in one such current.&lt;br /&gt;
&lt;br /&gt;
The group decided to head east, heading off the eastern-most edge of Reldyr&#039;nym, along the air current, &amp;quot;against the wind.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Two months later, the party encountered a new set of floating landmasses; somewhere along the way, the strange creature they had picked up finally passed away. Searching its belongings, they found a beaten metal badge, with some strange markings on it. &lt;br /&gt;
&lt;br /&gt;
They explored the new islands, which were mostly uninhabited.&lt;br /&gt;
&lt;br /&gt;
On the southern-most island, however, they encountered a walled city. All of the group save Shiro and Kuro attempted to find a way into the city, and found a heavy iron gate - complete with two horned beings garbed in plate and armed with halberds - on the southern edge. When they approached, one of the guards asked who they were in Lucavic; after the majority of the group seemed unable to communicate in this, the guard spoke to them in Eastern Common.&lt;br /&gt;
&lt;br /&gt;
Miggs mentioned that they knew Shye, and wanted to see her; the guard recognized the name, and said they could all come in, save Addison. Addison complied, and William accompanied her back to the moogles.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, the rest of the group - Kassian, Uriah, Miggs, Tiy, and Tabby - entered the city. The guard led them to a rather large stone structure in the middle of the city (which was actually more like a walled camp). They were instructed to enter, and told to wait for Shye.&lt;br /&gt;
&lt;br /&gt;
Inside, the group were left in an entryway, with a doorway leading into what looked like a temple. Inside there was an enormous stone statue of Ajora, the head angel of Kolaita, the goddess of healing; the angel was wielding a bastard sword, wearing full plate, and had wings that had the appearance of razor-sharp metal. Set around the statue were two altars, each with three candles, all lit.&lt;br /&gt;
&lt;br /&gt;
After awhile, Shye finally entered, and greeted the group pleasantly. Miggs was interested in what was going on in the temple, so Shye invited them all in, and explained to Miggs that they followed Kolaita, but also paid special attention to Ajora, because the angel was the goddess&#039; protector. Kassian and Tabby refused to enter the room, while Uriah attempted to, but was stunned upon crossing the threshold into the room. Uriah then pushed Kassian into the room, but nothing happened.&lt;br /&gt;
&lt;br /&gt;
The discussion turned to the subject of metal, and Shye took them outside to meet with the city&#039;s blacksmith. As they walked, however, Miggs turned on his &#039;&#039;cloak generator&#039;&#039;, but attempted to make it look sneaky; Shye was apparently not amused by his antics, however, and was aware that he had actively done it, rather than &amp;quot;accidentally,&amp;quot; as he claimed. They continued on to the blacksmith.&lt;br /&gt;
&lt;br /&gt;
They attempted to haggle for some metal, but the blacksmith seemed uninterested.&lt;br /&gt;
&lt;br /&gt;
There was another discussion here, regarding the residents of Fort Drakys (as Shye called it) - they all appeared to be horned, other than Shye. Shye was rather vague on why that was, insisting that many beings had horns, and that it wasn&#039;t that unusual.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Toplanders_-_Veyar_Explore_1.JPG|thumb|375px|left|Is it a moon? Or a space station?]]&lt;br /&gt;
The group then decided to leave. They were escorted out.&lt;br /&gt;
&lt;br /&gt;
Regrouping, the party decided to continue heading east. &lt;br /&gt;
&lt;br /&gt;
After a few days, they encountered a strange purple mist. Heading in all directions to determine which way it was, they headed up, where the purple haze seemed to strengthen. After a few hours, they experienced a change in gravity, and were now looking down (what was up, previously) at a strange new environment.&lt;br /&gt;
&lt;br /&gt;
They decided to explore, and flew along the edge of the &amp;quot;continent.&amp;quot; They found that there was a lower section (upper, in terms of normal gravity), that they opted to not explore at this time. They continued around, until they were back where they started, they then decided to search the plate in a zig-zag pattern.&lt;br /&gt;
&lt;br /&gt;
Eventually, in the southern mountains, they saw a cave entrance; this was unusual, as they had not yet seen anything of the sort here. Guessing that the outside air was poisonous to mortals, William volunteered to go explore. The cave narrowed into a tunnel, then opened into a wider cavern, with three branches - as well as an electrum lamp in the ceiling.&lt;br /&gt;
&lt;br /&gt;
Exploring further, William encountered more horned beings, who were mining what looked like iron ore. They noticed him, but - being a templar - he was much too fast for them, and he quickly returned to the &#039;&#039;Kamikaze&#039;&#039;. The creatures chased him out, but the group crushed two of the three with the ship; the remaining one returned to the depths of the cave.&lt;br /&gt;
&lt;br /&gt;
===Loot===&lt;br /&gt;
 Un&#039;veyar metal badge&lt;br /&gt;
&lt;br /&gt;
==Session 08 - Dark Side of the Moon==&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; 806 (750 story, 56 combat)&lt;br /&gt;
&lt;br /&gt;
Session synopsis coming soon.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Session Highlights&#039;&#039;&#039;&lt;br /&gt;
 Entered western wing of mine.&lt;br /&gt;
 Encountered a bunch of traps.&lt;br /&gt;
 Kuro scouted ahead, found a bunch of fake miners.&lt;br /&gt;
 Fight in the corridor.&lt;br /&gt;
&lt;br /&gt;
===Loot===&lt;br /&gt;
 Loot coming soon.&lt;br /&gt;
&lt;br /&gt;
==Session 09 - Infernoplex==&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; 4th - 1975 (500 story, 1000 combat, 475 traps)&lt;br /&gt;
     3rd - 2160 (500 story, 1125 combat, 535 traps)&lt;br /&gt;
&lt;br /&gt;
Session synopsis coming soon.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Session Highlights&#039;&#039;&#039;&lt;br /&gt;
 Party rested, returned to western wing.&lt;br /&gt;
 Ambushed by three guys. Looted them.&lt;br /&gt;
 Attacked by two groups, one of miners and blacksmiths from the west, and two guys from the south.&lt;br /&gt;
 Kassian died.&lt;br /&gt;
 Group captured a priest.&lt;br /&gt;
 Priest fought them on the ship, they killed him, dumped him off at Fort Drakys.&lt;br /&gt;
 William died.&lt;br /&gt;
 Group returned to the adu&#039;ja, who revived the pair. They now each owe the adu&#039;ja a favor.&lt;br /&gt;
 The simics used &#039;&#039;object loresight&#039;&#039; to determine what was up with the priest guy&#039;s holy symbol. It came from a place called&lt;br /&gt;
   Shar&#039;nal, which isn&#039;t on Arcturas (the planet).&lt;br /&gt;
 Group headed to Edge to deliver iron ore stolen from the mine and to check on Josef.&lt;br /&gt;
 Group headed to Germonik to check on them. Encountered Ned Riddle, current &amp;quot;leader.&amp;quot;&lt;br /&gt;
 Riddle gave Uriah 20 wooden coins.&lt;br /&gt;
 Group found out that Riddle is interested in establishing a currency so that they can trade with the artilects for wood.&lt;br /&gt;
 Group went to Arcturas (the city) to talk to Angmar.&lt;br /&gt;
 They told Angmar what was going on.&lt;br /&gt;
 Angmar informed the group that there had been an explosion in Edge, at the electrum processing plant.&lt;br /&gt;
 Apparently the iron ore the group brought was electrum. But it was definitely iron ore when they started.&lt;br /&gt;
&lt;br /&gt;
===Loot===&lt;br /&gt;
 Loot coming soon.&lt;br /&gt;
&lt;br /&gt;
==Session 10 - Iron Man==&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; &#039;&#039;4th&#039;&#039; - 2100 (1000 story, 1000 combat, 100 social)&lt;br /&gt;
     &#039;&#039;3rd&#039;&#039; - 2200 (1000 story, 1088 combat, 112 social)&lt;br /&gt;
&lt;br /&gt;
Session synopsis coming soon.&lt;br /&gt;
&lt;br /&gt;
===Loot===&lt;br /&gt;
 5 akashic stones (4 in Lucavic, 1 in Ronkan)&lt;br /&gt;
&lt;br /&gt;
==Session 11 - Acoustic Snowfall==&lt;br /&gt;
There will be no game on &#039;&#039;&#039;November 24, 2007,&#039;&#039;&#039; as the DM will be unavailable.&lt;br /&gt;
&lt;br /&gt;
Therefore, Session 11 will take place on &#039;&#039;&#039;December 1, 2007.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Do not come to the game inebriated. You will be sent home.&lt;br /&gt;
&lt;br /&gt;
[[Category:Trinity]]&lt;/div&gt;</summary>
		<author><name>GnomeWorks</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Trinity:The_Toplanders&amp;diff=67794</id>
		<title>Trinity:The Toplanders</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Trinity:The_Toplanders&amp;diff=67794"/>
		<updated>2007-11-18T21:17:13Z</updated>

		<summary type="html">&lt;p&gt;GnomeWorks: /* Session 11 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This campaign started the second week of September, 2007, and is currently being played.&lt;br /&gt;
&lt;br /&gt;
In terms of Trinity, this group began adventuring in early [[Trinity:Timeline#432_CY | 432 CY]] on [[Trinity:Geography#Arcturas | Arcturas]].&lt;br /&gt;
&lt;br /&gt;
This page will house all the information for this campaign in Trinity.&lt;br /&gt;
&lt;br /&gt;
==Game Time==&lt;br /&gt;
The game takes place on Saturday nights, roughly at 11 pm local time, and goes until anywhere from 4 to 6 in the morning.&lt;br /&gt;
&lt;br /&gt;
===Waiting List===&lt;br /&gt;
Given that there is the possibility of losing some players over the course of time, I will be maintaining a waiting list for this game. If you are interested in joining us, please leave a note in the Discussion page attached to this page.&lt;br /&gt;
&lt;br /&gt;
The waiting list is as follows.&lt;br /&gt;
&lt;br /&gt;
* House&lt;br /&gt;
&lt;br /&gt;
=Game Information=&lt;br /&gt;
Players may choose their method of character creation: 32 point buy, or standard Trinity rolling method (4d6, reroll 1&#039;s, drop 1 die, roll eight - keep seven, arrange in any order). Once the rolling method is chosen, the player will use those stats each time the player decides to switch to rolling method (by which I mean that you cannot roll stats, switch to point buy, then switch back to rolling method to reroll your stats); a player may redistribute ability scores or switch to the other creation method at any point before the game begins.&lt;br /&gt;
&lt;br /&gt;
Rolled stats must be rolled in front of the DM at any time that is convenient. Just make sure that you don&#039;t lose the stats!&lt;br /&gt;
&lt;br /&gt;
==Ability Scores==&lt;br /&gt;
Standard Trinity ability scores - standard d20 stats with the addition of [[Trinity:Perception | Perception]] - will be used.&lt;br /&gt;
&lt;br /&gt;
==Race Selection==&lt;br /&gt;
Unlike previous Trinity games, this game will have a racial restriction. Race selection is limited to the following races...&lt;br /&gt;
&lt;br /&gt;
* [[Trinity:Human | Human]]&lt;br /&gt;
* [[Trinity:Ancelari | Ancelari]]&lt;br /&gt;
* [[Trinity:Artilect | Artilect]]&lt;br /&gt;
* [[Trinity:Cogling | Cogling]]&lt;br /&gt;
* [[Trinity:Dwarf | Dwarf]]&lt;br /&gt;
* [[Trinity:Gnome | Gnome]]&lt;br /&gt;
* [[Trinity:Gremlin | Gremlin]]&lt;br /&gt;
* [[Trinity:Half-Orc | Half-Orc]]&lt;br /&gt;
* [[Trinity:Halfling | Halfling]]&lt;br /&gt;
* [[Trinity:Moogle | Moogle]]&lt;br /&gt;
* [[Trinity:Orc | Orc]]&lt;br /&gt;
* [[Trinity:Selkie | Selkie]]&lt;br /&gt;
&lt;br /&gt;
==Class Selection==&lt;br /&gt;
Class selection is unrestricted. Any Trinity-accepted classes are allowed.&lt;br /&gt;
&lt;br /&gt;
===Level===&lt;br /&gt;
Characters will be created at 2nd level. That means that you can choose an LA +1 race, and begin at 1st level.&lt;br /&gt;
&lt;br /&gt;
==Backstory==&lt;br /&gt;
Some amount of backstory is appreciated. As this game will not be starting for a good few months, you have plenty of time to figure one out.&lt;br /&gt;
&lt;br /&gt;
Keep your age and race in mind. If you are older than 37 or so, then you are originally from Adnez or Ganymede, and came on the ship to Arcturas; this means that you remember the way things were, and you remember the tyranids. If you are younger than 37, then you were born on Arcturas, and have only heard of the other planets through stories; you have also probably heard of the tyranids, though you may not believe that they&#039;re necessarily real.&lt;br /&gt;
&lt;br /&gt;
Regardless of where you were born, you&#039;ll need to figure out how you came by your profession. If you&#039;re from Andez or Ganymede, then chances are good you had gained some knowledge before leaving the planet, and have essentially taught yourself or gained training from someone else in the community. If you were born on Arcturas, then you probably were taught your skills by one of the gnome akashics (who can tap the world memory and teach you by proxy).&lt;br /&gt;
&lt;br /&gt;
Due note that travel to Arcturas was by spacecraft, which is technological in nature. As such, if you are a member of a magic- or psionic-based class, that you will require an explanation of how you came by those skills. Most of the people on Ganymede (where Arcturas left from) were not versed in the ways of magic or psionics, and as such you&#039;ll need to explain why you are. Some classes will require more explanation than others - a sorcerer makes a lot more sense than a wizard (your ability to wield magic was dormant for a good while, for instance). I have no intentions of limiting your class selection, but just make sure that it makes sense.&lt;br /&gt;
&lt;br /&gt;
===Character Knowledge===&lt;br /&gt;
Each character knows something about the world: this information is encountered during training, found while gossiping, or simply inherently known.&lt;br /&gt;
&lt;br /&gt;
==About the Game==&lt;br /&gt;
I will attempt to keep the players as in-the-dark as possible until the game begins; however, this game will add quite a bit of information to the Trinity universe, some of which will need to be up prior to the game to ensure that the players all at least have some idea of what is going on. As such, small updates will be added throughout the wiki on a semi-regular basis over the course of the summer. For my convenience, I shall keep a list here of what has been and is going to be added; this list is by no means comprehensive, and may change over the course of the summer, as additional information may be required or found to be useful.&lt;br /&gt;
&lt;br /&gt;
* [[Trinity:Geography | Update of General Stellar Cartography]]&lt;br /&gt;
* [[Trinity:History#The_Fourth_Age |History of Arcturas and Arcostes]]&lt;br /&gt;
* [[Trinity:Geography#Arcturas | Arcturan Geography]]&lt;br /&gt;
** [[Trinity:Turas | Turas]]&lt;br /&gt;
* Arcturan Calendar&lt;br /&gt;
* Arcturan Society&lt;br /&gt;
** Arcturan Demographics&lt;br /&gt;
* [[Trinity:Electrum | Electrum]]&lt;br /&gt;
&lt;br /&gt;
==Campaign-Specific Mechanics==&lt;br /&gt;
There are a few strange things about this game that aren&#039;t covered by normal mechanics. Given the heavily-modified nature of Trinity, the need for custom rules even for a particular campaign shouldn&#039;t really come as a surprise to anyone.&lt;br /&gt;
&lt;br /&gt;
This section will detail campaign-specific mechanics as they come up.&lt;br /&gt;
&lt;br /&gt;
===Crafting using Raw Metal===&lt;br /&gt;
Crafting using scavenged metal works pretty much like normal crafting. However, given the scarcity of such materials, a wise crafter will be cautious in expending such materials frivolously. In addition, normal crafting rules don&#039;t cover what &amp;quot;38 pounds of iron&amp;quot; can be used for, so the rules for crafting will be expanded here.&lt;br /&gt;
&lt;br /&gt;
All normally metal objects have a listed weight (ie, a longsword weighs four lbs). A skilled crafter can use as little iron as possible to construct such an item, and use other materials - wood, for instance - for the remaining weight. Even something as seemingly shoddy as making the entire base of the weapon out of wood, then lining the &amp;quot;edges&amp;quot; of the weapon with iron, can result in a weapon just as destructive (if not as sturdy) as a standard full-iron longsword.&lt;br /&gt;
&lt;br /&gt;
In terms of weapons, armor, shields, and miscellaneous goods, a skilled crafter can make an item that relies on iron to function using an amount of iron weighing half of the item&#039;s weight. To make a longsword, then, a crafter must use two pounds of iron. Note that the weight of an item is dependent upon the size of the intended wielder - a longsword for a halfling, for instance, weighs less than a longsword for a human.&lt;br /&gt;
&lt;br /&gt;
If the crafter fails at making an item, normally half of the materials are lost or waste; however, with resources being scarce, this is usually an unacceptable end. A crafter can recover the materials &amp;quot;lost&amp;quot; in failing to craft an item by spending one hour for every two spent crafting the failed item.&lt;br /&gt;
&lt;br /&gt;
For crafting Force items, different metals have different values in terms of raw materials.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Material	Value/Unit&#039;&#039;&#039;&lt;br /&gt;
 Iron		50 gp/lb&lt;br /&gt;
&lt;br /&gt;
===Crafting using Bug Carapaces===&lt;br /&gt;
Almost everything from the corpse of a bug is usable, in terms of crafting items. Internal organs aside, a skilled crafter can work the bits and pieces in a manner similar to how iron, chitin, or leather would be worked.&lt;br /&gt;
&lt;br /&gt;
Crafting armor out of the bug carapaces is similar to how armor is [http://www.d20srd.org/srd/specialMaterials.htm#dragonhide crafted from dragonhide]. In addition to the normal armors craftable, a bug&#039;s carapace can be used to make leather armor or a [[Trinity:Armor#Leather_Trenchcoat|leather trenchcoat]] for a creature of the same size as the bug; also, bug carapaces can be used to make [[Trinity:Armor#Chitin_Armor|chitin armor]], with the same restrictions as making banded mail. Multiple bug carapaces can be combined to produce more choice material for crafting - two Medium corpses can be combined to be treated as a Large corpse, while two Large corpses (or their equivalent) can be combined to be used as a Huge corpse.&lt;br /&gt;
&lt;br /&gt;
In addition, due to the extreme hardness of the bugs&#039; skeletal structures (both endo- and exo-), a clever crafter can craft weapons out of the corpses, as well. A weapon of one-handed size or smaller can be made in place of a shield, if the rest of the carapace is used to craft armor; if an entire carapace is used to produce weapons, it can produce: two two-handed weapons of a size equal to the size of the corpse; or, four one-handed weapons; or, eight light weapons. Ranged weapons require more choice bits of the creature (finding an appropriate sinew for a bow, for example, is rather difficult, as is finding bones that would function for a crossbow) - as such, halve the number of weapons of that size that can be made for the corpse being used.&lt;br /&gt;
&lt;br /&gt;
In addition, such weapons benefit from the extreme sharpness of the various parts of a bug&#039;s body, resulting in a natural +1 enhancement bonus to attack and damage rolls. Armor and shields crafted from a bug&#039;s body are almost supernaturally hard and resilient to blows, resulting in a +1 enhancement bonus to their AC bonus.&lt;br /&gt;
&lt;br /&gt;
In terms of crafting Force items, bug carapaces do not function especially well as raw components. However, enough bits and pieces can be pieced together to make something vaguely resembling the end goal, if rather organic in appearance. Materials from a bug carapace equivalent to what is required to make a one-handed weapon (see above) are worth 100 gp in terms of raw materials for constructing Force items.&lt;br /&gt;
&lt;br /&gt;
In terms of crafting other kinds of items, the internal organs of the bugs can be used to construct technological devices from the Chemistry field (and the Chemistry field only); such devices have a rather bitter and disgusting smell and a worse taste, but they function well enough. Since these materials aren&#039;t useful for anything else, a Medium-size bug&#039;s corpse can be raided for parts that can be used to construct two Chemistry devices; for each category above Medium, this number doubles (a Small bug, then, would provide sufficient parts for one Chemistry device, while smaller bugs are simply too small to be of any use).&lt;br /&gt;
&lt;br /&gt;
The corpses of bugs can also be used for the purposes of structures, including buildings and vehicles. To construct a vehicle of a given size, the crafter must have corpses sufficient to be one size category larger than the vehicle; for instance, to craft a Large vehicle, bug corpses whose combined size is Huge are required. However, such vehicles greatly resemble the corpses from which they were assembled, making them difficult and unusual to pilot, resulting in a PCP to the vehicle of -4. For every additional size category larger the assembled bug corpses are, this penalty is reduced by -2 (so in order to build a Large vehicle without a PCP, you would require bug caparaces whose combined size would be Colossal). A vehicle crafted out of bug carapaces uses the following stats for its material.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;CHITIN&#039;&#039;&#039; (LA +0)&lt;br /&gt;
 	Hardness: 2.	STR +0&lt;br /&gt;
 	Armor: +1.	DEX -2&lt;br /&gt;
 	PCP: (varies)	CON +2&lt;br /&gt;
 	Cold Vulnerability, Acid Immunity.&lt;br /&gt;
&lt;br /&gt;
=Campaign=&lt;br /&gt;
What follows is a summary of each game session.&lt;br /&gt;
&lt;br /&gt;
===Cast===&lt;br /&gt;
* Hamtaro as &#039;&#039;&#039;Kuro Kaze&#039;&#039;&#039; ([[Trinity:Moogle|moogle]] [[Trinity:Greasemonkey|greasemonkey]])&lt;br /&gt;
* Melty as &#039;&#039;&#039;Kassian&#039;&#039;&#039; ([[Trinity:Human#Tsavashi|human]] [[Trinity:Artificer|artificer]])&lt;br /&gt;
* Brandon as &#039;&#039;&#039;Miggs&#039;&#039;&#039; ([[Trinity:Gremlin|gremlin]] [[Trinity:Technologist|technologist]])&lt;br /&gt;
* Smack as &#039;&#039;&#039;William&#039;&#039;&#039; ([[Trinity:Artilect|artilect]] [[Trinity:Templar|templar]])&lt;br /&gt;
* Dave-O as &#039;&#039;&#039;Shiro Kaze&#039;&#039;&#039; ([[Trinity:Moogle|moogle]] [[Trinity:Greasemonkey|greasemonkey]])&lt;br /&gt;
* Nyc as [[Trinity:Toplander_Tiy_Lena|&#039;&#039;&#039;Tiy Lena&#039;&#039;&#039;]] ([[Trinity:Selkie|selkie]] [[Trinity:Assassin|assassin]])&lt;br /&gt;
* Catface as &#039;&#039;&#039;Addison&#039;&#039;&#039; ([[Trinity:Human|human]] [[Trinity:Voidchild|voidchild]]/[[Trinity:Trainer|trainer]])&lt;br /&gt;
* ®ß¥!! as &#039;&#039;&#039;Uriah Morodov&#039;&#039;&#039; ([[Trinity:Human#Tsavashi|human]] [[Trinity:Bard|bard]])&lt;br /&gt;
&lt;br /&gt;
===Others===&lt;br /&gt;
* &#039;&#039;&#039;Volos&#039;&#039;&#039; ([[Trinity:Ancelari|ancelari]] [[Trinity:Metamorph|metamorph]]) [left the group (s03)] &lt;br /&gt;
* &#039;&#039;&#039;Tabby&#039;&#039;&#039; ([[Trinity:Human|human]] [[Trinity:Bard|bard]]) [followed Uriah around (s02 - )]&lt;br /&gt;
&lt;br /&gt;
==Session 01 - Explore? Explore... what?==&lt;br /&gt;
Perhaps a month after contact with the &#039;&#039;Arcostes&#039;&#039; was lost in SY 34, a call was sent out from Arcturas. The people of the fallen craft had lived on this world for 34 years, and knew nothing beyond the small chunk of world they had found themselves on - and Angmar Steeltoe, the old captain of the &#039;&#039;Arcturas&#039;&#039; herself, felt that it was time for the Adnezians and Ganymedians to know more about the world they had found themselves on. The call he sent out was a simple one: if you are willing to explore the world beyond what we know, come to the remains of the &#039;&#039;Arcturas&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Eight people answered the call, from all walks of life. A thinking machine who saw the future; a young girl who seemed terribly out of place. The apprentice blacksmith from the capital city; the twin moogles who had constructed their own mechs. The lone ancelari, who had explored the continent some thirty years before; a young selkie, who assisted in keeping the peace of the land; the legendary musician, whose music inspired the rebellious youth.&lt;br /&gt;
&lt;br /&gt;
Thus did their tale begin.&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
Angmar greeted the group, and told them to go out and explore. He mentioned that the robots in Edge might know something, and that the kids out in Germonik might, as well. The group decided to rest for the evening and head out the next day. Volos waits for the group outside of town.&lt;br /&gt;
&lt;br /&gt;
They travel to Edge. Volos goes to the lumbermill, to see if they know anything; everyone else heads to the administrative building in Edge. The apparent political leader in Edge is an artilect called Bucket, who William knows from being on the &#039;&#039;Arcturas&#039;&#039;. They converse; Bucket doesn&#039;t seem to know anything useful.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Josef-the-NPC.jpg|thumb|125px|right|Josef]]&lt;br /&gt;
Shiro and Kuro take their mechs and begin investigating the bottomside of the continent, but don&#039;t find anything useful.&lt;br /&gt;
&lt;br /&gt;
The group decides that there is nothing useful here, and heads to Germonik.&lt;br /&gt;
&lt;br /&gt;
They stop at the bridge that crosses the Gouge, as Volos seems to notice something strange about the mountains. The rest of the group gets frustrated, and they continue on.&lt;br /&gt;
&lt;br /&gt;
They arrive in Germonik, and find that someone has constructed a facsimile of the radio tower in Edge, but out of wood. They investigate, and find that its attached to a barn; the whole shindig is apparently under the ownership of a young human called Josef. As they arrive, he goes out and beats someone with his bat.&lt;br /&gt;
&lt;br /&gt;
Inside the barn, they find that he is constructing a flying thing of some sort, which he refers to as &amp;quot;da riggable&amp;quot; (that is, something that can be rigged). Interested in the possibility of flight, the party enquires as to how they could assist; he answers that he needs hemp, fuel, and time. The party decides to go look for some hemp, which Josef can use to finish his craft - in exchange, they tell him, they&#039;re interested in using it.&lt;br /&gt;
&lt;br /&gt;
They investigate, and find that the current big shot in town is a kid by the name of Bill. They arrange a deal with Bill, in which they&#039;ll trade him a crossbow from sufficient hemp for Josef to finish his craft. Bill agrees to the deal, and the party heads back to the barn to rest.&lt;br /&gt;
&lt;br /&gt;
==Session 02 - Teenage Wasteland==&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; 500 (story)&lt;br /&gt;
&lt;br /&gt;
Shortly after the party sets down to rest (with William and Volos keeping watch outside), a mob of Nevhonim appear, some of whose clubs are on fire. Their apparent leader is holding a body; they find out that it&#039;s Igor, one of Bill&#039;s cronies, who seemed to be the only one who could count. Last time they saw Igor, however, he had a lower jaw.&lt;br /&gt;
&lt;br /&gt;
The leader yells at William, who then goes inside to rouse his companions - the leader then informs his cronies to set the building on fire.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Tabby-the-NPC.jpg|thumb|125px|right|Tabby]]&lt;br /&gt;
Combat ensues. Of the eight members of the group, only three are standing when the last of the Nevhonim is felled.&lt;br /&gt;
&lt;br /&gt;
After the combat, the group finds that one of the Nevhonim had a youngish Gaeli girl attached to him by a rope. Uriah enquires further, and finds that she is unable to speak - instead, she communicates with her flute.&lt;br /&gt;
&lt;br /&gt;
 Tabby (NPC) joined the group.&lt;br /&gt;
&lt;br /&gt;
The party rests for a couple days, to recuperate from the battle. After, they venture to Bill, irritated with what happened - however, they find that Bill successfully procured the hemp, &amp;quot;from the Nevhonim.&amp;quot; Irritated, they take their payment, then pay him a few bundles of crossbow bolts (which they had left out of the earlier deal) for alcohol, which the group has determined is suitable fuel.&lt;br /&gt;
&lt;br /&gt;
Once da riggable is set up, the group begins to discuss where to go. There are two thoughts - either to head west, across the desert, or head north, to the mountains.&lt;br /&gt;
&lt;br /&gt;
===Loot===&lt;br /&gt;
 Wooden Maul, Masterwork (*1)&lt;br /&gt;
 Wooden Maul, Masterwork (*2)&lt;br /&gt;
 Quarterstaff, Masterwork (*3)&lt;br /&gt;
 Thin sheet of wood, covered in writing on both sides [language unknown; Divine item] (*5)&lt;br /&gt;
&lt;br /&gt;
==Session 03 - Decisions, Decisions==&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; 719 (469 combat, 250 story)&lt;br /&gt;
&lt;br /&gt;
Volos decided that he was irritated with the group, and headed off on his own.&lt;br /&gt;
&lt;br /&gt;
 Volos (PC) left the group.&lt;br /&gt;
&lt;br /&gt;
After he left, there was some debate regarding which way to go. The party decided to head north to the mountains, then - if that proved uneventful - to head to the waterfall near Edge.&lt;br /&gt;
&lt;br /&gt;
Using &amp;quot;da riggable,&amp;quot; they headed for the mountains. Along the way, they noticed a gremlin heading towards Germonik. Setting down, they found out that he was looking for the group - he had apparently planned on being part of the original expedition, but was late. After some debate, the group decided to allow the gremlin - who told them his name was Miggs - to join them.&lt;br /&gt;
&lt;br /&gt;
 Miggs (PC) joined the group.&lt;br /&gt;
&lt;br /&gt;
The group arrived at the mountains some time later, and decided that there was little worth doing there. They decided to head to Arcturas to refuel, then carry on to the waterfall.&lt;br /&gt;
&lt;br /&gt;
They arrived in Arcturas and refuelled. While the group was resting, Miggs planted flashpowder on Kuro and Shiro; when they woke up, Kuro fell prey to the trick, and angrily pulled his pistol on Miggs, who was clearly the culprit. After a warning shot was fired, the group carried on.&lt;br /&gt;
&lt;br /&gt;
Arriving at the waterfall, there was some discussion as to the best course of action. They decided to go over the edge and follow the waterfall down to wherever it went.&lt;br /&gt;
&lt;br /&gt;
They followed the waterfall down for a little less than two miles, and saw ground and a lake below. Kicking on their engines, they made  a cautious landing.&lt;br /&gt;
&lt;br /&gt;
They searched the lake, and found a river heading west-southwest. They decided to follow it. Some time later, they came across the edge of a forest, perpindicular to the river; they decide to continue following the river. Two days later, they came across a fork in the river: the river they were following joined another, and continued to flow south. The adjoining river was flowing from the north. The group decided to follow the flow, and headed south.&lt;br /&gt;
&lt;br /&gt;
Two and a half days later, they encountered a strange humanoid-looking creature, up in a massive bulge in a tree. After several attempts at communication, the creature gestured for them to follow it, which they did. Four hours later, they arrived in a &amp;quot;city&amp;quot; of these tree-bulges. They were brought to one of the humanoids dressed in blue in the top of a tree.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Adu-ja.jpg|thumb|125px|right|An adu&#039;ja]]&lt;br /&gt;
They found out that the creature they were brought to was an akashic, who rapidly learned their language. The group found out that these people were the [[Trinity:Adu-ja |Adu&#039;ja]], a race of - essentially - sentient mobile trees. The akashic&#039;s name was Aes&#039;iel, and they learned later that he was a Simic - a druid/akashic. Aes&#039;iel was also somewhat suspicious of Addison, though he did not mention why, save in a rather cryptic manner.&lt;br /&gt;
&lt;br /&gt;
They asked several questions. The group learned that the adu&#039;ja had been present for six-hundred years, and that the myconids - a race of fungus people - had been around for at least eight-hundred. They learned that the adu&#039;jan akashics could only see up to around eight hundred years in the past: beyond that, there was a great gap in the world memory. They learned that there are other floating landmasses, though the adu&#039;ja do not know how many there are; they also learned that there are sometimes visitors from elsewhere on this landmass (which they found was called Tai&#039;lyan), but that they were primarily left alone.&lt;br /&gt;
&lt;br /&gt;
They also found out that there was a cavern complex that connected Tai&#039;lyan and Turas, in the mountains, &amp;quot;beyond the mushroom forest.&amp;quot; They also learned that there were ancient ruins north of the forest, along the river, the nature of which the adu&#039;ja were uncertain: it had always been ruins, in decay, for at least eight-hundred years or so.&lt;br /&gt;
&lt;br /&gt;
The party decided to go explore the ruins. Before they set out, Aes&#039;iel gave each member of the group (along with Tabby, who had been tagging along since they left Germonik, and would apparently not leave Uriah&#039;s side) an akashic stone, which allowed them to instantly learn the Adu&#039;jan language, called Phytic. Aes&#039;iel informed the group that, with that, they could speak with the adu&#039;ja and the myconids. The party then set out.&lt;br /&gt;
&lt;br /&gt;
Five days later, they arrived at the ruins. William noted, at first, that the architecture was similar to the Ronkan style; later on, he also noticed that they seemed similar to Elven architecture, as well. The group explored the ruins, which were the size of a city suitable for perhaps a thousand occupants; as they searched, they also salvaged as much usable metal as they could (as the remains of the buildings were metal in nature).&lt;br /&gt;
&lt;br /&gt;
After awhile, Kuro, Cassian, William, Miggs, Shiro, and Uriah (though he was sleeping at the time) began sparking purple; Addison, meanwhile, began sparking white. They also began noticing ridges in the ground, as though something were traveling underground. Kuro flew up, and noticed that the ridges were appearing around the group in a vaguely circular pattern, and more were forming some distance from the group, no matter where they went. As those who were sparking neared the ridges, their sparking was more intense.&lt;br /&gt;
&lt;br /&gt;
Miggs climbed up a delapidated building, and Shiro flew down to inform William of what he saw. As soon as he touched down, five creatures burst forth from the ground, forming a circle around the group.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Zergling.JPG|thumb|225px|left|Three of the creatures look like this...]]&lt;br /&gt;
[[Image:Trinity_Hydralisk.JPG|thumb|225px|right|...and the other two look like this.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Three of the creatures look like this... &#039;&#039;This creature is about the size of a large dog, with a short tail and tough carapace. Its back legs are long, while its front legs end in sickle-like claws. Beneath its head rest two equally sharp fangs, and it chitters and jumps about restlessly.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While the other two look like this... &#039;&#039;This creature slithers forward on a serpentine lower body. It is hunched forward, its two powerful arms curved like wicked scythes and its manibles dripping with acidic drool. The back of its head is elongated into a plate, covering most of its back save for a long spine on the top of its carapace.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Loot===&lt;br /&gt;
 9 akashic stones, all containing the [[Trinity:Phytic_Language |Phytic]] language&lt;br /&gt;
&lt;br /&gt;
==Session 04 - Question!==&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; 500 (story)&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Memento_umbra.jpg|thumb|225px|right|The creature Aes&#039;iel called the &#039;&#039;memento umbra&#039;&#039;.]]&lt;br /&gt;
The group fought the creatures, in a rather vicious fight. They found that the creatures were able to regenerate their wounds - those they thought were slain rose to fight again. When the last was felled, they proceeded to smash in all of their skulls, as that seemed effective in stopping their regeneration.&lt;br /&gt;
&lt;br /&gt;
In the course of the fight, Shiro and Tiy succumbed to their wounds. After a bit of healing onsite, the group gathered the bodies (including the bugs&#039; bodies, which Kassian believed were able to be worked like iron) and returned to the Adu&#039;ja, who they believed would be able to return the dead.&lt;br /&gt;
&lt;br /&gt;
The adu&#039;ja were in fact able to do so, and agreed to reincarnate their friends (in a rather Simic manner, combining the power of Nature and the Blue to reincarnate the creature in the same body), in exchange for a favor. The adu&#039;ja had explored the memories of the party&#039;s world and people, and discovered the existence of the &#039;&#039;mementos&#039;&#039; - they also found that some had been trapped there, and sought a way out. Unexperienced in the ways of the &#039;&#039;mementos&#039;&#039;, they accidentally freed a particularly vicious &#039;&#039;memento&#039;&#039;, which Aes&#039;iel believed was known as &#039;&#039;memento umbra&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
To assist in their search for the creature, Aes&#039;iel implanted a rough map of the continent into the minds of the party.&lt;br /&gt;
&lt;br /&gt;
Waiting for the morning, the party is able to recuperate from the experience of the fight, which had pushed them to their limits.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; 675 (combat)&lt;br /&gt;
&lt;br /&gt;
After resting and meeting up with their reincarnated members, the party discussed where to go. Kassian was adamant that the group go to the mountains; William questioned the human&#039;s insistence, and Kassian explained that the various things he had been picking up had a strange &amp;quot;aura&amp;quot; to them, and that he believed the things they fought at the ruins were the source. He believed that the myconids, whom the adu&#039;ja had mentioned existed prior to the gap in the world memory (800 years prior to now), may know something about it.&lt;br /&gt;
&lt;br /&gt;
William also made a query to the adu&#039;ja regarding the possibility of ironwood, which he had encountered on Ganymede. Aes&#039;iel told him that the adu&#039;ja do indeed make ironwood, and keep stores of it, and that they may be willing to part with some of it.&lt;br /&gt;
&lt;br /&gt;
In addition, while the party was waiting, Addison talked to Aes&#039;iel about the nature of the &#039;&#039;momentos&#039;&#039; - hoping to turn her from her path, Aes&#039;iel gladly told her all she wanted to know. The conversation eventually led to Addison gaining the skills of a [[Trinity:Trainer|trainer]].&lt;br /&gt;
&lt;br /&gt;
===Loot===&lt;br /&gt;
 [[:Image:Trinity_Tai-lyan.JPG|Map of Tai&#039;lyan]] (memory now possessed by all current members of the party)&lt;br /&gt;
&lt;br /&gt;
==Session 05 - Mushroom Samba==&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; 250 (story)&lt;br /&gt;
&lt;br /&gt;
After some discussion, the group decided to head north to the myconid village of Samtri.&lt;br /&gt;
&lt;br /&gt;
When they arrived, they found a small copse of enormous mushrooms, and seemingly no one about. After some investigation, it appeared that there were some larger mushrooms, with door-like structures in them. Miggs went up to one of the doors and knocked loudly, while William yelled loudly.&lt;br /&gt;
&lt;br /&gt;
Their actions were fruitful: a bipedal, humanoid-looking mushroom exited one of the house-like structures, and spoke with them. However, he didn&#039;t speak very long, as he continually insisted that it was &amp;quot;sleep time&amp;quot; - the party realized that they had arrived in early afternoon, and that - these being mushroom-people - they were probably nocturnal. They decided to wait until &amp;quot;nightfall,&amp;quot; when they hoped to see more of the mushroom folk.&lt;br /&gt;
&lt;br /&gt;
After a few hours, the village of Samtri did indeed awake, and a throng of myconids exited the several mushroom houses and began heading north, to the mountains. Following them, the group found that they were headed to a cave just north of the village; once all the myconids were inside (aside from two guards), a single, larger myconid came out to greet them.&lt;br /&gt;
&lt;br /&gt;
The myconid (whose name they didn&#039;t bother to learn) seemed to be the leader of the village. He explained that the world had ended, that the bugs had come and gone, and that the moon had fallen. The party tried to explain that the bugs were back, but he was insistent that they were gone, along with &amp;quot;the faceless ones.&amp;quot; The party was intensely curious about these so-called &amp;quot;faceless ones,&amp;quot; and the myconid explained that they were to the southwest. They inquired as to what they would find in the myconid village to the west, and the leader explained that Mitrosis was much like Samtri, only bigger.&lt;br /&gt;
&lt;br /&gt;
Their quest for knowledge satisfied, they went into the cave, to find what the myconids were up to, as they could clearly see that they were standing about in a circle. The leader myconid had told them they were forgetting; upon entering, they all became subjected to a massive hallucinogen. The group remained for the duration of the &amp;quot;meditation&amp;quot; (eight hours), after which the myconids returned to their mushroom houses.&lt;br /&gt;
&lt;br /&gt;
The party then discussed what to do; they decided to head southwest, along the treeline of the adu&#039;jan forest, to see if they could find the ruins the myconids mentioned. They walked for a little more than a month, and reached the edge of the continent, without finding anything.&lt;br /&gt;
&lt;br /&gt;
They went east, to the adu&#039;jan city of Sh&#039;cala, seeking out more Simics. They found them, and discussed what they had learned from the myconids. The simics explained that the myconids were simple creatures, and that they would not lie - if they said the cities of the &amp;quot;faceless ones&amp;quot; were to the southwest, then they were, but there were no such places on this continent. The party then decided that they would head southwest off the edge, taking da riggable, to see if there was another continent elsewhere.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Arcturas_-_New_Continent_-_1.jpg|thumb|325px|right|This is what the party explored for five months.]]&lt;br /&gt;
After some tree-hopping, courtesy of the simics, they recovered da riggable, and sailed off the southwestern edge of Tai&#039;lyan.&lt;br /&gt;
&lt;br /&gt;
Going somewhat down, they found another continent, full of sand. They set down, and began to explore; after two days, however, they began suffering from dehydration, and had yet to find water or even something other than sand. It was also unbearably hot, which they found odd, considering none of the higher continents had been so warm. Heading back to the simics, they asked for a source of water that would never run dry. The simics agreed to provide them with such a thing, but in exchange, they wanted the party to seek out the foreigners that sometimes appeared in the desert to the north (which Aes&#039;iel had mentioned before). The party agreed to this favor, and set out.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Mutalisk2_mirror.jpg|thumb|left|Four of these creatures dive towards &#039;&#039;da riggable.&#039;&#039;]]&lt;br /&gt;
Returning to the new continent, they proceeded to explore to the east, following the ledge they found after two days&#039; journey; they found that it made a circle, and they found themselves where they had originally landed. They then opted to follow the northernmost edge of the continent west. For three and a half months, the group walked through the desert, returning to Tai&#039;lyan when their food sources ran out. In this time, they found three ruins, none of which were inhabited; all of them exhibited signs of having suffered through a great catastrophe, reminiscent of an earthquake (according to Miggs, on an earthquake-measuring scale of 1 to 10, these cities had suffered through a 13).&lt;br /&gt;
&lt;br /&gt;
They then decided that the circular-shaped &amp;quot;hole&amp;quot; in the continent may have an answer; some of the group believed that the references the myconids made to the moon falling may have happened here. They set out, following the inner edge of the continent, and eventually found the edge - two days&#039; from where the ledge began. They decided to go down as far as they could, and three miles down, they could see water below. After some discussion, they left the mechs behind, and explored two days&#039; worth to the north, seeing nothing but water.&lt;br /&gt;
&lt;br /&gt;
They returned to roughly where the hole in the continent was, and began to ascend. As they did, however, William spotted something flying in the air...&lt;br /&gt;
&lt;br /&gt;
===Loot===&lt;br /&gt;
 Decanter of Endless Water [Nature]&lt;br /&gt;
&lt;br /&gt;
==Session 06 - Aerials==&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; 500 (story)&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Shyekara.jpg|thumb|200px|right|The woman called &amp;quot;Shye&amp;quot;]]&lt;br /&gt;
The four creatures - who, the party discovered in short order, were being ridden by human-sized beings - dived at &#039;&#039;da riggable&#039;&#039;, and the battle was joined.&lt;br /&gt;
&lt;br /&gt;
After a short skirmish in the air over a three-mile drop to a possibly endless ocean below, the beings riding the creatures - three of whom had incredibly long horns extruding from their foreheads, while the fourth was a human woman - called for parley. The party hesitantly agreed, and the woman - who one of the horned beings called &amp;quot;Shye&amp;quot; - explained that there was something of an error; they had not intended to attack the group, but were instead hunting a manifestation of the Void. Shye explained that they had detected a Void presence on the &#039;&#039;da riggable&#039;&#039;, and figured that it could only be the thing they hunted.&lt;br /&gt;
&lt;br /&gt;
Addison was curious, and asked why they were looking for it; Shye responded by saying that she worked &amp;quot;for a higher power,&amp;quot; that apparently did not want to see the creature in the wild. More discussion revealed that Shye was from Turas (the continent on which the &#039;&#039;Arcturas&#039;&#039; had crashed), but that she was one of the children that had fallen off the edge - she was apparently fortunate, however, and was saved during her fall (by what, was not mentioned). She and her companions were also notable due to the fact that they carried large quantities of metal (one of them was garbed in full-plate). Any questions regarding where they had gotten the metal or where they had come from was responded to with, &amp;quot;I don&#039;t want to ruin your sense of adventure.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Shye confirmed for the group that the Armand - what the people the Adu&#039;ja had asked the party to find were called - did wander the desert on the continent, and that they were often to the west of the circular rift in the continent. With no further questions, Shye and her companions left the group, heading east.&lt;br /&gt;
&lt;br /&gt;
The group decided to return to Turas, to refuel. The brothers Kaze also spoke of possibly fashioning new mechs or similar vehicles, and some of the group expressed an interest in reporting to Angmar. The group returned to Turas, specifically heading to the city of Arcturas, hiding &#039;&#039;da riggable&#039;&#039; outside of town.&lt;br /&gt;
&lt;br /&gt;
They found and spoke with Angmar, explaining to him everything they had done so far. Angmar was a bit disturbed by all of the information he was dumping on them, but he appeared pleased with their progress. The group wanted materials - specifically, metal from the ship - which Angmar was willing to grant them, considering that the group informed him of their encounter with Shye, with emphasis on the fact that they were carrying metal.&lt;br /&gt;
&lt;br /&gt;
The brothers Kaze spoke with their father, Murasaki, about the construction of a massive vehicle, an idea with which he was incredibly pleased. They informed him that metal would be delivered shortly, and the elder Kaze began work almost immediately on a massive flying ship.&lt;br /&gt;
&lt;br /&gt;
The group then went to Germonik, to check on the status of Josef. They found that his &amp;quot;radio tower&amp;quot; had been disassembled, and the barn ripped asunder. Further investigation led to them learning that Josef had fled town, but Volos had not been so lucky - he had apparently been strung up on the north end of town. They also discovered that Bill had been overthrown, by a Nevhonim named Ted. After an almost-confrontation with the Nevhonim (during which Shiro collapsed one of the walls of the main tavern in Germonik), they backed off and told the group what they wanted to hear.&lt;br /&gt;
&lt;br /&gt;
The group then headed to Edge, where - according to what they heard from Angmar - someone had set up shop and was working on a flying machine. Lo and behold it was Josef, who spun a tale of frustration with the absurdity of living in Germonik, and his subsequent flight (not literally) from there due to Ted&#039;s frustration towards him. He wound up in Edge, and began experimenting with electrum engines, possibly even on the brink of constructing a flying machine that didn&#039;t require a balloon at all. The group returned &#039;&#039;da riggable&#039;&#039;, and wished Josef luck.&lt;br /&gt;
&lt;br /&gt;
Four months passed, during which the group performed various tasks and odd jobs. At the end of the four months, they regrouped in Arcturas, for the unveiling of the elder Kaze&#039;s flying machine. Towering over the moogles&#039; mechs and constructed wholly out of steel, the new ship was a sight to behold. The elder Kaze dubbed it the &#039;&#039;Kamikaze&#039;&#039;, and the moogles graciously received the gift. Capable of housing the entire party and the mechs in its interior, and having a self-contained atmosphere that would allow for underwater exploration, the &#039;&#039;Kamikaze&#039;&#039; was a definite upgrade over &#039;&#039;da riggable&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Taking their new aircraft, the party gathered up enough food to last them quite some time, and headed back to the desert continent.&lt;br /&gt;
&lt;br /&gt;
Having an aircraft capable of traveling around the clock (and a pilot that could do the same), the party began combing the desert, searching for signs of the Armand. They first searched the eastern end of the continent, and eventually came upon another ruined city. Upon further investigation, they found a relatively intact building; inside, they discovered two rooms of note: in one, there was a cache of weapons of unusual design - various swords and guns; in the other, they found an akashic stone, set on a pedestal, which Miggs almost immediately took. &lt;br /&gt;
&lt;br /&gt;
After an altercation in which the party relieved Miggs of the stone, Uriah contacted the stone, and saw an image of an ancelari, projecting thoughts in an unknown language in his mind; after a minute or so of speaking, the image shot itself in the head, and the image played out all the gory details of that event. Slightly shaken, Uriah - knowing that the moogles were mildly telepathic - handed it to Shiro, who contacted the stone. Able to understand the language &amp;quot;spoken&amp;quot; by the ancelari, he relayed the information to the rest of the party...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;The_Message&amp;quot;&amp;gt;&lt;br /&gt;
 &amp;quot;If you have found this stone, and are capable of understanding my words, then perhaps they succeeded. Perhaps they who fled&lt;br /&gt;
 reached those alien worlds, and taught those people the ways of the gun? Perhaps they have even managed to conquer the depths of&lt;br /&gt;
 space?&lt;br /&gt;
 &lt;br /&gt;
 &amp;quot;But we all know what is coming, don&#039;t we, stranger? The zerg are no threat, compared to the things that will come from beyond...&lt;br /&gt;
 we&#039;re all damned, then... and no amount of running will save us!...&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Armand.JPG|thumb|200px|right|An armand]]&lt;br /&gt;
Mildly disturbed, the party took some of the weapons from the cache, and began heading west. They investigated the eastern side of the gouge in the continent, heading north, then investigated the western side, beginning from the north.&lt;br /&gt;
&lt;br /&gt;
Eventually, in the middle of the western side of the continent, the party spotted an encampment. Having come across it in the heat of day, they waited until nightfall, when they saw movement. They headed for the camp, and were met halfway by three armand.&lt;br /&gt;
&lt;br /&gt;
Miggs was the first to greet the creatures, but they did not respond immediately, instead, they transmitted thoughts into the minds of the party, none of whom - save the moogles - understood. The lead armand seemed to sense their lack of understanding, and began communicating in Phytic.&lt;br /&gt;
&lt;br /&gt;
The party had many questions, and the armand answered them as best he could. Apparently, they were able to go to Tai&#039;lyan by riding on small islands that rode on strong wind currents; these islands apparently migrate in a relatively stable pattern, such that the armand could reliably take them between Tai&#039;lyn and Reldyr&#039;nym (the name of the continent they were currently on). The armand had no knowledge of the creatures the party had fought earlier (those accompanying Shye), nor did they know of the &#039;&#039;memento umbra&#039;&#039;, other than that they had seen traces of a great beast wandering the desert. In the course of conversation, the armand informed the party that there was one who may have some of the answers they sought.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Toplanders_Explore_Reldyr-nym.jpg|thumb|300px|left|The continent of Reldyr&#039;nym, in its entirety (previously-explored sections are darkened).]]&lt;br /&gt;
They led the party to one of the tents of the encampment, and inside there was a strange creature, being tended by two other armand. The creature had the face of a wolf, but was definitely humanoid and bipedal; it also had bat-like wings, which were found on its body in a place similar to that of a bat (that is, from the forearm to the side). Its breathing was rather shallow. Miggs attempted to heal it with his tonics, to no avail - the armand were unable to cure whatever ailed the creature.&lt;br /&gt;
&lt;br /&gt;
Addison realized that they could use the potion they had found from the fight in Germonik, which contained &#039;&#039;bear&#039;s endurance&#039;&#039;; Uriah complied, and used it on the creature. Its breathing became easier, and it looked around in a rather frightened fashion. Addison used &#039;&#039;comprehend languages&#039;&#039; to understand the creature, but it didn&#039;t say much - it said something to the extent that the world was attacked, by horned beings. It also said the word &amp;quot;veyar,&amp;quot; which the armand leader immediately picked up on when Addison repeated it - it was an ancient word for the moon of Arcturas.&lt;br /&gt;
&lt;br /&gt;
The various Force effects ended, and the creature resumed its near-death status. Addison used &#039;&#039;deathwatch&#039;&#039;, and saw that the creature was suffering from what amounted to suffocation - barely hanging onto life.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Loot===&lt;br /&gt;
 +1 Unholy Lance (Divine)&lt;br /&gt;
 The &#039;&#039;Kamikaze&#039;&#039; [Gargantuan Ornithopter - Arm1/Eng5/Sys1] (Technology)&lt;br /&gt;
 Akashic stone containing [[#The_Message|a message]] in Ancelari&lt;br /&gt;
 Four (4) pistols, one (1) rifle, one (1) carbine, all corroded, from the southeast ruins of Reldyr&#039;nym&lt;br /&gt;
&lt;br /&gt;
==Session 07 - Vapor Trail==&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; 1350 (600 combat, 750 story)&lt;br /&gt;
&lt;br /&gt;
The group decided to take the strange creature with them, and go to the Simics, to see if the adu&#039;ja could find out more about the creature. The creature was still alive, but barely hanging onto life.&lt;br /&gt;
&lt;br /&gt;
They headed to Sh&#039;cala, the southern-most adu&#039;jan city, and spoke with the Simics there. The group had questions they wanted the creature to answer, and the Simics managed to get some answers out of the creature via the Blue.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Creature&#039;s Race and Type:&#039;&#039;&#039; unknown race, humanoid&lt;br /&gt;
 &#039;&#039;&#039;Most recent basic goal:&#039;&#039;&#039; escape&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;What is it?&#039;&#039;&#039; &amp;quot;We call ourselves the &#039;&#039;un&#039;veyar&#039;&#039;.&amp;quot;&lt;br /&gt;
 &#039;&#039;&#039;Were you attacked, and by what?&#039;&#039;&#039; &amp;quot;Yes, horned creatures riding on acid-spitting winged things.&amp;quot;&lt;br /&gt;
 &#039;&#039;&#039;Where is metal?&#039;&#039;&#039; &amp;quot;Veyar.&amp;quot;&lt;br /&gt;
 &#039;&#039;&#039;What about the moonfall?&#039;&#039;&#039; &amp;quot;Legends say long time ago, moon fell into the world.&amp;quot;&lt;br /&gt;
 &#039;&#039;&#039;Does it know about the horned things?&#039;&#039;&#039; &amp;quot;Yes.&amp;quot;&lt;br /&gt;
 &#039;&#039;&#039;Does it know about the memento umbra?&#039;&#039;&#039; &amp;quot;The what?&amp;quot;&lt;br /&gt;
 &#039;&#039;&#039;Does it want to be Migg&#039;s friend?&#039;&#039;&#039; &amp;quot;Who is miggs?&amp;quot;&lt;br /&gt;
 &#039;&#039;&#039;Does he know &amp;quot;how to fix this world&amp;quot;?&#039;&#039;&#039; &amp;quot;Can&#039;t fix, world trapped by pull of big world.&amp;quot;&lt;br /&gt;
 &#039;&#039;&#039;Where did it come from?&#039;&#039;&#039; &amp;quot;Veyar.&amp;quot;&lt;br /&gt;
 &#039;&#039;&#039;When did it come from? How long ago?&#039;&#039;&#039; no response.&lt;br /&gt;
 &#039;&#039;&#039;How old is it?&#039;&#039;&#039; &amp;quot;17 seasons.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The party was somewhat perplexed by these answers. They decided to head back to the armand, and see if they knew anything more.&lt;br /&gt;
&lt;br /&gt;
Upon finding the armands, there were a good deal of questions. The leader of the armand explained that, long ago, the zerg descended upon the planet. The armands and the myconids hid from the threat, while the ancelari remained on the surface, attempting to fend the creatures off. The armands explained that it was the ancelari who created the mist over the planet, in an effort to slow the zerg advance; however, their efforts were mostly in vain.&lt;br /&gt;
&lt;br /&gt;
In the end, the ancelari were forced underground, fighting the zerg in the many caves and tunnels beneath the planet&#039;s surface. Their leaders attempted to get their people off the planet by an unknown means; however, they were only partially successful, and many ancelari were left behind. In a last-ditch effort to destroy the zerg, they attempted to destroy the core of the planet - however, they apparently miscalculated, and only shattered the core, which shattered the entire surface of the planet and greatly weakened the planet&#039;s gravity. This resulted in the floating landmasses.&lt;br /&gt;
&lt;br /&gt;
They further explained that the shattering of the planet&#039;s core modified the magnetic field of the planet, altering almost all of the metal ore on the surface into the substance the party knew as electrum.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Toplanders_-_Windcrossed_Isles_Explore_1.JPG|thumb|375px|right|The islands in the east.]]&lt;br /&gt;
The armands also explained that they did not always look like they did now; however, having been on &amp;quot;irradiated&amp;quot; ground for so long, their people had gradually but drastically changed from their original form.&lt;br /&gt;
&lt;br /&gt;
The armands also told the group that there were strong currents in the atmosphere of the planet, much like water currents, and that the floating islands they rode on to reach Tai&#039;lyan were caught in one such current.&lt;br /&gt;
&lt;br /&gt;
The group decided to head east, heading off the eastern-most edge of Reldyr&#039;nym, along the air current, &amp;quot;against the wind.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Two months later, the party encountered a new set of floating landmasses; somewhere along the way, the strange creature they had picked up finally passed away. Searching its belongings, they found a beaten metal badge, with some strange markings on it. &lt;br /&gt;
&lt;br /&gt;
They explored the new islands, which were mostly uninhabited.&lt;br /&gt;
&lt;br /&gt;
On the southern-most island, however, they encountered a walled city. All of the group save Shiro and Kuro attempted to find a way into the city, and found a heavy iron gate - complete with two horned beings garbed in plate and armed with halberds - on the southern edge. When they approached, one of the guards asked who they were in Lucavic; after the majority of the group seemed unable to communicate in this, the guard spoke to them in Eastern Common.&lt;br /&gt;
&lt;br /&gt;
Miggs mentioned that they knew Shye, and wanted to see her; the guard recognized the name, and said they could all come in, save Addison. Addison complied, and William accompanied her back to the moogles.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, the rest of the group - Kassian, Uriah, Miggs, Tiy, and Tabby - entered the city. The guard led them to a rather large stone structure in the middle of the city (which was actually more like a walled camp). They were instructed to enter, and told to wait for Shye.&lt;br /&gt;
&lt;br /&gt;
Inside, the group were left in an entryway, with a doorway leading into what looked like a temple. Inside there was an enormous stone statue of Ajora, the head angel of Kolaita, the goddess of healing; the angel was wielding a bastard sword, wearing full plate, and had wings that had the appearance of razor-sharp metal. Set around the statue were two altars, each with three candles, all lit.&lt;br /&gt;
&lt;br /&gt;
After awhile, Shye finally entered, and greeted the group pleasantly. Miggs was interested in what was going on in the temple, so Shye invited them all in, and explained to Miggs that they followed Kolaita, but also paid special attention to Ajora, because the angel was the goddess&#039; protector. Kassian and Tabby refused to enter the room, while Uriah attempted to, but was stunned upon crossing the threshold into the room. Uriah then pushed Kassian into the room, but nothing happened.&lt;br /&gt;
&lt;br /&gt;
The discussion turned to the subject of metal, and Shye took them outside to meet with the city&#039;s blacksmith. As they walked, however, Miggs turned on his &#039;&#039;cloak generator&#039;&#039;, but attempted to make it look sneaky; Shye was apparently not amused by his antics, however, and was aware that he had actively done it, rather than &amp;quot;accidentally,&amp;quot; as he claimed. They continued on to the blacksmith.&lt;br /&gt;
&lt;br /&gt;
They attempted to haggle for some metal, but the blacksmith seemed uninterested.&lt;br /&gt;
&lt;br /&gt;
There was another discussion here, regarding the residents of Fort Drakys (as Shye called it) - they all appeared to be horned, other than Shye. Shye was rather vague on why that was, insisting that many beings had horns, and that it wasn&#039;t that unusual.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Toplanders_-_Veyar_Explore_1.JPG|thumb|375px|left|Is it a moon? Or a space station?]]&lt;br /&gt;
The group then decided to leave. They were escorted out.&lt;br /&gt;
&lt;br /&gt;
Regrouping, the party decided to continue heading east. &lt;br /&gt;
&lt;br /&gt;
After a few days, they encountered a strange purple mist. Heading in all directions to determine which way it was, they headed up, where the purple haze seemed to strengthen. After a few hours, they experienced a change in gravity, and were now looking down (what was up, previously) at a strange new environment.&lt;br /&gt;
&lt;br /&gt;
They decided to explore, and flew along the edge of the &amp;quot;continent.&amp;quot; They found that there was a lower section (upper, in terms of normal gravity), that they opted to not explore at this time. They continued around, until they were back where they started, they then decided to search the plate in a zig-zag pattern.&lt;br /&gt;
&lt;br /&gt;
Eventually, in the southern mountains, they saw a cave entrance; this was unusual, as they had not yet seen anything of the sort here. Guessing that the outside air was poisonous to mortals, William volunteered to go explore. The cave narrowed into a tunnel, then opened into a wider cavern, with three branches - as well as an electrum lamp in the ceiling.&lt;br /&gt;
&lt;br /&gt;
Exploring further, William encountered more horned beings, who were mining what looked like iron ore. They noticed him, but - being a templar - he was much too fast for them, and he quickly returned to the &#039;&#039;Kamikaze&#039;&#039;. The creatures chased him out, but the group crushed two of the three with the ship; the remaining one returned to the depths of the cave.&lt;br /&gt;
&lt;br /&gt;
===Loot===&lt;br /&gt;
 Un&#039;veyar metal badge&lt;br /&gt;
&lt;br /&gt;
==Session 08 - Dark Side of the Moon==&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; 806 (750 story, 56 combat)&lt;br /&gt;
&lt;br /&gt;
Session synopsis coming soon.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Session Highlights&#039;&#039;&#039;&lt;br /&gt;
 Entered western wing of mine.&lt;br /&gt;
 Encountered a bunch of traps.&lt;br /&gt;
 Kuro scouted ahead, found a bunch of fake miners.&lt;br /&gt;
 Fight in the corridor.&lt;br /&gt;
&lt;br /&gt;
===Loot===&lt;br /&gt;
 Loot coming soon.&lt;br /&gt;
&lt;br /&gt;
==Session 09 - Infernoplex==&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; 4th - 1975 (500 story, 1000 combat, 475 traps)&lt;br /&gt;
     3rd - 2160 (500 story, 1125 combat, 535 traps)&lt;br /&gt;
&lt;br /&gt;
Session synopsis coming soon.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Session Highlights&#039;&#039;&#039;&lt;br /&gt;
 Party rested, returned to western wing.&lt;br /&gt;
 Ambushed by three guys. Looted them.&lt;br /&gt;
 Attacked by two groups, one of miners and blacksmiths from the west, and two guys from the south.&lt;br /&gt;
 Kassian died.&lt;br /&gt;
 Group captured a priest.&lt;br /&gt;
 Priest fought them on the ship, they killed him, dumped him off at Fort Drakys.&lt;br /&gt;
 William died.&lt;br /&gt;
 Group returned to the adu&#039;ja, who revived the pair. They now each owe the adu&#039;ja a favor.&lt;br /&gt;
 The simics used &#039;&#039;object loresight&#039;&#039; to determine what was up with the priest guy&#039;s holy symbol. It came from a place called&lt;br /&gt;
   Shar&#039;nal, which isn&#039;t on Arcturas (the planet).&lt;br /&gt;
 Group headed to Edge to deliver iron ore stolen from the mine and to check on Josef.&lt;br /&gt;
 Group headed to Germonik to check on them. Encountered Ned Riddle, current &amp;quot;leader.&amp;quot;&lt;br /&gt;
 Riddle gave Uriah 20 wooden coins.&lt;br /&gt;
 Group found out that Riddle is interested in establishing a currency so that they can trade with the artilects for wood.&lt;br /&gt;
 Group went to Arcturas (the city) to talk to Angmar.&lt;br /&gt;
 They told Angmar what was going on.&lt;br /&gt;
 Angmar informed the group that there had been an explosion in Edge, at the electrum processing plant.&lt;br /&gt;
 Apparently the iron ore the group brought was electrum. But it was definitely iron ore when they started.&lt;br /&gt;
&lt;br /&gt;
===Loot===&lt;br /&gt;
 Loot coming soon.&lt;br /&gt;
&lt;br /&gt;
==Session 10 - Iron Man==&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; &#039;&#039;4th&#039;&#039; - 2100 (1000 story, 1000 combat, 100 social)&lt;br /&gt;
     &#039;&#039;3rd&#039;&#039; - 2200 (1000 story, 1088 combat, 112 social)&lt;br /&gt;
&lt;br /&gt;
Session synopsis coming soon.&lt;br /&gt;
&lt;br /&gt;
==Session 11 - Acoustic Snowfall==&lt;br /&gt;
There will be no game on &#039;&#039;&#039;November 24, 2007,&#039;&#039;&#039; as the DM will be unavailable.&lt;br /&gt;
&lt;br /&gt;
Therefore, Session 11 will take place on &#039;&#039;&#039;December 1, 2007.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Do not come to the game inebriated. You will be sent home.&lt;br /&gt;
&lt;br /&gt;
[[Category:Trinity]]&lt;/div&gt;</summary>
		<author><name>GnomeWorks</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Trinity:The_Toplanders&amp;diff=67793</id>
		<title>Trinity:The Toplanders</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Trinity:The_Toplanders&amp;diff=67793"/>
		<updated>2007-11-18T21:16:58Z</updated>

		<summary type="html">&lt;p&gt;GnomeWorks: /* Session 10 - Iron Man */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This campaign started the second week of September, 2007, and is currently being played.&lt;br /&gt;
&lt;br /&gt;
In terms of Trinity, this group began adventuring in early [[Trinity:Timeline#432_CY | 432 CY]] on [[Trinity:Geography#Arcturas | Arcturas]].&lt;br /&gt;
&lt;br /&gt;
This page will house all the information for this campaign in Trinity.&lt;br /&gt;
&lt;br /&gt;
==Game Time==&lt;br /&gt;
The game takes place on Saturday nights, roughly at 11 pm local time, and goes until anywhere from 4 to 6 in the morning.&lt;br /&gt;
&lt;br /&gt;
===Waiting List===&lt;br /&gt;
Given that there is the possibility of losing some players over the course of time, I will be maintaining a waiting list for this game. If you are interested in joining us, please leave a note in the Discussion page attached to this page.&lt;br /&gt;
&lt;br /&gt;
The waiting list is as follows.&lt;br /&gt;
&lt;br /&gt;
* House&lt;br /&gt;
&lt;br /&gt;
=Game Information=&lt;br /&gt;
Players may choose their method of character creation: 32 point buy, or standard Trinity rolling method (4d6, reroll 1&#039;s, drop 1 die, roll eight - keep seven, arrange in any order). Once the rolling method is chosen, the player will use those stats each time the player decides to switch to rolling method (by which I mean that you cannot roll stats, switch to point buy, then switch back to rolling method to reroll your stats); a player may redistribute ability scores or switch to the other creation method at any point before the game begins.&lt;br /&gt;
&lt;br /&gt;
Rolled stats must be rolled in front of the DM at any time that is convenient. Just make sure that you don&#039;t lose the stats!&lt;br /&gt;
&lt;br /&gt;
==Ability Scores==&lt;br /&gt;
Standard Trinity ability scores - standard d20 stats with the addition of [[Trinity:Perception | Perception]] - will be used.&lt;br /&gt;
&lt;br /&gt;
==Race Selection==&lt;br /&gt;
Unlike previous Trinity games, this game will have a racial restriction. Race selection is limited to the following races...&lt;br /&gt;
&lt;br /&gt;
* [[Trinity:Human | Human]]&lt;br /&gt;
* [[Trinity:Ancelari | Ancelari]]&lt;br /&gt;
* [[Trinity:Artilect | Artilect]]&lt;br /&gt;
* [[Trinity:Cogling | Cogling]]&lt;br /&gt;
* [[Trinity:Dwarf | Dwarf]]&lt;br /&gt;
* [[Trinity:Gnome | Gnome]]&lt;br /&gt;
* [[Trinity:Gremlin | Gremlin]]&lt;br /&gt;
* [[Trinity:Half-Orc | Half-Orc]]&lt;br /&gt;
* [[Trinity:Halfling | Halfling]]&lt;br /&gt;
* [[Trinity:Moogle | Moogle]]&lt;br /&gt;
* [[Trinity:Orc | Orc]]&lt;br /&gt;
* [[Trinity:Selkie | Selkie]]&lt;br /&gt;
&lt;br /&gt;
==Class Selection==&lt;br /&gt;
Class selection is unrestricted. Any Trinity-accepted classes are allowed.&lt;br /&gt;
&lt;br /&gt;
===Level===&lt;br /&gt;
Characters will be created at 2nd level. That means that you can choose an LA +1 race, and begin at 1st level.&lt;br /&gt;
&lt;br /&gt;
==Backstory==&lt;br /&gt;
Some amount of backstory is appreciated. As this game will not be starting for a good few months, you have plenty of time to figure one out.&lt;br /&gt;
&lt;br /&gt;
Keep your age and race in mind. If you are older than 37 or so, then you are originally from Adnez or Ganymede, and came on the ship to Arcturas; this means that you remember the way things were, and you remember the tyranids. If you are younger than 37, then you were born on Arcturas, and have only heard of the other planets through stories; you have also probably heard of the tyranids, though you may not believe that they&#039;re necessarily real.&lt;br /&gt;
&lt;br /&gt;
Regardless of where you were born, you&#039;ll need to figure out how you came by your profession. If you&#039;re from Andez or Ganymede, then chances are good you had gained some knowledge before leaving the planet, and have essentially taught yourself or gained training from someone else in the community. If you were born on Arcturas, then you probably were taught your skills by one of the gnome akashics (who can tap the world memory and teach you by proxy).&lt;br /&gt;
&lt;br /&gt;
Due note that travel to Arcturas was by spacecraft, which is technological in nature. As such, if you are a member of a magic- or psionic-based class, that you will require an explanation of how you came by those skills. Most of the people on Ganymede (where Arcturas left from) were not versed in the ways of magic or psionics, and as such you&#039;ll need to explain why you are. Some classes will require more explanation than others - a sorcerer makes a lot more sense than a wizard (your ability to wield magic was dormant for a good while, for instance). I have no intentions of limiting your class selection, but just make sure that it makes sense.&lt;br /&gt;
&lt;br /&gt;
===Character Knowledge===&lt;br /&gt;
Each character knows something about the world: this information is encountered during training, found while gossiping, or simply inherently known.&lt;br /&gt;
&lt;br /&gt;
==About the Game==&lt;br /&gt;
I will attempt to keep the players as in-the-dark as possible until the game begins; however, this game will add quite a bit of information to the Trinity universe, some of which will need to be up prior to the game to ensure that the players all at least have some idea of what is going on. As such, small updates will be added throughout the wiki on a semi-regular basis over the course of the summer. For my convenience, I shall keep a list here of what has been and is going to be added; this list is by no means comprehensive, and may change over the course of the summer, as additional information may be required or found to be useful.&lt;br /&gt;
&lt;br /&gt;
* [[Trinity:Geography | Update of General Stellar Cartography]]&lt;br /&gt;
* [[Trinity:History#The_Fourth_Age |History of Arcturas and Arcostes]]&lt;br /&gt;
* [[Trinity:Geography#Arcturas | Arcturan Geography]]&lt;br /&gt;
** [[Trinity:Turas | Turas]]&lt;br /&gt;
* Arcturan Calendar&lt;br /&gt;
* Arcturan Society&lt;br /&gt;
** Arcturan Demographics&lt;br /&gt;
* [[Trinity:Electrum | Electrum]]&lt;br /&gt;
&lt;br /&gt;
==Campaign-Specific Mechanics==&lt;br /&gt;
There are a few strange things about this game that aren&#039;t covered by normal mechanics. Given the heavily-modified nature of Trinity, the need for custom rules even for a particular campaign shouldn&#039;t really come as a surprise to anyone.&lt;br /&gt;
&lt;br /&gt;
This section will detail campaign-specific mechanics as they come up.&lt;br /&gt;
&lt;br /&gt;
===Crafting using Raw Metal===&lt;br /&gt;
Crafting using scavenged metal works pretty much like normal crafting. However, given the scarcity of such materials, a wise crafter will be cautious in expending such materials frivolously. In addition, normal crafting rules don&#039;t cover what &amp;quot;38 pounds of iron&amp;quot; can be used for, so the rules for crafting will be expanded here.&lt;br /&gt;
&lt;br /&gt;
All normally metal objects have a listed weight (ie, a longsword weighs four lbs). A skilled crafter can use as little iron as possible to construct such an item, and use other materials - wood, for instance - for the remaining weight. Even something as seemingly shoddy as making the entire base of the weapon out of wood, then lining the &amp;quot;edges&amp;quot; of the weapon with iron, can result in a weapon just as destructive (if not as sturdy) as a standard full-iron longsword.&lt;br /&gt;
&lt;br /&gt;
In terms of weapons, armor, shields, and miscellaneous goods, a skilled crafter can make an item that relies on iron to function using an amount of iron weighing half of the item&#039;s weight. To make a longsword, then, a crafter must use two pounds of iron. Note that the weight of an item is dependent upon the size of the intended wielder - a longsword for a halfling, for instance, weighs less than a longsword for a human.&lt;br /&gt;
&lt;br /&gt;
If the crafter fails at making an item, normally half of the materials are lost or waste; however, with resources being scarce, this is usually an unacceptable end. A crafter can recover the materials &amp;quot;lost&amp;quot; in failing to craft an item by spending one hour for every two spent crafting the failed item.&lt;br /&gt;
&lt;br /&gt;
For crafting Force items, different metals have different values in terms of raw materials.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Material	Value/Unit&#039;&#039;&#039;&lt;br /&gt;
 Iron		50 gp/lb&lt;br /&gt;
&lt;br /&gt;
===Crafting using Bug Carapaces===&lt;br /&gt;
Almost everything from the corpse of a bug is usable, in terms of crafting items. Internal organs aside, a skilled crafter can work the bits and pieces in a manner similar to how iron, chitin, or leather would be worked.&lt;br /&gt;
&lt;br /&gt;
Crafting armor out of the bug carapaces is similar to how armor is [http://www.d20srd.org/srd/specialMaterials.htm#dragonhide crafted from dragonhide]. In addition to the normal armors craftable, a bug&#039;s carapace can be used to make leather armor or a [[Trinity:Armor#Leather_Trenchcoat|leather trenchcoat]] for a creature of the same size as the bug; also, bug carapaces can be used to make [[Trinity:Armor#Chitin_Armor|chitin armor]], with the same restrictions as making banded mail. Multiple bug carapaces can be combined to produce more choice material for crafting - two Medium corpses can be combined to be treated as a Large corpse, while two Large corpses (or their equivalent) can be combined to be used as a Huge corpse.&lt;br /&gt;
&lt;br /&gt;
In addition, due to the extreme hardness of the bugs&#039; skeletal structures (both endo- and exo-), a clever crafter can craft weapons out of the corpses, as well. A weapon of one-handed size or smaller can be made in place of a shield, if the rest of the carapace is used to craft armor; if an entire carapace is used to produce weapons, it can produce: two two-handed weapons of a size equal to the size of the corpse; or, four one-handed weapons; or, eight light weapons. Ranged weapons require more choice bits of the creature (finding an appropriate sinew for a bow, for example, is rather difficult, as is finding bones that would function for a crossbow) - as such, halve the number of weapons of that size that can be made for the corpse being used.&lt;br /&gt;
&lt;br /&gt;
In addition, such weapons benefit from the extreme sharpness of the various parts of a bug&#039;s body, resulting in a natural +1 enhancement bonus to attack and damage rolls. Armor and shields crafted from a bug&#039;s body are almost supernaturally hard and resilient to blows, resulting in a +1 enhancement bonus to their AC bonus.&lt;br /&gt;
&lt;br /&gt;
In terms of crafting Force items, bug carapaces do not function especially well as raw components. However, enough bits and pieces can be pieced together to make something vaguely resembling the end goal, if rather organic in appearance. Materials from a bug carapace equivalent to what is required to make a one-handed weapon (see above) are worth 100 gp in terms of raw materials for constructing Force items.&lt;br /&gt;
&lt;br /&gt;
In terms of crafting other kinds of items, the internal organs of the bugs can be used to construct technological devices from the Chemistry field (and the Chemistry field only); such devices have a rather bitter and disgusting smell and a worse taste, but they function well enough. Since these materials aren&#039;t useful for anything else, a Medium-size bug&#039;s corpse can be raided for parts that can be used to construct two Chemistry devices; for each category above Medium, this number doubles (a Small bug, then, would provide sufficient parts for one Chemistry device, while smaller bugs are simply too small to be of any use).&lt;br /&gt;
&lt;br /&gt;
The corpses of bugs can also be used for the purposes of structures, including buildings and vehicles. To construct a vehicle of a given size, the crafter must have corpses sufficient to be one size category larger than the vehicle; for instance, to craft a Large vehicle, bug corpses whose combined size is Huge are required. However, such vehicles greatly resemble the corpses from which they were assembled, making them difficult and unusual to pilot, resulting in a PCP to the vehicle of -4. For every additional size category larger the assembled bug corpses are, this penalty is reduced by -2 (so in order to build a Large vehicle without a PCP, you would require bug caparaces whose combined size would be Colossal). A vehicle crafted out of bug carapaces uses the following stats for its material.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;CHITIN&#039;&#039;&#039; (LA +0)&lt;br /&gt;
 	Hardness: 2.	STR +0&lt;br /&gt;
 	Armor: +1.	DEX -2&lt;br /&gt;
 	PCP: (varies)	CON +2&lt;br /&gt;
 	Cold Vulnerability, Acid Immunity.&lt;br /&gt;
&lt;br /&gt;
=Campaign=&lt;br /&gt;
What follows is a summary of each game session.&lt;br /&gt;
&lt;br /&gt;
===Cast===&lt;br /&gt;
* Hamtaro as &#039;&#039;&#039;Kuro Kaze&#039;&#039;&#039; ([[Trinity:Moogle|moogle]] [[Trinity:Greasemonkey|greasemonkey]])&lt;br /&gt;
* Melty as &#039;&#039;&#039;Kassian&#039;&#039;&#039; ([[Trinity:Human#Tsavashi|human]] [[Trinity:Artificer|artificer]])&lt;br /&gt;
* Brandon as &#039;&#039;&#039;Miggs&#039;&#039;&#039; ([[Trinity:Gremlin|gremlin]] [[Trinity:Technologist|technologist]])&lt;br /&gt;
* Smack as &#039;&#039;&#039;William&#039;&#039;&#039; ([[Trinity:Artilect|artilect]] [[Trinity:Templar|templar]])&lt;br /&gt;
* Dave-O as &#039;&#039;&#039;Shiro Kaze&#039;&#039;&#039; ([[Trinity:Moogle|moogle]] [[Trinity:Greasemonkey|greasemonkey]])&lt;br /&gt;
* Nyc as [[Trinity:Toplander_Tiy_Lena|&#039;&#039;&#039;Tiy Lena&#039;&#039;&#039;]] ([[Trinity:Selkie|selkie]] [[Trinity:Assassin|assassin]])&lt;br /&gt;
* Catface as &#039;&#039;&#039;Addison&#039;&#039;&#039; ([[Trinity:Human|human]] [[Trinity:Voidchild|voidchild]]/[[Trinity:Trainer|trainer]])&lt;br /&gt;
* ®ß¥!! as &#039;&#039;&#039;Uriah Morodov&#039;&#039;&#039; ([[Trinity:Human#Tsavashi|human]] [[Trinity:Bard|bard]])&lt;br /&gt;
&lt;br /&gt;
===Others===&lt;br /&gt;
* &#039;&#039;&#039;Volos&#039;&#039;&#039; ([[Trinity:Ancelari|ancelari]] [[Trinity:Metamorph|metamorph]]) [left the group (s03)] &lt;br /&gt;
* &#039;&#039;&#039;Tabby&#039;&#039;&#039; ([[Trinity:Human|human]] [[Trinity:Bard|bard]]) [followed Uriah around (s02 - )]&lt;br /&gt;
&lt;br /&gt;
==Session 01 - Explore? Explore... what?==&lt;br /&gt;
Perhaps a month after contact with the &#039;&#039;Arcostes&#039;&#039; was lost in SY 34, a call was sent out from Arcturas. The people of the fallen craft had lived on this world for 34 years, and knew nothing beyond the small chunk of world they had found themselves on - and Angmar Steeltoe, the old captain of the &#039;&#039;Arcturas&#039;&#039; herself, felt that it was time for the Adnezians and Ganymedians to know more about the world they had found themselves on. The call he sent out was a simple one: if you are willing to explore the world beyond what we know, come to the remains of the &#039;&#039;Arcturas&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Eight people answered the call, from all walks of life. A thinking machine who saw the future; a young girl who seemed terribly out of place. The apprentice blacksmith from the capital city; the twin moogles who had constructed their own mechs. The lone ancelari, who had explored the continent some thirty years before; a young selkie, who assisted in keeping the peace of the land; the legendary musician, whose music inspired the rebellious youth.&lt;br /&gt;
&lt;br /&gt;
Thus did their tale begin.&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
Angmar greeted the group, and told them to go out and explore. He mentioned that the robots in Edge might know something, and that the kids out in Germonik might, as well. The group decided to rest for the evening and head out the next day. Volos waits for the group outside of town.&lt;br /&gt;
&lt;br /&gt;
They travel to Edge. Volos goes to the lumbermill, to see if they know anything; everyone else heads to the administrative building in Edge. The apparent political leader in Edge is an artilect called Bucket, who William knows from being on the &#039;&#039;Arcturas&#039;&#039;. They converse; Bucket doesn&#039;t seem to know anything useful.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Josef-the-NPC.jpg|thumb|125px|right|Josef]]&lt;br /&gt;
Shiro and Kuro take their mechs and begin investigating the bottomside of the continent, but don&#039;t find anything useful.&lt;br /&gt;
&lt;br /&gt;
The group decides that there is nothing useful here, and heads to Germonik.&lt;br /&gt;
&lt;br /&gt;
They stop at the bridge that crosses the Gouge, as Volos seems to notice something strange about the mountains. The rest of the group gets frustrated, and they continue on.&lt;br /&gt;
&lt;br /&gt;
They arrive in Germonik, and find that someone has constructed a facsimile of the radio tower in Edge, but out of wood. They investigate, and find that its attached to a barn; the whole shindig is apparently under the ownership of a young human called Josef. As they arrive, he goes out and beats someone with his bat.&lt;br /&gt;
&lt;br /&gt;
Inside the barn, they find that he is constructing a flying thing of some sort, which he refers to as &amp;quot;da riggable&amp;quot; (that is, something that can be rigged). Interested in the possibility of flight, the party enquires as to how they could assist; he answers that he needs hemp, fuel, and time. The party decides to go look for some hemp, which Josef can use to finish his craft - in exchange, they tell him, they&#039;re interested in using it.&lt;br /&gt;
&lt;br /&gt;
They investigate, and find that the current big shot in town is a kid by the name of Bill. They arrange a deal with Bill, in which they&#039;ll trade him a crossbow from sufficient hemp for Josef to finish his craft. Bill agrees to the deal, and the party heads back to the barn to rest.&lt;br /&gt;
&lt;br /&gt;
==Session 02 - Teenage Wasteland==&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; 500 (story)&lt;br /&gt;
&lt;br /&gt;
Shortly after the party sets down to rest (with William and Volos keeping watch outside), a mob of Nevhonim appear, some of whose clubs are on fire. Their apparent leader is holding a body; they find out that it&#039;s Igor, one of Bill&#039;s cronies, who seemed to be the only one who could count. Last time they saw Igor, however, he had a lower jaw.&lt;br /&gt;
&lt;br /&gt;
The leader yells at William, who then goes inside to rouse his companions - the leader then informs his cronies to set the building on fire.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Tabby-the-NPC.jpg|thumb|125px|right|Tabby]]&lt;br /&gt;
Combat ensues. Of the eight members of the group, only three are standing when the last of the Nevhonim is felled.&lt;br /&gt;
&lt;br /&gt;
After the combat, the group finds that one of the Nevhonim had a youngish Gaeli girl attached to him by a rope. Uriah enquires further, and finds that she is unable to speak - instead, she communicates with her flute.&lt;br /&gt;
&lt;br /&gt;
 Tabby (NPC) joined the group.&lt;br /&gt;
&lt;br /&gt;
The party rests for a couple days, to recuperate from the battle. After, they venture to Bill, irritated with what happened - however, they find that Bill successfully procured the hemp, &amp;quot;from the Nevhonim.&amp;quot; Irritated, they take their payment, then pay him a few bundles of crossbow bolts (which they had left out of the earlier deal) for alcohol, which the group has determined is suitable fuel.&lt;br /&gt;
&lt;br /&gt;
Once da riggable is set up, the group begins to discuss where to go. There are two thoughts - either to head west, across the desert, or head north, to the mountains.&lt;br /&gt;
&lt;br /&gt;
===Loot===&lt;br /&gt;
 Wooden Maul, Masterwork (*1)&lt;br /&gt;
 Wooden Maul, Masterwork (*2)&lt;br /&gt;
 Quarterstaff, Masterwork (*3)&lt;br /&gt;
 Thin sheet of wood, covered in writing on both sides [language unknown; Divine item] (*5)&lt;br /&gt;
&lt;br /&gt;
==Session 03 - Decisions, Decisions==&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; 719 (469 combat, 250 story)&lt;br /&gt;
&lt;br /&gt;
Volos decided that he was irritated with the group, and headed off on his own.&lt;br /&gt;
&lt;br /&gt;
 Volos (PC) left the group.&lt;br /&gt;
&lt;br /&gt;
After he left, there was some debate regarding which way to go. The party decided to head north to the mountains, then - if that proved uneventful - to head to the waterfall near Edge.&lt;br /&gt;
&lt;br /&gt;
Using &amp;quot;da riggable,&amp;quot; they headed for the mountains. Along the way, they noticed a gremlin heading towards Germonik. Setting down, they found out that he was looking for the group - he had apparently planned on being part of the original expedition, but was late. After some debate, the group decided to allow the gremlin - who told them his name was Miggs - to join them.&lt;br /&gt;
&lt;br /&gt;
 Miggs (PC) joined the group.&lt;br /&gt;
&lt;br /&gt;
The group arrived at the mountains some time later, and decided that there was little worth doing there. They decided to head to Arcturas to refuel, then carry on to the waterfall.&lt;br /&gt;
&lt;br /&gt;
They arrived in Arcturas and refuelled. While the group was resting, Miggs planted flashpowder on Kuro and Shiro; when they woke up, Kuro fell prey to the trick, and angrily pulled his pistol on Miggs, who was clearly the culprit. After a warning shot was fired, the group carried on.&lt;br /&gt;
&lt;br /&gt;
Arriving at the waterfall, there was some discussion as to the best course of action. They decided to go over the edge and follow the waterfall down to wherever it went.&lt;br /&gt;
&lt;br /&gt;
They followed the waterfall down for a little less than two miles, and saw ground and a lake below. Kicking on their engines, they made  a cautious landing.&lt;br /&gt;
&lt;br /&gt;
They searched the lake, and found a river heading west-southwest. They decided to follow it. Some time later, they came across the edge of a forest, perpindicular to the river; they decide to continue following the river. Two days later, they came across a fork in the river: the river they were following joined another, and continued to flow south. The adjoining river was flowing from the north. The group decided to follow the flow, and headed south.&lt;br /&gt;
&lt;br /&gt;
Two and a half days later, they encountered a strange humanoid-looking creature, up in a massive bulge in a tree. After several attempts at communication, the creature gestured for them to follow it, which they did. Four hours later, they arrived in a &amp;quot;city&amp;quot; of these tree-bulges. They were brought to one of the humanoids dressed in blue in the top of a tree.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Adu-ja.jpg|thumb|125px|right|An adu&#039;ja]]&lt;br /&gt;
They found out that the creature they were brought to was an akashic, who rapidly learned their language. The group found out that these people were the [[Trinity:Adu-ja |Adu&#039;ja]], a race of - essentially - sentient mobile trees. The akashic&#039;s name was Aes&#039;iel, and they learned later that he was a Simic - a druid/akashic. Aes&#039;iel was also somewhat suspicious of Addison, though he did not mention why, save in a rather cryptic manner.&lt;br /&gt;
&lt;br /&gt;
They asked several questions. The group learned that the adu&#039;ja had been present for six-hundred years, and that the myconids - a race of fungus people - had been around for at least eight-hundred. They learned that the adu&#039;jan akashics could only see up to around eight hundred years in the past: beyond that, there was a great gap in the world memory. They learned that there are other floating landmasses, though the adu&#039;ja do not know how many there are; they also learned that there are sometimes visitors from elsewhere on this landmass (which they found was called Tai&#039;lyan), but that they were primarily left alone.&lt;br /&gt;
&lt;br /&gt;
They also found out that there was a cavern complex that connected Tai&#039;lyan and Turas, in the mountains, &amp;quot;beyond the mushroom forest.&amp;quot; They also learned that there were ancient ruins north of the forest, along the river, the nature of which the adu&#039;ja were uncertain: it had always been ruins, in decay, for at least eight-hundred years or so.&lt;br /&gt;
&lt;br /&gt;
The party decided to go explore the ruins. Before they set out, Aes&#039;iel gave each member of the group (along with Tabby, who had been tagging along since they left Germonik, and would apparently not leave Uriah&#039;s side) an akashic stone, which allowed them to instantly learn the Adu&#039;jan language, called Phytic. Aes&#039;iel informed the group that, with that, they could speak with the adu&#039;ja and the myconids. The party then set out.&lt;br /&gt;
&lt;br /&gt;
Five days later, they arrived at the ruins. William noted, at first, that the architecture was similar to the Ronkan style; later on, he also noticed that they seemed similar to Elven architecture, as well. The group explored the ruins, which were the size of a city suitable for perhaps a thousand occupants; as they searched, they also salvaged as much usable metal as they could (as the remains of the buildings were metal in nature).&lt;br /&gt;
&lt;br /&gt;
After awhile, Kuro, Cassian, William, Miggs, Shiro, and Uriah (though he was sleeping at the time) began sparking purple; Addison, meanwhile, began sparking white. They also began noticing ridges in the ground, as though something were traveling underground. Kuro flew up, and noticed that the ridges were appearing around the group in a vaguely circular pattern, and more were forming some distance from the group, no matter where they went. As those who were sparking neared the ridges, their sparking was more intense.&lt;br /&gt;
&lt;br /&gt;
Miggs climbed up a delapidated building, and Shiro flew down to inform William of what he saw. As soon as he touched down, five creatures burst forth from the ground, forming a circle around the group.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Zergling.JPG|thumb|225px|left|Three of the creatures look like this...]]&lt;br /&gt;
[[Image:Trinity_Hydralisk.JPG|thumb|225px|right|...and the other two look like this.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Three of the creatures look like this... &#039;&#039;This creature is about the size of a large dog, with a short tail and tough carapace. Its back legs are long, while its front legs end in sickle-like claws. Beneath its head rest two equally sharp fangs, and it chitters and jumps about restlessly.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While the other two look like this... &#039;&#039;This creature slithers forward on a serpentine lower body. It is hunched forward, its two powerful arms curved like wicked scythes and its manibles dripping with acidic drool. The back of its head is elongated into a plate, covering most of its back save for a long spine on the top of its carapace.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Loot===&lt;br /&gt;
 9 akashic stones, all containing the [[Trinity:Phytic_Language |Phytic]] language&lt;br /&gt;
&lt;br /&gt;
==Session 04 - Question!==&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; 500 (story)&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Memento_umbra.jpg|thumb|225px|right|The creature Aes&#039;iel called the &#039;&#039;memento umbra&#039;&#039;.]]&lt;br /&gt;
The group fought the creatures, in a rather vicious fight. They found that the creatures were able to regenerate their wounds - those they thought were slain rose to fight again. When the last was felled, they proceeded to smash in all of their skulls, as that seemed effective in stopping their regeneration.&lt;br /&gt;
&lt;br /&gt;
In the course of the fight, Shiro and Tiy succumbed to their wounds. After a bit of healing onsite, the group gathered the bodies (including the bugs&#039; bodies, which Kassian believed were able to be worked like iron) and returned to the Adu&#039;ja, who they believed would be able to return the dead.&lt;br /&gt;
&lt;br /&gt;
The adu&#039;ja were in fact able to do so, and agreed to reincarnate their friends (in a rather Simic manner, combining the power of Nature and the Blue to reincarnate the creature in the same body), in exchange for a favor. The adu&#039;ja had explored the memories of the party&#039;s world and people, and discovered the existence of the &#039;&#039;mementos&#039;&#039; - they also found that some had been trapped there, and sought a way out. Unexperienced in the ways of the &#039;&#039;mementos&#039;&#039;, they accidentally freed a particularly vicious &#039;&#039;memento&#039;&#039;, which Aes&#039;iel believed was known as &#039;&#039;memento umbra&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
To assist in their search for the creature, Aes&#039;iel implanted a rough map of the continent into the minds of the party.&lt;br /&gt;
&lt;br /&gt;
Waiting for the morning, the party is able to recuperate from the experience of the fight, which had pushed them to their limits.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; 675 (combat)&lt;br /&gt;
&lt;br /&gt;
After resting and meeting up with their reincarnated members, the party discussed where to go. Kassian was adamant that the group go to the mountains; William questioned the human&#039;s insistence, and Kassian explained that the various things he had been picking up had a strange &amp;quot;aura&amp;quot; to them, and that he believed the things they fought at the ruins were the source. He believed that the myconids, whom the adu&#039;ja had mentioned existed prior to the gap in the world memory (800 years prior to now), may know something about it.&lt;br /&gt;
&lt;br /&gt;
William also made a query to the adu&#039;ja regarding the possibility of ironwood, which he had encountered on Ganymede. Aes&#039;iel told him that the adu&#039;ja do indeed make ironwood, and keep stores of it, and that they may be willing to part with some of it.&lt;br /&gt;
&lt;br /&gt;
In addition, while the party was waiting, Addison talked to Aes&#039;iel about the nature of the &#039;&#039;momentos&#039;&#039; - hoping to turn her from her path, Aes&#039;iel gladly told her all she wanted to know. The conversation eventually led to Addison gaining the skills of a [[Trinity:Trainer|trainer]].&lt;br /&gt;
&lt;br /&gt;
===Loot===&lt;br /&gt;
 [[:Image:Trinity_Tai-lyan.JPG|Map of Tai&#039;lyan]] (memory now possessed by all current members of the party)&lt;br /&gt;
&lt;br /&gt;
==Session 05 - Mushroom Samba==&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; 250 (story)&lt;br /&gt;
&lt;br /&gt;
After some discussion, the group decided to head north to the myconid village of Samtri.&lt;br /&gt;
&lt;br /&gt;
When they arrived, they found a small copse of enormous mushrooms, and seemingly no one about. After some investigation, it appeared that there were some larger mushrooms, with door-like structures in them. Miggs went up to one of the doors and knocked loudly, while William yelled loudly.&lt;br /&gt;
&lt;br /&gt;
Their actions were fruitful: a bipedal, humanoid-looking mushroom exited one of the house-like structures, and spoke with them. However, he didn&#039;t speak very long, as he continually insisted that it was &amp;quot;sleep time&amp;quot; - the party realized that they had arrived in early afternoon, and that - these being mushroom-people - they were probably nocturnal. They decided to wait until &amp;quot;nightfall,&amp;quot; when they hoped to see more of the mushroom folk.&lt;br /&gt;
&lt;br /&gt;
After a few hours, the village of Samtri did indeed awake, and a throng of myconids exited the several mushroom houses and began heading north, to the mountains. Following them, the group found that they were headed to a cave just north of the village; once all the myconids were inside (aside from two guards), a single, larger myconid came out to greet them.&lt;br /&gt;
&lt;br /&gt;
The myconid (whose name they didn&#039;t bother to learn) seemed to be the leader of the village. He explained that the world had ended, that the bugs had come and gone, and that the moon had fallen. The party tried to explain that the bugs were back, but he was insistent that they were gone, along with &amp;quot;the faceless ones.&amp;quot; The party was intensely curious about these so-called &amp;quot;faceless ones,&amp;quot; and the myconid explained that they were to the southwest. They inquired as to what they would find in the myconid village to the west, and the leader explained that Mitrosis was much like Samtri, only bigger.&lt;br /&gt;
&lt;br /&gt;
Their quest for knowledge satisfied, they went into the cave, to find what the myconids were up to, as they could clearly see that they were standing about in a circle. The leader myconid had told them they were forgetting; upon entering, they all became subjected to a massive hallucinogen. The group remained for the duration of the &amp;quot;meditation&amp;quot; (eight hours), after which the myconids returned to their mushroom houses.&lt;br /&gt;
&lt;br /&gt;
The party then discussed what to do; they decided to head southwest, along the treeline of the adu&#039;jan forest, to see if they could find the ruins the myconids mentioned. They walked for a little more than a month, and reached the edge of the continent, without finding anything.&lt;br /&gt;
&lt;br /&gt;
They went east, to the adu&#039;jan city of Sh&#039;cala, seeking out more Simics. They found them, and discussed what they had learned from the myconids. The simics explained that the myconids were simple creatures, and that they would not lie - if they said the cities of the &amp;quot;faceless ones&amp;quot; were to the southwest, then they were, but there were no such places on this continent. The party then decided that they would head southwest off the edge, taking da riggable, to see if there was another continent elsewhere.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Arcturas_-_New_Continent_-_1.jpg|thumb|325px|right|This is what the party explored for five months.]]&lt;br /&gt;
After some tree-hopping, courtesy of the simics, they recovered da riggable, and sailed off the southwestern edge of Tai&#039;lyan.&lt;br /&gt;
&lt;br /&gt;
Going somewhat down, they found another continent, full of sand. They set down, and began to explore; after two days, however, they began suffering from dehydration, and had yet to find water or even something other than sand. It was also unbearably hot, which they found odd, considering none of the higher continents had been so warm. Heading back to the simics, they asked for a source of water that would never run dry. The simics agreed to provide them with such a thing, but in exchange, they wanted the party to seek out the foreigners that sometimes appeared in the desert to the north (which Aes&#039;iel had mentioned before). The party agreed to this favor, and set out.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Mutalisk2_mirror.jpg|thumb|left|Four of these creatures dive towards &#039;&#039;da riggable.&#039;&#039;]]&lt;br /&gt;
Returning to the new continent, they proceeded to explore to the east, following the ledge they found after two days&#039; journey; they found that it made a circle, and they found themselves where they had originally landed. They then opted to follow the northernmost edge of the continent west. For three and a half months, the group walked through the desert, returning to Tai&#039;lyan when their food sources ran out. In this time, they found three ruins, none of which were inhabited; all of them exhibited signs of having suffered through a great catastrophe, reminiscent of an earthquake (according to Miggs, on an earthquake-measuring scale of 1 to 10, these cities had suffered through a 13).&lt;br /&gt;
&lt;br /&gt;
They then decided that the circular-shaped &amp;quot;hole&amp;quot; in the continent may have an answer; some of the group believed that the references the myconids made to the moon falling may have happened here. They set out, following the inner edge of the continent, and eventually found the edge - two days&#039; from where the ledge began. They decided to go down as far as they could, and three miles down, they could see water below. After some discussion, they left the mechs behind, and explored two days&#039; worth to the north, seeing nothing but water.&lt;br /&gt;
&lt;br /&gt;
They returned to roughly where the hole in the continent was, and began to ascend. As they did, however, William spotted something flying in the air...&lt;br /&gt;
&lt;br /&gt;
===Loot===&lt;br /&gt;
 Decanter of Endless Water [Nature]&lt;br /&gt;
&lt;br /&gt;
==Session 06 - Aerials==&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; 500 (story)&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Shyekara.jpg|thumb|200px|right|The woman called &amp;quot;Shye&amp;quot;]]&lt;br /&gt;
The four creatures - who, the party discovered in short order, were being ridden by human-sized beings - dived at &#039;&#039;da riggable&#039;&#039;, and the battle was joined.&lt;br /&gt;
&lt;br /&gt;
After a short skirmish in the air over a three-mile drop to a possibly endless ocean below, the beings riding the creatures - three of whom had incredibly long horns extruding from their foreheads, while the fourth was a human woman - called for parley. The party hesitantly agreed, and the woman - who one of the horned beings called &amp;quot;Shye&amp;quot; - explained that there was something of an error; they had not intended to attack the group, but were instead hunting a manifestation of the Void. Shye explained that they had detected a Void presence on the &#039;&#039;da riggable&#039;&#039;, and figured that it could only be the thing they hunted.&lt;br /&gt;
&lt;br /&gt;
Addison was curious, and asked why they were looking for it; Shye responded by saying that she worked &amp;quot;for a higher power,&amp;quot; that apparently did not want to see the creature in the wild. More discussion revealed that Shye was from Turas (the continent on which the &#039;&#039;Arcturas&#039;&#039; had crashed), but that she was one of the children that had fallen off the edge - she was apparently fortunate, however, and was saved during her fall (by what, was not mentioned). She and her companions were also notable due to the fact that they carried large quantities of metal (one of them was garbed in full-plate). Any questions regarding where they had gotten the metal or where they had come from was responded to with, &amp;quot;I don&#039;t want to ruin your sense of adventure.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Shye confirmed for the group that the Armand - what the people the Adu&#039;ja had asked the party to find were called - did wander the desert on the continent, and that they were often to the west of the circular rift in the continent. With no further questions, Shye and her companions left the group, heading east.&lt;br /&gt;
&lt;br /&gt;
The group decided to return to Turas, to refuel. The brothers Kaze also spoke of possibly fashioning new mechs or similar vehicles, and some of the group expressed an interest in reporting to Angmar. The group returned to Turas, specifically heading to the city of Arcturas, hiding &#039;&#039;da riggable&#039;&#039; outside of town.&lt;br /&gt;
&lt;br /&gt;
They found and spoke with Angmar, explaining to him everything they had done so far. Angmar was a bit disturbed by all of the information he was dumping on them, but he appeared pleased with their progress. The group wanted materials - specifically, metal from the ship - which Angmar was willing to grant them, considering that the group informed him of their encounter with Shye, with emphasis on the fact that they were carrying metal.&lt;br /&gt;
&lt;br /&gt;
The brothers Kaze spoke with their father, Murasaki, about the construction of a massive vehicle, an idea with which he was incredibly pleased. They informed him that metal would be delivered shortly, and the elder Kaze began work almost immediately on a massive flying ship.&lt;br /&gt;
&lt;br /&gt;
The group then went to Germonik, to check on the status of Josef. They found that his &amp;quot;radio tower&amp;quot; had been disassembled, and the barn ripped asunder. Further investigation led to them learning that Josef had fled town, but Volos had not been so lucky - he had apparently been strung up on the north end of town. They also discovered that Bill had been overthrown, by a Nevhonim named Ted. After an almost-confrontation with the Nevhonim (during which Shiro collapsed one of the walls of the main tavern in Germonik), they backed off and told the group what they wanted to hear.&lt;br /&gt;
&lt;br /&gt;
The group then headed to Edge, where - according to what they heard from Angmar - someone had set up shop and was working on a flying machine. Lo and behold it was Josef, who spun a tale of frustration with the absurdity of living in Germonik, and his subsequent flight (not literally) from there due to Ted&#039;s frustration towards him. He wound up in Edge, and began experimenting with electrum engines, possibly even on the brink of constructing a flying machine that didn&#039;t require a balloon at all. The group returned &#039;&#039;da riggable&#039;&#039;, and wished Josef luck.&lt;br /&gt;
&lt;br /&gt;
Four months passed, during which the group performed various tasks and odd jobs. At the end of the four months, they regrouped in Arcturas, for the unveiling of the elder Kaze&#039;s flying machine. Towering over the moogles&#039; mechs and constructed wholly out of steel, the new ship was a sight to behold. The elder Kaze dubbed it the &#039;&#039;Kamikaze&#039;&#039;, and the moogles graciously received the gift. Capable of housing the entire party and the mechs in its interior, and having a self-contained atmosphere that would allow for underwater exploration, the &#039;&#039;Kamikaze&#039;&#039; was a definite upgrade over &#039;&#039;da riggable&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Taking their new aircraft, the party gathered up enough food to last them quite some time, and headed back to the desert continent.&lt;br /&gt;
&lt;br /&gt;
Having an aircraft capable of traveling around the clock (and a pilot that could do the same), the party began combing the desert, searching for signs of the Armand. They first searched the eastern end of the continent, and eventually came upon another ruined city. Upon further investigation, they found a relatively intact building; inside, they discovered two rooms of note: in one, there was a cache of weapons of unusual design - various swords and guns; in the other, they found an akashic stone, set on a pedestal, which Miggs almost immediately took. &lt;br /&gt;
&lt;br /&gt;
After an altercation in which the party relieved Miggs of the stone, Uriah contacted the stone, and saw an image of an ancelari, projecting thoughts in an unknown language in his mind; after a minute or so of speaking, the image shot itself in the head, and the image played out all the gory details of that event. Slightly shaken, Uriah - knowing that the moogles were mildly telepathic - handed it to Shiro, who contacted the stone. Able to understand the language &amp;quot;spoken&amp;quot; by the ancelari, he relayed the information to the rest of the party...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;The_Message&amp;quot;&amp;gt;&lt;br /&gt;
 &amp;quot;If you have found this stone, and are capable of understanding my words, then perhaps they succeeded. Perhaps they who fled&lt;br /&gt;
 reached those alien worlds, and taught those people the ways of the gun? Perhaps they have even managed to conquer the depths of&lt;br /&gt;
 space?&lt;br /&gt;
 &lt;br /&gt;
 &amp;quot;But we all know what is coming, don&#039;t we, stranger? The zerg are no threat, compared to the things that will come from beyond...&lt;br /&gt;
 we&#039;re all damned, then... and no amount of running will save us!...&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Armand.JPG|thumb|200px|right|An armand]]&lt;br /&gt;
Mildly disturbed, the party took some of the weapons from the cache, and began heading west. They investigated the eastern side of the gouge in the continent, heading north, then investigated the western side, beginning from the north.&lt;br /&gt;
&lt;br /&gt;
Eventually, in the middle of the western side of the continent, the party spotted an encampment. Having come across it in the heat of day, they waited until nightfall, when they saw movement. They headed for the camp, and were met halfway by three armand.&lt;br /&gt;
&lt;br /&gt;
Miggs was the first to greet the creatures, but they did not respond immediately, instead, they transmitted thoughts into the minds of the party, none of whom - save the moogles - understood. The lead armand seemed to sense their lack of understanding, and began communicating in Phytic.&lt;br /&gt;
&lt;br /&gt;
The party had many questions, and the armand answered them as best he could. Apparently, they were able to go to Tai&#039;lyan by riding on small islands that rode on strong wind currents; these islands apparently migrate in a relatively stable pattern, such that the armand could reliably take them between Tai&#039;lyn and Reldyr&#039;nym (the name of the continent they were currently on). The armand had no knowledge of the creatures the party had fought earlier (those accompanying Shye), nor did they know of the &#039;&#039;memento umbra&#039;&#039;, other than that they had seen traces of a great beast wandering the desert. In the course of conversation, the armand informed the party that there was one who may have some of the answers they sought.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Toplanders_Explore_Reldyr-nym.jpg|thumb|300px|left|The continent of Reldyr&#039;nym, in its entirety (previously-explored sections are darkened).]]&lt;br /&gt;
They led the party to one of the tents of the encampment, and inside there was a strange creature, being tended by two other armand. The creature had the face of a wolf, but was definitely humanoid and bipedal; it also had bat-like wings, which were found on its body in a place similar to that of a bat (that is, from the forearm to the side). Its breathing was rather shallow. Miggs attempted to heal it with his tonics, to no avail - the armand were unable to cure whatever ailed the creature.&lt;br /&gt;
&lt;br /&gt;
Addison realized that they could use the potion they had found from the fight in Germonik, which contained &#039;&#039;bear&#039;s endurance&#039;&#039;; Uriah complied, and used it on the creature. Its breathing became easier, and it looked around in a rather frightened fashion. Addison used &#039;&#039;comprehend languages&#039;&#039; to understand the creature, but it didn&#039;t say much - it said something to the extent that the world was attacked, by horned beings. It also said the word &amp;quot;veyar,&amp;quot; which the armand leader immediately picked up on when Addison repeated it - it was an ancient word for the moon of Arcturas.&lt;br /&gt;
&lt;br /&gt;
The various Force effects ended, and the creature resumed its near-death status. Addison used &#039;&#039;deathwatch&#039;&#039;, and saw that the creature was suffering from what amounted to suffocation - barely hanging onto life.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Loot===&lt;br /&gt;
 +1 Unholy Lance (Divine)&lt;br /&gt;
 The &#039;&#039;Kamikaze&#039;&#039; [Gargantuan Ornithopter - Arm1/Eng5/Sys1] (Technology)&lt;br /&gt;
 Akashic stone containing [[#The_Message|a message]] in Ancelari&lt;br /&gt;
 Four (4) pistols, one (1) rifle, one (1) carbine, all corroded, from the southeast ruins of Reldyr&#039;nym&lt;br /&gt;
&lt;br /&gt;
==Session 07 - Vapor Trail==&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; 1350 (600 combat, 750 story)&lt;br /&gt;
&lt;br /&gt;
The group decided to take the strange creature with them, and go to the Simics, to see if the adu&#039;ja could find out more about the creature. The creature was still alive, but barely hanging onto life.&lt;br /&gt;
&lt;br /&gt;
They headed to Sh&#039;cala, the southern-most adu&#039;jan city, and spoke with the Simics there. The group had questions they wanted the creature to answer, and the Simics managed to get some answers out of the creature via the Blue.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Creature&#039;s Race and Type:&#039;&#039;&#039; unknown race, humanoid&lt;br /&gt;
 &#039;&#039;&#039;Most recent basic goal:&#039;&#039;&#039; escape&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;What is it?&#039;&#039;&#039; &amp;quot;We call ourselves the &#039;&#039;un&#039;veyar&#039;&#039;.&amp;quot;&lt;br /&gt;
 &#039;&#039;&#039;Were you attacked, and by what?&#039;&#039;&#039; &amp;quot;Yes, horned creatures riding on acid-spitting winged things.&amp;quot;&lt;br /&gt;
 &#039;&#039;&#039;Where is metal?&#039;&#039;&#039; &amp;quot;Veyar.&amp;quot;&lt;br /&gt;
 &#039;&#039;&#039;What about the moonfall?&#039;&#039;&#039; &amp;quot;Legends say long time ago, moon fell into the world.&amp;quot;&lt;br /&gt;
 &#039;&#039;&#039;Does it know about the horned things?&#039;&#039;&#039; &amp;quot;Yes.&amp;quot;&lt;br /&gt;
 &#039;&#039;&#039;Does it know about the memento umbra?&#039;&#039;&#039; &amp;quot;The what?&amp;quot;&lt;br /&gt;
 &#039;&#039;&#039;Does it want to be Migg&#039;s friend?&#039;&#039;&#039; &amp;quot;Who is miggs?&amp;quot;&lt;br /&gt;
 &#039;&#039;&#039;Does he know &amp;quot;how to fix this world&amp;quot;?&#039;&#039;&#039; &amp;quot;Can&#039;t fix, world trapped by pull of big world.&amp;quot;&lt;br /&gt;
 &#039;&#039;&#039;Where did it come from?&#039;&#039;&#039; &amp;quot;Veyar.&amp;quot;&lt;br /&gt;
 &#039;&#039;&#039;When did it come from? How long ago?&#039;&#039;&#039; no response.&lt;br /&gt;
 &#039;&#039;&#039;How old is it?&#039;&#039;&#039; &amp;quot;17 seasons.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The party was somewhat perplexed by these answers. They decided to head back to the armand, and see if they knew anything more.&lt;br /&gt;
&lt;br /&gt;
Upon finding the armands, there were a good deal of questions. The leader of the armand explained that, long ago, the zerg descended upon the planet. The armands and the myconids hid from the threat, while the ancelari remained on the surface, attempting to fend the creatures off. The armands explained that it was the ancelari who created the mist over the planet, in an effort to slow the zerg advance; however, their efforts were mostly in vain.&lt;br /&gt;
&lt;br /&gt;
In the end, the ancelari were forced underground, fighting the zerg in the many caves and tunnels beneath the planet&#039;s surface. Their leaders attempted to get their people off the planet by an unknown means; however, they were only partially successful, and many ancelari were left behind. In a last-ditch effort to destroy the zerg, they attempted to destroy the core of the planet - however, they apparently miscalculated, and only shattered the core, which shattered the entire surface of the planet and greatly weakened the planet&#039;s gravity. This resulted in the floating landmasses.&lt;br /&gt;
&lt;br /&gt;
They further explained that the shattering of the planet&#039;s core modified the magnetic field of the planet, altering almost all of the metal ore on the surface into the substance the party knew as electrum.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Toplanders_-_Windcrossed_Isles_Explore_1.JPG|thumb|375px|right|The islands in the east.]]&lt;br /&gt;
The armands also explained that they did not always look like they did now; however, having been on &amp;quot;irradiated&amp;quot; ground for so long, their people had gradually but drastically changed from their original form.&lt;br /&gt;
&lt;br /&gt;
The armands also told the group that there were strong currents in the atmosphere of the planet, much like water currents, and that the floating islands they rode on to reach Tai&#039;lyan were caught in one such current.&lt;br /&gt;
&lt;br /&gt;
The group decided to head east, heading off the eastern-most edge of Reldyr&#039;nym, along the air current, &amp;quot;against the wind.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Two months later, the party encountered a new set of floating landmasses; somewhere along the way, the strange creature they had picked up finally passed away. Searching its belongings, they found a beaten metal badge, with some strange markings on it. &lt;br /&gt;
&lt;br /&gt;
They explored the new islands, which were mostly uninhabited.&lt;br /&gt;
&lt;br /&gt;
On the southern-most island, however, they encountered a walled city. All of the group save Shiro and Kuro attempted to find a way into the city, and found a heavy iron gate - complete with two horned beings garbed in plate and armed with halberds - on the southern edge. When they approached, one of the guards asked who they were in Lucavic; after the majority of the group seemed unable to communicate in this, the guard spoke to them in Eastern Common.&lt;br /&gt;
&lt;br /&gt;
Miggs mentioned that they knew Shye, and wanted to see her; the guard recognized the name, and said they could all come in, save Addison. Addison complied, and William accompanied her back to the moogles.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, the rest of the group - Kassian, Uriah, Miggs, Tiy, and Tabby - entered the city. The guard led them to a rather large stone structure in the middle of the city (which was actually more like a walled camp). They were instructed to enter, and told to wait for Shye.&lt;br /&gt;
&lt;br /&gt;
Inside, the group were left in an entryway, with a doorway leading into what looked like a temple. Inside there was an enormous stone statue of Ajora, the head angel of Kolaita, the goddess of healing; the angel was wielding a bastard sword, wearing full plate, and had wings that had the appearance of razor-sharp metal. Set around the statue were two altars, each with three candles, all lit.&lt;br /&gt;
&lt;br /&gt;
After awhile, Shye finally entered, and greeted the group pleasantly. Miggs was interested in what was going on in the temple, so Shye invited them all in, and explained to Miggs that they followed Kolaita, but also paid special attention to Ajora, because the angel was the goddess&#039; protector. Kassian and Tabby refused to enter the room, while Uriah attempted to, but was stunned upon crossing the threshold into the room. Uriah then pushed Kassian into the room, but nothing happened.&lt;br /&gt;
&lt;br /&gt;
The discussion turned to the subject of metal, and Shye took them outside to meet with the city&#039;s blacksmith. As they walked, however, Miggs turned on his &#039;&#039;cloak generator&#039;&#039;, but attempted to make it look sneaky; Shye was apparently not amused by his antics, however, and was aware that he had actively done it, rather than &amp;quot;accidentally,&amp;quot; as he claimed. They continued on to the blacksmith.&lt;br /&gt;
&lt;br /&gt;
They attempted to haggle for some metal, but the blacksmith seemed uninterested.&lt;br /&gt;
&lt;br /&gt;
There was another discussion here, regarding the residents of Fort Drakys (as Shye called it) - they all appeared to be horned, other than Shye. Shye was rather vague on why that was, insisting that many beings had horns, and that it wasn&#039;t that unusual.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Toplanders_-_Veyar_Explore_1.JPG|thumb|375px|left|Is it a moon? Or a space station?]]&lt;br /&gt;
The group then decided to leave. They were escorted out.&lt;br /&gt;
&lt;br /&gt;
Regrouping, the party decided to continue heading east. &lt;br /&gt;
&lt;br /&gt;
After a few days, they encountered a strange purple mist. Heading in all directions to determine which way it was, they headed up, where the purple haze seemed to strengthen. After a few hours, they experienced a change in gravity, and were now looking down (what was up, previously) at a strange new environment.&lt;br /&gt;
&lt;br /&gt;
They decided to explore, and flew along the edge of the &amp;quot;continent.&amp;quot; They found that there was a lower section (upper, in terms of normal gravity), that they opted to not explore at this time. They continued around, until they were back where they started, they then decided to search the plate in a zig-zag pattern.&lt;br /&gt;
&lt;br /&gt;
Eventually, in the southern mountains, they saw a cave entrance; this was unusual, as they had not yet seen anything of the sort here. Guessing that the outside air was poisonous to mortals, William volunteered to go explore. The cave narrowed into a tunnel, then opened into a wider cavern, with three branches - as well as an electrum lamp in the ceiling.&lt;br /&gt;
&lt;br /&gt;
Exploring further, William encountered more horned beings, who were mining what looked like iron ore. They noticed him, but - being a templar - he was much too fast for them, and he quickly returned to the &#039;&#039;Kamikaze&#039;&#039;. The creatures chased him out, but the group crushed two of the three with the ship; the remaining one returned to the depths of the cave.&lt;br /&gt;
&lt;br /&gt;
===Loot===&lt;br /&gt;
 Un&#039;veyar metal badge&lt;br /&gt;
&lt;br /&gt;
==Session 08 - Dark Side of the Moon==&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; 806 (750 story, 56 combat)&lt;br /&gt;
&lt;br /&gt;
Session synopsis coming soon.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Session Highlights&#039;&#039;&#039;&lt;br /&gt;
 Entered western wing of mine.&lt;br /&gt;
 Encountered a bunch of traps.&lt;br /&gt;
 Kuro scouted ahead, found a bunch of fake miners.&lt;br /&gt;
 Fight in the corridor.&lt;br /&gt;
&lt;br /&gt;
===Loot===&lt;br /&gt;
 Loot coming soon.&lt;br /&gt;
&lt;br /&gt;
==Session 09 - Infernoplex==&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; 4th - 1975 (500 story, 1000 combat, 475 traps)&lt;br /&gt;
     3rd - 2160 (500 story, 1125 combat, 535 traps)&lt;br /&gt;
&lt;br /&gt;
Session synopsis coming soon.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Session Highlights&#039;&#039;&#039;&lt;br /&gt;
 Party rested, returned to western wing.&lt;br /&gt;
 Ambushed by three guys. Looted them.&lt;br /&gt;
 Attacked by two groups, one of miners and blacksmiths from the west, and two guys from the south.&lt;br /&gt;
 Kassian died.&lt;br /&gt;
 Group captured a priest.&lt;br /&gt;
 Priest fought them on the ship, they killed him, dumped him off at Fort Drakys.&lt;br /&gt;
 William died.&lt;br /&gt;
 Group returned to the adu&#039;ja, who revived the pair. They now each owe the adu&#039;ja a favor.&lt;br /&gt;
 The simics used &#039;&#039;object loresight&#039;&#039; to determine what was up with the priest guy&#039;s holy symbol. It came from a place called&lt;br /&gt;
   Shar&#039;nal, which isn&#039;t on Arcturas (the planet).&lt;br /&gt;
 Group headed to Edge to deliver iron ore stolen from the mine and to check on Josef.&lt;br /&gt;
 Group headed to Germonik to check on them. Encountered Ned Riddle, current &amp;quot;leader.&amp;quot;&lt;br /&gt;
 Riddle gave Uriah 20 wooden coins.&lt;br /&gt;
 Group found out that Riddle is interested in establishing a currency so that they can trade with the artilects for wood.&lt;br /&gt;
 Group went to Arcturas (the city) to talk to Angmar.&lt;br /&gt;
 They told Angmar what was going on.&lt;br /&gt;
 Angmar informed the group that there had been an explosion in Edge, at the electrum processing plant.&lt;br /&gt;
 Apparently the iron ore the group brought was electrum. But it was definitely iron ore when they started.&lt;br /&gt;
&lt;br /&gt;
===Loot===&lt;br /&gt;
 Loot coming soon.&lt;br /&gt;
&lt;br /&gt;
==Session 10 - Iron Man==&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; &#039;&#039;4th&#039;&#039; - 2100 (1000 story, 1000 combat, 100 social)&lt;br /&gt;
     &#039;&#039;3rd&#039;&#039; - 2200 (1000 story, 1088 combat, 112 social)&lt;br /&gt;
&lt;br /&gt;
Session synopsis coming soon.&lt;br /&gt;
&lt;br /&gt;
==Session 11==&lt;br /&gt;
There will be no game on &#039;&#039;&#039;November 24, 2007,&#039;&#039;&#039; as the DM will be unavailable.&lt;br /&gt;
&lt;br /&gt;
Therefore, Session 11 will take place on &#039;&#039;&#039;December 1, 2007.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Do not come to the game inebriated. You will be sent home.&lt;br /&gt;
&lt;br /&gt;
[[Category:Trinity]]&lt;/div&gt;</summary>
		<author><name>GnomeWorks</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Trinity:The_Toplanders&amp;diff=67671</id>
		<title>Trinity:The Toplanders</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Trinity:The_Toplanders&amp;diff=67671"/>
		<updated>2007-11-18T06:21:03Z</updated>

		<summary type="html">&lt;p&gt;GnomeWorks: /* Session 11 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This campaign started the second week of September, 2007, and is currently being played.&lt;br /&gt;
&lt;br /&gt;
In terms of Trinity, this group began adventuring in early [[Trinity:Timeline#432_CY | 432 CY]] on [[Trinity:Geography#Arcturas | Arcturas]].&lt;br /&gt;
&lt;br /&gt;
This page will house all the information for this campaign in Trinity.&lt;br /&gt;
&lt;br /&gt;
==Game Time==&lt;br /&gt;
The game takes place on Saturday nights, roughly at 11 pm local time, and goes until anywhere from 4 to 6 in the morning.&lt;br /&gt;
&lt;br /&gt;
===Waiting List===&lt;br /&gt;
Given that there is the possibility of losing some players over the course of time, I will be maintaining a waiting list for this game. If you are interested in joining us, please leave a note in the Discussion page attached to this page.&lt;br /&gt;
&lt;br /&gt;
The waiting list is as follows.&lt;br /&gt;
&lt;br /&gt;
* House&lt;br /&gt;
&lt;br /&gt;
=Game Information=&lt;br /&gt;
Players may choose their method of character creation: 32 point buy, or standard Trinity rolling method (4d6, reroll 1&#039;s, drop 1 die, roll eight - keep seven, arrange in any order). Once the rolling method is chosen, the player will use those stats each time the player decides to switch to rolling method (by which I mean that you cannot roll stats, switch to point buy, then switch back to rolling method to reroll your stats); a player may redistribute ability scores or switch to the other creation method at any point before the game begins.&lt;br /&gt;
&lt;br /&gt;
Rolled stats must be rolled in front of the DM at any time that is convenient. Just make sure that you don&#039;t lose the stats!&lt;br /&gt;
&lt;br /&gt;
==Ability Scores==&lt;br /&gt;
Standard Trinity ability scores - standard d20 stats with the addition of [[Trinity:Perception | Perception]] - will be used.&lt;br /&gt;
&lt;br /&gt;
==Race Selection==&lt;br /&gt;
Unlike previous Trinity games, this game will have a racial restriction. Race selection is limited to the following races...&lt;br /&gt;
&lt;br /&gt;
* [[Trinity:Human | Human]]&lt;br /&gt;
* [[Trinity:Ancelari | Ancelari]]&lt;br /&gt;
* [[Trinity:Artilect | Artilect]]&lt;br /&gt;
* [[Trinity:Cogling | Cogling]]&lt;br /&gt;
* [[Trinity:Dwarf | Dwarf]]&lt;br /&gt;
* [[Trinity:Gnome | Gnome]]&lt;br /&gt;
* [[Trinity:Gremlin | Gremlin]]&lt;br /&gt;
* [[Trinity:Half-Orc | Half-Orc]]&lt;br /&gt;
* [[Trinity:Halfling | Halfling]]&lt;br /&gt;
* [[Trinity:Moogle | Moogle]]&lt;br /&gt;
* [[Trinity:Orc | Orc]]&lt;br /&gt;
* [[Trinity:Selkie | Selkie]]&lt;br /&gt;
&lt;br /&gt;
==Class Selection==&lt;br /&gt;
Class selection is unrestricted. Any Trinity-accepted classes are allowed.&lt;br /&gt;
&lt;br /&gt;
===Level===&lt;br /&gt;
Characters will be created at 2nd level. That means that you can choose an LA +1 race, and begin at 1st level.&lt;br /&gt;
&lt;br /&gt;
==Backstory==&lt;br /&gt;
Some amount of backstory is appreciated. As this game will not be starting for a good few months, you have plenty of time to figure one out.&lt;br /&gt;
&lt;br /&gt;
Keep your age and race in mind. If you are older than 37 or so, then you are originally from Adnez or Ganymede, and came on the ship to Arcturas; this means that you remember the way things were, and you remember the tyranids. If you are younger than 37, then you were born on Arcturas, and have only heard of the other planets through stories; you have also probably heard of the tyranids, though you may not believe that they&#039;re necessarily real.&lt;br /&gt;
&lt;br /&gt;
Regardless of where you were born, you&#039;ll need to figure out how you came by your profession. If you&#039;re from Andez or Ganymede, then chances are good you had gained some knowledge before leaving the planet, and have essentially taught yourself or gained training from someone else in the community. If you were born on Arcturas, then you probably were taught your skills by one of the gnome akashics (who can tap the world memory and teach you by proxy).&lt;br /&gt;
&lt;br /&gt;
Due note that travel to Arcturas was by spacecraft, which is technological in nature. As such, if you are a member of a magic- or psionic-based class, that you will require an explanation of how you came by those skills. Most of the people on Ganymede (where Arcturas left from) were not versed in the ways of magic or psionics, and as such you&#039;ll need to explain why you are. Some classes will require more explanation than others - a sorcerer makes a lot more sense than a wizard (your ability to wield magic was dormant for a good while, for instance). I have no intentions of limiting your class selection, but just make sure that it makes sense.&lt;br /&gt;
&lt;br /&gt;
===Character Knowledge===&lt;br /&gt;
Each character knows something about the world: this information is encountered during training, found while gossiping, or simply inherently known.&lt;br /&gt;
&lt;br /&gt;
==About the Game==&lt;br /&gt;
I will attempt to keep the players as in-the-dark as possible until the game begins; however, this game will add quite a bit of information to the Trinity universe, some of which will need to be up prior to the game to ensure that the players all at least have some idea of what is going on. As such, small updates will be added throughout the wiki on a semi-regular basis over the course of the summer. For my convenience, I shall keep a list here of what has been and is going to be added; this list is by no means comprehensive, and may change over the course of the summer, as additional information may be required or found to be useful.&lt;br /&gt;
&lt;br /&gt;
* [[Trinity:Geography | Update of General Stellar Cartography]]&lt;br /&gt;
* [[Trinity:History#The_Fourth_Age |History of Arcturas and Arcostes]]&lt;br /&gt;
* [[Trinity:Geography#Arcturas | Arcturan Geography]]&lt;br /&gt;
** [[Trinity:Turas | Turas]]&lt;br /&gt;
* Arcturan Calendar&lt;br /&gt;
* Arcturan Society&lt;br /&gt;
** Arcturan Demographics&lt;br /&gt;
* [[Trinity:Electrum | Electrum]]&lt;br /&gt;
&lt;br /&gt;
==Campaign-Specific Mechanics==&lt;br /&gt;
There are a few strange things about this game that aren&#039;t covered by normal mechanics. Given the heavily-modified nature of Trinity, the need for custom rules even for a particular campaign shouldn&#039;t really come as a surprise to anyone.&lt;br /&gt;
&lt;br /&gt;
This section will detail campaign-specific mechanics as they come up.&lt;br /&gt;
&lt;br /&gt;
===Crafting using Raw Metal===&lt;br /&gt;
Crafting using scavenged metal works pretty much like normal crafting. However, given the scarcity of such materials, a wise crafter will be cautious in expending such materials frivolously. In addition, normal crafting rules don&#039;t cover what &amp;quot;38 pounds of iron&amp;quot; can be used for, so the rules for crafting will be expanded here.&lt;br /&gt;
&lt;br /&gt;
All normally metal objects have a listed weight (ie, a longsword weighs four lbs). A skilled crafter can use as little iron as possible to construct such an item, and use other materials - wood, for instance - for the remaining weight. Even something as seemingly shoddy as making the entire base of the weapon out of wood, then lining the &amp;quot;edges&amp;quot; of the weapon with iron, can result in a weapon just as destructive (if not as sturdy) as a standard full-iron longsword.&lt;br /&gt;
&lt;br /&gt;
In terms of weapons, armor, shields, and miscellaneous goods, a skilled crafter can make an item that relies on iron to function using an amount of iron weighing half of the item&#039;s weight. To make a longsword, then, a crafter must use two pounds of iron. Note that the weight of an item is dependent upon the size of the intended wielder - a longsword for a halfling, for instance, weighs less than a longsword for a human.&lt;br /&gt;
&lt;br /&gt;
If the crafter fails at making an item, normally half of the materials are lost or waste; however, with resources being scarce, this is usually an unacceptable end. A crafter can recover the materials &amp;quot;lost&amp;quot; in failing to craft an item by spending one hour for every two spent crafting the failed item.&lt;br /&gt;
&lt;br /&gt;
For crafting Force items, different metals have different values in terms of raw materials.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Material	Value/Unit&#039;&#039;&#039;&lt;br /&gt;
 Iron		50 gp/lb&lt;br /&gt;
&lt;br /&gt;
===Crafting using Bug Carapaces===&lt;br /&gt;
Almost everything from the corpse of a bug is usable, in terms of crafting items. Internal organs aside, a skilled crafter can work the bits and pieces in a manner similar to how iron, chitin, or leather would be worked.&lt;br /&gt;
&lt;br /&gt;
Crafting armor out of the bug carapaces is similar to how armor is [http://www.d20srd.org/srd/specialMaterials.htm#dragonhide crafted from dragonhide]. In addition to the normal armors craftable, a bug&#039;s carapace can be used to make leather armor or a [[Trinity:Armor#Leather_Trenchcoat|leather trenchcoat]] for a creature of the same size as the bug; also, bug carapaces can be used to make [[Trinity:Armor#Chitin_Armor|chitin armor]], with the same restrictions as making banded mail. Multiple bug carapaces can be combined to produce more choice material for crafting - two Medium corpses can be combined to be treated as a Large corpse, while two Large corpses (or their equivalent) can be combined to be used as a Huge corpse.&lt;br /&gt;
&lt;br /&gt;
In addition, due to the extreme hardness of the bugs&#039; skeletal structures (both endo- and exo-), a clever crafter can craft weapons out of the corpses, as well. A weapon of one-handed size or smaller can be made in place of a shield, if the rest of the carapace is used to craft armor; if an entire carapace is used to produce weapons, it can produce: two two-handed weapons of a size equal to the size of the corpse; or, four one-handed weapons; or, eight light weapons. Ranged weapons require more choice bits of the creature (finding an appropriate sinew for a bow, for example, is rather difficult, as is finding bones that would function for a crossbow) - as such, halve the number of weapons of that size that can be made for the corpse being used.&lt;br /&gt;
&lt;br /&gt;
In addition, such weapons benefit from the extreme sharpness of the various parts of a bug&#039;s body, resulting in a natural +1 enhancement bonus to attack and damage rolls. Armor and shields crafted from a bug&#039;s body are almost supernaturally hard and resilient to blows, resulting in a +1 enhancement bonus to their AC bonus.&lt;br /&gt;
&lt;br /&gt;
In terms of crafting Force items, bug carapaces do not function especially well as raw components. However, enough bits and pieces can be pieced together to make something vaguely resembling the end goal, if rather organic in appearance. Materials from a bug carapace equivalent to what is required to make a one-handed weapon (see above) are worth 100 gp in terms of raw materials for constructing Force items.&lt;br /&gt;
&lt;br /&gt;
In terms of crafting other kinds of items, the internal organs of the bugs can be used to construct technological devices from the Chemistry field (and the Chemistry field only); such devices have a rather bitter and disgusting smell and a worse taste, but they function well enough. Since these materials aren&#039;t useful for anything else, a Medium-size bug&#039;s corpse can be raided for parts that can be used to construct two Chemistry devices; for each category above Medium, this number doubles (a Small bug, then, would provide sufficient parts for one Chemistry device, while smaller bugs are simply too small to be of any use).&lt;br /&gt;
&lt;br /&gt;
The corpses of bugs can also be used for the purposes of structures, including buildings and vehicles. To construct a vehicle of a given size, the crafter must have corpses sufficient to be one size category larger than the vehicle; for instance, to craft a Large vehicle, bug corpses whose combined size is Huge are required. However, such vehicles greatly resemble the corpses from which they were assembled, making them difficult and unusual to pilot, resulting in a PCP to the vehicle of -4. For every additional size category larger the assembled bug corpses are, this penalty is reduced by -2 (so in order to build a Large vehicle without a PCP, you would require bug caparaces whose combined size would be Colossal). A vehicle crafted out of bug carapaces uses the following stats for its material.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;CHITIN&#039;&#039;&#039; (LA +0)&lt;br /&gt;
 	Hardness: 2.	STR +0&lt;br /&gt;
 	Armor: +1.	DEX -2&lt;br /&gt;
 	PCP: (varies)	CON +2&lt;br /&gt;
 	Cold Vulnerability, Acid Immunity.&lt;br /&gt;
&lt;br /&gt;
=Campaign=&lt;br /&gt;
What follows is a summary of each game session.&lt;br /&gt;
&lt;br /&gt;
===Cast===&lt;br /&gt;
* Hamtaro as &#039;&#039;&#039;Kuro Kaze&#039;&#039;&#039; ([[Trinity:Moogle|moogle]] [[Trinity:Greasemonkey|greasemonkey]])&lt;br /&gt;
* Melty as &#039;&#039;&#039;Kassian&#039;&#039;&#039; ([[Trinity:Human#Tsavashi|human]] [[Trinity:Artificer|artificer]])&lt;br /&gt;
* Brandon as &#039;&#039;&#039;Miggs&#039;&#039;&#039; ([[Trinity:Gremlin|gremlin]] [[Trinity:Technologist|technologist]])&lt;br /&gt;
* Smack as &#039;&#039;&#039;William&#039;&#039;&#039; ([[Trinity:Artilect|artilect]] [[Trinity:Templar|templar]])&lt;br /&gt;
* Dave-O as &#039;&#039;&#039;Shiro Kaze&#039;&#039;&#039; ([[Trinity:Moogle|moogle]] [[Trinity:Greasemonkey|greasemonkey]])&lt;br /&gt;
* Nyc as [[Trinity:Toplander_Tiy_Lena|&#039;&#039;&#039;Tiy Lena&#039;&#039;&#039;]] ([[Trinity:Selkie|selkie]] [[Trinity:Assassin|assassin]])&lt;br /&gt;
* Catface as &#039;&#039;&#039;Addison&#039;&#039;&#039; ([[Trinity:Human|human]] [[Trinity:Voidchild|voidchild]]/[[Trinity:Trainer|trainer]])&lt;br /&gt;
* ®ß¥!! as &#039;&#039;&#039;Uriah Morodov&#039;&#039;&#039; ([[Trinity:Human#Tsavashi|human]] [[Trinity:Bard|bard]])&lt;br /&gt;
&lt;br /&gt;
===Others===&lt;br /&gt;
* &#039;&#039;&#039;Volos&#039;&#039;&#039; ([[Trinity:Ancelari|ancelari]] [[Trinity:Metamorph|metamorph]]) [left the group (s03)] &lt;br /&gt;
* &#039;&#039;&#039;Tabby&#039;&#039;&#039; ([[Trinity:Human|human]] [[Trinity:Bard|bard]]) [followed Uriah around (s02 - )]&lt;br /&gt;
&lt;br /&gt;
==Session 01 - Explore? Explore... what?==&lt;br /&gt;
Perhaps a month after contact with the &#039;&#039;Arcostes&#039;&#039; was lost in SY 34, a call was sent out from Arcturas. The people of the fallen craft had lived on this world for 34 years, and knew nothing beyond the small chunk of world they had found themselves on - and Angmar Steeltoe, the old captain of the &#039;&#039;Arcturas&#039;&#039; herself, felt that it was time for the Adnezians and Ganymedians to know more about the world they had found themselves on. The call he sent out was a simple one: if you are willing to explore the world beyond what we know, come to the remains of the &#039;&#039;Arcturas&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Eight people answered the call, from all walks of life. A thinking machine who saw the future; a young girl who seemed terribly out of place. The apprentice blacksmith from the capital city; the twin moogles who had constructed their own mechs. The lone ancelari, who had explored the continent some thirty years before; a young selkie, who assisted in keeping the peace of the land; the legendary musician, whose music inspired the rebellious youth.&lt;br /&gt;
&lt;br /&gt;
Thus did their tale begin.&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
Angmar greeted the group, and told them to go out and explore. He mentioned that the robots in Edge might know something, and that the kids out in Germonik might, as well. The group decided to rest for the evening and head out the next day. Volos waits for the group outside of town.&lt;br /&gt;
&lt;br /&gt;
They travel to Edge. Volos goes to the lumbermill, to see if they know anything; everyone else heads to the administrative building in Edge. The apparent political leader in Edge is an artilect called Bucket, who William knows from being on the &#039;&#039;Arcturas&#039;&#039;. They converse; Bucket doesn&#039;t seem to know anything useful.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Josef-the-NPC.jpg|thumb|125px|right|Josef]]&lt;br /&gt;
Shiro and Kuro take their mechs and begin investigating the bottomside of the continent, but don&#039;t find anything useful.&lt;br /&gt;
&lt;br /&gt;
The group decides that there is nothing useful here, and heads to Germonik.&lt;br /&gt;
&lt;br /&gt;
They stop at the bridge that crosses the Gouge, as Volos seems to notice something strange about the mountains. The rest of the group gets frustrated, and they continue on.&lt;br /&gt;
&lt;br /&gt;
They arrive in Germonik, and find that someone has constructed a facsimile of the radio tower in Edge, but out of wood. They investigate, and find that its attached to a barn; the whole shindig is apparently under the ownership of a young human called Josef. As they arrive, he goes out and beats someone with his bat.&lt;br /&gt;
&lt;br /&gt;
Inside the barn, they find that he is constructing a flying thing of some sort, which he refers to as &amp;quot;da riggable&amp;quot; (that is, something that can be rigged). Interested in the possibility of flight, the party enquires as to how they could assist; he answers that he needs hemp, fuel, and time. The party decides to go look for some hemp, which Josef can use to finish his craft - in exchange, they tell him, they&#039;re interested in using it.&lt;br /&gt;
&lt;br /&gt;
They investigate, and find that the current big shot in town is a kid by the name of Bill. They arrange a deal with Bill, in which they&#039;ll trade him a crossbow from sufficient hemp for Josef to finish his craft. Bill agrees to the deal, and the party heads back to the barn to rest.&lt;br /&gt;
&lt;br /&gt;
==Session 02 - Teenage Wasteland==&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; 500 (story)&lt;br /&gt;
&lt;br /&gt;
Shortly after the party sets down to rest (with William and Volos keeping watch outside), a mob of Nevhonim appear, some of whose clubs are on fire. Their apparent leader is holding a body; they find out that it&#039;s Igor, one of Bill&#039;s cronies, who seemed to be the only one who could count. Last time they saw Igor, however, he had a lower jaw.&lt;br /&gt;
&lt;br /&gt;
The leader yells at William, who then goes inside to rouse his companions - the leader then informs his cronies to set the building on fire.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Tabby-the-NPC.jpg|thumb|125px|right|Tabby]]&lt;br /&gt;
Combat ensues. Of the eight members of the group, only three are standing when the last of the Nevhonim is felled.&lt;br /&gt;
&lt;br /&gt;
After the combat, the group finds that one of the Nevhonim had a youngish Gaeli girl attached to him by a rope. Uriah enquires further, and finds that she is unable to speak - instead, she communicates with her flute.&lt;br /&gt;
&lt;br /&gt;
 Tabby (NPC) joined the group.&lt;br /&gt;
&lt;br /&gt;
The party rests for a couple days, to recuperate from the battle. After, they venture to Bill, irritated with what happened - however, they find that Bill successfully procured the hemp, &amp;quot;from the Nevhonim.&amp;quot; Irritated, they take their payment, then pay him a few bundles of crossbow bolts (which they had left out of the earlier deal) for alcohol, which the group has determined is suitable fuel.&lt;br /&gt;
&lt;br /&gt;
Once da riggable is set up, the group begins to discuss where to go. There are two thoughts - either to head west, across the desert, or head north, to the mountains.&lt;br /&gt;
&lt;br /&gt;
===Loot===&lt;br /&gt;
 Wooden Maul, Masterwork (*1)&lt;br /&gt;
 Wooden Maul, Masterwork (*2)&lt;br /&gt;
 Quarterstaff, Masterwork (*3)&lt;br /&gt;
 Thin sheet of wood, covered in writing on both sides [language unknown; Divine item] (*5)&lt;br /&gt;
&lt;br /&gt;
==Session 03 - Decisions, Decisions==&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; 719 (469 combat, 250 story)&lt;br /&gt;
&lt;br /&gt;
Volos decided that he was irritated with the group, and headed off on his own.&lt;br /&gt;
&lt;br /&gt;
 Volos (PC) left the group.&lt;br /&gt;
&lt;br /&gt;
After he left, there was some debate regarding which way to go. The party decided to head north to the mountains, then - if that proved uneventful - to head to the waterfall near Edge.&lt;br /&gt;
&lt;br /&gt;
Using &amp;quot;da riggable,&amp;quot; they headed for the mountains. Along the way, they noticed a gremlin heading towards Germonik. Setting down, they found out that he was looking for the group - he had apparently planned on being part of the original expedition, but was late. After some debate, the group decided to allow the gremlin - who told them his name was Miggs - to join them.&lt;br /&gt;
&lt;br /&gt;
 Miggs (PC) joined the group.&lt;br /&gt;
&lt;br /&gt;
The group arrived at the mountains some time later, and decided that there was little worth doing there. They decided to head to Arcturas to refuel, then carry on to the waterfall.&lt;br /&gt;
&lt;br /&gt;
They arrived in Arcturas and refuelled. While the group was resting, Miggs planted flashpowder on Kuro and Shiro; when they woke up, Kuro fell prey to the trick, and angrily pulled his pistol on Miggs, who was clearly the culprit. After a warning shot was fired, the group carried on.&lt;br /&gt;
&lt;br /&gt;
Arriving at the waterfall, there was some discussion as to the best course of action. They decided to go over the edge and follow the waterfall down to wherever it went.&lt;br /&gt;
&lt;br /&gt;
They followed the waterfall down for a little less than two miles, and saw ground and a lake below. Kicking on their engines, they made  a cautious landing.&lt;br /&gt;
&lt;br /&gt;
They searched the lake, and found a river heading west-southwest. They decided to follow it. Some time later, they came across the edge of a forest, perpindicular to the river; they decide to continue following the river. Two days later, they came across a fork in the river: the river they were following joined another, and continued to flow south. The adjoining river was flowing from the north. The group decided to follow the flow, and headed south.&lt;br /&gt;
&lt;br /&gt;
Two and a half days later, they encountered a strange humanoid-looking creature, up in a massive bulge in a tree. After several attempts at communication, the creature gestured for them to follow it, which they did. Four hours later, they arrived in a &amp;quot;city&amp;quot; of these tree-bulges. They were brought to one of the humanoids dressed in blue in the top of a tree.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Adu-ja.jpg|thumb|125px|right|An adu&#039;ja]]&lt;br /&gt;
They found out that the creature they were brought to was an akashic, who rapidly learned their language. The group found out that these people were the [[Trinity:Adu-ja |Adu&#039;ja]], a race of - essentially - sentient mobile trees. The akashic&#039;s name was Aes&#039;iel, and they learned later that he was a Simic - a druid/akashic. Aes&#039;iel was also somewhat suspicious of Addison, though he did not mention why, save in a rather cryptic manner.&lt;br /&gt;
&lt;br /&gt;
They asked several questions. The group learned that the adu&#039;ja had been present for six-hundred years, and that the myconids - a race of fungus people - had been around for at least eight-hundred. They learned that the adu&#039;jan akashics could only see up to around eight hundred years in the past: beyond that, there was a great gap in the world memory. They learned that there are other floating landmasses, though the adu&#039;ja do not know how many there are; they also learned that there are sometimes visitors from elsewhere on this landmass (which they found was called Tai&#039;lyan), but that they were primarily left alone.&lt;br /&gt;
&lt;br /&gt;
They also found out that there was a cavern complex that connected Tai&#039;lyan and Turas, in the mountains, &amp;quot;beyond the mushroom forest.&amp;quot; They also learned that there were ancient ruins north of the forest, along the river, the nature of which the adu&#039;ja were uncertain: it had always been ruins, in decay, for at least eight-hundred years or so.&lt;br /&gt;
&lt;br /&gt;
The party decided to go explore the ruins. Before they set out, Aes&#039;iel gave each member of the group (along with Tabby, who had been tagging along since they left Germonik, and would apparently not leave Uriah&#039;s side) an akashic stone, which allowed them to instantly learn the Adu&#039;jan language, called Phytic. Aes&#039;iel informed the group that, with that, they could speak with the adu&#039;ja and the myconids. The party then set out.&lt;br /&gt;
&lt;br /&gt;
Five days later, they arrived at the ruins. William noted, at first, that the architecture was similar to the Ronkan style; later on, he also noticed that they seemed similar to Elven architecture, as well. The group explored the ruins, which were the size of a city suitable for perhaps a thousand occupants; as they searched, they also salvaged as much usable metal as they could (as the remains of the buildings were metal in nature).&lt;br /&gt;
&lt;br /&gt;
After awhile, Kuro, Cassian, William, Miggs, Shiro, and Uriah (though he was sleeping at the time) began sparking purple; Addison, meanwhile, began sparking white. They also began noticing ridges in the ground, as though something were traveling underground. Kuro flew up, and noticed that the ridges were appearing around the group in a vaguely circular pattern, and more were forming some distance from the group, no matter where they went. As those who were sparking neared the ridges, their sparking was more intense.&lt;br /&gt;
&lt;br /&gt;
Miggs climbed up a delapidated building, and Shiro flew down to inform William of what he saw. As soon as he touched down, five creatures burst forth from the ground, forming a circle around the group.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Zergling.JPG|thumb|225px|left|Three of the creatures look like this...]]&lt;br /&gt;
[[Image:Trinity_Hydralisk.JPG|thumb|225px|right|...and the other two look like this.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Three of the creatures look like this... &#039;&#039;This creature is about the size of a large dog, with a short tail and tough carapace. Its back legs are long, while its front legs end in sickle-like claws. Beneath its head rest two equally sharp fangs, and it chitters and jumps about restlessly.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While the other two look like this... &#039;&#039;This creature slithers forward on a serpentine lower body. It is hunched forward, its two powerful arms curved like wicked scythes and its manibles dripping with acidic drool. The back of its head is elongated into a plate, covering most of its back save for a long spine on the top of its carapace.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Loot===&lt;br /&gt;
 9 akashic stones, all containing the [[Trinity:Phytic_Language |Phytic]] language&lt;br /&gt;
&lt;br /&gt;
==Session 04 - Question!==&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; 500 (story)&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Memento_umbra.jpg|thumb|225px|right|The creature Aes&#039;iel called the &#039;&#039;memento umbra&#039;&#039;.]]&lt;br /&gt;
The group fought the creatures, in a rather vicious fight. They found that the creatures were able to regenerate their wounds - those they thought were slain rose to fight again. When the last was felled, they proceeded to smash in all of their skulls, as that seemed effective in stopping their regeneration.&lt;br /&gt;
&lt;br /&gt;
In the course of the fight, Shiro and Tiy succumbed to their wounds. After a bit of healing onsite, the group gathered the bodies (including the bugs&#039; bodies, which Kassian believed were able to be worked like iron) and returned to the Adu&#039;ja, who they believed would be able to return the dead.&lt;br /&gt;
&lt;br /&gt;
The adu&#039;ja were in fact able to do so, and agreed to reincarnate their friends (in a rather Simic manner, combining the power of Nature and the Blue to reincarnate the creature in the same body), in exchange for a favor. The adu&#039;ja had explored the memories of the party&#039;s world and people, and discovered the existence of the &#039;&#039;mementos&#039;&#039; - they also found that some had been trapped there, and sought a way out. Unexperienced in the ways of the &#039;&#039;mementos&#039;&#039;, they accidentally freed a particularly vicious &#039;&#039;memento&#039;&#039;, which Aes&#039;iel believed was known as &#039;&#039;memento umbra&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
To assist in their search for the creature, Aes&#039;iel implanted a rough map of the continent into the minds of the party.&lt;br /&gt;
&lt;br /&gt;
Waiting for the morning, the party is able to recuperate from the experience of the fight, which had pushed them to their limits.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; 675 (combat)&lt;br /&gt;
&lt;br /&gt;
After resting and meeting up with their reincarnated members, the party discussed where to go. Kassian was adamant that the group go to the mountains; William questioned the human&#039;s insistence, and Kassian explained that the various things he had been picking up had a strange &amp;quot;aura&amp;quot; to them, and that he believed the things they fought at the ruins were the source. He believed that the myconids, whom the adu&#039;ja had mentioned existed prior to the gap in the world memory (800 years prior to now), may know something about it.&lt;br /&gt;
&lt;br /&gt;
William also made a query to the adu&#039;ja regarding the possibility of ironwood, which he had encountered on Ganymede. Aes&#039;iel told him that the adu&#039;ja do indeed make ironwood, and keep stores of it, and that they may be willing to part with some of it.&lt;br /&gt;
&lt;br /&gt;
In addition, while the party was waiting, Addison talked to Aes&#039;iel about the nature of the &#039;&#039;momentos&#039;&#039; - hoping to turn her from her path, Aes&#039;iel gladly told her all she wanted to know. The conversation eventually led to Addison gaining the skills of a [[Trinity:Trainer|trainer]].&lt;br /&gt;
&lt;br /&gt;
===Loot===&lt;br /&gt;
 [[:Image:Trinity_Tai-lyan.JPG|Map of Tai&#039;lyan]] (memory now possessed by all current members of the party)&lt;br /&gt;
&lt;br /&gt;
==Session 05 - Mushroom Samba==&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; 250 (story)&lt;br /&gt;
&lt;br /&gt;
After some discussion, the group decided to head north to the myconid village of Samtri.&lt;br /&gt;
&lt;br /&gt;
When they arrived, they found a small copse of enormous mushrooms, and seemingly no one about. After some investigation, it appeared that there were some larger mushrooms, with door-like structures in them. Miggs went up to one of the doors and knocked loudly, while William yelled loudly.&lt;br /&gt;
&lt;br /&gt;
Their actions were fruitful: a bipedal, humanoid-looking mushroom exited one of the house-like structures, and spoke with them. However, he didn&#039;t speak very long, as he continually insisted that it was &amp;quot;sleep time&amp;quot; - the party realized that they had arrived in early afternoon, and that - these being mushroom-people - they were probably nocturnal. They decided to wait until &amp;quot;nightfall,&amp;quot; when they hoped to see more of the mushroom folk.&lt;br /&gt;
&lt;br /&gt;
After a few hours, the village of Samtri did indeed awake, and a throng of myconids exited the several mushroom houses and began heading north, to the mountains. Following them, the group found that they were headed to a cave just north of the village; once all the myconids were inside (aside from two guards), a single, larger myconid came out to greet them.&lt;br /&gt;
&lt;br /&gt;
The myconid (whose name they didn&#039;t bother to learn) seemed to be the leader of the village. He explained that the world had ended, that the bugs had come and gone, and that the moon had fallen. The party tried to explain that the bugs were back, but he was insistent that they were gone, along with &amp;quot;the faceless ones.&amp;quot; The party was intensely curious about these so-called &amp;quot;faceless ones,&amp;quot; and the myconid explained that they were to the southwest. They inquired as to what they would find in the myconid village to the west, and the leader explained that Mitrosis was much like Samtri, only bigger.&lt;br /&gt;
&lt;br /&gt;
Their quest for knowledge satisfied, they went into the cave, to find what the myconids were up to, as they could clearly see that they were standing about in a circle. The leader myconid had told them they were forgetting; upon entering, they all became subjected to a massive hallucinogen. The group remained for the duration of the &amp;quot;meditation&amp;quot; (eight hours), after which the myconids returned to their mushroom houses.&lt;br /&gt;
&lt;br /&gt;
The party then discussed what to do; they decided to head southwest, along the treeline of the adu&#039;jan forest, to see if they could find the ruins the myconids mentioned. They walked for a little more than a month, and reached the edge of the continent, without finding anything.&lt;br /&gt;
&lt;br /&gt;
They went east, to the adu&#039;jan city of Sh&#039;cala, seeking out more Simics. They found them, and discussed what they had learned from the myconids. The simics explained that the myconids were simple creatures, and that they would not lie - if they said the cities of the &amp;quot;faceless ones&amp;quot; were to the southwest, then they were, but there were no such places on this continent. The party then decided that they would head southwest off the edge, taking da riggable, to see if there was another continent elsewhere.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Arcturas_-_New_Continent_-_1.jpg|thumb|325px|right|This is what the party explored for five months.]]&lt;br /&gt;
After some tree-hopping, courtesy of the simics, they recovered da riggable, and sailed off the southwestern edge of Tai&#039;lyan.&lt;br /&gt;
&lt;br /&gt;
Going somewhat down, they found another continent, full of sand. They set down, and began to explore; after two days, however, they began suffering from dehydration, and had yet to find water or even something other than sand. It was also unbearably hot, which they found odd, considering none of the higher continents had been so warm. Heading back to the simics, they asked for a source of water that would never run dry. The simics agreed to provide them with such a thing, but in exchange, they wanted the party to seek out the foreigners that sometimes appeared in the desert to the north (which Aes&#039;iel had mentioned before). The party agreed to this favor, and set out.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Mutalisk2_mirror.jpg|thumb|left|Four of these creatures dive towards &#039;&#039;da riggable.&#039;&#039;]]&lt;br /&gt;
Returning to the new continent, they proceeded to explore to the east, following the ledge they found after two days&#039; journey; they found that it made a circle, and they found themselves where they had originally landed. They then opted to follow the northernmost edge of the continent west. For three and a half months, the group walked through the desert, returning to Tai&#039;lyan when their food sources ran out. In this time, they found three ruins, none of which were inhabited; all of them exhibited signs of having suffered through a great catastrophe, reminiscent of an earthquake (according to Miggs, on an earthquake-measuring scale of 1 to 10, these cities had suffered through a 13).&lt;br /&gt;
&lt;br /&gt;
They then decided that the circular-shaped &amp;quot;hole&amp;quot; in the continent may have an answer; some of the group believed that the references the myconids made to the moon falling may have happened here. They set out, following the inner edge of the continent, and eventually found the edge - two days&#039; from where the ledge began. They decided to go down as far as they could, and three miles down, they could see water below. After some discussion, they left the mechs behind, and explored two days&#039; worth to the north, seeing nothing but water.&lt;br /&gt;
&lt;br /&gt;
They returned to roughly where the hole in the continent was, and began to ascend. As they did, however, William spotted something flying in the air...&lt;br /&gt;
&lt;br /&gt;
===Loot===&lt;br /&gt;
 Decanter of Endless Water [Nature]&lt;br /&gt;
&lt;br /&gt;
==Session 06 - Aerials==&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; 500 (story)&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Shyekara.jpg|thumb|200px|right|The woman called &amp;quot;Shye&amp;quot;]]&lt;br /&gt;
The four creatures - who, the party discovered in short order, were being ridden by human-sized beings - dived at &#039;&#039;da riggable&#039;&#039;, and the battle was joined.&lt;br /&gt;
&lt;br /&gt;
After a short skirmish in the air over a three-mile drop to a possibly endless ocean below, the beings riding the creatures - three of whom had incredibly long horns extruding from their foreheads, while the fourth was a human woman - called for parley. The party hesitantly agreed, and the woman - who one of the horned beings called &amp;quot;Shye&amp;quot; - explained that there was something of an error; they had not intended to attack the group, but were instead hunting a manifestation of the Void. Shye explained that they had detected a Void presence on the &#039;&#039;da riggable&#039;&#039;, and figured that it could only be the thing they hunted.&lt;br /&gt;
&lt;br /&gt;
Addison was curious, and asked why they were looking for it; Shye responded by saying that she worked &amp;quot;for a higher power,&amp;quot; that apparently did not want to see the creature in the wild. More discussion revealed that Shye was from Turas (the continent on which the &#039;&#039;Arcturas&#039;&#039; had crashed), but that she was one of the children that had fallen off the edge - she was apparently fortunate, however, and was saved during her fall (by what, was not mentioned). She and her companions were also notable due to the fact that they carried large quantities of metal (one of them was garbed in full-plate). Any questions regarding where they had gotten the metal or where they had come from was responded to with, &amp;quot;I don&#039;t want to ruin your sense of adventure.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Shye confirmed for the group that the Armand - what the people the Adu&#039;ja had asked the party to find were called - did wander the desert on the continent, and that they were often to the west of the circular rift in the continent. With no further questions, Shye and her companions left the group, heading east.&lt;br /&gt;
&lt;br /&gt;
The group decided to return to Turas, to refuel. The brothers Kaze also spoke of possibly fashioning new mechs or similar vehicles, and some of the group expressed an interest in reporting to Angmar. The group returned to Turas, specifically heading to the city of Arcturas, hiding &#039;&#039;da riggable&#039;&#039; outside of town.&lt;br /&gt;
&lt;br /&gt;
They found and spoke with Angmar, explaining to him everything they had done so far. Angmar was a bit disturbed by all of the information he was dumping on them, but he appeared pleased with their progress. The group wanted materials - specifically, metal from the ship - which Angmar was willing to grant them, considering that the group informed him of their encounter with Shye, with emphasis on the fact that they were carrying metal.&lt;br /&gt;
&lt;br /&gt;
The brothers Kaze spoke with their father, Murasaki, about the construction of a massive vehicle, an idea with which he was incredibly pleased. They informed him that metal would be delivered shortly, and the elder Kaze began work almost immediately on a massive flying ship.&lt;br /&gt;
&lt;br /&gt;
The group then went to Germonik, to check on the status of Josef. They found that his &amp;quot;radio tower&amp;quot; had been disassembled, and the barn ripped asunder. Further investigation led to them learning that Josef had fled town, but Volos had not been so lucky - he had apparently been strung up on the north end of town. They also discovered that Bill had been overthrown, by a Nevhonim named Ted. After an almost-confrontation with the Nevhonim (during which Shiro collapsed one of the walls of the main tavern in Germonik), they backed off and told the group what they wanted to hear.&lt;br /&gt;
&lt;br /&gt;
The group then headed to Edge, where - according to what they heard from Angmar - someone had set up shop and was working on a flying machine. Lo and behold it was Josef, who spun a tale of frustration with the absurdity of living in Germonik, and his subsequent flight (not literally) from there due to Ted&#039;s frustration towards him. He wound up in Edge, and began experimenting with electrum engines, possibly even on the brink of constructing a flying machine that didn&#039;t require a balloon at all. The group returned &#039;&#039;da riggable&#039;&#039;, and wished Josef luck.&lt;br /&gt;
&lt;br /&gt;
Four months passed, during which the group performed various tasks and odd jobs. At the end of the four months, they regrouped in Arcturas, for the unveiling of the elder Kaze&#039;s flying machine. Towering over the moogles&#039; mechs and constructed wholly out of steel, the new ship was a sight to behold. The elder Kaze dubbed it the &#039;&#039;Kamikaze&#039;&#039;, and the moogles graciously received the gift. Capable of housing the entire party and the mechs in its interior, and having a self-contained atmosphere that would allow for underwater exploration, the &#039;&#039;Kamikaze&#039;&#039; was a definite upgrade over &#039;&#039;da riggable&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Taking their new aircraft, the party gathered up enough food to last them quite some time, and headed back to the desert continent.&lt;br /&gt;
&lt;br /&gt;
Having an aircraft capable of traveling around the clock (and a pilot that could do the same), the party began combing the desert, searching for signs of the Armand. They first searched the eastern end of the continent, and eventually came upon another ruined city. Upon further investigation, they found a relatively intact building; inside, they discovered two rooms of note: in one, there was a cache of weapons of unusual design - various swords and guns; in the other, they found an akashic stone, set on a pedestal, which Miggs almost immediately took. &lt;br /&gt;
&lt;br /&gt;
After an altercation in which the party relieved Miggs of the stone, Uriah contacted the stone, and saw an image of an ancelari, projecting thoughts in an unknown language in his mind; after a minute or so of speaking, the image shot itself in the head, and the image played out all the gory details of that event. Slightly shaken, Uriah - knowing that the moogles were mildly telepathic - handed it to Shiro, who contacted the stone. Able to understand the language &amp;quot;spoken&amp;quot; by the ancelari, he relayed the information to the rest of the party...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;The_Message&amp;quot;&amp;gt;&lt;br /&gt;
 &amp;quot;If you have found this stone, and are capable of understanding my words, then perhaps they succeeded. Perhaps they who fled&lt;br /&gt;
 reached those alien worlds, and taught those people the ways of the gun? Perhaps they have even managed to conquer the depths of&lt;br /&gt;
 space?&lt;br /&gt;
 &lt;br /&gt;
 &amp;quot;But we all know what is coming, don&#039;t we, stranger? The zerg are no threat, compared to the things that will come from beyond...&lt;br /&gt;
 we&#039;re all damned, then... and no amount of running will save us!...&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Armand.JPG|thumb|200px|right|An armand]]&lt;br /&gt;
Mildly disturbed, the party took some of the weapons from the cache, and began heading west. They investigated the eastern side of the gouge in the continent, heading north, then investigated the western side, beginning from the north.&lt;br /&gt;
&lt;br /&gt;
Eventually, in the middle of the western side of the continent, the party spotted an encampment. Having come across it in the heat of day, they waited until nightfall, when they saw movement. They headed for the camp, and were met halfway by three armand.&lt;br /&gt;
&lt;br /&gt;
Miggs was the first to greet the creatures, but they did not respond immediately, instead, they transmitted thoughts into the minds of the party, none of whom - save the moogles - understood. The lead armand seemed to sense their lack of understanding, and began communicating in Phytic.&lt;br /&gt;
&lt;br /&gt;
The party had many questions, and the armand answered them as best he could. Apparently, they were able to go to Tai&#039;lyan by riding on small islands that rode on strong wind currents; these islands apparently migrate in a relatively stable pattern, such that the armand could reliably take them between Tai&#039;lyn and Reldyr&#039;nym (the name of the continent they were currently on). The armand had no knowledge of the creatures the party had fought earlier (those accompanying Shye), nor did they know of the &#039;&#039;memento umbra&#039;&#039;, other than that they had seen traces of a great beast wandering the desert. In the course of conversation, the armand informed the party that there was one who may have some of the answers they sought.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Toplanders_Explore_Reldyr-nym.jpg|thumb|300px|left|The continent of Reldyr&#039;nym, in its entirety (previously-explored sections are darkened).]]&lt;br /&gt;
They led the party to one of the tents of the encampment, and inside there was a strange creature, being tended by two other armand. The creature had the face of a wolf, but was definitely humanoid and bipedal; it also had bat-like wings, which were found on its body in a place similar to that of a bat (that is, from the forearm to the side). Its breathing was rather shallow. Miggs attempted to heal it with his tonics, to no avail - the armand were unable to cure whatever ailed the creature.&lt;br /&gt;
&lt;br /&gt;
Addison realized that they could use the potion they had found from the fight in Germonik, which contained &#039;&#039;bear&#039;s endurance&#039;&#039;; Uriah complied, and used it on the creature. Its breathing became easier, and it looked around in a rather frightened fashion. Addison used &#039;&#039;comprehend languages&#039;&#039; to understand the creature, but it didn&#039;t say much - it said something to the extent that the world was attacked, by horned beings. It also said the word &amp;quot;veyar,&amp;quot; which the armand leader immediately picked up on when Addison repeated it - it was an ancient word for the moon of Arcturas.&lt;br /&gt;
&lt;br /&gt;
The various Force effects ended, and the creature resumed its near-death status. Addison used &#039;&#039;deathwatch&#039;&#039;, and saw that the creature was suffering from what amounted to suffocation - barely hanging onto life.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Loot===&lt;br /&gt;
 +1 Unholy Lance (Divine)&lt;br /&gt;
 The &#039;&#039;Kamikaze&#039;&#039; [Gargantuan Ornithopter - Arm1/Eng5/Sys1] (Technology)&lt;br /&gt;
 Akashic stone containing [[#The_Message|a message]] in Ancelari&lt;br /&gt;
 Four (4) pistols, one (1) rifle, one (1) carbine, all corroded, from the southeast ruins of Reldyr&#039;nym&lt;br /&gt;
&lt;br /&gt;
==Session 07 - Vapor Trail==&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; 1350 (600 combat, 750 story)&lt;br /&gt;
&lt;br /&gt;
The group decided to take the strange creature with them, and go to the Simics, to see if the adu&#039;ja could find out more about the creature. The creature was still alive, but barely hanging onto life.&lt;br /&gt;
&lt;br /&gt;
They headed to Sh&#039;cala, the southern-most adu&#039;jan city, and spoke with the Simics there. The group had questions they wanted the creature to answer, and the Simics managed to get some answers out of the creature via the Blue.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Creature&#039;s Race and Type:&#039;&#039;&#039; unknown race, humanoid&lt;br /&gt;
 &#039;&#039;&#039;Most recent basic goal:&#039;&#039;&#039; escape&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;What is it?&#039;&#039;&#039; &amp;quot;We call ourselves the &#039;&#039;un&#039;veyar&#039;&#039;.&amp;quot;&lt;br /&gt;
 &#039;&#039;&#039;Were you attacked, and by what?&#039;&#039;&#039; &amp;quot;Yes, horned creatures riding on acid-spitting winged things.&amp;quot;&lt;br /&gt;
 &#039;&#039;&#039;Where is metal?&#039;&#039;&#039; &amp;quot;Veyar.&amp;quot;&lt;br /&gt;
 &#039;&#039;&#039;What about the moonfall?&#039;&#039;&#039; &amp;quot;Legends say long time ago, moon fell into the world.&amp;quot;&lt;br /&gt;
 &#039;&#039;&#039;Does it know about the horned things?&#039;&#039;&#039; &amp;quot;Yes.&amp;quot;&lt;br /&gt;
 &#039;&#039;&#039;Does it know about the memento umbra?&#039;&#039;&#039; &amp;quot;The what?&amp;quot;&lt;br /&gt;
 &#039;&#039;&#039;Does it want to be Migg&#039;s friend?&#039;&#039;&#039; &amp;quot;Who is miggs?&amp;quot;&lt;br /&gt;
 &#039;&#039;&#039;Does he know &amp;quot;how to fix this world&amp;quot;?&#039;&#039;&#039; &amp;quot;Can&#039;t fix, world trapped by pull of big world.&amp;quot;&lt;br /&gt;
 &#039;&#039;&#039;Where did it come from?&#039;&#039;&#039; &amp;quot;Veyar.&amp;quot;&lt;br /&gt;
 &#039;&#039;&#039;When did it come from? How long ago?&#039;&#039;&#039; no response.&lt;br /&gt;
 &#039;&#039;&#039;How old is it?&#039;&#039;&#039; &amp;quot;17 seasons.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The party was somewhat perplexed by these answers. They decided to head back to the armand, and see if they knew anything more.&lt;br /&gt;
&lt;br /&gt;
Upon finding the armands, there were a good deal of questions. The leader of the armand explained that, long ago, the zerg descended upon the planet. The armands and the myconids hid from the threat, while the ancelari remained on the surface, attempting to fend the creatures off. The armands explained that it was the ancelari who created the mist over the planet, in an effort to slow the zerg advance; however, their efforts were mostly in vain.&lt;br /&gt;
&lt;br /&gt;
In the end, the ancelari were forced underground, fighting the zerg in the many caves and tunnels beneath the planet&#039;s surface. Their leaders attempted to get their people off the planet by an unknown means; however, they were only partially successful, and many ancelari were left behind. In a last-ditch effort to destroy the zerg, they attempted to destroy the core of the planet - however, they apparently miscalculated, and only shattered the core, which shattered the entire surface of the planet and greatly weakened the planet&#039;s gravity. This resulted in the floating landmasses.&lt;br /&gt;
&lt;br /&gt;
They further explained that the shattering of the planet&#039;s core modified the magnetic field of the planet, altering almost all of the metal ore on the surface into the substance the party knew as electrum.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Toplanders_-_Windcrossed_Isles_Explore_1.JPG|thumb|375px|right|The islands in the east.]]&lt;br /&gt;
The armands also explained that they did not always look like they did now; however, having been on &amp;quot;irradiated&amp;quot; ground for so long, their people had gradually but drastically changed from their original form.&lt;br /&gt;
&lt;br /&gt;
The armands also told the group that there were strong currents in the atmosphere of the planet, much like water currents, and that the floating islands they rode on to reach Tai&#039;lyan were caught in one such current.&lt;br /&gt;
&lt;br /&gt;
The group decided to head east, heading off the eastern-most edge of Reldyr&#039;nym, along the air current, &amp;quot;against the wind.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Two months later, the party encountered a new set of floating landmasses; somewhere along the way, the strange creature they had picked up finally passed away. Searching its belongings, they found a beaten metal badge, with some strange markings on it. &lt;br /&gt;
&lt;br /&gt;
They explored the new islands, which were mostly uninhabited.&lt;br /&gt;
&lt;br /&gt;
On the southern-most island, however, they encountered a walled city. All of the group save Shiro and Kuro attempted to find a way into the city, and found a heavy iron gate - complete with two horned beings garbed in plate and armed with halberds - on the southern edge. When they approached, one of the guards asked who they were in Lucavic; after the majority of the group seemed unable to communicate in this, the guard spoke to them in Eastern Common.&lt;br /&gt;
&lt;br /&gt;
Miggs mentioned that they knew Shye, and wanted to see her; the guard recognized the name, and said they could all come in, save Addison. Addison complied, and William accompanied her back to the moogles.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, the rest of the group - Kassian, Uriah, Miggs, Tiy, and Tabby - entered the city. The guard led them to a rather large stone structure in the middle of the city (which was actually more like a walled camp). They were instructed to enter, and told to wait for Shye.&lt;br /&gt;
&lt;br /&gt;
Inside, the group were left in an entryway, with a doorway leading into what looked like a temple. Inside there was an enormous stone statue of Ajora, the head angel of Kolaita, the goddess of healing; the angel was wielding a bastard sword, wearing full plate, and had wings that had the appearance of razor-sharp metal. Set around the statue were two altars, each with three candles, all lit.&lt;br /&gt;
&lt;br /&gt;
After awhile, Shye finally entered, and greeted the group pleasantly. Miggs was interested in what was going on in the temple, so Shye invited them all in, and explained to Miggs that they followed Kolaita, but also paid special attention to Ajora, because the angel was the goddess&#039; protector. Kassian and Tabby refused to enter the room, while Uriah attempted to, but was stunned upon crossing the threshold into the room. Uriah then pushed Kassian into the room, but nothing happened.&lt;br /&gt;
&lt;br /&gt;
The discussion turned to the subject of metal, and Shye took them outside to meet with the city&#039;s blacksmith. As they walked, however, Miggs turned on his &#039;&#039;cloak generator&#039;&#039;, but attempted to make it look sneaky; Shye was apparently not amused by his antics, however, and was aware that he had actively done it, rather than &amp;quot;accidentally,&amp;quot; as he claimed. They continued on to the blacksmith.&lt;br /&gt;
&lt;br /&gt;
They attempted to haggle for some metal, but the blacksmith seemed uninterested.&lt;br /&gt;
&lt;br /&gt;
There was another discussion here, regarding the residents of Fort Drakys (as Shye called it) - they all appeared to be horned, other than Shye. Shye was rather vague on why that was, insisting that many beings had horns, and that it wasn&#039;t that unusual.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Toplanders_-_Veyar_Explore_1.JPG|thumb|375px|left|Is it a moon? Or a space station?]]&lt;br /&gt;
The group then decided to leave. They were escorted out.&lt;br /&gt;
&lt;br /&gt;
Regrouping, the party decided to continue heading east. &lt;br /&gt;
&lt;br /&gt;
After a few days, they encountered a strange purple mist. Heading in all directions to determine which way it was, they headed up, where the purple haze seemed to strengthen. After a few hours, they experienced a change in gravity, and were now looking down (what was up, previously) at a strange new environment.&lt;br /&gt;
&lt;br /&gt;
They decided to explore, and flew along the edge of the &amp;quot;continent.&amp;quot; They found that there was a lower section (upper, in terms of normal gravity), that they opted to not explore at this time. They continued around, until they were back where they started, they then decided to search the plate in a zig-zag pattern.&lt;br /&gt;
&lt;br /&gt;
Eventually, in the southern mountains, they saw a cave entrance; this was unusual, as they had not yet seen anything of the sort here. Guessing that the outside air was poisonous to mortals, William volunteered to go explore. The cave narrowed into a tunnel, then opened into a wider cavern, with three branches - as well as an electrum lamp in the ceiling.&lt;br /&gt;
&lt;br /&gt;
Exploring further, William encountered more horned beings, who were mining what looked like iron ore. They noticed him, but - being a templar - he was much too fast for them, and he quickly returned to the &#039;&#039;Kamikaze&#039;&#039;. The creatures chased him out, but the group crushed two of the three with the ship; the remaining one returned to the depths of the cave.&lt;br /&gt;
&lt;br /&gt;
===Loot===&lt;br /&gt;
 Un&#039;veyar metal badge&lt;br /&gt;
&lt;br /&gt;
==Session 08 - Dark Side of the Moon==&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; 806 (750 story, 56 combat)&lt;br /&gt;
&lt;br /&gt;
Session synopsis coming soon.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Session Highlights&#039;&#039;&#039;&lt;br /&gt;
 Entered western wing of mine.&lt;br /&gt;
 Encountered a bunch of traps.&lt;br /&gt;
 Kuro scouted ahead, found a bunch of fake miners.&lt;br /&gt;
 Fight in the corridor.&lt;br /&gt;
&lt;br /&gt;
===Loot===&lt;br /&gt;
 Loot coming soon.&lt;br /&gt;
&lt;br /&gt;
==Session 09 - Infernoplex==&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; 4th - 1975 (500 story, 1000 combat, 475 traps)&lt;br /&gt;
     3rd - 2160 (500 story, 1125 combat, 535 traps)&lt;br /&gt;
&lt;br /&gt;
Session synopsis coming soon.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Session Highlights&#039;&#039;&#039;&lt;br /&gt;
 Party rested, returned to western wing.&lt;br /&gt;
 Ambushed by three guys. Looted them.&lt;br /&gt;
 Attacked by two groups, one of miners and blacksmiths from the west, and two guys from the south.&lt;br /&gt;
 Kassian died.&lt;br /&gt;
 Group captured a priest.&lt;br /&gt;
 Priest fought them on the ship, they killed him, dumped him off at Fort Drakys.&lt;br /&gt;
 William died.&lt;br /&gt;
 Group returned to the adu&#039;ja, who revived the pair. They now each owe the adu&#039;ja a favor.&lt;br /&gt;
 The simics used &#039;&#039;object loresight&#039;&#039; to determine what was up with the priest guy&#039;s holy symbol. It came from a place called&lt;br /&gt;
   Shar&#039;nal, which isn&#039;t on Arcturas (the planet).&lt;br /&gt;
 Group headed to Edge to deliver iron ore stolen from the mine and to check on Josef.&lt;br /&gt;
 Group headed to Germonik to check on them. Encountered Ned Riddle, current &amp;quot;leader.&amp;quot;&lt;br /&gt;
 Riddle gave Uriah 20 wooden coins.&lt;br /&gt;
 Group found out that Riddle is interested in establishing a currency so that they can trade with the artilects for wood.&lt;br /&gt;
 Group went to Arcturas (the city) to talk to Angmar.&lt;br /&gt;
 They told Angmar what was going on.&lt;br /&gt;
 Angmar informed the group that there had been an explosion in Edge, at the electrum processing plant.&lt;br /&gt;
 Apparently the iron ore the group brought was electrum. But it was definitely iron ore when they started.&lt;br /&gt;
&lt;br /&gt;
===Loot===&lt;br /&gt;
 Loot coming soon.&lt;br /&gt;
&lt;br /&gt;
==Session 10 - Iron Man==&lt;br /&gt;
This session is happening &#039;&#039;right now&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; &#039;&#039;4th&#039;&#039; - 2100 (1000 story, 1000 combat, 100 social)&lt;br /&gt;
     &#039;&#039;3rd&#039;&#039; - 2200 (1000 story, 1088 combat, 112 social)&lt;br /&gt;
&lt;br /&gt;
==Session 11==&lt;br /&gt;
There will be no game on &#039;&#039;&#039;November 24, 2007,&#039;&#039;&#039; as the DM will be unavailable.&lt;br /&gt;
&lt;br /&gt;
Therefore, Session 11 will take place on &#039;&#039;&#039;December 1, 2007.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Do not come to the game inebriated. You will be sent home.&lt;br /&gt;
&lt;br /&gt;
[[Category:Trinity]]&lt;/div&gt;</summary>
		<author><name>GnomeWorks</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Trinity:The_Toplanders&amp;diff=67647</id>
		<title>Trinity:The Toplanders</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Trinity:The_Toplanders&amp;diff=67647"/>
		<updated>2007-11-18T05:14:02Z</updated>

		<summary type="html">&lt;p&gt;GnomeWorks: /* Session 10 - Iron Man */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This campaign started the second week of September, 2007, and is currently being played.&lt;br /&gt;
&lt;br /&gt;
In terms of Trinity, this group began adventuring in early [[Trinity:Timeline#432_CY | 432 CY]] on [[Trinity:Geography#Arcturas | Arcturas]].&lt;br /&gt;
&lt;br /&gt;
This page will house all the information for this campaign in Trinity.&lt;br /&gt;
&lt;br /&gt;
==Game Time==&lt;br /&gt;
The game takes place on Saturday nights, roughly at 11 pm local time, and goes until anywhere from 4 to 6 in the morning.&lt;br /&gt;
&lt;br /&gt;
===Waiting List===&lt;br /&gt;
Given that there is the possibility of losing some players over the course of time, I will be maintaining a waiting list for this game. If you are interested in joining us, please leave a note in the Discussion page attached to this page.&lt;br /&gt;
&lt;br /&gt;
The waiting list is as follows.&lt;br /&gt;
&lt;br /&gt;
* House&lt;br /&gt;
&lt;br /&gt;
=Game Information=&lt;br /&gt;
Players may choose their method of character creation: 32 point buy, or standard Trinity rolling method (4d6, reroll 1&#039;s, drop 1 die, roll eight - keep seven, arrange in any order). Once the rolling method is chosen, the player will use those stats each time the player decides to switch to rolling method (by which I mean that you cannot roll stats, switch to point buy, then switch back to rolling method to reroll your stats); a player may redistribute ability scores or switch to the other creation method at any point before the game begins.&lt;br /&gt;
&lt;br /&gt;
Rolled stats must be rolled in front of the DM at any time that is convenient. Just make sure that you don&#039;t lose the stats!&lt;br /&gt;
&lt;br /&gt;
==Ability Scores==&lt;br /&gt;
Standard Trinity ability scores - standard d20 stats with the addition of [[Trinity:Perception | Perception]] - will be used.&lt;br /&gt;
&lt;br /&gt;
==Race Selection==&lt;br /&gt;
Unlike previous Trinity games, this game will have a racial restriction. Race selection is limited to the following races...&lt;br /&gt;
&lt;br /&gt;
* [[Trinity:Human | Human]]&lt;br /&gt;
* [[Trinity:Ancelari | Ancelari]]&lt;br /&gt;
* [[Trinity:Artilect | Artilect]]&lt;br /&gt;
* [[Trinity:Cogling | Cogling]]&lt;br /&gt;
* [[Trinity:Dwarf | Dwarf]]&lt;br /&gt;
* [[Trinity:Gnome | Gnome]]&lt;br /&gt;
* [[Trinity:Gremlin | Gremlin]]&lt;br /&gt;
* [[Trinity:Half-Orc | Half-Orc]]&lt;br /&gt;
* [[Trinity:Halfling | Halfling]]&lt;br /&gt;
* [[Trinity:Moogle | Moogle]]&lt;br /&gt;
* [[Trinity:Orc | Orc]]&lt;br /&gt;
* [[Trinity:Selkie | Selkie]]&lt;br /&gt;
&lt;br /&gt;
==Class Selection==&lt;br /&gt;
Class selection is unrestricted. Any Trinity-accepted classes are allowed.&lt;br /&gt;
&lt;br /&gt;
===Level===&lt;br /&gt;
Characters will be created at 2nd level. That means that you can choose an LA +1 race, and begin at 1st level.&lt;br /&gt;
&lt;br /&gt;
==Backstory==&lt;br /&gt;
Some amount of backstory is appreciated. As this game will not be starting for a good few months, you have plenty of time to figure one out.&lt;br /&gt;
&lt;br /&gt;
Keep your age and race in mind. If you are older than 37 or so, then you are originally from Adnez or Ganymede, and came on the ship to Arcturas; this means that you remember the way things were, and you remember the tyranids. If you are younger than 37, then you were born on Arcturas, and have only heard of the other planets through stories; you have also probably heard of the tyranids, though you may not believe that they&#039;re necessarily real.&lt;br /&gt;
&lt;br /&gt;
Regardless of where you were born, you&#039;ll need to figure out how you came by your profession. If you&#039;re from Andez or Ganymede, then chances are good you had gained some knowledge before leaving the planet, and have essentially taught yourself or gained training from someone else in the community. If you were born on Arcturas, then you probably were taught your skills by one of the gnome akashics (who can tap the world memory and teach you by proxy).&lt;br /&gt;
&lt;br /&gt;
Due note that travel to Arcturas was by spacecraft, which is technological in nature. As such, if you are a member of a magic- or psionic-based class, that you will require an explanation of how you came by those skills. Most of the people on Ganymede (where Arcturas left from) were not versed in the ways of magic or psionics, and as such you&#039;ll need to explain why you are. Some classes will require more explanation than others - a sorcerer makes a lot more sense than a wizard (your ability to wield magic was dormant for a good while, for instance). I have no intentions of limiting your class selection, but just make sure that it makes sense.&lt;br /&gt;
&lt;br /&gt;
===Character Knowledge===&lt;br /&gt;
Each character knows something about the world: this information is encountered during training, found while gossiping, or simply inherently known.&lt;br /&gt;
&lt;br /&gt;
==About the Game==&lt;br /&gt;
I will attempt to keep the players as in-the-dark as possible until the game begins; however, this game will add quite a bit of information to the Trinity universe, some of which will need to be up prior to the game to ensure that the players all at least have some idea of what is going on. As such, small updates will be added throughout the wiki on a semi-regular basis over the course of the summer. For my convenience, I shall keep a list here of what has been and is going to be added; this list is by no means comprehensive, and may change over the course of the summer, as additional information may be required or found to be useful.&lt;br /&gt;
&lt;br /&gt;
* [[Trinity:Geography | Update of General Stellar Cartography]]&lt;br /&gt;
* [[Trinity:History#The_Fourth_Age |History of Arcturas and Arcostes]]&lt;br /&gt;
* [[Trinity:Geography#Arcturas | Arcturan Geography]]&lt;br /&gt;
** [[Trinity:Turas | Turas]]&lt;br /&gt;
* Arcturan Calendar&lt;br /&gt;
* Arcturan Society&lt;br /&gt;
** Arcturan Demographics&lt;br /&gt;
* [[Trinity:Electrum | Electrum]]&lt;br /&gt;
&lt;br /&gt;
==Campaign-Specific Mechanics==&lt;br /&gt;
There are a few strange things about this game that aren&#039;t covered by normal mechanics. Given the heavily-modified nature of Trinity, the need for custom rules even for a particular campaign shouldn&#039;t really come as a surprise to anyone.&lt;br /&gt;
&lt;br /&gt;
This section will detail campaign-specific mechanics as they come up.&lt;br /&gt;
&lt;br /&gt;
===Crafting using Raw Metal===&lt;br /&gt;
Crafting using scavenged metal works pretty much like normal crafting. However, given the scarcity of such materials, a wise crafter will be cautious in expending such materials frivolously. In addition, normal crafting rules don&#039;t cover what &amp;quot;38 pounds of iron&amp;quot; can be used for, so the rules for crafting will be expanded here.&lt;br /&gt;
&lt;br /&gt;
All normally metal objects have a listed weight (ie, a longsword weighs four lbs). A skilled crafter can use as little iron as possible to construct such an item, and use other materials - wood, for instance - for the remaining weight. Even something as seemingly shoddy as making the entire base of the weapon out of wood, then lining the &amp;quot;edges&amp;quot; of the weapon with iron, can result in a weapon just as destructive (if not as sturdy) as a standard full-iron longsword.&lt;br /&gt;
&lt;br /&gt;
In terms of weapons, armor, shields, and miscellaneous goods, a skilled crafter can make an item that relies on iron to function using an amount of iron weighing half of the item&#039;s weight. To make a longsword, then, a crafter must use two pounds of iron. Note that the weight of an item is dependent upon the size of the intended wielder - a longsword for a halfling, for instance, weighs less than a longsword for a human.&lt;br /&gt;
&lt;br /&gt;
If the crafter fails at making an item, normally half of the materials are lost or waste; however, with resources being scarce, this is usually an unacceptable end. A crafter can recover the materials &amp;quot;lost&amp;quot; in failing to craft an item by spending one hour for every two spent crafting the failed item.&lt;br /&gt;
&lt;br /&gt;
For crafting Force items, different metals have different values in terms of raw materials.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Material	Value/Unit&#039;&#039;&#039;&lt;br /&gt;
 Iron		50 gp/lb&lt;br /&gt;
&lt;br /&gt;
===Crafting using Bug Carapaces===&lt;br /&gt;
Almost everything from the corpse of a bug is usable, in terms of crafting items. Internal organs aside, a skilled crafter can work the bits and pieces in a manner similar to how iron, chitin, or leather would be worked.&lt;br /&gt;
&lt;br /&gt;
Crafting armor out of the bug carapaces is similar to how armor is [http://www.d20srd.org/srd/specialMaterials.htm#dragonhide crafted from dragonhide]. In addition to the normal armors craftable, a bug&#039;s carapace can be used to make leather armor or a [[Trinity:Armor#Leather_Trenchcoat|leather trenchcoat]] for a creature of the same size as the bug; also, bug carapaces can be used to make [[Trinity:Armor#Chitin_Armor|chitin armor]], with the same restrictions as making banded mail. Multiple bug carapaces can be combined to produce more choice material for crafting - two Medium corpses can be combined to be treated as a Large corpse, while two Large corpses (or their equivalent) can be combined to be used as a Huge corpse.&lt;br /&gt;
&lt;br /&gt;
In addition, due to the extreme hardness of the bugs&#039; skeletal structures (both endo- and exo-), a clever crafter can craft weapons out of the corpses, as well. A weapon of one-handed size or smaller can be made in place of a shield, if the rest of the carapace is used to craft armor; if an entire carapace is used to produce weapons, it can produce: two two-handed weapons of a size equal to the size of the corpse; or, four one-handed weapons; or, eight light weapons. Ranged weapons require more choice bits of the creature (finding an appropriate sinew for a bow, for example, is rather difficult, as is finding bones that would function for a crossbow) - as such, halve the number of weapons of that size that can be made for the corpse being used.&lt;br /&gt;
&lt;br /&gt;
In addition, such weapons benefit from the extreme sharpness of the various parts of a bug&#039;s body, resulting in a natural +1 enhancement bonus to attack and damage rolls. Armor and shields crafted from a bug&#039;s body are almost supernaturally hard and resilient to blows, resulting in a +1 enhancement bonus to their AC bonus.&lt;br /&gt;
&lt;br /&gt;
In terms of crafting Force items, bug carapaces do not function especially well as raw components. However, enough bits and pieces can be pieced together to make something vaguely resembling the end goal, if rather organic in appearance. Materials from a bug carapace equivalent to what is required to make a one-handed weapon (see above) are worth 100 gp in terms of raw materials for constructing Force items.&lt;br /&gt;
&lt;br /&gt;
In terms of crafting other kinds of items, the internal organs of the bugs can be used to construct technological devices from the Chemistry field (and the Chemistry field only); such devices have a rather bitter and disgusting smell and a worse taste, but they function well enough. Since these materials aren&#039;t useful for anything else, a Medium-size bug&#039;s corpse can be raided for parts that can be used to construct two Chemistry devices; for each category above Medium, this number doubles (a Small bug, then, would provide sufficient parts for one Chemistry device, while smaller bugs are simply too small to be of any use).&lt;br /&gt;
&lt;br /&gt;
The corpses of bugs can also be used for the purposes of structures, including buildings and vehicles. To construct a vehicle of a given size, the crafter must have corpses sufficient to be one size category larger than the vehicle; for instance, to craft a Large vehicle, bug corpses whose combined size is Huge are required. However, such vehicles greatly resemble the corpses from which they were assembled, making them difficult and unusual to pilot, resulting in a PCP to the vehicle of -4. For every additional size category larger the assembled bug corpses are, this penalty is reduced by -2 (so in order to build a Large vehicle without a PCP, you would require bug caparaces whose combined size would be Colossal). A vehicle crafted out of bug carapaces uses the following stats for its material.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;CHITIN&#039;&#039;&#039; (LA +0)&lt;br /&gt;
 	Hardness: 2.	STR +0&lt;br /&gt;
 	Armor: +1.	DEX -2&lt;br /&gt;
 	PCP: (varies)	CON +2&lt;br /&gt;
 	Cold Vulnerability, Acid Immunity.&lt;br /&gt;
&lt;br /&gt;
=Campaign=&lt;br /&gt;
What follows is a summary of each game session.&lt;br /&gt;
&lt;br /&gt;
===Cast===&lt;br /&gt;
* Hamtaro as &#039;&#039;&#039;Kuro Kaze&#039;&#039;&#039; ([[Trinity:Moogle|moogle]] [[Trinity:Greasemonkey|greasemonkey]])&lt;br /&gt;
* Melty as &#039;&#039;&#039;Kassian&#039;&#039;&#039; ([[Trinity:Human#Tsavashi|human]] [[Trinity:Artificer|artificer]])&lt;br /&gt;
* Brandon as &#039;&#039;&#039;Miggs&#039;&#039;&#039; ([[Trinity:Gremlin|gremlin]] [[Trinity:Technologist|technologist]])&lt;br /&gt;
* Smack as &#039;&#039;&#039;William&#039;&#039;&#039; ([[Trinity:Artilect|artilect]] [[Trinity:Templar|templar]])&lt;br /&gt;
* Dave-O as &#039;&#039;&#039;Shiro Kaze&#039;&#039;&#039; ([[Trinity:Moogle|moogle]] [[Trinity:Greasemonkey|greasemonkey]])&lt;br /&gt;
* Nyc as [[Trinity:Toplander_Tiy_Lena|&#039;&#039;&#039;Tiy Lena&#039;&#039;&#039;]] ([[Trinity:Selkie|selkie]] [[Trinity:Assassin|assassin]])&lt;br /&gt;
* Catface as &#039;&#039;&#039;Addison&#039;&#039;&#039; ([[Trinity:Human|human]] [[Trinity:Voidchild|voidchild]]/[[Trinity:Trainer|trainer]])&lt;br /&gt;
* ®ß¥!! as &#039;&#039;&#039;Uriah Morodov&#039;&#039;&#039; ([[Trinity:Human#Tsavashi|human]] [[Trinity:Bard|bard]])&lt;br /&gt;
&lt;br /&gt;
===Others===&lt;br /&gt;
* &#039;&#039;&#039;Volos&#039;&#039;&#039; ([[Trinity:Ancelari|ancelari]] [[Trinity:Metamorph|metamorph]]) [left the group (s03)] &lt;br /&gt;
* &#039;&#039;&#039;Tabby&#039;&#039;&#039; ([[Trinity:Human|human]] [[Trinity:Bard|bard]]) [followed Uriah around (s02 - )]&lt;br /&gt;
&lt;br /&gt;
==Session 01 - Explore? Explore... what?==&lt;br /&gt;
Perhaps a month after contact with the &#039;&#039;Arcostes&#039;&#039; was lost in SY 34, a call was sent out from Arcturas. The people of the fallen craft had lived on this world for 34 years, and knew nothing beyond the small chunk of world they had found themselves on - and Angmar Steeltoe, the old captain of the &#039;&#039;Arcturas&#039;&#039; herself, felt that it was time for the Adnezians and Ganymedians to know more about the world they had found themselves on. The call he sent out was a simple one: if you are willing to explore the world beyond what we know, come to the remains of the &#039;&#039;Arcturas&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Eight people answered the call, from all walks of life. A thinking machine who saw the future; a young girl who seemed terribly out of place. The apprentice blacksmith from the capital city; the twin moogles who had constructed their own mechs. The lone ancelari, who had explored the continent some thirty years before; a young selkie, who assisted in keeping the peace of the land; the legendary musician, whose music inspired the rebellious youth.&lt;br /&gt;
&lt;br /&gt;
Thus did their tale begin.&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
Angmar greeted the group, and told them to go out and explore. He mentioned that the robots in Edge might know something, and that the kids out in Germonik might, as well. The group decided to rest for the evening and head out the next day. Volos waits for the group outside of town.&lt;br /&gt;
&lt;br /&gt;
They travel to Edge. Volos goes to the lumbermill, to see if they know anything; everyone else heads to the administrative building in Edge. The apparent political leader in Edge is an artilect called Bucket, who William knows from being on the &#039;&#039;Arcturas&#039;&#039;. They converse; Bucket doesn&#039;t seem to know anything useful.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Josef-the-NPC.jpg|thumb|125px|right|Josef]]&lt;br /&gt;
Shiro and Kuro take their mechs and begin investigating the bottomside of the continent, but don&#039;t find anything useful.&lt;br /&gt;
&lt;br /&gt;
The group decides that there is nothing useful here, and heads to Germonik.&lt;br /&gt;
&lt;br /&gt;
They stop at the bridge that crosses the Gouge, as Volos seems to notice something strange about the mountains. The rest of the group gets frustrated, and they continue on.&lt;br /&gt;
&lt;br /&gt;
They arrive in Germonik, and find that someone has constructed a facsimile of the radio tower in Edge, but out of wood. They investigate, and find that its attached to a barn; the whole shindig is apparently under the ownership of a young human called Josef. As they arrive, he goes out and beats someone with his bat.&lt;br /&gt;
&lt;br /&gt;
Inside the barn, they find that he is constructing a flying thing of some sort, which he refers to as &amp;quot;da riggable&amp;quot; (that is, something that can be rigged). Interested in the possibility of flight, the party enquires as to how they could assist; he answers that he needs hemp, fuel, and time. The party decides to go look for some hemp, which Josef can use to finish his craft - in exchange, they tell him, they&#039;re interested in using it.&lt;br /&gt;
&lt;br /&gt;
They investigate, and find that the current big shot in town is a kid by the name of Bill. They arrange a deal with Bill, in which they&#039;ll trade him a crossbow from sufficient hemp for Josef to finish his craft. Bill agrees to the deal, and the party heads back to the barn to rest.&lt;br /&gt;
&lt;br /&gt;
==Session 02 - Teenage Wasteland==&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; 500 (story)&lt;br /&gt;
&lt;br /&gt;
Shortly after the party sets down to rest (with William and Volos keeping watch outside), a mob of Nevhonim appear, some of whose clubs are on fire. Their apparent leader is holding a body; they find out that it&#039;s Igor, one of Bill&#039;s cronies, who seemed to be the only one who could count. Last time they saw Igor, however, he had a lower jaw.&lt;br /&gt;
&lt;br /&gt;
The leader yells at William, who then goes inside to rouse his companions - the leader then informs his cronies to set the building on fire.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Tabby-the-NPC.jpg|thumb|125px|right|Tabby]]&lt;br /&gt;
Combat ensues. Of the eight members of the group, only three are standing when the last of the Nevhonim is felled.&lt;br /&gt;
&lt;br /&gt;
After the combat, the group finds that one of the Nevhonim had a youngish Gaeli girl attached to him by a rope. Uriah enquires further, and finds that she is unable to speak - instead, she communicates with her flute.&lt;br /&gt;
&lt;br /&gt;
 Tabby (NPC) joined the group.&lt;br /&gt;
&lt;br /&gt;
The party rests for a couple days, to recuperate from the battle. After, they venture to Bill, irritated with what happened - however, they find that Bill successfully procured the hemp, &amp;quot;from the Nevhonim.&amp;quot; Irritated, they take their payment, then pay him a few bundles of crossbow bolts (which they had left out of the earlier deal) for alcohol, which the group has determined is suitable fuel.&lt;br /&gt;
&lt;br /&gt;
Once da riggable is set up, the group begins to discuss where to go. There are two thoughts - either to head west, across the desert, or head north, to the mountains.&lt;br /&gt;
&lt;br /&gt;
===Loot===&lt;br /&gt;
 Wooden Maul, Masterwork (*1)&lt;br /&gt;
 Wooden Maul, Masterwork (*2)&lt;br /&gt;
 Quarterstaff, Masterwork (*3)&lt;br /&gt;
 Thin sheet of wood, covered in writing on both sides [language unknown; Divine item] (*5)&lt;br /&gt;
&lt;br /&gt;
==Session 03 - Decisions, Decisions==&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; 719 (469 combat, 250 story)&lt;br /&gt;
&lt;br /&gt;
Volos decided that he was irritated with the group, and headed off on his own.&lt;br /&gt;
&lt;br /&gt;
 Volos (PC) left the group.&lt;br /&gt;
&lt;br /&gt;
After he left, there was some debate regarding which way to go. The party decided to head north to the mountains, then - if that proved uneventful - to head to the waterfall near Edge.&lt;br /&gt;
&lt;br /&gt;
Using &amp;quot;da riggable,&amp;quot; they headed for the mountains. Along the way, they noticed a gremlin heading towards Germonik. Setting down, they found out that he was looking for the group - he had apparently planned on being part of the original expedition, but was late. After some debate, the group decided to allow the gremlin - who told them his name was Miggs - to join them.&lt;br /&gt;
&lt;br /&gt;
 Miggs (PC) joined the group.&lt;br /&gt;
&lt;br /&gt;
The group arrived at the mountains some time later, and decided that there was little worth doing there. They decided to head to Arcturas to refuel, then carry on to the waterfall.&lt;br /&gt;
&lt;br /&gt;
They arrived in Arcturas and refuelled. While the group was resting, Miggs planted flashpowder on Kuro and Shiro; when they woke up, Kuro fell prey to the trick, and angrily pulled his pistol on Miggs, who was clearly the culprit. After a warning shot was fired, the group carried on.&lt;br /&gt;
&lt;br /&gt;
Arriving at the waterfall, there was some discussion as to the best course of action. They decided to go over the edge and follow the waterfall down to wherever it went.&lt;br /&gt;
&lt;br /&gt;
They followed the waterfall down for a little less than two miles, and saw ground and a lake below. Kicking on their engines, they made  a cautious landing.&lt;br /&gt;
&lt;br /&gt;
They searched the lake, and found a river heading west-southwest. They decided to follow it. Some time later, they came across the edge of a forest, perpindicular to the river; they decide to continue following the river. Two days later, they came across a fork in the river: the river they were following joined another, and continued to flow south. The adjoining river was flowing from the north. The group decided to follow the flow, and headed south.&lt;br /&gt;
&lt;br /&gt;
Two and a half days later, they encountered a strange humanoid-looking creature, up in a massive bulge in a tree. After several attempts at communication, the creature gestured for them to follow it, which they did. Four hours later, they arrived in a &amp;quot;city&amp;quot; of these tree-bulges. They were brought to one of the humanoids dressed in blue in the top of a tree.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Adu-ja.jpg|thumb|125px|right|An adu&#039;ja]]&lt;br /&gt;
They found out that the creature they were brought to was an akashic, who rapidly learned their language. The group found out that these people were the [[Trinity:Adu-ja |Adu&#039;ja]], a race of - essentially - sentient mobile trees. The akashic&#039;s name was Aes&#039;iel, and they learned later that he was a Simic - a druid/akashic. Aes&#039;iel was also somewhat suspicious of Addison, though he did not mention why, save in a rather cryptic manner.&lt;br /&gt;
&lt;br /&gt;
They asked several questions. The group learned that the adu&#039;ja had been present for six-hundred years, and that the myconids - a race of fungus people - had been around for at least eight-hundred. They learned that the adu&#039;jan akashics could only see up to around eight hundred years in the past: beyond that, there was a great gap in the world memory. They learned that there are other floating landmasses, though the adu&#039;ja do not know how many there are; they also learned that there are sometimes visitors from elsewhere on this landmass (which they found was called Tai&#039;lyan), but that they were primarily left alone.&lt;br /&gt;
&lt;br /&gt;
They also found out that there was a cavern complex that connected Tai&#039;lyan and Turas, in the mountains, &amp;quot;beyond the mushroom forest.&amp;quot; They also learned that there were ancient ruins north of the forest, along the river, the nature of which the adu&#039;ja were uncertain: it had always been ruins, in decay, for at least eight-hundred years or so.&lt;br /&gt;
&lt;br /&gt;
The party decided to go explore the ruins. Before they set out, Aes&#039;iel gave each member of the group (along with Tabby, who had been tagging along since they left Germonik, and would apparently not leave Uriah&#039;s side) an akashic stone, which allowed them to instantly learn the Adu&#039;jan language, called Phytic. Aes&#039;iel informed the group that, with that, they could speak with the adu&#039;ja and the myconids. The party then set out.&lt;br /&gt;
&lt;br /&gt;
Five days later, they arrived at the ruins. William noted, at first, that the architecture was similar to the Ronkan style; later on, he also noticed that they seemed similar to Elven architecture, as well. The group explored the ruins, which were the size of a city suitable for perhaps a thousand occupants; as they searched, they also salvaged as much usable metal as they could (as the remains of the buildings were metal in nature).&lt;br /&gt;
&lt;br /&gt;
After awhile, Kuro, Cassian, William, Miggs, Shiro, and Uriah (though he was sleeping at the time) began sparking purple; Addison, meanwhile, began sparking white. They also began noticing ridges in the ground, as though something were traveling underground. Kuro flew up, and noticed that the ridges were appearing around the group in a vaguely circular pattern, and more were forming some distance from the group, no matter where they went. As those who were sparking neared the ridges, their sparking was more intense.&lt;br /&gt;
&lt;br /&gt;
Miggs climbed up a delapidated building, and Shiro flew down to inform William of what he saw. As soon as he touched down, five creatures burst forth from the ground, forming a circle around the group.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Zergling.JPG|thumb|225px|left|Three of the creatures look like this...]]&lt;br /&gt;
[[Image:Trinity_Hydralisk.JPG|thumb|225px|right|...and the other two look like this.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Three of the creatures look like this... &#039;&#039;This creature is about the size of a large dog, with a short tail and tough carapace. Its back legs are long, while its front legs end in sickle-like claws. Beneath its head rest two equally sharp fangs, and it chitters and jumps about restlessly.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While the other two look like this... &#039;&#039;This creature slithers forward on a serpentine lower body. It is hunched forward, its two powerful arms curved like wicked scythes and its manibles dripping with acidic drool. The back of its head is elongated into a plate, covering most of its back save for a long spine on the top of its carapace.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Loot===&lt;br /&gt;
 9 akashic stones, all containing the [[Trinity:Phytic_Language |Phytic]] language&lt;br /&gt;
&lt;br /&gt;
==Session 04 - Question!==&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; 500 (story)&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Memento_umbra.jpg|thumb|225px|right|The creature Aes&#039;iel called the &#039;&#039;memento umbra&#039;&#039;.]]&lt;br /&gt;
The group fought the creatures, in a rather vicious fight. They found that the creatures were able to regenerate their wounds - those they thought were slain rose to fight again. When the last was felled, they proceeded to smash in all of their skulls, as that seemed effective in stopping their regeneration.&lt;br /&gt;
&lt;br /&gt;
In the course of the fight, Shiro and Tiy succumbed to their wounds. After a bit of healing onsite, the group gathered the bodies (including the bugs&#039; bodies, which Kassian believed were able to be worked like iron) and returned to the Adu&#039;ja, who they believed would be able to return the dead.&lt;br /&gt;
&lt;br /&gt;
The adu&#039;ja were in fact able to do so, and agreed to reincarnate their friends (in a rather Simic manner, combining the power of Nature and the Blue to reincarnate the creature in the same body), in exchange for a favor. The adu&#039;ja had explored the memories of the party&#039;s world and people, and discovered the existence of the &#039;&#039;mementos&#039;&#039; - they also found that some had been trapped there, and sought a way out. Unexperienced in the ways of the &#039;&#039;mementos&#039;&#039;, they accidentally freed a particularly vicious &#039;&#039;memento&#039;&#039;, which Aes&#039;iel believed was known as &#039;&#039;memento umbra&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
To assist in their search for the creature, Aes&#039;iel implanted a rough map of the continent into the minds of the party.&lt;br /&gt;
&lt;br /&gt;
Waiting for the morning, the party is able to recuperate from the experience of the fight, which had pushed them to their limits.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; 675 (combat)&lt;br /&gt;
&lt;br /&gt;
After resting and meeting up with their reincarnated members, the party discussed where to go. Kassian was adamant that the group go to the mountains; William questioned the human&#039;s insistence, and Kassian explained that the various things he had been picking up had a strange &amp;quot;aura&amp;quot; to them, and that he believed the things they fought at the ruins were the source. He believed that the myconids, whom the adu&#039;ja had mentioned existed prior to the gap in the world memory (800 years prior to now), may know something about it.&lt;br /&gt;
&lt;br /&gt;
William also made a query to the adu&#039;ja regarding the possibility of ironwood, which he had encountered on Ganymede. Aes&#039;iel told him that the adu&#039;ja do indeed make ironwood, and keep stores of it, and that they may be willing to part with some of it.&lt;br /&gt;
&lt;br /&gt;
In addition, while the party was waiting, Addison talked to Aes&#039;iel about the nature of the &#039;&#039;momentos&#039;&#039; - hoping to turn her from her path, Aes&#039;iel gladly told her all she wanted to know. The conversation eventually led to Addison gaining the skills of a [[Trinity:Trainer|trainer]].&lt;br /&gt;
&lt;br /&gt;
===Loot===&lt;br /&gt;
 [[:Image:Trinity_Tai-lyan.JPG|Map of Tai&#039;lyan]] (memory now possessed by all current members of the party)&lt;br /&gt;
&lt;br /&gt;
==Session 05 - Mushroom Samba==&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; 250 (story)&lt;br /&gt;
&lt;br /&gt;
After some discussion, the group decided to head north to the myconid village of Samtri.&lt;br /&gt;
&lt;br /&gt;
When they arrived, they found a small copse of enormous mushrooms, and seemingly no one about. After some investigation, it appeared that there were some larger mushrooms, with door-like structures in them. Miggs went up to one of the doors and knocked loudly, while William yelled loudly.&lt;br /&gt;
&lt;br /&gt;
Their actions were fruitful: a bipedal, humanoid-looking mushroom exited one of the house-like structures, and spoke with them. However, he didn&#039;t speak very long, as he continually insisted that it was &amp;quot;sleep time&amp;quot; - the party realized that they had arrived in early afternoon, and that - these being mushroom-people - they were probably nocturnal. They decided to wait until &amp;quot;nightfall,&amp;quot; when they hoped to see more of the mushroom folk.&lt;br /&gt;
&lt;br /&gt;
After a few hours, the village of Samtri did indeed awake, and a throng of myconids exited the several mushroom houses and began heading north, to the mountains. Following them, the group found that they were headed to a cave just north of the village; once all the myconids were inside (aside from two guards), a single, larger myconid came out to greet them.&lt;br /&gt;
&lt;br /&gt;
The myconid (whose name they didn&#039;t bother to learn) seemed to be the leader of the village. He explained that the world had ended, that the bugs had come and gone, and that the moon had fallen. The party tried to explain that the bugs were back, but he was insistent that they were gone, along with &amp;quot;the faceless ones.&amp;quot; The party was intensely curious about these so-called &amp;quot;faceless ones,&amp;quot; and the myconid explained that they were to the southwest. They inquired as to what they would find in the myconid village to the west, and the leader explained that Mitrosis was much like Samtri, only bigger.&lt;br /&gt;
&lt;br /&gt;
Their quest for knowledge satisfied, they went into the cave, to find what the myconids were up to, as they could clearly see that they were standing about in a circle. The leader myconid had told them they were forgetting; upon entering, they all became subjected to a massive hallucinogen. The group remained for the duration of the &amp;quot;meditation&amp;quot; (eight hours), after which the myconids returned to their mushroom houses.&lt;br /&gt;
&lt;br /&gt;
The party then discussed what to do; they decided to head southwest, along the treeline of the adu&#039;jan forest, to see if they could find the ruins the myconids mentioned. They walked for a little more than a month, and reached the edge of the continent, without finding anything.&lt;br /&gt;
&lt;br /&gt;
They went east, to the adu&#039;jan city of Sh&#039;cala, seeking out more Simics. They found them, and discussed what they had learned from the myconids. The simics explained that the myconids were simple creatures, and that they would not lie - if they said the cities of the &amp;quot;faceless ones&amp;quot; were to the southwest, then they were, but there were no such places on this continent. The party then decided that they would head southwest off the edge, taking da riggable, to see if there was another continent elsewhere.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Arcturas_-_New_Continent_-_1.jpg|thumb|325px|right|This is what the party explored for five months.]]&lt;br /&gt;
After some tree-hopping, courtesy of the simics, they recovered da riggable, and sailed off the southwestern edge of Tai&#039;lyan.&lt;br /&gt;
&lt;br /&gt;
Going somewhat down, they found another continent, full of sand. They set down, and began to explore; after two days, however, they began suffering from dehydration, and had yet to find water or even something other than sand. It was also unbearably hot, which they found odd, considering none of the higher continents had been so warm. Heading back to the simics, they asked for a source of water that would never run dry. The simics agreed to provide them with such a thing, but in exchange, they wanted the party to seek out the foreigners that sometimes appeared in the desert to the north (which Aes&#039;iel had mentioned before). The party agreed to this favor, and set out.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Mutalisk2_mirror.jpg|thumb|left|Four of these creatures dive towards &#039;&#039;da riggable.&#039;&#039;]]&lt;br /&gt;
Returning to the new continent, they proceeded to explore to the east, following the ledge they found after two days&#039; journey; they found that it made a circle, and they found themselves where they had originally landed. They then opted to follow the northernmost edge of the continent west. For three and a half months, the group walked through the desert, returning to Tai&#039;lyan when their food sources ran out. In this time, they found three ruins, none of which were inhabited; all of them exhibited signs of having suffered through a great catastrophe, reminiscent of an earthquake (according to Miggs, on an earthquake-measuring scale of 1 to 10, these cities had suffered through a 13).&lt;br /&gt;
&lt;br /&gt;
They then decided that the circular-shaped &amp;quot;hole&amp;quot; in the continent may have an answer; some of the group believed that the references the myconids made to the moon falling may have happened here. They set out, following the inner edge of the continent, and eventually found the edge - two days&#039; from where the ledge began. They decided to go down as far as they could, and three miles down, they could see water below. After some discussion, they left the mechs behind, and explored two days&#039; worth to the north, seeing nothing but water.&lt;br /&gt;
&lt;br /&gt;
They returned to roughly where the hole in the continent was, and began to ascend. As they did, however, William spotted something flying in the air...&lt;br /&gt;
&lt;br /&gt;
===Loot===&lt;br /&gt;
 Decanter of Endless Water [Nature]&lt;br /&gt;
&lt;br /&gt;
==Session 06 - Aerials==&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; 500 (story)&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Shyekara.jpg|thumb|200px|right|The woman called &amp;quot;Shye&amp;quot;]]&lt;br /&gt;
The four creatures - who, the party discovered in short order, were being ridden by human-sized beings - dived at &#039;&#039;da riggable&#039;&#039;, and the battle was joined.&lt;br /&gt;
&lt;br /&gt;
After a short skirmish in the air over a three-mile drop to a possibly endless ocean below, the beings riding the creatures - three of whom had incredibly long horns extruding from their foreheads, while the fourth was a human woman - called for parley. The party hesitantly agreed, and the woman - who one of the horned beings called &amp;quot;Shye&amp;quot; - explained that there was something of an error; they had not intended to attack the group, but were instead hunting a manifestation of the Void. Shye explained that they had detected a Void presence on the &#039;&#039;da riggable&#039;&#039;, and figured that it could only be the thing they hunted.&lt;br /&gt;
&lt;br /&gt;
Addison was curious, and asked why they were looking for it; Shye responded by saying that she worked &amp;quot;for a higher power,&amp;quot; that apparently did not want to see the creature in the wild. More discussion revealed that Shye was from Turas (the continent on which the &#039;&#039;Arcturas&#039;&#039; had crashed), but that she was one of the children that had fallen off the edge - she was apparently fortunate, however, and was saved during her fall (by what, was not mentioned). She and her companions were also notable due to the fact that they carried large quantities of metal (one of them was garbed in full-plate). Any questions regarding where they had gotten the metal or where they had come from was responded to with, &amp;quot;I don&#039;t want to ruin your sense of adventure.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Shye confirmed for the group that the Armand - what the people the Adu&#039;ja had asked the party to find were called - did wander the desert on the continent, and that they were often to the west of the circular rift in the continent. With no further questions, Shye and her companions left the group, heading east.&lt;br /&gt;
&lt;br /&gt;
The group decided to return to Turas, to refuel. The brothers Kaze also spoke of possibly fashioning new mechs or similar vehicles, and some of the group expressed an interest in reporting to Angmar. The group returned to Turas, specifically heading to the city of Arcturas, hiding &#039;&#039;da riggable&#039;&#039; outside of town.&lt;br /&gt;
&lt;br /&gt;
They found and spoke with Angmar, explaining to him everything they had done so far. Angmar was a bit disturbed by all of the information he was dumping on them, but he appeared pleased with their progress. The group wanted materials - specifically, metal from the ship - which Angmar was willing to grant them, considering that the group informed him of their encounter with Shye, with emphasis on the fact that they were carrying metal.&lt;br /&gt;
&lt;br /&gt;
The brothers Kaze spoke with their father, Murasaki, about the construction of a massive vehicle, an idea with which he was incredibly pleased. They informed him that metal would be delivered shortly, and the elder Kaze began work almost immediately on a massive flying ship.&lt;br /&gt;
&lt;br /&gt;
The group then went to Germonik, to check on the status of Josef. They found that his &amp;quot;radio tower&amp;quot; had been disassembled, and the barn ripped asunder. Further investigation led to them learning that Josef had fled town, but Volos had not been so lucky - he had apparently been strung up on the north end of town. They also discovered that Bill had been overthrown, by a Nevhonim named Ted. After an almost-confrontation with the Nevhonim (during which Shiro collapsed one of the walls of the main tavern in Germonik), they backed off and told the group what they wanted to hear.&lt;br /&gt;
&lt;br /&gt;
The group then headed to Edge, where - according to what they heard from Angmar - someone had set up shop and was working on a flying machine. Lo and behold it was Josef, who spun a tale of frustration with the absurdity of living in Germonik, and his subsequent flight (not literally) from there due to Ted&#039;s frustration towards him. He wound up in Edge, and began experimenting with electrum engines, possibly even on the brink of constructing a flying machine that didn&#039;t require a balloon at all. The group returned &#039;&#039;da riggable&#039;&#039;, and wished Josef luck.&lt;br /&gt;
&lt;br /&gt;
Four months passed, during which the group performed various tasks and odd jobs. At the end of the four months, they regrouped in Arcturas, for the unveiling of the elder Kaze&#039;s flying machine. Towering over the moogles&#039; mechs and constructed wholly out of steel, the new ship was a sight to behold. The elder Kaze dubbed it the &#039;&#039;Kamikaze&#039;&#039;, and the moogles graciously received the gift. Capable of housing the entire party and the mechs in its interior, and having a self-contained atmosphere that would allow for underwater exploration, the &#039;&#039;Kamikaze&#039;&#039; was a definite upgrade over &#039;&#039;da riggable&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Taking their new aircraft, the party gathered up enough food to last them quite some time, and headed back to the desert continent.&lt;br /&gt;
&lt;br /&gt;
Having an aircraft capable of traveling around the clock (and a pilot that could do the same), the party began combing the desert, searching for signs of the Armand. They first searched the eastern end of the continent, and eventually came upon another ruined city. Upon further investigation, they found a relatively intact building; inside, they discovered two rooms of note: in one, there was a cache of weapons of unusual design - various swords and guns; in the other, they found an akashic stone, set on a pedestal, which Miggs almost immediately took. &lt;br /&gt;
&lt;br /&gt;
After an altercation in which the party relieved Miggs of the stone, Uriah contacted the stone, and saw an image of an ancelari, projecting thoughts in an unknown language in his mind; after a minute or so of speaking, the image shot itself in the head, and the image played out all the gory details of that event. Slightly shaken, Uriah - knowing that the moogles were mildly telepathic - handed it to Shiro, who contacted the stone. Able to understand the language &amp;quot;spoken&amp;quot; by the ancelari, he relayed the information to the rest of the party...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;The_Message&amp;quot;&amp;gt;&lt;br /&gt;
 &amp;quot;If you have found this stone, and are capable of understanding my words, then perhaps they succeeded. Perhaps they who fled&lt;br /&gt;
 reached those alien worlds, and taught those people the ways of the gun? Perhaps they have even managed to conquer the depths of&lt;br /&gt;
 space?&lt;br /&gt;
 &lt;br /&gt;
 &amp;quot;But we all know what is coming, don&#039;t we, stranger? The zerg are no threat, compared to the things that will come from beyond...&lt;br /&gt;
 we&#039;re all damned, then... and no amount of running will save us!...&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Armand.JPG|thumb|200px|right|An armand]]&lt;br /&gt;
Mildly disturbed, the party took some of the weapons from the cache, and began heading west. They investigated the eastern side of the gouge in the continent, heading north, then investigated the western side, beginning from the north.&lt;br /&gt;
&lt;br /&gt;
Eventually, in the middle of the western side of the continent, the party spotted an encampment. Having come across it in the heat of day, they waited until nightfall, when they saw movement. They headed for the camp, and were met halfway by three armand.&lt;br /&gt;
&lt;br /&gt;
Miggs was the first to greet the creatures, but they did not respond immediately, instead, they transmitted thoughts into the minds of the party, none of whom - save the moogles - understood. The lead armand seemed to sense their lack of understanding, and began communicating in Phytic.&lt;br /&gt;
&lt;br /&gt;
The party had many questions, and the armand answered them as best he could. Apparently, they were able to go to Tai&#039;lyan by riding on small islands that rode on strong wind currents; these islands apparently migrate in a relatively stable pattern, such that the armand could reliably take them between Tai&#039;lyn and Reldyr&#039;nym (the name of the continent they were currently on). The armand had no knowledge of the creatures the party had fought earlier (those accompanying Shye), nor did they know of the &#039;&#039;memento umbra&#039;&#039;, other than that they had seen traces of a great beast wandering the desert. In the course of conversation, the armand informed the party that there was one who may have some of the answers they sought.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Toplanders_Explore_Reldyr-nym.jpg|thumb|300px|left|The continent of Reldyr&#039;nym, in its entirety (previously-explored sections are darkened).]]&lt;br /&gt;
They led the party to one of the tents of the encampment, and inside there was a strange creature, being tended by two other armand. The creature had the face of a wolf, but was definitely humanoid and bipedal; it also had bat-like wings, which were found on its body in a place similar to that of a bat (that is, from the forearm to the side). Its breathing was rather shallow. Miggs attempted to heal it with his tonics, to no avail - the armand were unable to cure whatever ailed the creature.&lt;br /&gt;
&lt;br /&gt;
Addison realized that they could use the potion they had found from the fight in Germonik, which contained &#039;&#039;bear&#039;s endurance&#039;&#039;; Uriah complied, and used it on the creature. Its breathing became easier, and it looked around in a rather frightened fashion. Addison used &#039;&#039;comprehend languages&#039;&#039; to understand the creature, but it didn&#039;t say much - it said something to the extent that the world was attacked, by horned beings. It also said the word &amp;quot;veyar,&amp;quot; which the armand leader immediately picked up on when Addison repeated it - it was an ancient word for the moon of Arcturas.&lt;br /&gt;
&lt;br /&gt;
The various Force effects ended, and the creature resumed its near-death status. Addison used &#039;&#039;deathwatch&#039;&#039;, and saw that the creature was suffering from what amounted to suffocation - barely hanging onto life.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Loot===&lt;br /&gt;
 +1 Unholy Lance (Divine)&lt;br /&gt;
 The &#039;&#039;Kamikaze&#039;&#039; [Gargantuan Ornithopter - Arm1/Eng5/Sys1] (Technology)&lt;br /&gt;
 Akashic stone containing [[#The_Message|a message]] in Ancelari&lt;br /&gt;
 Four (4) pistols, one (1) rifle, one (1) carbine, all corroded, from the southeast ruins of Reldyr&#039;nym&lt;br /&gt;
&lt;br /&gt;
==Session 07 - Vapor Trail==&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; 1350 (600 combat, 750 story)&lt;br /&gt;
&lt;br /&gt;
The group decided to take the strange creature with them, and go to the Simics, to see if the adu&#039;ja could find out more about the creature. The creature was still alive, but barely hanging onto life.&lt;br /&gt;
&lt;br /&gt;
They headed to Sh&#039;cala, the southern-most adu&#039;jan city, and spoke with the Simics there. The group had questions they wanted the creature to answer, and the Simics managed to get some answers out of the creature via the Blue.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Creature&#039;s Race and Type:&#039;&#039;&#039; unknown race, humanoid&lt;br /&gt;
 &#039;&#039;&#039;Most recent basic goal:&#039;&#039;&#039; escape&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;What is it?&#039;&#039;&#039; &amp;quot;We call ourselves the &#039;&#039;un&#039;veyar&#039;&#039;.&amp;quot;&lt;br /&gt;
 &#039;&#039;&#039;Were you attacked, and by what?&#039;&#039;&#039; &amp;quot;Yes, horned creatures riding on acid-spitting winged things.&amp;quot;&lt;br /&gt;
 &#039;&#039;&#039;Where is metal?&#039;&#039;&#039; &amp;quot;Veyar.&amp;quot;&lt;br /&gt;
 &#039;&#039;&#039;What about the moonfall?&#039;&#039;&#039; &amp;quot;Legends say long time ago, moon fell into the world.&amp;quot;&lt;br /&gt;
 &#039;&#039;&#039;Does it know about the horned things?&#039;&#039;&#039; &amp;quot;Yes.&amp;quot;&lt;br /&gt;
 &#039;&#039;&#039;Does it know about the memento umbra?&#039;&#039;&#039; &amp;quot;The what?&amp;quot;&lt;br /&gt;
 &#039;&#039;&#039;Does it want to be Migg&#039;s friend?&#039;&#039;&#039; &amp;quot;Who is miggs?&amp;quot;&lt;br /&gt;
 &#039;&#039;&#039;Does he know &amp;quot;how to fix this world&amp;quot;?&#039;&#039;&#039; &amp;quot;Can&#039;t fix, world trapped by pull of big world.&amp;quot;&lt;br /&gt;
 &#039;&#039;&#039;Where did it come from?&#039;&#039;&#039; &amp;quot;Veyar.&amp;quot;&lt;br /&gt;
 &#039;&#039;&#039;When did it come from? How long ago?&#039;&#039;&#039; no response.&lt;br /&gt;
 &#039;&#039;&#039;How old is it?&#039;&#039;&#039; &amp;quot;17 seasons.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The party was somewhat perplexed by these answers. They decided to head back to the armand, and see if they knew anything more.&lt;br /&gt;
&lt;br /&gt;
Upon finding the armands, there were a good deal of questions. The leader of the armand explained that, long ago, the zerg descended upon the planet. The armands and the myconids hid from the threat, while the ancelari remained on the surface, attempting to fend the creatures off. The armands explained that it was the ancelari who created the mist over the planet, in an effort to slow the zerg advance; however, their efforts were mostly in vain.&lt;br /&gt;
&lt;br /&gt;
In the end, the ancelari were forced underground, fighting the zerg in the many caves and tunnels beneath the planet&#039;s surface. Their leaders attempted to get their people off the planet by an unknown means; however, they were only partially successful, and many ancelari were left behind. In a last-ditch effort to destroy the zerg, they attempted to destroy the core of the planet - however, they apparently miscalculated, and only shattered the core, which shattered the entire surface of the planet and greatly weakened the planet&#039;s gravity. This resulted in the floating landmasses.&lt;br /&gt;
&lt;br /&gt;
They further explained that the shattering of the planet&#039;s core modified the magnetic field of the planet, altering almost all of the metal ore on the surface into the substance the party knew as electrum.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Toplanders_-_Windcrossed_Isles_Explore_1.JPG|thumb|375px|right|The islands in the east.]]&lt;br /&gt;
The armands also explained that they did not always look like they did now; however, having been on &amp;quot;irradiated&amp;quot; ground for so long, their people had gradually but drastically changed from their original form.&lt;br /&gt;
&lt;br /&gt;
The armands also told the group that there were strong currents in the atmosphere of the planet, much like water currents, and that the floating islands they rode on to reach Tai&#039;lyan were caught in one such current.&lt;br /&gt;
&lt;br /&gt;
The group decided to head east, heading off the eastern-most edge of Reldyr&#039;nym, along the air current, &amp;quot;against the wind.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Two months later, the party encountered a new set of floating landmasses; somewhere along the way, the strange creature they had picked up finally passed away. Searching its belongings, they found a beaten metal badge, with some strange markings on it. &lt;br /&gt;
&lt;br /&gt;
They explored the new islands, which were mostly uninhabited.&lt;br /&gt;
&lt;br /&gt;
On the southern-most island, however, they encountered a walled city. All of the group save Shiro and Kuro attempted to find a way into the city, and found a heavy iron gate - complete with two horned beings garbed in plate and armed with halberds - on the southern edge. When they approached, one of the guards asked who they were in Lucavic; after the majority of the group seemed unable to communicate in this, the guard spoke to them in Eastern Common.&lt;br /&gt;
&lt;br /&gt;
Miggs mentioned that they knew Shye, and wanted to see her; the guard recognized the name, and said they could all come in, save Addison. Addison complied, and William accompanied her back to the moogles.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, the rest of the group - Kassian, Uriah, Miggs, Tiy, and Tabby - entered the city. The guard led them to a rather large stone structure in the middle of the city (which was actually more like a walled camp). They were instructed to enter, and told to wait for Shye.&lt;br /&gt;
&lt;br /&gt;
Inside, the group were left in an entryway, with a doorway leading into what looked like a temple. Inside there was an enormous stone statue of Ajora, the head angel of Kolaita, the goddess of healing; the angel was wielding a bastard sword, wearing full plate, and had wings that had the appearance of razor-sharp metal. Set around the statue were two altars, each with three candles, all lit.&lt;br /&gt;
&lt;br /&gt;
After awhile, Shye finally entered, and greeted the group pleasantly. Miggs was interested in what was going on in the temple, so Shye invited them all in, and explained to Miggs that they followed Kolaita, but also paid special attention to Ajora, because the angel was the goddess&#039; protector. Kassian and Tabby refused to enter the room, while Uriah attempted to, but was stunned upon crossing the threshold into the room. Uriah then pushed Kassian into the room, but nothing happened.&lt;br /&gt;
&lt;br /&gt;
The discussion turned to the subject of metal, and Shye took them outside to meet with the city&#039;s blacksmith. As they walked, however, Miggs turned on his &#039;&#039;cloak generator&#039;&#039;, but attempted to make it look sneaky; Shye was apparently not amused by his antics, however, and was aware that he had actively done it, rather than &amp;quot;accidentally,&amp;quot; as he claimed. They continued on to the blacksmith.&lt;br /&gt;
&lt;br /&gt;
They attempted to haggle for some metal, but the blacksmith seemed uninterested.&lt;br /&gt;
&lt;br /&gt;
There was another discussion here, regarding the residents of Fort Drakys (as Shye called it) - they all appeared to be horned, other than Shye. Shye was rather vague on why that was, insisting that many beings had horns, and that it wasn&#039;t that unusual.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Toplanders_-_Veyar_Explore_1.JPG|thumb|375px|left|Is it a moon? Or a space station?]]&lt;br /&gt;
The group then decided to leave. They were escorted out.&lt;br /&gt;
&lt;br /&gt;
Regrouping, the party decided to continue heading east. &lt;br /&gt;
&lt;br /&gt;
After a few days, they encountered a strange purple mist. Heading in all directions to determine which way it was, they headed up, where the purple haze seemed to strengthen. After a few hours, they experienced a change in gravity, and were now looking down (what was up, previously) at a strange new environment.&lt;br /&gt;
&lt;br /&gt;
They decided to explore, and flew along the edge of the &amp;quot;continent.&amp;quot; They found that there was a lower section (upper, in terms of normal gravity), that they opted to not explore at this time. They continued around, until they were back where they started, they then decided to search the plate in a zig-zag pattern.&lt;br /&gt;
&lt;br /&gt;
Eventually, in the southern mountains, they saw a cave entrance; this was unusual, as they had not yet seen anything of the sort here. Guessing that the outside air was poisonous to mortals, William volunteered to go explore. The cave narrowed into a tunnel, then opened into a wider cavern, with three branches - as well as an electrum lamp in the ceiling.&lt;br /&gt;
&lt;br /&gt;
Exploring further, William encountered more horned beings, who were mining what looked like iron ore. They noticed him, but - being a templar - he was much too fast for them, and he quickly returned to the &#039;&#039;Kamikaze&#039;&#039;. The creatures chased him out, but the group crushed two of the three with the ship; the remaining one returned to the depths of the cave.&lt;br /&gt;
&lt;br /&gt;
===Loot===&lt;br /&gt;
 Un&#039;veyar metal badge&lt;br /&gt;
&lt;br /&gt;
==Session 08 - Dark Side of the Moon==&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; 806 (750 story, 56 combat)&lt;br /&gt;
&lt;br /&gt;
Session synopsis coming soon.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Session Highlights&#039;&#039;&#039;&lt;br /&gt;
 Entered western wing of mine.&lt;br /&gt;
 Encountered a bunch of traps.&lt;br /&gt;
 Kuro scouted ahead, found a bunch of fake miners.&lt;br /&gt;
 Fight in the corridor.&lt;br /&gt;
&lt;br /&gt;
===Loot===&lt;br /&gt;
 Loot coming soon.&lt;br /&gt;
&lt;br /&gt;
==Session 09 - Infernoplex==&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; 4th - 1975 (500 story, 1000 combat, 475 traps)&lt;br /&gt;
     3rd - 2160 (500 story, 1125 combat, 535 traps)&lt;br /&gt;
&lt;br /&gt;
Session synopsis coming soon.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Session Highlights&#039;&#039;&#039;&lt;br /&gt;
 Party rested, returned to western wing.&lt;br /&gt;
 Ambushed by three guys. Looted them.&lt;br /&gt;
 Attacked by two groups, one of miners and blacksmiths from the west, and two guys from the south.&lt;br /&gt;
 Kassian died.&lt;br /&gt;
 Group captured a priest.&lt;br /&gt;
 Priest fought them on the ship, they killed him, dumped him off at Fort Drakys.&lt;br /&gt;
 William died.&lt;br /&gt;
 Group returned to the adu&#039;ja, who revived the pair. They now each owe the adu&#039;ja a favor.&lt;br /&gt;
 The simics used &#039;&#039;object loresight&#039;&#039; to determine what was up with the priest guy&#039;s holy symbol. It came from a place called&lt;br /&gt;
   Shar&#039;nal, which isn&#039;t on Arcturas (the planet).&lt;br /&gt;
 Group headed to Edge to deliver iron ore stolen from the mine and to check on Josef.&lt;br /&gt;
 Group headed to Germonik to check on them. Encountered Ned Riddle, current &amp;quot;leader.&amp;quot;&lt;br /&gt;
 Riddle gave Uriah 20 wooden coins.&lt;br /&gt;
 Group found out that Riddle is interested in establishing a currency so that they can trade with the artilects for wood.&lt;br /&gt;
 Group went to Arcturas (the city) to talk to Angmar.&lt;br /&gt;
 They told Angmar what was going on.&lt;br /&gt;
 Angmar informed the group that there had been an explosion in Edge, at the electrum processing plant.&lt;br /&gt;
 Apparently the iron ore the group brought was electrum. But it was definitely iron ore when they started.&lt;br /&gt;
&lt;br /&gt;
===Loot===&lt;br /&gt;
 Loot coming soon.&lt;br /&gt;
&lt;br /&gt;
==Session 10 - Iron Man==&lt;br /&gt;
This session is happening &#039;&#039;right now&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; &#039;&#039;4th&#039;&#039; - 2100 (1000 story, 1000 combat, 100 social)&lt;br /&gt;
     &#039;&#039;3rd&#039;&#039; - 2200 (1000 story, 1088 combat, 112 social)&lt;br /&gt;
&lt;br /&gt;
==Session 11==&lt;br /&gt;
There will be no game on &#039;&#039;&#039;November 24, 2007,&#039;&#039;&#039; as the DM will be unavailable.&lt;br /&gt;
&lt;br /&gt;
Therefore, Session 11 will take place on &#039;&#039;&#039;December 1, 2007.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Trinity]]&lt;/div&gt;</summary>
		<author><name>GnomeWorks</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Trinity:City_Mechanics&amp;diff=67636</id>
		<title>Trinity:City Mechanics</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Trinity:City_Mechanics&amp;diff=67636"/>
		<updated>2007-11-18T04:55:25Z</updated>

		<summary type="html">&lt;p&gt;GnomeWorks: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I once randomly came across an interesting online sim, [http://www.heroesofivalice.com/index.php Heroes of Ivalice]. Taking a look, I noticed that - in some combats - the city in which the combat took place was mentioned, and suffered adverse effects due to the destruction of property.&lt;br /&gt;
&lt;br /&gt;
I immediately became intrigued. The idea of cities being mechanical constructs, that could be affected by the actions of players - and not just ad hoc&#039;d, or by DM fiat, but with actual mechanics behind the idea! Being the mechanist that I am, I decided that I, too, wanted to implement something of this sort.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, d20 is sorely lacking in material. One has difficulty finding mass combat rules, much less rules for mechanical effects on cities as a result of a PC&#039;s actions. However, the space is not completely barren, in terms of published rules, and I have found something that will serve - for now - as a decent baseline.&lt;br /&gt;
&lt;br /&gt;
Here, then, I will outline the base mechanics of cities, and how those mechanics interact with the core d20 System. Not all of this information is terribly relevant for players; for the most part, the DM should track this information behind the scenes. Astute players will figure out the more obvious effects (the power of currency changing, for instance), but others will pretty much be outside of their scope.&lt;br /&gt;
&lt;br /&gt;
=Building The City=&lt;br /&gt;
A city is much like a character, in that it has levels (based on its population) and classes. Cities also have an analogue to Hit Dice, that being Wealth.&lt;br /&gt;
&lt;br /&gt;
A city has six ability scores: &#039;&#039;&#039;Force&#039;&#039;&#039;, &#039;&#039;&#039;Mobility&#039;&#039;&#039;, &#039;&#039;&#039;Resilience&#039;&#039;&#039;, &#039;&#039;&#039;Learning&#039;&#039;&#039;, &#039;&#039;&#039;Awareness&#039;&#039;&#039;, and &#039;&#039;&#039;Command&#039;&#039;&#039;. Each of these six abilities correspond roughly to a character&#039;s ability (so Force corresponds to Strength; Learning to Intelligence; and so forth).&lt;br /&gt;
&lt;br /&gt;
Cities purchase these ability scores using the point buy method. A city receives a number of ability points to expend based upon its population. In addition, its population determines its population level (ie, character level).&lt;br /&gt;
&lt;br /&gt;
Once the abilities are determined, you can pick from one of three classes for each population level: civilian, military, and a class that indicates a particular force alignment. Each class contributes to the city&#039;s Defense, Reputation, Wealth, skills, and feats.&lt;br /&gt;
&lt;br /&gt;
Of these, Wealth is the most important (and only fleshed-out one, at the moment). Feats are also important: feats represent city features that go above and beyond what is indicated by the class levels. For instance, defensive fortifications, universities, and factories fall into feats.&lt;br /&gt;
&lt;br /&gt;
Once these are all calculated, a city then has a number of derived abilities. They are as follows.&lt;br /&gt;
&lt;br /&gt;
 Content&lt;br /&gt;
 Disaster&lt;br /&gt;
 Economy&lt;br /&gt;
 Influence on Others&lt;br /&gt;
 Infrastructure&lt;br /&gt;
 Outside Influence&lt;br /&gt;
 Population&lt;br /&gt;
 Resources&lt;br /&gt;
 Leadership&lt;br /&gt;
&lt;br /&gt;
Each of these works (theoretically) on a scale of 1-100.&lt;br /&gt;
&lt;br /&gt;
 In addition to those, the following may also be implemented (but are not, as of yet).&lt;br /&gt;
 Harvest&lt;br /&gt;
&lt;br /&gt;
Once these abilities are determined, a city then has a number of link values, as each of these abilities is linked to one another. Events that take place in or around a city impact one or more of these abilities, which then further impacts the rest. Link values are assigned ad-hoc, dependant upon the nature of the city, on a scale of x(1/4) to x4.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_City_flowchart_design-3.JPG|center|A City&#039;s Event Flowchart]]&lt;br /&gt;
&lt;br /&gt;
Whenever a change occurs in one attribute, that change is propagated throughout the chart. For a given event, when it travels down a link, each link strength is halved for each link previously traversed. However, an event can only affect a given attribute once, no matter how many times links would bring it there. The attribute&#039;s link still counts for purposes of continuing to weaken link strengths, however.&lt;br /&gt;
&lt;br /&gt;
For the time being, the precise effects of the vast majority of these abilities is not determined. While they can be DM fiat&#039;d into usefulness, I would much rather have solid mechanics for dealing with them. Later sections will detail how they function.&lt;br /&gt;
&lt;br /&gt;
===Calculating Attributes===&lt;br /&gt;
The following formulas are used to calculate the initial values for each of the attributes. Note that these can change, and the system is designed to allow these values to fluctuate.&lt;br /&gt;
&lt;br /&gt;
Whenever the city gains a level, revalue all attributes that are based upon an ability score that changed.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Content:&#039;&#039;&#039; Awa&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; x 5&lt;br /&gt;
 &#039;&#039;&#039;Disaster:&#039;&#039;&#039; 0&lt;br /&gt;
 &#039;&#039;&#039;Economy:&#039;&#039;&#039; Com&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; + Lrn&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; + Rel&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Influence on Others:&#039;&#039;&#039; Reputation x 5&lt;br /&gt;
 &#039;&#039;&#039;Infrastructure:&#039;&#039;&#039; Rel&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; x 5&lt;br /&gt;
 &#039;&#039;&#039;Outside Influence:&#039;&#039;&#039; 20 - Awa&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Population&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; Level x 10&lt;br /&gt;
 &#039;&#039;&#039;Resources:&#039;&#039;&#039; Wealth x 5&lt;br /&gt;
 &#039;&#039;&#039;Leadership:&#039;&#039;&#039; (Com&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; + Awa&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;) x 2&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Use the ability score, not the ability modifier.&lt;br /&gt;
 &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; This is a simplified formula. Actual formula is... &lt;br /&gt;
   (Level x 10) + Floor{10 x [(Actual Population - Minimum Population) / (Maximum Population - Minimum Population)]}&lt;br /&gt;
&lt;br /&gt;
=Wealth, Resources, and Currency=&lt;br /&gt;
Rather than saying that a city of a certain population has a max GP limit of some number, the maximum GP limit of a city is determined based upon its abilities and classes. Wealth is determined by classes, which is then multiplied by population, to find the max GP limit of a single item that can be purchased in the city.&lt;br /&gt;
&lt;br /&gt;
Resources, Economy, and Infrastructure each further impact currency. Instead, Resources modifies the value of 1 gold piece. If a city is at it&#039;s normal Resources value (Wealth x 5), gold pieces are exchanged at a 1:1 ratio.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Resources:&#039;&#039;&#039; Modifies Max GP Limit for the city, as a percentage.&lt;br /&gt;
* &#039;&#039;&#039;Economy:&#039;&#039;&#039; Modifies the value of 1 GP, as a percentage.&lt;br /&gt;
* &#039;&#039;&#039;Infrastructure:&#039;&#039;&#039; Modifies item availability.&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
Resource fluctuation causes the maximum GP limit of an item that can be purchased in a city to go higher and lower. For every point above the normal Resources value, the max GP limit goes up by 1%; for every point below, the max GP limit goes down by 1%.&lt;br /&gt;
&lt;br /&gt;
In addition, if a city&#039;s Resources drops to 0 or below, the max GP limit drops 5% in value for each point of Resources below 0.&lt;br /&gt;
&lt;br /&gt;
===Economy===&lt;br /&gt;
Economy fluctuation causes the currency to gain and lose value. For every 5 points above the normal Economy value, currency gains 1% in value; for every 5 points below, currency loses 1% of its value.&lt;br /&gt;
&lt;br /&gt;
In addition, if a city&#039;s Economy drops to 0 or below, the currency drops 1% in value for each point of Economy below 0.&lt;br /&gt;
&lt;br /&gt;
To determine Economy&#039;s effect on the price of a given item, divide the item&#039;s price by the currency value as a percentage. This will result in the city&#039;s price for the item.&lt;br /&gt;
&lt;br /&gt;
===Infrastructure===&lt;br /&gt;
Every standard item has an availability rating, on a scale of 1-100. Any item whose availability rating is equal to or below the city&#039;s Infrastructure can be purchased in the city at the city&#039;s price for the item (standard price modified by Economy).&lt;br /&gt;
&lt;br /&gt;
If an item&#039;s value is below the max GP limit for the city, but its availability is higher than the city&#039;s Infrastructure, the item can still possibly be found, but at higher prices than normal. To do so, follow the following steps.&lt;br /&gt;
&lt;br /&gt;
# Determine the Craft skill that would be able to produce the item. If the city has the skill, proceed to the next step.&lt;br /&gt;
# Multiply the city&#039;s skill bonus in the skill by 5.&lt;br /&gt;
# If the result is higher than or equal to the item&#039;s availability, the item can be found in the city.&lt;br /&gt;
# Subtract the city&#039;s Economy from the result in step (3). If the result is below 1, the item cannot be found in the city. If it is 1 or higher, subtract it (as a percentage) from the city&#039;s currency value.&lt;br /&gt;
# Divide the item&#039;s cost by the result in step (4) (as a percentage).&lt;br /&gt;
# The result in step (5) is the cost of the item in the city.&lt;br /&gt;
&lt;br /&gt;
===An Example===&lt;br /&gt;
 Edge has a Wealth of 14 and Population 52, meaning that it&#039;s Max GP Limit is 728 GP. &lt;br /&gt;
 &lt;br /&gt;
 However, Edge recently suffered an explosion in its industrial sector (+38 to Disaster), which resulted in a loss of 38 Content,&lt;br /&gt;
 Infrastructure, and Resources; a loss of 19 in Leadership and Economy; and a loss of 9 to all other attributes.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Max Item GP:&#039;&#039;&#039; Resources is now 38 points lower, resulting in a 38% drop in Max GP. The new max GP Limit is 451.3 gp.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Currency Value:&#039;&#039;&#039; Economy is 19 points lower, to a 16; this results in a 3% drop in currency value. To purchase an item of the&lt;br /&gt;
 max GP limit (451.3 gp), a person must spend 465.3 gp.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Item Availability:&#039;&#039;&#039; Infrastructure took a 38 point hit; Edge&#039;s original Infrastructure was 35, and is now 16. Items with an&lt;br /&gt;
 item availability of 17 or higher are no longer available.&lt;br /&gt;
 &lt;br /&gt;
 Let&#039;s now say that a character wants to purchase breastplate in Edge (35 availability).&lt;br /&gt;
 &lt;br /&gt;
 Edge has the Craft (Blacksmith) skill, which is what is required to make breastplate. Breastplate&#039;s base GP value is 200 gp, lower&lt;br /&gt;
 than Edge&#039;s current max GP limit. So the item can possibly be found, but will be (even) more expensive than normal.&lt;br /&gt;
 &lt;br /&gt;
 Edge&#039;s Craft (Blacksmith) is +7, x 5 is 35. 35 is equal to or higher than the item&#039;s availability, so the item can be found.&lt;br /&gt;
 &lt;br /&gt;
 Edge&#039;s Economy is 16. 35 - 16 = 19, which is greater than 0, so the item can be found. This is subtracted from the currency&lt;br /&gt;
 value, resulting in currency&#039;s value being 22% of normal in regards to buying the breastplate.&lt;br /&gt;
 &lt;br /&gt;
 To purchase the breastplate, currency is treated as 78% of its normal value, meaning that one will need 256.4 gp to purchase the&lt;br /&gt;
 breastplate.&lt;br /&gt;
&lt;br /&gt;
=Disasters=&lt;br /&gt;
A &amp;quot;disaster&amp;quot; (as per the attribute) is any negative effect on the city that is not already covered by another attribute; that is, it represents natural disasters, negative outside effects on the city (such as an attack), and similar.&lt;br /&gt;
&lt;br /&gt;
Disaster has an immediate effect on the city, namely on Resources, Content, and Infrastructure. These effects then propagate throughout the city, causing rather extensive damage throughout the system. More severe disasters may completely cripple if not outright destroy smaller cities.&lt;br /&gt;
&lt;br /&gt;
After a disaster occurs, the Disaster attribute is gradually reduced over time, based upon the city&#039;s Command and Resilience. Disaster goes down at a rate equal to the city&#039;s Command modifier every day (therefore, a city with a negative Command modifier suffers ever-increasing effects from a disaster, due to poor leadership).&lt;br /&gt;
&lt;br /&gt;
In addition to that, every (5 - Rel mod) days, the city can further reduce the damage from a Disaster, though this is more initiative on the part of citizens than leadership. As such, the effect requires what amounts to a Fortitude save: the city rolls a d20 + Rel mod + Defense, and consults the following table.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Save		Result&#039;&#039;&#039;&lt;br /&gt;
 10 - 15		Negligible (1d4)&lt;br /&gt;
 16 - 20		Minor (1d6+4)&lt;br /&gt;
 21 - 25		Average (1d8+10)&lt;br /&gt;
 26 - 30		Major (1d12+18)&lt;br /&gt;
   35+		Critical (1d20+30)&lt;br /&gt;
&lt;br /&gt;
Any result above a 10 indicates that the city has had some measure of success in recovering from the disaster; reduce the Disaster attribute by the indicated amount. In addition, this recovery causes the populace to lose some amount of faith in its Leadership (as they are being ineffective, if the city has to resort to these extreme measures), and Leadership suffers a decrease equal to 1/4 of the decrease in Disaster.&lt;br /&gt;
&lt;br /&gt;
Unlike normal increases and decreases, if the city makes a &amp;quot;Fortitude save&amp;quot; against a Disaster, the benefits of doing so do not propagate through the city at the same rate: halve the link strengths of all links from Disaster.&lt;br /&gt;
&lt;br /&gt;
[[category:Trinity]]&lt;/div&gt;</summary>
		<author><name>GnomeWorks</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Trinity:The_Toplanders&amp;diff=67575</id>
		<title>Trinity:The Toplanders</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Trinity:The_Toplanders&amp;diff=67575"/>
		<updated>2007-11-18T00:45:56Z</updated>

		<summary type="html">&lt;p&gt;GnomeWorks: /* Session 10 - Iron Man */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This campaign started the second week of September, 2007, and is currently being played.&lt;br /&gt;
&lt;br /&gt;
In terms of Trinity, this group began adventuring in early [[Trinity:Timeline#432_CY | 432 CY]] on [[Trinity:Geography#Arcturas | Arcturas]].&lt;br /&gt;
&lt;br /&gt;
This page will house all the information for this campaign in Trinity.&lt;br /&gt;
&lt;br /&gt;
==Game Time==&lt;br /&gt;
The game takes place on Saturday nights, roughly at 11 pm local time, and goes until anywhere from 4 to 6 in the morning.&lt;br /&gt;
&lt;br /&gt;
===Waiting List===&lt;br /&gt;
Given that there is the possibility of losing some players over the course of time, I will be maintaining a waiting list for this game. If you are interested in joining us, please leave a note in the Discussion page attached to this page.&lt;br /&gt;
&lt;br /&gt;
The waiting list is as follows.&lt;br /&gt;
&lt;br /&gt;
* House&lt;br /&gt;
&lt;br /&gt;
=Game Information=&lt;br /&gt;
Players may choose their method of character creation: 32 point buy, or standard Trinity rolling method (4d6, reroll 1&#039;s, drop 1 die, roll eight - keep seven, arrange in any order). Once the rolling method is chosen, the player will use those stats each time the player decides to switch to rolling method (by which I mean that you cannot roll stats, switch to point buy, then switch back to rolling method to reroll your stats); a player may redistribute ability scores or switch to the other creation method at any point before the game begins.&lt;br /&gt;
&lt;br /&gt;
Rolled stats must be rolled in front of the DM at any time that is convenient. Just make sure that you don&#039;t lose the stats!&lt;br /&gt;
&lt;br /&gt;
==Ability Scores==&lt;br /&gt;
Standard Trinity ability scores - standard d20 stats with the addition of [[Trinity:Perception | Perception]] - will be used.&lt;br /&gt;
&lt;br /&gt;
==Race Selection==&lt;br /&gt;
Unlike previous Trinity games, this game will have a racial restriction. Race selection is limited to the following races...&lt;br /&gt;
&lt;br /&gt;
* [[Trinity:Human | Human]]&lt;br /&gt;
* [[Trinity:Ancelari | Ancelari]]&lt;br /&gt;
* [[Trinity:Artilect | Artilect]]&lt;br /&gt;
* [[Trinity:Cogling | Cogling]]&lt;br /&gt;
* [[Trinity:Dwarf | Dwarf]]&lt;br /&gt;
* [[Trinity:Gnome | Gnome]]&lt;br /&gt;
* [[Trinity:Gremlin | Gremlin]]&lt;br /&gt;
* [[Trinity:Half-Orc | Half-Orc]]&lt;br /&gt;
* [[Trinity:Halfling | Halfling]]&lt;br /&gt;
* [[Trinity:Moogle | Moogle]]&lt;br /&gt;
* [[Trinity:Orc | Orc]]&lt;br /&gt;
* [[Trinity:Selkie | Selkie]]&lt;br /&gt;
&lt;br /&gt;
==Class Selection==&lt;br /&gt;
Class selection is unrestricted. Any Trinity-accepted classes are allowed.&lt;br /&gt;
&lt;br /&gt;
===Level===&lt;br /&gt;
Characters will be created at 2nd level. That means that you can choose an LA +1 race, and begin at 1st level.&lt;br /&gt;
&lt;br /&gt;
==Backstory==&lt;br /&gt;
Some amount of backstory is appreciated. As this game will not be starting for a good few months, you have plenty of time to figure one out.&lt;br /&gt;
&lt;br /&gt;
Keep your age and race in mind. If you are older than 37 or so, then you are originally from Adnez or Ganymede, and came on the ship to Arcturas; this means that you remember the way things were, and you remember the tyranids. If you are younger than 37, then you were born on Arcturas, and have only heard of the other planets through stories; you have also probably heard of the tyranids, though you may not believe that they&#039;re necessarily real.&lt;br /&gt;
&lt;br /&gt;
Regardless of where you were born, you&#039;ll need to figure out how you came by your profession. If you&#039;re from Andez or Ganymede, then chances are good you had gained some knowledge before leaving the planet, and have essentially taught yourself or gained training from someone else in the community. If you were born on Arcturas, then you probably were taught your skills by one of the gnome akashics (who can tap the world memory and teach you by proxy).&lt;br /&gt;
&lt;br /&gt;
Due note that travel to Arcturas was by spacecraft, which is technological in nature. As such, if you are a member of a magic- or psionic-based class, that you will require an explanation of how you came by those skills. Most of the people on Ganymede (where Arcturas left from) were not versed in the ways of magic or psionics, and as such you&#039;ll need to explain why you are. Some classes will require more explanation than others - a sorcerer makes a lot more sense than a wizard (your ability to wield magic was dormant for a good while, for instance). I have no intentions of limiting your class selection, but just make sure that it makes sense.&lt;br /&gt;
&lt;br /&gt;
===Character Knowledge===&lt;br /&gt;
Each character knows something about the world: this information is encountered during training, found while gossiping, or simply inherently known.&lt;br /&gt;
&lt;br /&gt;
==About the Game==&lt;br /&gt;
I will attempt to keep the players as in-the-dark as possible until the game begins; however, this game will add quite a bit of information to the Trinity universe, some of which will need to be up prior to the game to ensure that the players all at least have some idea of what is going on. As such, small updates will be added throughout the wiki on a semi-regular basis over the course of the summer. For my convenience, I shall keep a list here of what has been and is going to be added; this list is by no means comprehensive, and may change over the course of the summer, as additional information may be required or found to be useful.&lt;br /&gt;
&lt;br /&gt;
* [[Trinity:Geography | Update of General Stellar Cartography]]&lt;br /&gt;
* [[Trinity:History#The_Fourth_Age |History of Arcturas and Arcostes]]&lt;br /&gt;
* [[Trinity:Geography#Arcturas | Arcturan Geography]]&lt;br /&gt;
** [[Trinity:Turas | Turas]]&lt;br /&gt;
* Arcturan Calendar&lt;br /&gt;
* Arcturan Society&lt;br /&gt;
** Arcturan Demographics&lt;br /&gt;
* [[Trinity:Electrum | Electrum]]&lt;br /&gt;
&lt;br /&gt;
==Campaign-Specific Mechanics==&lt;br /&gt;
There are a few strange things about this game that aren&#039;t covered by normal mechanics. Given the heavily-modified nature of Trinity, the need for custom rules even for a particular campaign shouldn&#039;t really come as a surprise to anyone.&lt;br /&gt;
&lt;br /&gt;
This section will detail campaign-specific mechanics as they come up.&lt;br /&gt;
&lt;br /&gt;
===Crafting using Raw Metal===&lt;br /&gt;
Crafting using scavenged metal works pretty much like normal crafting. However, given the scarcity of such materials, a wise crafter will be cautious in expending such materials frivolously. In addition, normal crafting rules don&#039;t cover what &amp;quot;38 pounds of iron&amp;quot; can be used for, so the rules for crafting will be expanded here.&lt;br /&gt;
&lt;br /&gt;
All normally metal objects have a listed weight (ie, a longsword weighs four lbs). A skilled crafter can use as little iron as possible to construct such an item, and use other materials - wood, for instance - for the remaining weight. Even something as seemingly shoddy as making the entire base of the weapon out of wood, then lining the &amp;quot;edges&amp;quot; of the weapon with iron, can result in a weapon just as destructive (if not as sturdy) as a standard full-iron longsword.&lt;br /&gt;
&lt;br /&gt;
In terms of weapons, armor, shields, and miscellaneous goods, a skilled crafter can make an item that relies on iron to function using an amount of iron weighing half of the item&#039;s weight. To make a longsword, then, a crafter must use two pounds of iron. Note that the weight of an item is dependent upon the size of the intended wielder - a longsword for a halfling, for instance, weighs less than a longsword for a human.&lt;br /&gt;
&lt;br /&gt;
If the crafter fails at making an item, normally half of the materials are lost or waste; however, with resources being scarce, this is usually an unacceptable end. A crafter can recover the materials &amp;quot;lost&amp;quot; in failing to craft an item by spending one hour for every two spent crafting the failed item.&lt;br /&gt;
&lt;br /&gt;
For crafting Force items, different metals have different values in terms of raw materials.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Material	Value/Unit&#039;&#039;&#039;&lt;br /&gt;
 Iron		50 gp/lb&lt;br /&gt;
&lt;br /&gt;
===Crafting using Bug Carapaces===&lt;br /&gt;
Almost everything from the corpse of a bug is usable, in terms of crafting items. Internal organs aside, a skilled crafter can work the bits and pieces in a manner similar to how iron, chitin, or leather would be worked.&lt;br /&gt;
&lt;br /&gt;
Crafting armor out of the bug carapaces is similar to how armor is [http://www.d20srd.org/srd/specialMaterials.htm#dragonhide crafted from dragonhide]. In addition to the normal armors craftable, a bug&#039;s carapace can be used to make leather armor or a [[Trinity:Armor#Leather_Trenchcoat|leather trenchcoat]] for a creature of the same size as the bug; also, bug carapaces can be used to make [[Trinity:Armor#Chitin_Armor|chitin armor]], with the same restrictions as making banded mail. Multiple bug carapaces can be combined to produce more choice material for crafting - two Medium corpses can be combined to be treated as a Large corpse, while two Large corpses (or their equivalent) can be combined to be used as a Huge corpse.&lt;br /&gt;
&lt;br /&gt;
In addition, due to the extreme hardness of the bugs&#039; skeletal structures (both endo- and exo-), a clever crafter can craft weapons out of the corpses, as well. A weapon of one-handed size or smaller can be made in place of a shield, if the rest of the carapace is used to craft armor; if an entire carapace is used to produce weapons, it can produce: two two-handed weapons of a size equal to the size of the corpse; or, four one-handed weapons; or, eight light weapons. Ranged weapons require more choice bits of the creature (finding an appropriate sinew for a bow, for example, is rather difficult, as is finding bones that would function for a crossbow) - as such, halve the number of weapons of that size that can be made for the corpse being used.&lt;br /&gt;
&lt;br /&gt;
In addition, such weapons benefit from the extreme sharpness of the various parts of a bug&#039;s body, resulting in a natural +1 enhancement bonus to attack and damage rolls. Armor and shields crafted from a bug&#039;s body are almost supernaturally hard and resilient to blows, resulting in a +1 enhancement bonus to their AC bonus.&lt;br /&gt;
&lt;br /&gt;
In terms of crafting Force items, bug carapaces do not function especially well as raw components. However, enough bits and pieces can be pieced together to make something vaguely resembling the end goal, if rather organic in appearance. Materials from a bug carapace equivalent to what is required to make a one-handed weapon (see above) are worth 100 gp in terms of raw materials for constructing Force items.&lt;br /&gt;
&lt;br /&gt;
In terms of crafting other kinds of items, the internal organs of the bugs can be used to construct technological devices from the Chemistry field (and the Chemistry field only); such devices have a rather bitter and disgusting smell and a worse taste, but they function well enough. Since these materials aren&#039;t useful for anything else, a Medium-size bug&#039;s corpse can be raided for parts that can be used to construct two Chemistry devices; for each category above Medium, this number doubles (a Small bug, then, would provide sufficient parts for one Chemistry device, while smaller bugs are simply too small to be of any use).&lt;br /&gt;
&lt;br /&gt;
The corpses of bugs can also be used for the purposes of structures, including buildings and vehicles. To construct a vehicle of a given size, the crafter must have corpses sufficient to be one size category larger than the vehicle; for instance, to craft a Large vehicle, bug corpses whose combined size is Huge are required. However, such vehicles greatly resemble the corpses from which they were assembled, making them difficult and unusual to pilot, resulting in a PCP to the vehicle of -4. For every additional size category larger the assembled bug corpses are, this penalty is reduced by -2 (so in order to build a Large vehicle without a PCP, you would require bug caparaces whose combined size would be Colossal). A vehicle crafted out of bug carapaces uses the following stats for its material.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;CHITIN&#039;&#039;&#039; (LA +0)&lt;br /&gt;
 	Hardness: 2.	STR +0&lt;br /&gt;
 	Armor: +1.	DEX -2&lt;br /&gt;
 	PCP: (varies)	CON +2&lt;br /&gt;
 	Cold Vulnerability, Acid Immunity.&lt;br /&gt;
&lt;br /&gt;
=Campaign=&lt;br /&gt;
What follows is a summary of each game session.&lt;br /&gt;
&lt;br /&gt;
===Cast===&lt;br /&gt;
* Hamtaro as &#039;&#039;&#039;Kuro Kaze&#039;&#039;&#039; ([[Trinity:Moogle|moogle]] [[Trinity:Greasemonkey|greasemonkey]])&lt;br /&gt;
* Melty as &#039;&#039;&#039;Kassian&#039;&#039;&#039; ([[Trinity:Human#Tsavashi|human]] [[Trinity:Artificer|artificer]])&lt;br /&gt;
* Brandon as &#039;&#039;&#039;Miggs&#039;&#039;&#039; ([[Trinity:Gremlin|gremlin]] [[Trinity:Technologist|technologist]])&lt;br /&gt;
* Smack as &#039;&#039;&#039;William&#039;&#039;&#039; ([[Trinity:Artilect|artilect]] [[Trinity:Templar|templar]])&lt;br /&gt;
* Dave-O as &#039;&#039;&#039;Shiro Kaze&#039;&#039;&#039; ([[Trinity:Moogle|moogle]] [[Trinity:Greasemonkey|greasemonkey]])&lt;br /&gt;
* Nyc as [[Trinity:Toplander_Tiy_Lena|&#039;&#039;&#039;Tiy Lena&#039;&#039;&#039;]] ([[Trinity:Selkie|selkie]] [[Trinity:Assassin|assassin]])&lt;br /&gt;
* Catface as &#039;&#039;&#039;Addison&#039;&#039;&#039; ([[Trinity:Human|human]] [[Trinity:Voidchild|voidchild]]/[[Trinity:Trainer|trainer]])&lt;br /&gt;
* ®ß¥!! as &#039;&#039;&#039;Uriah Morodov&#039;&#039;&#039; ([[Trinity:Human#Tsavashi|human]] [[Trinity:Bard|bard]])&lt;br /&gt;
&lt;br /&gt;
===Others===&lt;br /&gt;
* &#039;&#039;&#039;Volos&#039;&#039;&#039; ([[Trinity:Ancelari|ancelari]] [[Trinity:Metamorph|metamorph]]) [left the group (s03)] &lt;br /&gt;
* &#039;&#039;&#039;Tabby&#039;&#039;&#039; ([[Trinity:Human|human]] [[Trinity:Bard|bard]]) [followed Uriah around (s02 - )]&lt;br /&gt;
&lt;br /&gt;
==Session 01 - Explore? Explore... what?==&lt;br /&gt;
Perhaps a month after contact with the &#039;&#039;Arcostes&#039;&#039; was lost in SY 34, a call was sent out from Arcturas. The people of the fallen craft had lived on this world for 34 years, and knew nothing beyond the small chunk of world they had found themselves on - and Angmar Steeltoe, the old captain of the &#039;&#039;Arcturas&#039;&#039; herself, felt that it was time for the Adnezians and Ganymedians to know more about the world they had found themselves on. The call he sent out was a simple one: if you are willing to explore the world beyond what we know, come to the remains of the &#039;&#039;Arcturas&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Eight people answered the call, from all walks of life. A thinking machine who saw the future; a young girl who seemed terribly out of place. The apprentice blacksmith from the capital city; the twin moogles who had constructed their own mechs. The lone ancelari, who had explored the continent some thirty years before; a young selkie, who assisted in keeping the peace of the land; the legendary musician, whose music inspired the rebellious youth.&lt;br /&gt;
&lt;br /&gt;
Thus did their tale begin.&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
Angmar greeted the group, and told them to go out and explore. He mentioned that the robots in Edge might know something, and that the kids out in Germonik might, as well. The group decided to rest for the evening and head out the next day. Volos waits for the group outside of town.&lt;br /&gt;
&lt;br /&gt;
They travel to Edge. Volos goes to the lumbermill, to see if they know anything; everyone else heads to the administrative building in Edge. The apparent political leader in Edge is an artilect called Bucket, who William knows from being on the &#039;&#039;Arcturas&#039;&#039;. They converse; Bucket doesn&#039;t seem to know anything useful.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Josef-the-NPC.jpg|thumb|125px|right|Josef]]&lt;br /&gt;
Shiro and Kuro take their mechs and begin investigating the bottomside of the continent, but don&#039;t find anything useful.&lt;br /&gt;
&lt;br /&gt;
The group decides that there is nothing useful here, and heads to Germonik.&lt;br /&gt;
&lt;br /&gt;
They stop at the bridge that crosses the Gouge, as Volos seems to notice something strange about the mountains. The rest of the group gets frustrated, and they continue on.&lt;br /&gt;
&lt;br /&gt;
They arrive in Germonik, and find that someone has constructed a facsimile of the radio tower in Edge, but out of wood. They investigate, and find that its attached to a barn; the whole shindig is apparently under the ownership of a young human called Josef. As they arrive, he goes out and beats someone with his bat.&lt;br /&gt;
&lt;br /&gt;
Inside the barn, they find that he is constructing a flying thing of some sort, which he refers to as &amp;quot;da riggable&amp;quot; (that is, something that can be rigged). Interested in the possibility of flight, the party enquires as to how they could assist; he answers that he needs hemp, fuel, and time. The party decides to go look for some hemp, which Josef can use to finish his craft - in exchange, they tell him, they&#039;re interested in using it.&lt;br /&gt;
&lt;br /&gt;
They investigate, and find that the current big shot in town is a kid by the name of Bill. They arrange a deal with Bill, in which they&#039;ll trade him a crossbow from sufficient hemp for Josef to finish his craft. Bill agrees to the deal, and the party heads back to the barn to rest.&lt;br /&gt;
&lt;br /&gt;
==Session 02 - Teenage Wasteland==&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; 500 (story)&lt;br /&gt;
&lt;br /&gt;
Shortly after the party sets down to rest (with William and Volos keeping watch outside), a mob of Nevhonim appear, some of whose clubs are on fire. Their apparent leader is holding a body; they find out that it&#039;s Igor, one of Bill&#039;s cronies, who seemed to be the only one who could count. Last time they saw Igor, however, he had a lower jaw.&lt;br /&gt;
&lt;br /&gt;
The leader yells at William, who then goes inside to rouse his companions - the leader then informs his cronies to set the building on fire.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Tabby-the-NPC.jpg|thumb|125px|right|Tabby]]&lt;br /&gt;
Combat ensues. Of the eight members of the group, only three are standing when the last of the Nevhonim is felled.&lt;br /&gt;
&lt;br /&gt;
After the combat, the group finds that one of the Nevhonim had a youngish Gaeli girl attached to him by a rope. Uriah enquires further, and finds that she is unable to speak - instead, she communicates with her flute.&lt;br /&gt;
&lt;br /&gt;
 Tabby (NPC) joined the group.&lt;br /&gt;
&lt;br /&gt;
The party rests for a couple days, to recuperate from the battle. After, they venture to Bill, irritated with what happened - however, they find that Bill successfully procured the hemp, &amp;quot;from the Nevhonim.&amp;quot; Irritated, they take their payment, then pay him a few bundles of crossbow bolts (which they had left out of the earlier deal) for alcohol, which the group has determined is suitable fuel.&lt;br /&gt;
&lt;br /&gt;
Once da riggable is set up, the group begins to discuss where to go. There are two thoughts - either to head west, across the desert, or head north, to the mountains.&lt;br /&gt;
&lt;br /&gt;
===Loot===&lt;br /&gt;
 Wooden Maul, Masterwork (*1)&lt;br /&gt;
 Wooden Maul, Masterwork (*2)&lt;br /&gt;
 Quarterstaff, Masterwork (*3)&lt;br /&gt;
 Thin sheet of wood, covered in writing on both sides [language unknown; Divine item] (*5)&lt;br /&gt;
&lt;br /&gt;
==Session 03 - Decisions, Decisions==&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; 719 (469 combat, 250 story)&lt;br /&gt;
&lt;br /&gt;
Volos decided that he was irritated with the group, and headed off on his own.&lt;br /&gt;
&lt;br /&gt;
 Volos (PC) left the group.&lt;br /&gt;
&lt;br /&gt;
After he left, there was some debate regarding which way to go. The party decided to head north to the mountains, then - if that proved uneventful - to head to the waterfall near Edge.&lt;br /&gt;
&lt;br /&gt;
Using &amp;quot;da riggable,&amp;quot; they headed for the mountains. Along the way, they noticed a gremlin heading towards Germonik. Setting down, they found out that he was looking for the group - he had apparently planned on being part of the original expedition, but was late. After some debate, the group decided to allow the gremlin - who told them his name was Miggs - to join them.&lt;br /&gt;
&lt;br /&gt;
 Miggs (PC) joined the group.&lt;br /&gt;
&lt;br /&gt;
The group arrived at the mountains some time later, and decided that there was little worth doing there. They decided to head to Arcturas to refuel, then carry on to the waterfall.&lt;br /&gt;
&lt;br /&gt;
They arrived in Arcturas and refuelled. While the group was resting, Miggs planted flashpowder on Kuro and Shiro; when they woke up, Kuro fell prey to the trick, and angrily pulled his pistol on Miggs, who was clearly the culprit. After a warning shot was fired, the group carried on.&lt;br /&gt;
&lt;br /&gt;
Arriving at the waterfall, there was some discussion as to the best course of action. They decided to go over the edge and follow the waterfall down to wherever it went.&lt;br /&gt;
&lt;br /&gt;
They followed the waterfall down for a little less than two miles, and saw ground and a lake below. Kicking on their engines, they made  a cautious landing.&lt;br /&gt;
&lt;br /&gt;
They searched the lake, and found a river heading west-southwest. They decided to follow it. Some time later, they came across the edge of a forest, perpindicular to the river; they decide to continue following the river. Two days later, they came across a fork in the river: the river they were following joined another, and continued to flow south. The adjoining river was flowing from the north. The group decided to follow the flow, and headed south.&lt;br /&gt;
&lt;br /&gt;
Two and a half days later, they encountered a strange humanoid-looking creature, up in a massive bulge in a tree. After several attempts at communication, the creature gestured for them to follow it, which they did. Four hours later, they arrived in a &amp;quot;city&amp;quot; of these tree-bulges. They were brought to one of the humanoids dressed in blue in the top of a tree.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Adu-ja.jpg|thumb|125px|right|An adu&#039;ja]]&lt;br /&gt;
They found out that the creature they were brought to was an akashic, who rapidly learned their language. The group found out that these people were the [[Trinity:Adu-ja |Adu&#039;ja]], a race of - essentially - sentient mobile trees. The akashic&#039;s name was Aes&#039;iel, and they learned later that he was a Simic - a druid/akashic. Aes&#039;iel was also somewhat suspicious of Addison, though he did not mention why, save in a rather cryptic manner.&lt;br /&gt;
&lt;br /&gt;
They asked several questions. The group learned that the adu&#039;ja had been present for six-hundred years, and that the myconids - a race of fungus people - had been around for at least eight-hundred. They learned that the adu&#039;jan akashics could only see up to around eight hundred years in the past: beyond that, there was a great gap in the world memory. They learned that there are other floating landmasses, though the adu&#039;ja do not know how many there are; they also learned that there are sometimes visitors from elsewhere on this landmass (which they found was called Tai&#039;lyan), but that they were primarily left alone.&lt;br /&gt;
&lt;br /&gt;
They also found out that there was a cavern complex that connected Tai&#039;lyan and Turas, in the mountains, &amp;quot;beyond the mushroom forest.&amp;quot; They also learned that there were ancient ruins north of the forest, along the river, the nature of which the adu&#039;ja were uncertain: it had always been ruins, in decay, for at least eight-hundred years or so.&lt;br /&gt;
&lt;br /&gt;
The party decided to go explore the ruins. Before they set out, Aes&#039;iel gave each member of the group (along with Tabby, who had been tagging along since they left Germonik, and would apparently not leave Uriah&#039;s side) an akashic stone, which allowed them to instantly learn the Adu&#039;jan language, called Phytic. Aes&#039;iel informed the group that, with that, they could speak with the adu&#039;ja and the myconids. The party then set out.&lt;br /&gt;
&lt;br /&gt;
Five days later, they arrived at the ruins. William noted, at first, that the architecture was similar to the Ronkan style; later on, he also noticed that they seemed similar to Elven architecture, as well. The group explored the ruins, which were the size of a city suitable for perhaps a thousand occupants; as they searched, they also salvaged as much usable metal as they could (as the remains of the buildings were metal in nature).&lt;br /&gt;
&lt;br /&gt;
After awhile, Kuro, Cassian, William, Miggs, Shiro, and Uriah (though he was sleeping at the time) began sparking purple; Addison, meanwhile, began sparking white. They also began noticing ridges in the ground, as though something were traveling underground. Kuro flew up, and noticed that the ridges were appearing around the group in a vaguely circular pattern, and more were forming some distance from the group, no matter where they went. As those who were sparking neared the ridges, their sparking was more intense.&lt;br /&gt;
&lt;br /&gt;
Miggs climbed up a delapidated building, and Shiro flew down to inform William of what he saw. As soon as he touched down, five creatures burst forth from the ground, forming a circle around the group.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Zergling.JPG|thumb|225px|left|Three of the creatures look like this...]]&lt;br /&gt;
[[Image:Trinity_Hydralisk.JPG|thumb|225px|right|...and the other two look like this.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Three of the creatures look like this... &#039;&#039;This creature is about the size of a large dog, with a short tail and tough carapace. Its back legs are long, while its front legs end in sickle-like claws. Beneath its head rest two equally sharp fangs, and it chitters and jumps about restlessly.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While the other two look like this... &#039;&#039;This creature slithers forward on a serpentine lower body. It is hunched forward, its two powerful arms curved like wicked scythes and its manibles dripping with acidic drool. The back of its head is elongated into a plate, covering most of its back save for a long spine on the top of its carapace.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Loot===&lt;br /&gt;
 9 akashic stones, all containing the [[Trinity:Phytic_Language |Phytic]] language&lt;br /&gt;
&lt;br /&gt;
==Session 04 - Question!==&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; 500 (story)&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Memento_umbra.jpg|thumb|225px|right|The creature Aes&#039;iel called the &#039;&#039;memento umbra&#039;&#039;.]]&lt;br /&gt;
The group fought the creatures, in a rather vicious fight. They found that the creatures were able to regenerate their wounds - those they thought were slain rose to fight again. When the last was felled, they proceeded to smash in all of their skulls, as that seemed effective in stopping their regeneration.&lt;br /&gt;
&lt;br /&gt;
In the course of the fight, Shiro and Tiy succumbed to their wounds. After a bit of healing onsite, the group gathered the bodies (including the bugs&#039; bodies, which Kassian believed were able to be worked like iron) and returned to the Adu&#039;ja, who they believed would be able to return the dead.&lt;br /&gt;
&lt;br /&gt;
The adu&#039;ja were in fact able to do so, and agreed to reincarnate their friends (in a rather Simic manner, combining the power of Nature and the Blue to reincarnate the creature in the same body), in exchange for a favor. The adu&#039;ja had explored the memories of the party&#039;s world and people, and discovered the existence of the &#039;&#039;mementos&#039;&#039; - they also found that some had been trapped there, and sought a way out. Unexperienced in the ways of the &#039;&#039;mementos&#039;&#039;, they accidentally freed a particularly vicious &#039;&#039;memento&#039;&#039;, which Aes&#039;iel believed was known as &#039;&#039;memento umbra&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
To assist in their search for the creature, Aes&#039;iel implanted a rough map of the continent into the minds of the party.&lt;br /&gt;
&lt;br /&gt;
Waiting for the morning, the party is able to recuperate from the experience of the fight, which had pushed them to their limits.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; 675 (combat)&lt;br /&gt;
&lt;br /&gt;
After resting and meeting up with their reincarnated members, the party discussed where to go. Kassian was adamant that the group go to the mountains; William questioned the human&#039;s insistence, and Kassian explained that the various things he had been picking up had a strange &amp;quot;aura&amp;quot; to them, and that he believed the things they fought at the ruins were the source. He believed that the myconids, whom the adu&#039;ja had mentioned existed prior to the gap in the world memory (800 years prior to now), may know something about it.&lt;br /&gt;
&lt;br /&gt;
William also made a query to the adu&#039;ja regarding the possibility of ironwood, which he had encountered on Ganymede. Aes&#039;iel told him that the adu&#039;ja do indeed make ironwood, and keep stores of it, and that they may be willing to part with some of it.&lt;br /&gt;
&lt;br /&gt;
In addition, while the party was waiting, Addison talked to Aes&#039;iel about the nature of the &#039;&#039;momentos&#039;&#039; - hoping to turn her from her path, Aes&#039;iel gladly told her all she wanted to know. The conversation eventually led to Addison gaining the skills of a [[Trinity:Trainer|trainer]].&lt;br /&gt;
&lt;br /&gt;
===Loot===&lt;br /&gt;
 [[:Image:Trinity_Tai-lyan.JPG|Map of Tai&#039;lyan]] (memory now possessed by all current members of the party)&lt;br /&gt;
&lt;br /&gt;
==Session 05 - Mushroom Samba==&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; 250 (story)&lt;br /&gt;
&lt;br /&gt;
After some discussion, the group decided to head north to the myconid village of Samtri.&lt;br /&gt;
&lt;br /&gt;
When they arrived, they found a small copse of enormous mushrooms, and seemingly no one about. After some investigation, it appeared that there were some larger mushrooms, with door-like structures in them. Miggs went up to one of the doors and knocked loudly, while William yelled loudly.&lt;br /&gt;
&lt;br /&gt;
Their actions were fruitful: a bipedal, humanoid-looking mushroom exited one of the house-like structures, and spoke with them. However, he didn&#039;t speak very long, as he continually insisted that it was &amp;quot;sleep time&amp;quot; - the party realized that they had arrived in early afternoon, and that - these being mushroom-people - they were probably nocturnal. They decided to wait until &amp;quot;nightfall,&amp;quot; when they hoped to see more of the mushroom folk.&lt;br /&gt;
&lt;br /&gt;
After a few hours, the village of Samtri did indeed awake, and a throng of myconids exited the several mushroom houses and began heading north, to the mountains. Following them, the group found that they were headed to a cave just north of the village; once all the myconids were inside (aside from two guards), a single, larger myconid came out to greet them.&lt;br /&gt;
&lt;br /&gt;
The myconid (whose name they didn&#039;t bother to learn) seemed to be the leader of the village. He explained that the world had ended, that the bugs had come and gone, and that the moon had fallen. The party tried to explain that the bugs were back, but he was insistent that they were gone, along with &amp;quot;the faceless ones.&amp;quot; The party was intensely curious about these so-called &amp;quot;faceless ones,&amp;quot; and the myconid explained that they were to the southwest. They inquired as to what they would find in the myconid village to the west, and the leader explained that Mitrosis was much like Samtri, only bigger.&lt;br /&gt;
&lt;br /&gt;
Their quest for knowledge satisfied, they went into the cave, to find what the myconids were up to, as they could clearly see that they were standing about in a circle. The leader myconid had told them they were forgetting; upon entering, they all became subjected to a massive hallucinogen. The group remained for the duration of the &amp;quot;meditation&amp;quot; (eight hours), after which the myconids returned to their mushroom houses.&lt;br /&gt;
&lt;br /&gt;
The party then discussed what to do; they decided to head southwest, along the treeline of the adu&#039;jan forest, to see if they could find the ruins the myconids mentioned. They walked for a little more than a month, and reached the edge of the continent, without finding anything.&lt;br /&gt;
&lt;br /&gt;
They went east, to the adu&#039;jan city of Sh&#039;cala, seeking out more Simics. They found them, and discussed what they had learned from the myconids. The simics explained that the myconids were simple creatures, and that they would not lie - if they said the cities of the &amp;quot;faceless ones&amp;quot; were to the southwest, then they were, but there were no such places on this continent. The party then decided that they would head southwest off the edge, taking da riggable, to see if there was another continent elsewhere.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Arcturas_-_New_Continent_-_1.jpg|thumb|325px|right|This is what the party explored for five months.]]&lt;br /&gt;
After some tree-hopping, courtesy of the simics, they recovered da riggable, and sailed off the southwestern edge of Tai&#039;lyan.&lt;br /&gt;
&lt;br /&gt;
Going somewhat down, they found another continent, full of sand. They set down, and began to explore; after two days, however, they began suffering from dehydration, and had yet to find water or even something other than sand. It was also unbearably hot, which they found odd, considering none of the higher continents had been so warm. Heading back to the simics, they asked for a source of water that would never run dry. The simics agreed to provide them with such a thing, but in exchange, they wanted the party to seek out the foreigners that sometimes appeared in the desert to the north (which Aes&#039;iel had mentioned before). The party agreed to this favor, and set out.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Mutalisk2_mirror.jpg|thumb|left|Four of these creatures dive towards &#039;&#039;da riggable.&#039;&#039;]]&lt;br /&gt;
Returning to the new continent, they proceeded to explore to the east, following the ledge they found after two days&#039; journey; they found that it made a circle, and they found themselves where they had originally landed. They then opted to follow the northernmost edge of the continent west. For three and a half months, the group walked through the desert, returning to Tai&#039;lyan when their food sources ran out. In this time, they found three ruins, none of which were inhabited; all of them exhibited signs of having suffered through a great catastrophe, reminiscent of an earthquake (according to Miggs, on an earthquake-measuring scale of 1 to 10, these cities had suffered through a 13).&lt;br /&gt;
&lt;br /&gt;
They then decided that the circular-shaped &amp;quot;hole&amp;quot; in the continent may have an answer; some of the group believed that the references the myconids made to the moon falling may have happened here. They set out, following the inner edge of the continent, and eventually found the edge - two days&#039; from where the ledge began. They decided to go down as far as they could, and three miles down, they could see water below. After some discussion, they left the mechs behind, and explored two days&#039; worth to the north, seeing nothing but water.&lt;br /&gt;
&lt;br /&gt;
They returned to roughly where the hole in the continent was, and began to ascend. As they did, however, William spotted something flying in the air...&lt;br /&gt;
&lt;br /&gt;
===Loot===&lt;br /&gt;
 Decanter of Endless Water [Nature]&lt;br /&gt;
&lt;br /&gt;
==Session 06 - Aerials==&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; 500 (story)&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Shyekara.jpg|thumb|200px|right|The woman called &amp;quot;Shye&amp;quot;]]&lt;br /&gt;
The four creatures - who, the party discovered in short order, were being ridden by human-sized beings - dived at &#039;&#039;da riggable&#039;&#039;, and the battle was joined.&lt;br /&gt;
&lt;br /&gt;
After a short skirmish in the air over a three-mile drop to a possibly endless ocean below, the beings riding the creatures - three of whom had incredibly long horns extruding from their foreheads, while the fourth was a human woman - called for parley. The party hesitantly agreed, and the woman - who one of the horned beings called &amp;quot;Shye&amp;quot; - explained that there was something of an error; they had not intended to attack the group, but were instead hunting a manifestation of the Void. Shye explained that they had detected a Void presence on the &#039;&#039;da riggable&#039;&#039;, and figured that it could only be the thing they hunted.&lt;br /&gt;
&lt;br /&gt;
Addison was curious, and asked why they were looking for it; Shye responded by saying that she worked &amp;quot;for a higher power,&amp;quot; that apparently did not want to see the creature in the wild. More discussion revealed that Shye was from Turas (the continent on which the &#039;&#039;Arcturas&#039;&#039; had crashed), but that she was one of the children that had fallen off the edge - she was apparently fortunate, however, and was saved during her fall (by what, was not mentioned). She and her companions were also notable due to the fact that they carried large quantities of metal (one of them was garbed in full-plate). Any questions regarding where they had gotten the metal or where they had come from was responded to with, &amp;quot;I don&#039;t want to ruin your sense of adventure.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Shye confirmed for the group that the Armand - what the people the Adu&#039;ja had asked the party to find were called - did wander the desert on the continent, and that they were often to the west of the circular rift in the continent. With no further questions, Shye and her companions left the group, heading east.&lt;br /&gt;
&lt;br /&gt;
The group decided to return to Turas, to refuel. The brothers Kaze also spoke of possibly fashioning new mechs or similar vehicles, and some of the group expressed an interest in reporting to Angmar. The group returned to Turas, specifically heading to the city of Arcturas, hiding &#039;&#039;da riggable&#039;&#039; outside of town.&lt;br /&gt;
&lt;br /&gt;
They found and spoke with Angmar, explaining to him everything they had done so far. Angmar was a bit disturbed by all of the information he was dumping on them, but he appeared pleased with their progress. The group wanted materials - specifically, metal from the ship - which Angmar was willing to grant them, considering that the group informed him of their encounter with Shye, with emphasis on the fact that they were carrying metal.&lt;br /&gt;
&lt;br /&gt;
The brothers Kaze spoke with their father, Murasaki, about the construction of a massive vehicle, an idea with which he was incredibly pleased. They informed him that metal would be delivered shortly, and the elder Kaze began work almost immediately on a massive flying ship.&lt;br /&gt;
&lt;br /&gt;
The group then went to Germonik, to check on the status of Josef. They found that his &amp;quot;radio tower&amp;quot; had been disassembled, and the barn ripped asunder. Further investigation led to them learning that Josef had fled town, but Volos had not been so lucky - he had apparently been strung up on the north end of town. They also discovered that Bill had been overthrown, by a Nevhonim named Ted. After an almost-confrontation with the Nevhonim (during which Shiro collapsed one of the walls of the main tavern in Germonik), they backed off and told the group what they wanted to hear.&lt;br /&gt;
&lt;br /&gt;
The group then headed to Edge, where - according to what they heard from Angmar - someone had set up shop and was working on a flying machine. Lo and behold it was Josef, who spun a tale of frustration with the absurdity of living in Germonik, and his subsequent flight (not literally) from there due to Ted&#039;s frustration towards him. He wound up in Edge, and began experimenting with electrum engines, possibly even on the brink of constructing a flying machine that didn&#039;t require a balloon at all. The group returned &#039;&#039;da riggable&#039;&#039;, and wished Josef luck.&lt;br /&gt;
&lt;br /&gt;
Four months passed, during which the group performed various tasks and odd jobs. At the end of the four months, they regrouped in Arcturas, for the unveiling of the elder Kaze&#039;s flying machine. Towering over the moogles&#039; mechs and constructed wholly out of steel, the new ship was a sight to behold. The elder Kaze dubbed it the &#039;&#039;Kamikaze&#039;&#039;, and the moogles graciously received the gift. Capable of housing the entire party and the mechs in its interior, and having a self-contained atmosphere that would allow for underwater exploration, the &#039;&#039;Kamikaze&#039;&#039; was a definite upgrade over &#039;&#039;da riggable&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Taking their new aircraft, the party gathered up enough food to last them quite some time, and headed back to the desert continent.&lt;br /&gt;
&lt;br /&gt;
Having an aircraft capable of traveling around the clock (and a pilot that could do the same), the party began combing the desert, searching for signs of the Armand. They first searched the eastern end of the continent, and eventually came upon another ruined city. Upon further investigation, they found a relatively intact building; inside, they discovered two rooms of note: in one, there was a cache of weapons of unusual design - various swords and guns; in the other, they found an akashic stone, set on a pedestal, which Miggs almost immediately took. &lt;br /&gt;
&lt;br /&gt;
After an altercation in which the party relieved Miggs of the stone, Uriah contacted the stone, and saw an image of an ancelari, projecting thoughts in an unknown language in his mind; after a minute or so of speaking, the image shot itself in the head, and the image played out all the gory details of that event. Slightly shaken, Uriah - knowing that the moogles were mildly telepathic - handed it to Shiro, who contacted the stone. Able to understand the language &amp;quot;spoken&amp;quot; by the ancelari, he relayed the information to the rest of the party...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;The_Message&amp;quot;&amp;gt;&lt;br /&gt;
 &amp;quot;If you have found this stone, and are capable of understanding my words, then perhaps they succeeded. Perhaps they who fled&lt;br /&gt;
 reached those alien worlds, and taught those people the ways of the gun? Perhaps they have even managed to conquer the depths of&lt;br /&gt;
 space?&lt;br /&gt;
 &lt;br /&gt;
 &amp;quot;But we all know what is coming, don&#039;t we, stranger? The zerg are no threat, compared to the things that will come from beyond...&lt;br /&gt;
 we&#039;re all damned, then... and no amount of running will save us!...&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Armand.JPG|thumb|200px|right|An armand]]&lt;br /&gt;
Mildly disturbed, the party took some of the weapons from the cache, and began heading west. They investigated the eastern side of the gouge in the continent, heading north, then investigated the western side, beginning from the north.&lt;br /&gt;
&lt;br /&gt;
Eventually, in the middle of the western side of the continent, the party spotted an encampment. Having come across it in the heat of day, they waited until nightfall, when they saw movement. They headed for the camp, and were met halfway by three armand.&lt;br /&gt;
&lt;br /&gt;
Miggs was the first to greet the creatures, but they did not respond immediately, instead, they transmitted thoughts into the minds of the party, none of whom - save the moogles - understood. The lead armand seemed to sense their lack of understanding, and began communicating in Phytic.&lt;br /&gt;
&lt;br /&gt;
The party had many questions, and the armand answered them as best he could. Apparently, they were able to go to Tai&#039;lyan by riding on small islands that rode on strong wind currents; these islands apparently migrate in a relatively stable pattern, such that the armand could reliably take them between Tai&#039;lyn and Reldyr&#039;nym (the name of the continent they were currently on). The armand had no knowledge of the creatures the party had fought earlier (those accompanying Shye), nor did they know of the &#039;&#039;memento umbra&#039;&#039;, other than that they had seen traces of a great beast wandering the desert. In the course of conversation, the armand informed the party that there was one who may have some of the answers they sought.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Toplanders_Explore_Reldyr-nym.jpg|thumb|300px|left|The continent of Reldyr&#039;nym, in its entirety (previously-explored sections are darkened).]]&lt;br /&gt;
They led the party to one of the tents of the encampment, and inside there was a strange creature, being tended by two other armand. The creature had the face of a wolf, but was definitely humanoid and bipedal; it also had bat-like wings, which were found on its body in a place similar to that of a bat (that is, from the forearm to the side). Its breathing was rather shallow. Miggs attempted to heal it with his tonics, to no avail - the armand were unable to cure whatever ailed the creature.&lt;br /&gt;
&lt;br /&gt;
Addison realized that they could use the potion they had found from the fight in Germonik, which contained &#039;&#039;bear&#039;s endurance&#039;&#039;; Uriah complied, and used it on the creature. Its breathing became easier, and it looked around in a rather frightened fashion. Addison used &#039;&#039;comprehend languages&#039;&#039; to understand the creature, but it didn&#039;t say much - it said something to the extent that the world was attacked, by horned beings. It also said the word &amp;quot;veyar,&amp;quot; which the armand leader immediately picked up on when Addison repeated it - it was an ancient word for the moon of Arcturas.&lt;br /&gt;
&lt;br /&gt;
The various Force effects ended, and the creature resumed its near-death status. Addison used &#039;&#039;deathwatch&#039;&#039;, and saw that the creature was suffering from what amounted to suffocation - barely hanging onto life.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Loot===&lt;br /&gt;
 +1 Unholy Lance (Divine)&lt;br /&gt;
 The &#039;&#039;Kamikaze&#039;&#039; [Gargantuan Ornithopter - Arm1/Eng5/Sys1] (Technology)&lt;br /&gt;
 Akashic stone containing [[#The_Message|a message]] in Ancelari&lt;br /&gt;
 Four (4) pistols, one (1) rifle, one (1) carbine, all corroded, from the southeast ruins of Reldyr&#039;nym&lt;br /&gt;
&lt;br /&gt;
==Session 07 - Vapor Trail==&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; 1350 (600 combat, 750 story)&lt;br /&gt;
&lt;br /&gt;
The group decided to take the strange creature with them, and go to the Simics, to see if the adu&#039;ja could find out more about the creature. The creature was still alive, but barely hanging onto life.&lt;br /&gt;
&lt;br /&gt;
They headed to Sh&#039;cala, the southern-most adu&#039;jan city, and spoke with the Simics there. The group had questions they wanted the creature to answer, and the Simics managed to get some answers out of the creature via the Blue.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Creature&#039;s Race and Type:&#039;&#039;&#039; unknown race, humanoid&lt;br /&gt;
 &#039;&#039;&#039;Most recent basic goal:&#039;&#039;&#039; escape&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;What is it?&#039;&#039;&#039; &amp;quot;We call ourselves the &#039;&#039;un&#039;veyar&#039;&#039;.&amp;quot;&lt;br /&gt;
 &#039;&#039;&#039;Were you attacked, and by what?&#039;&#039;&#039; &amp;quot;Yes, horned creatures riding on acid-spitting winged things.&amp;quot;&lt;br /&gt;
 &#039;&#039;&#039;Where is metal?&#039;&#039;&#039; &amp;quot;Veyar.&amp;quot;&lt;br /&gt;
 &#039;&#039;&#039;What about the moonfall?&#039;&#039;&#039; &amp;quot;Legends say long time ago, moon fell into the world.&amp;quot;&lt;br /&gt;
 &#039;&#039;&#039;Does it know about the horned things?&#039;&#039;&#039; &amp;quot;Yes.&amp;quot;&lt;br /&gt;
 &#039;&#039;&#039;Does it know about the memento umbra?&#039;&#039;&#039; &amp;quot;The what?&amp;quot;&lt;br /&gt;
 &#039;&#039;&#039;Does it want to be Migg&#039;s friend?&#039;&#039;&#039; &amp;quot;Who is miggs?&amp;quot;&lt;br /&gt;
 &#039;&#039;&#039;Does he know &amp;quot;how to fix this world&amp;quot;?&#039;&#039;&#039; &amp;quot;Can&#039;t fix, world trapped by pull of big world.&amp;quot;&lt;br /&gt;
 &#039;&#039;&#039;Where did it come from?&#039;&#039;&#039; &amp;quot;Veyar.&amp;quot;&lt;br /&gt;
 &#039;&#039;&#039;When did it come from? How long ago?&#039;&#039;&#039; no response.&lt;br /&gt;
 &#039;&#039;&#039;How old is it?&#039;&#039;&#039; &amp;quot;17 seasons.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The party was somewhat perplexed by these answers. They decided to head back to the armand, and see if they knew anything more.&lt;br /&gt;
&lt;br /&gt;
Upon finding the armands, there were a good deal of questions. The leader of the armand explained that, long ago, the zerg descended upon the planet. The armands and the myconids hid from the threat, while the ancelari remained on the surface, attempting to fend the creatures off. The armands explained that it was the ancelari who created the mist over the planet, in an effort to slow the zerg advance; however, their efforts were mostly in vain.&lt;br /&gt;
&lt;br /&gt;
In the end, the ancelari were forced underground, fighting the zerg in the many caves and tunnels beneath the planet&#039;s surface. Their leaders attempted to get their people off the planet by an unknown means; however, they were only partially successful, and many ancelari were left behind. In a last-ditch effort to destroy the zerg, they attempted to destroy the core of the planet - however, they apparently miscalculated, and only shattered the core, which shattered the entire surface of the planet and greatly weakened the planet&#039;s gravity. This resulted in the floating landmasses.&lt;br /&gt;
&lt;br /&gt;
They further explained that the shattering of the planet&#039;s core modified the magnetic field of the planet, altering almost all of the metal ore on the surface into the substance the party knew as electrum.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Toplanders_-_Windcrossed_Isles_Explore_1.JPG|thumb|375px|right|The islands in the east.]]&lt;br /&gt;
The armands also explained that they did not always look like they did now; however, having been on &amp;quot;irradiated&amp;quot; ground for so long, their people had gradually but drastically changed from their original form.&lt;br /&gt;
&lt;br /&gt;
The armands also told the group that there were strong currents in the atmosphere of the planet, much like water currents, and that the floating islands they rode on to reach Tai&#039;lyan were caught in one such current.&lt;br /&gt;
&lt;br /&gt;
The group decided to head east, heading off the eastern-most edge of Reldyr&#039;nym, along the air current, &amp;quot;against the wind.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Two months later, the party encountered a new set of floating landmasses; somewhere along the way, the strange creature they had picked up finally passed away. Searching its belongings, they found a beaten metal badge, with some strange markings on it. &lt;br /&gt;
&lt;br /&gt;
They explored the new islands, which were mostly uninhabited.&lt;br /&gt;
&lt;br /&gt;
On the southern-most island, however, they encountered a walled city. All of the group save Shiro and Kuro attempted to find a way into the city, and found a heavy iron gate - complete with two horned beings garbed in plate and armed with halberds - on the southern edge. When they approached, one of the guards asked who they were in Lucavic; after the majority of the group seemed unable to communicate in this, the guard spoke to them in Eastern Common.&lt;br /&gt;
&lt;br /&gt;
Miggs mentioned that they knew Shye, and wanted to see her; the guard recognized the name, and said they could all come in, save Addison. Addison complied, and William accompanied her back to the moogles.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, the rest of the group - Kassian, Uriah, Miggs, Tiy, and Tabby - entered the city. The guard led them to a rather large stone structure in the middle of the city (which was actually more like a walled camp). They were instructed to enter, and told to wait for Shye.&lt;br /&gt;
&lt;br /&gt;
Inside, the group were left in an entryway, with a doorway leading into what looked like a temple. Inside there was an enormous stone statue of Ajora, the head angel of Kolaita, the goddess of healing; the angel was wielding a bastard sword, wearing full plate, and had wings that had the appearance of razor-sharp metal. Set around the statue were two altars, each with three candles, all lit.&lt;br /&gt;
&lt;br /&gt;
After awhile, Shye finally entered, and greeted the group pleasantly. Miggs was interested in what was going on in the temple, so Shye invited them all in, and explained to Miggs that they followed Kolaita, but also paid special attention to Ajora, because the angel was the goddess&#039; protector. Kassian and Tabby refused to enter the room, while Uriah attempted to, but was stunned upon crossing the threshold into the room. Uriah then pushed Kassian into the room, but nothing happened.&lt;br /&gt;
&lt;br /&gt;
The discussion turned to the subject of metal, and Shye took them outside to meet with the city&#039;s blacksmith. As they walked, however, Miggs turned on his &#039;&#039;cloak generator&#039;&#039;, but attempted to make it look sneaky; Shye was apparently not amused by his antics, however, and was aware that he had actively done it, rather than &amp;quot;accidentally,&amp;quot; as he claimed. They continued on to the blacksmith.&lt;br /&gt;
&lt;br /&gt;
They attempted to haggle for some metal, but the blacksmith seemed uninterested.&lt;br /&gt;
&lt;br /&gt;
There was another discussion here, regarding the residents of Fort Drakys (as Shye called it) - they all appeared to be horned, other than Shye. Shye was rather vague on why that was, insisting that many beings had horns, and that it wasn&#039;t that unusual.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Toplanders_-_Veyar_Explore_1.JPG|thumb|375px|left|Is it a moon? Or a space station?]]&lt;br /&gt;
The group then decided to leave. They were escorted out.&lt;br /&gt;
&lt;br /&gt;
Regrouping, the party decided to continue heading east. &lt;br /&gt;
&lt;br /&gt;
After a few days, they encountered a strange purple mist. Heading in all directions to determine which way it was, they headed up, where the purple haze seemed to strengthen. After a few hours, they experienced a change in gravity, and were now looking down (what was up, previously) at a strange new environment.&lt;br /&gt;
&lt;br /&gt;
They decided to explore, and flew along the edge of the &amp;quot;continent.&amp;quot; They found that there was a lower section (upper, in terms of normal gravity), that they opted to not explore at this time. They continued around, until they were back where they started, they then decided to search the plate in a zig-zag pattern.&lt;br /&gt;
&lt;br /&gt;
Eventually, in the southern mountains, they saw a cave entrance; this was unusual, as they had not yet seen anything of the sort here. Guessing that the outside air was poisonous to mortals, William volunteered to go explore. The cave narrowed into a tunnel, then opened into a wider cavern, with three branches - as well as an electrum lamp in the ceiling.&lt;br /&gt;
&lt;br /&gt;
Exploring further, William encountered more horned beings, who were mining what looked like iron ore. They noticed him, but - being a templar - he was much too fast for them, and he quickly returned to the &#039;&#039;Kamikaze&#039;&#039;. The creatures chased him out, but the group crushed two of the three with the ship; the remaining one returned to the depths of the cave.&lt;br /&gt;
&lt;br /&gt;
===Loot===&lt;br /&gt;
 Un&#039;veyar metal badge&lt;br /&gt;
&lt;br /&gt;
==Session 08 - Dark Side of the Moon==&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; 806 (750 story, 56 combat)&lt;br /&gt;
&lt;br /&gt;
Session synopsis coming soon.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Session Highlights&#039;&#039;&#039;&lt;br /&gt;
 Entered western wing of mine.&lt;br /&gt;
 Encountered a bunch of traps.&lt;br /&gt;
 Kuro scouted ahead, found a bunch of fake miners.&lt;br /&gt;
 Fight in the corridor.&lt;br /&gt;
&lt;br /&gt;
===Loot===&lt;br /&gt;
 Loot coming soon.&lt;br /&gt;
&lt;br /&gt;
==Session 09 - Infernoplex==&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; 4th - 1975 (500 story, 1000 combat, 475 traps)&lt;br /&gt;
     3rd - 2160 (500 story, 1125 combat, 535 traps)&lt;br /&gt;
&lt;br /&gt;
Session synopsis coming soon.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Session Highlights&#039;&#039;&#039;&lt;br /&gt;
 Party rested, returned to western wing.&lt;br /&gt;
 Ambushed by three guys. Looted them.&lt;br /&gt;
 Attacked by two groups, one of miners and blacksmiths from the west, and two guys from the south.&lt;br /&gt;
 Kassian died.&lt;br /&gt;
 Group captured a priest.&lt;br /&gt;
 Priest fought them on the ship, they killed him, dumped him off at Fort Drakys.&lt;br /&gt;
 William died.&lt;br /&gt;
 Group returned to the adu&#039;ja, who revived the pair. They now each owe the adu&#039;ja a favor.&lt;br /&gt;
 The simics used &#039;&#039;object loresight&#039;&#039; to determine what was up with the priest guy&#039;s holy symbol. It came from a place called&lt;br /&gt;
   Shar&#039;nal, which isn&#039;t on Arcturas (the planet).&lt;br /&gt;
 Group headed to Edge to deliver iron ore stolen from the mine and to check on Josef.&lt;br /&gt;
 Group headed to Germonik to check on them. Encountered Ned Riddle, current &amp;quot;leader.&amp;quot;&lt;br /&gt;
 Riddle gave Uriah 20 wooden coins.&lt;br /&gt;
 Group found out that Riddle is interested in establishing a currency so that they can trade with the artilects for wood.&lt;br /&gt;
 Group went to Arcturas (the city) to talk to Angmar.&lt;br /&gt;
 They told Angmar what was going on.&lt;br /&gt;
 Angmar informed the group that there had been an explosion in Edge, at the electrum processing plant.&lt;br /&gt;
 Apparently the iron ore the group brought was electrum. But it was definitely iron ore when they started.&lt;br /&gt;
&lt;br /&gt;
===Loot===&lt;br /&gt;
 Loot coming soon.&lt;br /&gt;
&lt;br /&gt;
==Session 10 - Iron Man==&lt;br /&gt;
This session will take place on &#039;&#039;&#039;November 17, 2007.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; &#039;&#039;4th&#039;&#039; - 2100 (1000 story, 1000 combat, 100 social)&lt;br /&gt;
     &#039;&#039;3rd&#039;&#039; - 2200 (1000 story, 1088 combat, 112 social)&lt;br /&gt;
&lt;br /&gt;
==Session 11==&lt;br /&gt;
There will be no game on &#039;&#039;&#039;November 24, 2007,&#039;&#039;&#039; as the DM will be unavailable.&lt;br /&gt;
&lt;br /&gt;
Therefore, Session 11 will take place on &#039;&#039;&#039;December 1, 2007.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Trinity]]&lt;/div&gt;</summary>
		<author><name>GnomeWorks</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Trinity:The_Toplanders&amp;diff=67574</id>
		<title>Trinity:The Toplanders</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Trinity:The_Toplanders&amp;diff=67574"/>
		<updated>2007-11-18T00:43:38Z</updated>

		<summary type="html">&lt;p&gt;GnomeWorks: /* Session 10 - Iron Man */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This campaign started the second week of September, 2007, and is currently being played.&lt;br /&gt;
&lt;br /&gt;
In terms of Trinity, this group began adventuring in early [[Trinity:Timeline#432_CY | 432 CY]] on [[Trinity:Geography#Arcturas | Arcturas]].&lt;br /&gt;
&lt;br /&gt;
This page will house all the information for this campaign in Trinity.&lt;br /&gt;
&lt;br /&gt;
==Game Time==&lt;br /&gt;
The game takes place on Saturday nights, roughly at 11 pm local time, and goes until anywhere from 4 to 6 in the morning.&lt;br /&gt;
&lt;br /&gt;
===Waiting List===&lt;br /&gt;
Given that there is the possibility of losing some players over the course of time, I will be maintaining a waiting list for this game. If you are interested in joining us, please leave a note in the Discussion page attached to this page.&lt;br /&gt;
&lt;br /&gt;
The waiting list is as follows.&lt;br /&gt;
&lt;br /&gt;
* House&lt;br /&gt;
&lt;br /&gt;
=Game Information=&lt;br /&gt;
Players may choose their method of character creation: 32 point buy, or standard Trinity rolling method (4d6, reroll 1&#039;s, drop 1 die, roll eight - keep seven, arrange in any order). Once the rolling method is chosen, the player will use those stats each time the player decides to switch to rolling method (by which I mean that you cannot roll stats, switch to point buy, then switch back to rolling method to reroll your stats); a player may redistribute ability scores or switch to the other creation method at any point before the game begins.&lt;br /&gt;
&lt;br /&gt;
Rolled stats must be rolled in front of the DM at any time that is convenient. Just make sure that you don&#039;t lose the stats!&lt;br /&gt;
&lt;br /&gt;
==Ability Scores==&lt;br /&gt;
Standard Trinity ability scores - standard d20 stats with the addition of [[Trinity:Perception | Perception]] - will be used.&lt;br /&gt;
&lt;br /&gt;
==Race Selection==&lt;br /&gt;
Unlike previous Trinity games, this game will have a racial restriction. Race selection is limited to the following races...&lt;br /&gt;
&lt;br /&gt;
* [[Trinity:Human | Human]]&lt;br /&gt;
* [[Trinity:Ancelari | Ancelari]]&lt;br /&gt;
* [[Trinity:Artilect | Artilect]]&lt;br /&gt;
* [[Trinity:Cogling | Cogling]]&lt;br /&gt;
* [[Trinity:Dwarf | Dwarf]]&lt;br /&gt;
* [[Trinity:Gnome | Gnome]]&lt;br /&gt;
* [[Trinity:Gremlin | Gremlin]]&lt;br /&gt;
* [[Trinity:Half-Orc | Half-Orc]]&lt;br /&gt;
* [[Trinity:Halfling | Halfling]]&lt;br /&gt;
* [[Trinity:Moogle | Moogle]]&lt;br /&gt;
* [[Trinity:Orc | Orc]]&lt;br /&gt;
* [[Trinity:Selkie | Selkie]]&lt;br /&gt;
&lt;br /&gt;
==Class Selection==&lt;br /&gt;
Class selection is unrestricted. Any Trinity-accepted classes are allowed.&lt;br /&gt;
&lt;br /&gt;
===Level===&lt;br /&gt;
Characters will be created at 2nd level. That means that you can choose an LA +1 race, and begin at 1st level.&lt;br /&gt;
&lt;br /&gt;
==Backstory==&lt;br /&gt;
Some amount of backstory is appreciated. As this game will not be starting for a good few months, you have plenty of time to figure one out.&lt;br /&gt;
&lt;br /&gt;
Keep your age and race in mind. If you are older than 37 or so, then you are originally from Adnez or Ganymede, and came on the ship to Arcturas; this means that you remember the way things were, and you remember the tyranids. If you are younger than 37, then you were born on Arcturas, and have only heard of the other planets through stories; you have also probably heard of the tyranids, though you may not believe that they&#039;re necessarily real.&lt;br /&gt;
&lt;br /&gt;
Regardless of where you were born, you&#039;ll need to figure out how you came by your profession. If you&#039;re from Andez or Ganymede, then chances are good you had gained some knowledge before leaving the planet, and have essentially taught yourself or gained training from someone else in the community. If you were born on Arcturas, then you probably were taught your skills by one of the gnome akashics (who can tap the world memory and teach you by proxy).&lt;br /&gt;
&lt;br /&gt;
Due note that travel to Arcturas was by spacecraft, which is technological in nature. As such, if you are a member of a magic- or psionic-based class, that you will require an explanation of how you came by those skills. Most of the people on Ganymede (where Arcturas left from) were not versed in the ways of magic or psionics, and as such you&#039;ll need to explain why you are. Some classes will require more explanation than others - a sorcerer makes a lot more sense than a wizard (your ability to wield magic was dormant for a good while, for instance). I have no intentions of limiting your class selection, but just make sure that it makes sense.&lt;br /&gt;
&lt;br /&gt;
===Character Knowledge===&lt;br /&gt;
Each character knows something about the world: this information is encountered during training, found while gossiping, or simply inherently known.&lt;br /&gt;
&lt;br /&gt;
==About the Game==&lt;br /&gt;
I will attempt to keep the players as in-the-dark as possible until the game begins; however, this game will add quite a bit of information to the Trinity universe, some of which will need to be up prior to the game to ensure that the players all at least have some idea of what is going on. As such, small updates will be added throughout the wiki on a semi-regular basis over the course of the summer. For my convenience, I shall keep a list here of what has been and is going to be added; this list is by no means comprehensive, and may change over the course of the summer, as additional information may be required or found to be useful.&lt;br /&gt;
&lt;br /&gt;
* [[Trinity:Geography | Update of General Stellar Cartography]]&lt;br /&gt;
* [[Trinity:History#The_Fourth_Age |History of Arcturas and Arcostes]]&lt;br /&gt;
* [[Trinity:Geography#Arcturas | Arcturan Geography]]&lt;br /&gt;
** [[Trinity:Turas | Turas]]&lt;br /&gt;
* Arcturan Calendar&lt;br /&gt;
* Arcturan Society&lt;br /&gt;
** Arcturan Demographics&lt;br /&gt;
* [[Trinity:Electrum | Electrum]]&lt;br /&gt;
&lt;br /&gt;
==Campaign-Specific Mechanics==&lt;br /&gt;
There are a few strange things about this game that aren&#039;t covered by normal mechanics. Given the heavily-modified nature of Trinity, the need for custom rules even for a particular campaign shouldn&#039;t really come as a surprise to anyone.&lt;br /&gt;
&lt;br /&gt;
This section will detail campaign-specific mechanics as they come up.&lt;br /&gt;
&lt;br /&gt;
===Crafting using Raw Metal===&lt;br /&gt;
Crafting using scavenged metal works pretty much like normal crafting. However, given the scarcity of such materials, a wise crafter will be cautious in expending such materials frivolously. In addition, normal crafting rules don&#039;t cover what &amp;quot;38 pounds of iron&amp;quot; can be used for, so the rules for crafting will be expanded here.&lt;br /&gt;
&lt;br /&gt;
All normally metal objects have a listed weight (ie, a longsword weighs four lbs). A skilled crafter can use as little iron as possible to construct such an item, and use other materials - wood, for instance - for the remaining weight. Even something as seemingly shoddy as making the entire base of the weapon out of wood, then lining the &amp;quot;edges&amp;quot; of the weapon with iron, can result in a weapon just as destructive (if not as sturdy) as a standard full-iron longsword.&lt;br /&gt;
&lt;br /&gt;
In terms of weapons, armor, shields, and miscellaneous goods, a skilled crafter can make an item that relies on iron to function using an amount of iron weighing half of the item&#039;s weight. To make a longsword, then, a crafter must use two pounds of iron. Note that the weight of an item is dependent upon the size of the intended wielder - a longsword for a halfling, for instance, weighs less than a longsword for a human.&lt;br /&gt;
&lt;br /&gt;
If the crafter fails at making an item, normally half of the materials are lost or waste; however, with resources being scarce, this is usually an unacceptable end. A crafter can recover the materials &amp;quot;lost&amp;quot; in failing to craft an item by spending one hour for every two spent crafting the failed item.&lt;br /&gt;
&lt;br /&gt;
For crafting Force items, different metals have different values in terms of raw materials.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Material	Value/Unit&#039;&#039;&#039;&lt;br /&gt;
 Iron		50 gp/lb&lt;br /&gt;
&lt;br /&gt;
===Crafting using Bug Carapaces===&lt;br /&gt;
Almost everything from the corpse of a bug is usable, in terms of crafting items. Internal organs aside, a skilled crafter can work the bits and pieces in a manner similar to how iron, chitin, or leather would be worked.&lt;br /&gt;
&lt;br /&gt;
Crafting armor out of the bug carapaces is similar to how armor is [http://www.d20srd.org/srd/specialMaterials.htm#dragonhide crafted from dragonhide]. In addition to the normal armors craftable, a bug&#039;s carapace can be used to make leather armor or a [[Trinity:Armor#Leather_Trenchcoat|leather trenchcoat]] for a creature of the same size as the bug; also, bug carapaces can be used to make [[Trinity:Armor#Chitin_Armor|chitin armor]], with the same restrictions as making banded mail. Multiple bug carapaces can be combined to produce more choice material for crafting - two Medium corpses can be combined to be treated as a Large corpse, while two Large corpses (or their equivalent) can be combined to be used as a Huge corpse.&lt;br /&gt;
&lt;br /&gt;
In addition, due to the extreme hardness of the bugs&#039; skeletal structures (both endo- and exo-), a clever crafter can craft weapons out of the corpses, as well. A weapon of one-handed size or smaller can be made in place of a shield, if the rest of the carapace is used to craft armor; if an entire carapace is used to produce weapons, it can produce: two two-handed weapons of a size equal to the size of the corpse; or, four one-handed weapons; or, eight light weapons. Ranged weapons require more choice bits of the creature (finding an appropriate sinew for a bow, for example, is rather difficult, as is finding bones that would function for a crossbow) - as such, halve the number of weapons of that size that can be made for the corpse being used.&lt;br /&gt;
&lt;br /&gt;
In addition, such weapons benefit from the extreme sharpness of the various parts of a bug&#039;s body, resulting in a natural +1 enhancement bonus to attack and damage rolls. Armor and shields crafted from a bug&#039;s body are almost supernaturally hard and resilient to blows, resulting in a +1 enhancement bonus to their AC bonus.&lt;br /&gt;
&lt;br /&gt;
In terms of crafting Force items, bug carapaces do not function especially well as raw components. However, enough bits and pieces can be pieced together to make something vaguely resembling the end goal, if rather organic in appearance. Materials from a bug carapace equivalent to what is required to make a one-handed weapon (see above) are worth 100 gp in terms of raw materials for constructing Force items.&lt;br /&gt;
&lt;br /&gt;
In terms of crafting other kinds of items, the internal organs of the bugs can be used to construct technological devices from the Chemistry field (and the Chemistry field only); such devices have a rather bitter and disgusting smell and a worse taste, but they function well enough. Since these materials aren&#039;t useful for anything else, a Medium-size bug&#039;s corpse can be raided for parts that can be used to construct two Chemistry devices; for each category above Medium, this number doubles (a Small bug, then, would provide sufficient parts for one Chemistry device, while smaller bugs are simply too small to be of any use).&lt;br /&gt;
&lt;br /&gt;
The corpses of bugs can also be used for the purposes of structures, including buildings and vehicles. To construct a vehicle of a given size, the crafter must have corpses sufficient to be one size category larger than the vehicle; for instance, to craft a Large vehicle, bug corpses whose combined size is Huge are required. However, such vehicles greatly resemble the corpses from which they were assembled, making them difficult and unusual to pilot, resulting in a PCP to the vehicle of -4. For every additional size category larger the assembled bug corpses are, this penalty is reduced by -2 (so in order to build a Large vehicle without a PCP, you would require bug caparaces whose combined size would be Colossal). A vehicle crafted out of bug carapaces uses the following stats for its material.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;CHITIN&#039;&#039;&#039; (LA +0)&lt;br /&gt;
 	Hardness: 2.	STR +0&lt;br /&gt;
 	Armor: +1.	DEX -2&lt;br /&gt;
 	PCP: (varies)	CON +2&lt;br /&gt;
 	Cold Vulnerability, Acid Immunity.&lt;br /&gt;
&lt;br /&gt;
=Campaign=&lt;br /&gt;
What follows is a summary of each game session.&lt;br /&gt;
&lt;br /&gt;
===Cast===&lt;br /&gt;
* Hamtaro as &#039;&#039;&#039;Kuro Kaze&#039;&#039;&#039; ([[Trinity:Moogle|moogle]] [[Trinity:Greasemonkey|greasemonkey]])&lt;br /&gt;
* Melty as &#039;&#039;&#039;Kassian&#039;&#039;&#039; ([[Trinity:Human#Tsavashi|human]] [[Trinity:Artificer|artificer]])&lt;br /&gt;
* Brandon as &#039;&#039;&#039;Miggs&#039;&#039;&#039; ([[Trinity:Gremlin|gremlin]] [[Trinity:Technologist|technologist]])&lt;br /&gt;
* Smack as &#039;&#039;&#039;William&#039;&#039;&#039; ([[Trinity:Artilect|artilect]] [[Trinity:Templar|templar]])&lt;br /&gt;
* Dave-O as &#039;&#039;&#039;Shiro Kaze&#039;&#039;&#039; ([[Trinity:Moogle|moogle]] [[Trinity:Greasemonkey|greasemonkey]])&lt;br /&gt;
* Nyc as [[Trinity:Toplander_Tiy_Lena|&#039;&#039;&#039;Tiy Lena&#039;&#039;&#039;]] ([[Trinity:Selkie|selkie]] [[Trinity:Assassin|assassin]])&lt;br /&gt;
* Catface as &#039;&#039;&#039;Addison&#039;&#039;&#039; ([[Trinity:Human|human]] [[Trinity:Voidchild|voidchild]]/[[Trinity:Trainer|trainer]])&lt;br /&gt;
* ®ß¥!! as &#039;&#039;&#039;Uriah Morodov&#039;&#039;&#039; ([[Trinity:Human#Tsavashi|human]] [[Trinity:Bard|bard]])&lt;br /&gt;
&lt;br /&gt;
===Others===&lt;br /&gt;
* &#039;&#039;&#039;Volos&#039;&#039;&#039; ([[Trinity:Ancelari|ancelari]] [[Trinity:Metamorph|metamorph]]) [left the group (s03)] &lt;br /&gt;
* &#039;&#039;&#039;Tabby&#039;&#039;&#039; ([[Trinity:Human|human]] [[Trinity:Bard|bard]]) [followed Uriah around (s02 - )]&lt;br /&gt;
&lt;br /&gt;
==Session 01 - Explore? Explore... what?==&lt;br /&gt;
Perhaps a month after contact with the &#039;&#039;Arcostes&#039;&#039; was lost in SY 34, a call was sent out from Arcturas. The people of the fallen craft had lived on this world for 34 years, and knew nothing beyond the small chunk of world they had found themselves on - and Angmar Steeltoe, the old captain of the &#039;&#039;Arcturas&#039;&#039; herself, felt that it was time for the Adnezians and Ganymedians to know more about the world they had found themselves on. The call he sent out was a simple one: if you are willing to explore the world beyond what we know, come to the remains of the &#039;&#039;Arcturas&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Eight people answered the call, from all walks of life. A thinking machine who saw the future; a young girl who seemed terribly out of place. The apprentice blacksmith from the capital city; the twin moogles who had constructed their own mechs. The lone ancelari, who had explored the continent some thirty years before; a young selkie, who assisted in keeping the peace of the land; the legendary musician, whose music inspired the rebellious youth.&lt;br /&gt;
&lt;br /&gt;
Thus did their tale begin.&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
Angmar greeted the group, and told them to go out and explore. He mentioned that the robots in Edge might know something, and that the kids out in Germonik might, as well. The group decided to rest for the evening and head out the next day. Volos waits for the group outside of town.&lt;br /&gt;
&lt;br /&gt;
They travel to Edge. Volos goes to the lumbermill, to see if they know anything; everyone else heads to the administrative building in Edge. The apparent political leader in Edge is an artilect called Bucket, who William knows from being on the &#039;&#039;Arcturas&#039;&#039;. They converse; Bucket doesn&#039;t seem to know anything useful.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Josef-the-NPC.jpg|thumb|125px|right|Josef]]&lt;br /&gt;
Shiro and Kuro take their mechs and begin investigating the bottomside of the continent, but don&#039;t find anything useful.&lt;br /&gt;
&lt;br /&gt;
The group decides that there is nothing useful here, and heads to Germonik.&lt;br /&gt;
&lt;br /&gt;
They stop at the bridge that crosses the Gouge, as Volos seems to notice something strange about the mountains. The rest of the group gets frustrated, and they continue on.&lt;br /&gt;
&lt;br /&gt;
They arrive in Germonik, and find that someone has constructed a facsimile of the radio tower in Edge, but out of wood. They investigate, and find that its attached to a barn; the whole shindig is apparently under the ownership of a young human called Josef. As they arrive, he goes out and beats someone with his bat.&lt;br /&gt;
&lt;br /&gt;
Inside the barn, they find that he is constructing a flying thing of some sort, which he refers to as &amp;quot;da riggable&amp;quot; (that is, something that can be rigged). Interested in the possibility of flight, the party enquires as to how they could assist; he answers that he needs hemp, fuel, and time. The party decides to go look for some hemp, which Josef can use to finish his craft - in exchange, they tell him, they&#039;re interested in using it.&lt;br /&gt;
&lt;br /&gt;
They investigate, and find that the current big shot in town is a kid by the name of Bill. They arrange a deal with Bill, in which they&#039;ll trade him a crossbow from sufficient hemp for Josef to finish his craft. Bill agrees to the deal, and the party heads back to the barn to rest.&lt;br /&gt;
&lt;br /&gt;
==Session 02 - Teenage Wasteland==&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; 500 (story)&lt;br /&gt;
&lt;br /&gt;
Shortly after the party sets down to rest (with William and Volos keeping watch outside), a mob of Nevhonim appear, some of whose clubs are on fire. Their apparent leader is holding a body; they find out that it&#039;s Igor, one of Bill&#039;s cronies, who seemed to be the only one who could count. Last time they saw Igor, however, he had a lower jaw.&lt;br /&gt;
&lt;br /&gt;
The leader yells at William, who then goes inside to rouse his companions - the leader then informs his cronies to set the building on fire.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Tabby-the-NPC.jpg|thumb|125px|right|Tabby]]&lt;br /&gt;
Combat ensues. Of the eight members of the group, only three are standing when the last of the Nevhonim is felled.&lt;br /&gt;
&lt;br /&gt;
After the combat, the group finds that one of the Nevhonim had a youngish Gaeli girl attached to him by a rope. Uriah enquires further, and finds that she is unable to speak - instead, she communicates with her flute.&lt;br /&gt;
&lt;br /&gt;
 Tabby (NPC) joined the group.&lt;br /&gt;
&lt;br /&gt;
The party rests for a couple days, to recuperate from the battle. After, they venture to Bill, irritated with what happened - however, they find that Bill successfully procured the hemp, &amp;quot;from the Nevhonim.&amp;quot; Irritated, they take their payment, then pay him a few bundles of crossbow bolts (which they had left out of the earlier deal) for alcohol, which the group has determined is suitable fuel.&lt;br /&gt;
&lt;br /&gt;
Once da riggable is set up, the group begins to discuss where to go. There are two thoughts - either to head west, across the desert, or head north, to the mountains.&lt;br /&gt;
&lt;br /&gt;
===Loot===&lt;br /&gt;
 Wooden Maul, Masterwork (*1)&lt;br /&gt;
 Wooden Maul, Masterwork (*2)&lt;br /&gt;
 Quarterstaff, Masterwork (*3)&lt;br /&gt;
 Thin sheet of wood, covered in writing on both sides [language unknown; Divine item] (*5)&lt;br /&gt;
&lt;br /&gt;
==Session 03 - Decisions, Decisions==&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; 719 (469 combat, 250 story)&lt;br /&gt;
&lt;br /&gt;
Volos decided that he was irritated with the group, and headed off on his own.&lt;br /&gt;
&lt;br /&gt;
 Volos (PC) left the group.&lt;br /&gt;
&lt;br /&gt;
After he left, there was some debate regarding which way to go. The party decided to head north to the mountains, then - if that proved uneventful - to head to the waterfall near Edge.&lt;br /&gt;
&lt;br /&gt;
Using &amp;quot;da riggable,&amp;quot; they headed for the mountains. Along the way, they noticed a gremlin heading towards Germonik. Setting down, they found out that he was looking for the group - he had apparently planned on being part of the original expedition, but was late. After some debate, the group decided to allow the gremlin - who told them his name was Miggs - to join them.&lt;br /&gt;
&lt;br /&gt;
 Miggs (PC) joined the group.&lt;br /&gt;
&lt;br /&gt;
The group arrived at the mountains some time later, and decided that there was little worth doing there. They decided to head to Arcturas to refuel, then carry on to the waterfall.&lt;br /&gt;
&lt;br /&gt;
They arrived in Arcturas and refuelled. While the group was resting, Miggs planted flashpowder on Kuro and Shiro; when they woke up, Kuro fell prey to the trick, and angrily pulled his pistol on Miggs, who was clearly the culprit. After a warning shot was fired, the group carried on.&lt;br /&gt;
&lt;br /&gt;
Arriving at the waterfall, there was some discussion as to the best course of action. They decided to go over the edge and follow the waterfall down to wherever it went.&lt;br /&gt;
&lt;br /&gt;
They followed the waterfall down for a little less than two miles, and saw ground and a lake below. Kicking on their engines, they made  a cautious landing.&lt;br /&gt;
&lt;br /&gt;
They searched the lake, and found a river heading west-southwest. They decided to follow it. Some time later, they came across the edge of a forest, perpindicular to the river; they decide to continue following the river. Two days later, they came across a fork in the river: the river they were following joined another, and continued to flow south. The adjoining river was flowing from the north. The group decided to follow the flow, and headed south.&lt;br /&gt;
&lt;br /&gt;
Two and a half days later, they encountered a strange humanoid-looking creature, up in a massive bulge in a tree. After several attempts at communication, the creature gestured for them to follow it, which they did. Four hours later, they arrived in a &amp;quot;city&amp;quot; of these tree-bulges. They were brought to one of the humanoids dressed in blue in the top of a tree.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Adu-ja.jpg|thumb|125px|right|An adu&#039;ja]]&lt;br /&gt;
They found out that the creature they were brought to was an akashic, who rapidly learned their language. The group found out that these people were the [[Trinity:Adu-ja |Adu&#039;ja]], a race of - essentially - sentient mobile trees. The akashic&#039;s name was Aes&#039;iel, and they learned later that he was a Simic - a druid/akashic. Aes&#039;iel was also somewhat suspicious of Addison, though he did not mention why, save in a rather cryptic manner.&lt;br /&gt;
&lt;br /&gt;
They asked several questions. The group learned that the adu&#039;ja had been present for six-hundred years, and that the myconids - a race of fungus people - had been around for at least eight-hundred. They learned that the adu&#039;jan akashics could only see up to around eight hundred years in the past: beyond that, there was a great gap in the world memory. They learned that there are other floating landmasses, though the adu&#039;ja do not know how many there are; they also learned that there are sometimes visitors from elsewhere on this landmass (which they found was called Tai&#039;lyan), but that they were primarily left alone.&lt;br /&gt;
&lt;br /&gt;
They also found out that there was a cavern complex that connected Tai&#039;lyan and Turas, in the mountains, &amp;quot;beyond the mushroom forest.&amp;quot; They also learned that there were ancient ruins north of the forest, along the river, the nature of which the adu&#039;ja were uncertain: it had always been ruins, in decay, for at least eight-hundred years or so.&lt;br /&gt;
&lt;br /&gt;
The party decided to go explore the ruins. Before they set out, Aes&#039;iel gave each member of the group (along with Tabby, who had been tagging along since they left Germonik, and would apparently not leave Uriah&#039;s side) an akashic stone, which allowed them to instantly learn the Adu&#039;jan language, called Phytic. Aes&#039;iel informed the group that, with that, they could speak with the adu&#039;ja and the myconids. The party then set out.&lt;br /&gt;
&lt;br /&gt;
Five days later, they arrived at the ruins. William noted, at first, that the architecture was similar to the Ronkan style; later on, he also noticed that they seemed similar to Elven architecture, as well. The group explored the ruins, which were the size of a city suitable for perhaps a thousand occupants; as they searched, they also salvaged as much usable metal as they could (as the remains of the buildings were metal in nature).&lt;br /&gt;
&lt;br /&gt;
After awhile, Kuro, Cassian, William, Miggs, Shiro, and Uriah (though he was sleeping at the time) began sparking purple; Addison, meanwhile, began sparking white. They also began noticing ridges in the ground, as though something were traveling underground. Kuro flew up, and noticed that the ridges were appearing around the group in a vaguely circular pattern, and more were forming some distance from the group, no matter where they went. As those who were sparking neared the ridges, their sparking was more intense.&lt;br /&gt;
&lt;br /&gt;
Miggs climbed up a delapidated building, and Shiro flew down to inform William of what he saw. As soon as he touched down, five creatures burst forth from the ground, forming a circle around the group.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Zergling.JPG|thumb|225px|left|Three of the creatures look like this...]]&lt;br /&gt;
[[Image:Trinity_Hydralisk.JPG|thumb|225px|right|...and the other two look like this.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Three of the creatures look like this... &#039;&#039;This creature is about the size of a large dog, with a short tail and tough carapace. Its back legs are long, while its front legs end in sickle-like claws. Beneath its head rest two equally sharp fangs, and it chitters and jumps about restlessly.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While the other two look like this... &#039;&#039;This creature slithers forward on a serpentine lower body. It is hunched forward, its two powerful arms curved like wicked scythes and its manibles dripping with acidic drool. The back of its head is elongated into a plate, covering most of its back save for a long spine on the top of its carapace.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Loot===&lt;br /&gt;
 9 akashic stones, all containing the [[Trinity:Phytic_Language |Phytic]] language&lt;br /&gt;
&lt;br /&gt;
==Session 04 - Question!==&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; 500 (story)&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Memento_umbra.jpg|thumb|225px|right|The creature Aes&#039;iel called the &#039;&#039;memento umbra&#039;&#039;.]]&lt;br /&gt;
The group fought the creatures, in a rather vicious fight. They found that the creatures were able to regenerate their wounds - those they thought were slain rose to fight again. When the last was felled, they proceeded to smash in all of their skulls, as that seemed effective in stopping their regeneration.&lt;br /&gt;
&lt;br /&gt;
In the course of the fight, Shiro and Tiy succumbed to their wounds. After a bit of healing onsite, the group gathered the bodies (including the bugs&#039; bodies, which Kassian believed were able to be worked like iron) and returned to the Adu&#039;ja, who they believed would be able to return the dead.&lt;br /&gt;
&lt;br /&gt;
The adu&#039;ja were in fact able to do so, and agreed to reincarnate their friends (in a rather Simic manner, combining the power of Nature and the Blue to reincarnate the creature in the same body), in exchange for a favor. The adu&#039;ja had explored the memories of the party&#039;s world and people, and discovered the existence of the &#039;&#039;mementos&#039;&#039; - they also found that some had been trapped there, and sought a way out. Unexperienced in the ways of the &#039;&#039;mementos&#039;&#039;, they accidentally freed a particularly vicious &#039;&#039;memento&#039;&#039;, which Aes&#039;iel believed was known as &#039;&#039;memento umbra&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
To assist in their search for the creature, Aes&#039;iel implanted a rough map of the continent into the minds of the party.&lt;br /&gt;
&lt;br /&gt;
Waiting for the morning, the party is able to recuperate from the experience of the fight, which had pushed them to their limits.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; 675 (combat)&lt;br /&gt;
&lt;br /&gt;
After resting and meeting up with their reincarnated members, the party discussed where to go. Kassian was adamant that the group go to the mountains; William questioned the human&#039;s insistence, and Kassian explained that the various things he had been picking up had a strange &amp;quot;aura&amp;quot; to them, and that he believed the things they fought at the ruins were the source. He believed that the myconids, whom the adu&#039;ja had mentioned existed prior to the gap in the world memory (800 years prior to now), may know something about it.&lt;br /&gt;
&lt;br /&gt;
William also made a query to the adu&#039;ja regarding the possibility of ironwood, which he had encountered on Ganymede. Aes&#039;iel told him that the adu&#039;ja do indeed make ironwood, and keep stores of it, and that they may be willing to part with some of it.&lt;br /&gt;
&lt;br /&gt;
In addition, while the party was waiting, Addison talked to Aes&#039;iel about the nature of the &#039;&#039;momentos&#039;&#039; - hoping to turn her from her path, Aes&#039;iel gladly told her all she wanted to know. The conversation eventually led to Addison gaining the skills of a [[Trinity:Trainer|trainer]].&lt;br /&gt;
&lt;br /&gt;
===Loot===&lt;br /&gt;
 [[:Image:Trinity_Tai-lyan.JPG|Map of Tai&#039;lyan]] (memory now possessed by all current members of the party)&lt;br /&gt;
&lt;br /&gt;
==Session 05 - Mushroom Samba==&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; 250 (story)&lt;br /&gt;
&lt;br /&gt;
After some discussion, the group decided to head north to the myconid village of Samtri.&lt;br /&gt;
&lt;br /&gt;
When they arrived, they found a small copse of enormous mushrooms, and seemingly no one about. After some investigation, it appeared that there were some larger mushrooms, with door-like structures in them. Miggs went up to one of the doors and knocked loudly, while William yelled loudly.&lt;br /&gt;
&lt;br /&gt;
Their actions were fruitful: a bipedal, humanoid-looking mushroom exited one of the house-like structures, and spoke with them. However, he didn&#039;t speak very long, as he continually insisted that it was &amp;quot;sleep time&amp;quot; - the party realized that they had arrived in early afternoon, and that - these being mushroom-people - they were probably nocturnal. They decided to wait until &amp;quot;nightfall,&amp;quot; when they hoped to see more of the mushroom folk.&lt;br /&gt;
&lt;br /&gt;
After a few hours, the village of Samtri did indeed awake, and a throng of myconids exited the several mushroom houses and began heading north, to the mountains. Following them, the group found that they were headed to a cave just north of the village; once all the myconids were inside (aside from two guards), a single, larger myconid came out to greet them.&lt;br /&gt;
&lt;br /&gt;
The myconid (whose name they didn&#039;t bother to learn) seemed to be the leader of the village. He explained that the world had ended, that the bugs had come and gone, and that the moon had fallen. The party tried to explain that the bugs were back, but he was insistent that they were gone, along with &amp;quot;the faceless ones.&amp;quot; The party was intensely curious about these so-called &amp;quot;faceless ones,&amp;quot; and the myconid explained that they were to the southwest. They inquired as to what they would find in the myconid village to the west, and the leader explained that Mitrosis was much like Samtri, only bigger.&lt;br /&gt;
&lt;br /&gt;
Their quest for knowledge satisfied, they went into the cave, to find what the myconids were up to, as they could clearly see that they were standing about in a circle. The leader myconid had told them they were forgetting; upon entering, they all became subjected to a massive hallucinogen. The group remained for the duration of the &amp;quot;meditation&amp;quot; (eight hours), after which the myconids returned to their mushroom houses.&lt;br /&gt;
&lt;br /&gt;
The party then discussed what to do; they decided to head southwest, along the treeline of the adu&#039;jan forest, to see if they could find the ruins the myconids mentioned. They walked for a little more than a month, and reached the edge of the continent, without finding anything.&lt;br /&gt;
&lt;br /&gt;
They went east, to the adu&#039;jan city of Sh&#039;cala, seeking out more Simics. They found them, and discussed what they had learned from the myconids. The simics explained that the myconids were simple creatures, and that they would not lie - if they said the cities of the &amp;quot;faceless ones&amp;quot; were to the southwest, then they were, but there were no such places on this continent. The party then decided that they would head southwest off the edge, taking da riggable, to see if there was another continent elsewhere.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Arcturas_-_New_Continent_-_1.jpg|thumb|325px|right|This is what the party explored for five months.]]&lt;br /&gt;
After some tree-hopping, courtesy of the simics, they recovered da riggable, and sailed off the southwestern edge of Tai&#039;lyan.&lt;br /&gt;
&lt;br /&gt;
Going somewhat down, they found another continent, full of sand. They set down, and began to explore; after two days, however, they began suffering from dehydration, and had yet to find water or even something other than sand. It was also unbearably hot, which they found odd, considering none of the higher continents had been so warm. Heading back to the simics, they asked for a source of water that would never run dry. The simics agreed to provide them with such a thing, but in exchange, they wanted the party to seek out the foreigners that sometimes appeared in the desert to the north (which Aes&#039;iel had mentioned before). The party agreed to this favor, and set out.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Mutalisk2_mirror.jpg|thumb|left|Four of these creatures dive towards &#039;&#039;da riggable.&#039;&#039;]]&lt;br /&gt;
Returning to the new continent, they proceeded to explore to the east, following the ledge they found after two days&#039; journey; they found that it made a circle, and they found themselves where they had originally landed. They then opted to follow the northernmost edge of the continent west. For three and a half months, the group walked through the desert, returning to Tai&#039;lyan when their food sources ran out. In this time, they found three ruins, none of which were inhabited; all of them exhibited signs of having suffered through a great catastrophe, reminiscent of an earthquake (according to Miggs, on an earthquake-measuring scale of 1 to 10, these cities had suffered through a 13).&lt;br /&gt;
&lt;br /&gt;
They then decided that the circular-shaped &amp;quot;hole&amp;quot; in the continent may have an answer; some of the group believed that the references the myconids made to the moon falling may have happened here. They set out, following the inner edge of the continent, and eventually found the edge - two days&#039; from where the ledge began. They decided to go down as far as they could, and three miles down, they could see water below. After some discussion, they left the mechs behind, and explored two days&#039; worth to the north, seeing nothing but water.&lt;br /&gt;
&lt;br /&gt;
They returned to roughly where the hole in the continent was, and began to ascend. As they did, however, William spotted something flying in the air...&lt;br /&gt;
&lt;br /&gt;
===Loot===&lt;br /&gt;
 Decanter of Endless Water [Nature]&lt;br /&gt;
&lt;br /&gt;
==Session 06 - Aerials==&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; 500 (story)&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Shyekara.jpg|thumb|200px|right|The woman called &amp;quot;Shye&amp;quot;]]&lt;br /&gt;
The four creatures - who, the party discovered in short order, were being ridden by human-sized beings - dived at &#039;&#039;da riggable&#039;&#039;, and the battle was joined.&lt;br /&gt;
&lt;br /&gt;
After a short skirmish in the air over a three-mile drop to a possibly endless ocean below, the beings riding the creatures - three of whom had incredibly long horns extruding from their foreheads, while the fourth was a human woman - called for parley. The party hesitantly agreed, and the woman - who one of the horned beings called &amp;quot;Shye&amp;quot; - explained that there was something of an error; they had not intended to attack the group, but were instead hunting a manifestation of the Void. Shye explained that they had detected a Void presence on the &#039;&#039;da riggable&#039;&#039;, and figured that it could only be the thing they hunted.&lt;br /&gt;
&lt;br /&gt;
Addison was curious, and asked why they were looking for it; Shye responded by saying that she worked &amp;quot;for a higher power,&amp;quot; that apparently did not want to see the creature in the wild. More discussion revealed that Shye was from Turas (the continent on which the &#039;&#039;Arcturas&#039;&#039; had crashed), but that she was one of the children that had fallen off the edge - she was apparently fortunate, however, and was saved during her fall (by what, was not mentioned). She and her companions were also notable due to the fact that they carried large quantities of metal (one of them was garbed in full-plate). Any questions regarding where they had gotten the metal or where they had come from was responded to with, &amp;quot;I don&#039;t want to ruin your sense of adventure.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Shye confirmed for the group that the Armand - what the people the Adu&#039;ja had asked the party to find were called - did wander the desert on the continent, and that they were often to the west of the circular rift in the continent. With no further questions, Shye and her companions left the group, heading east.&lt;br /&gt;
&lt;br /&gt;
The group decided to return to Turas, to refuel. The brothers Kaze also spoke of possibly fashioning new mechs or similar vehicles, and some of the group expressed an interest in reporting to Angmar. The group returned to Turas, specifically heading to the city of Arcturas, hiding &#039;&#039;da riggable&#039;&#039; outside of town.&lt;br /&gt;
&lt;br /&gt;
They found and spoke with Angmar, explaining to him everything they had done so far. Angmar was a bit disturbed by all of the information he was dumping on them, but he appeared pleased with their progress. The group wanted materials - specifically, metal from the ship - which Angmar was willing to grant them, considering that the group informed him of their encounter with Shye, with emphasis on the fact that they were carrying metal.&lt;br /&gt;
&lt;br /&gt;
The brothers Kaze spoke with their father, Murasaki, about the construction of a massive vehicle, an idea with which he was incredibly pleased. They informed him that metal would be delivered shortly, and the elder Kaze began work almost immediately on a massive flying ship.&lt;br /&gt;
&lt;br /&gt;
The group then went to Germonik, to check on the status of Josef. They found that his &amp;quot;radio tower&amp;quot; had been disassembled, and the barn ripped asunder. Further investigation led to them learning that Josef had fled town, but Volos had not been so lucky - he had apparently been strung up on the north end of town. They also discovered that Bill had been overthrown, by a Nevhonim named Ted. After an almost-confrontation with the Nevhonim (during which Shiro collapsed one of the walls of the main tavern in Germonik), they backed off and told the group what they wanted to hear.&lt;br /&gt;
&lt;br /&gt;
The group then headed to Edge, where - according to what they heard from Angmar - someone had set up shop and was working on a flying machine. Lo and behold it was Josef, who spun a tale of frustration with the absurdity of living in Germonik, and his subsequent flight (not literally) from there due to Ted&#039;s frustration towards him. He wound up in Edge, and began experimenting with electrum engines, possibly even on the brink of constructing a flying machine that didn&#039;t require a balloon at all. The group returned &#039;&#039;da riggable&#039;&#039;, and wished Josef luck.&lt;br /&gt;
&lt;br /&gt;
Four months passed, during which the group performed various tasks and odd jobs. At the end of the four months, they regrouped in Arcturas, for the unveiling of the elder Kaze&#039;s flying machine. Towering over the moogles&#039; mechs and constructed wholly out of steel, the new ship was a sight to behold. The elder Kaze dubbed it the &#039;&#039;Kamikaze&#039;&#039;, and the moogles graciously received the gift. Capable of housing the entire party and the mechs in its interior, and having a self-contained atmosphere that would allow for underwater exploration, the &#039;&#039;Kamikaze&#039;&#039; was a definite upgrade over &#039;&#039;da riggable&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Taking their new aircraft, the party gathered up enough food to last them quite some time, and headed back to the desert continent.&lt;br /&gt;
&lt;br /&gt;
Having an aircraft capable of traveling around the clock (and a pilot that could do the same), the party began combing the desert, searching for signs of the Armand. They first searched the eastern end of the continent, and eventually came upon another ruined city. Upon further investigation, they found a relatively intact building; inside, they discovered two rooms of note: in one, there was a cache of weapons of unusual design - various swords and guns; in the other, they found an akashic stone, set on a pedestal, which Miggs almost immediately took. &lt;br /&gt;
&lt;br /&gt;
After an altercation in which the party relieved Miggs of the stone, Uriah contacted the stone, and saw an image of an ancelari, projecting thoughts in an unknown language in his mind; after a minute or so of speaking, the image shot itself in the head, and the image played out all the gory details of that event. Slightly shaken, Uriah - knowing that the moogles were mildly telepathic - handed it to Shiro, who contacted the stone. Able to understand the language &amp;quot;spoken&amp;quot; by the ancelari, he relayed the information to the rest of the party...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;The_Message&amp;quot;&amp;gt;&lt;br /&gt;
 &amp;quot;If you have found this stone, and are capable of understanding my words, then perhaps they succeeded. Perhaps they who fled&lt;br /&gt;
 reached those alien worlds, and taught those people the ways of the gun? Perhaps they have even managed to conquer the depths of&lt;br /&gt;
 space?&lt;br /&gt;
 &lt;br /&gt;
 &amp;quot;But we all know what is coming, don&#039;t we, stranger? The zerg are no threat, compared to the things that will come from beyond...&lt;br /&gt;
 we&#039;re all damned, then... and no amount of running will save us!...&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Armand.JPG|thumb|200px|right|An armand]]&lt;br /&gt;
Mildly disturbed, the party took some of the weapons from the cache, and began heading west. They investigated the eastern side of the gouge in the continent, heading north, then investigated the western side, beginning from the north.&lt;br /&gt;
&lt;br /&gt;
Eventually, in the middle of the western side of the continent, the party spotted an encampment. Having come across it in the heat of day, they waited until nightfall, when they saw movement. They headed for the camp, and were met halfway by three armand.&lt;br /&gt;
&lt;br /&gt;
Miggs was the first to greet the creatures, but they did not respond immediately, instead, they transmitted thoughts into the minds of the party, none of whom - save the moogles - understood. The lead armand seemed to sense their lack of understanding, and began communicating in Phytic.&lt;br /&gt;
&lt;br /&gt;
The party had many questions, and the armand answered them as best he could. Apparently, they were able to go to Tai&#039;lyan by riding on small islands that rode on strong wind currents; these islands apparently migrate in a relatively stable pattern, such that the armand could reliably take them between Tai&#039;lyn and Reldyr&#039;nym (the name of the continent they were currently on). The armand had no knowledge of the creatures the party had fought earlier (those accompanying Shye), nor did they know of the &#039;&#039;memento umbra&#039;&#039;, other than that they had seen traces of a great beast wandering the desert. In the course of conversation, the armand informed the party that there was one who may have some of the answers they sought.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Toplanders_Explore_Reldyr-nym.jpg|thumb|300px|left|The continent of Reldyr&#039;nym, in its entirety (previously-explored sections are darkened).]]&lt;br /&gt;
They led the party to one of the tents of the encampment, and inside there was a strange creature, being tended by two other armand. The creature had the face of a wolf, but was definitely humanoid and bipedal; it also had bat-like wings, which were found on its body in a place similar to that of a bat (that is, from the forearm to the side). Its breathing was rather shallow. Miggs attempted to heal it with his tonics, to no avail - the armand were unable to cure whatever ailed the creature.&lt;br /&gt;
&lt;br /&gt;
Addison realized that they could use the potion they had found from the fight in Germonik, which contained &#039;&#039;bear&#039;s endurance&#039;&#039;; Uriah complied, and used it on the creature. Its breathing became easier, and it looked around in a rather frightened fashion. Addison used &#039;&#039;comprehend languages&#039;&#039; to understand the creature, but it didn&#039;t say much - it said something to the extent that the world was attacked, by horned beings. It also said the word &amp;quot;veyar,&amp;quot; which the armand leader immediately picked up on when Addison repeated it - it was an ancient word for the moon of Arcturas.&lt;br /&gt;
&lt;br /&gt;
The various Force effects ended, and the creature resumed its near-death status. Addison used &#039;&#039;deathwatch&#039;&#039;, and saw that the creature was suffering from what amounted to suffocation - barely hanging onto life.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Loot===&lt;br /&gt;
 +1 Unholy Lance (Divine)&lt;br /&gt;
 The &#039;&#039;Kamikaze&#039;&#039; [Gargantuan Ornithopter - Arm1/Eng5/Sys1] (Technology)&lt;br /&gt;
 Akashic stone containing [[#The_Message|a message]] in Ancelari&lt;br /&gt;
 Four (4) pistols, one (1) rifle, one (1) carbine, all corroded, from the southeast ruins of Reldyr&#039;nym&lt;br /&gt;
&lt;br /&gt;
==Session 07 - Vapor Trail==&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; 1350 (600 combat, 750 story)&lt;br /&gt;
&lt;br /&gt;
The group decided to take the strange creature with them, and go to the Simics, to see if the adu&#039;ja could find out more about the creature. The creature was still alive, but barely hanging onto life.&lt;br /&gt;
&lt;br /&gt;
They headed to Sh&#039;cala, the southern-most adu&#039;jan city, and spoke with the Simics there. The group had questions they wanted the creature to answer, and the Simics managed to get some answers out of the creature via the Blue.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Creature&#039;s Race and Type:&#039;&#039;&#039; unknown race, humanoid&lt;br /&gt;
 &#039;&#039;&#039;Most recent basic goal:&#039;&#039;&#039; escape&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;What is it?&#039;&#039;&#039; &amp;quot;We call ourselves the &#039;&#039;un&#039;veyar&#039;&#039;.&amp;quot;&lt;br /&gt;
 &#039;&#039;&#039;Were you attacked, and by what?&#039;&#039;&#039; &amp;quot;Yes, horned creatures riding on acid-spitting winged things.&amp;quot;&lt;br /&gt;
 &#039;&#039;&#039;Where is metal?&#039;&#039;&#039; &amp;quot;Veyar.&amp;quot;&lt;br /&gt;
 &#039;&#039;&#039;What about the moonfall?&#039;&#039;&#039; &amp;quot;Legends say long time ago, moon fell into the world.&amp;quot;&lt;br /&gt;
 &#039;&#039;&#039;Does it know about the horned things?&#039;&#039;&#039; &amp;quot;Yes.&amp;quot;&lt;br /&gt;
 &#039;&#039;&#039;Does it know about the memento umbra?&#039;&#039;&#039; &amp;quot;The what?&amp;quot;&lt;br /&gt;
 &#039;&#039;&#039;Does it want to be Migg&#039;s friend?&#039;&#039;&#039; &amp;quot;Who is miggs?&amp;quot;&lt;br /&gt;
 &#039;&#039;&#039;Does he know &amp;quot;how to fix this world&amp;quot;?&#039;&#039;&#039; &amp;quot;Can&#039;t fix, world trapped by pull of big world.&amp;quot;&lt;br /&gt;
 &#039;&#039;&#039;Where did it come from?&#039;&#039;&#039; &amp;quot;Veyar.&amp;quot;&lt;br /&gt;
 &#039;&#039;&#039;When did it come from? How long ago?&#039;&#039;&#039; no response.&lt;br /&gt;
 &#039;&#039;&#039;How old is it?&#039;&#039;&#039; &amp;quot;17 seasons.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The party was somewhat perplexed by these answers. They decided to head back to the armand, and see if they knew anything more.&lt;br /&gt;
&lt;br /&gt;
Upon finding the armands, there were a good deal of questions. The leader of the armand explained that, long ago, the zerg descended upon the planet. The armands and the myconids hid from the threat, while the ancelari remained on the surface, attempting to fend the creatures off. The armands explained that it was the ancelari who created the mist over the planet, in an effort to slow the zerg advance; however, their efforts were mostly in vain.&lt;br /&gt;
&lt;br /&gt;
In the end, the ancelari were forced underground, fighting the zerg in the many caves and tunnels beneath the planet&#039;s surface. Their leaders attempted to get their people off the planet by an unknown means; however, they were only partially successful, and many ancelari were left behind. In a last-ditch effort to destroy the zerg, they attempted to destroy the core of the planet - however, they apparently miscalculated, and only shattered the core, which shattered the entire surface of the planet and greatly weakened the planet&#039;s gravity. This resulted in the floating landmasses.&lt;br /&gt;
&lt;br /&gt;
They further explained that the shattering of the planet&#039;s core modified the magnetic field of the planet, altering almost all of the metal ore on the surface into the substance the party knew as electrum.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Toplanders_-_Windcrossed_Isles_Explore_1.JPG|thumb|375px|right|The islands in the east.]]&lt;br /&gt;
The armands also explained that they did not always look like they did now; however, having been on &amp;quot;irradiated&amp;quot; ground for so long, their people had gradually but drastically changed from their original form.&lt;br /&gt;
&lt;br /&gt;
The armands also told the group that there were strong currents in the atmosphere of the planet, much like water currents, and that the floating islands they rode on to reach Tai&#039;lyan were caught in one such current.&lt;br /&gt;
&lt;br /&gt;
The group decided to head east, heading off the eastern-most edge of Reldyr&#039;nym, along the air current, &amp;quot;against the wind.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Two months later, the party encountered a new set of floating landmasses; somewhere along the way, the strange creature they had picked up finally passed away. Searching its belongings, they found a beaten metal badge, with some strange markings on it. &lt;br /&gt;
&lt;br /&gt;
They explored the new islands, which were mostly uninhabited.&lt;br /&gt;
&lt;br /&gt;
On the southern-most island, however, they encountered a walled city. All of the group save Shiro and Kuro attempted to find a way into the city, and found a heavy iron gate - complete with two horned beings garbed in plate and armed with halberds - on the southern edge. When they approached, one of the guards asked who they were in Lucavic; after the majority of the group seemed unable to communicate in this, the guard spoke to them in Eastern Common.&lt;br /&gt;
&lt;br /&gt;
Miggs mentioned that they knew Shye, and wanted to see her; the guard recognized the name, and said they could all come in, save Addison. Addison complied, and William accompanied her back to the moogles.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, the rest of the group - Kassian, Uriah, Miggs, Tiy, and Tabby - entered the city. The guard led them to a rather large stone structure in the middle of the city (which was actually more like a walled camp). They were instructed to enter, and told to wait for Shye.&lt;br /&gt;
&lt;br /&gt;
Inside, the group were left in an entryway, with a doorway leading into what looked like a temple. Inside there was an enormous stone statue of Ajora, the head angel of Kolaita, the goddess of healing; the angel was wielding a bastard sword, wearing full plate, and had wings that had the appearance of razor-sharp metal. Set around the statue were two altars, each with three candles, all lit.&lt;br /&gt;
&lt;br /&gt;
After awhile, Shye finally entered, and greeted the group pleasantly. Miggs was interested in what was going on in the temple, so Shye invited them all in, and explained to Miggs that they followed Kolaita, but also paid special attention to Ajora, because the angel was the goddess&#039; protector. Kassian and Tabby refused to enter the room, while Uriah attempted to, but was stunned upon crossing the threshold into the room. Uriah then pushed Kassian into the room, but nothing happened.&lt;br /&gt;
&lt;br /&gt;
The discussion turned to the subject of metal, and Shye took them outside to meet with the city&#039;s blacksmith. As they walked, however, Miggs turned on his &#039;&#039;cloak generator&#039;&#039;, but attempted to make it look sneaky; Shye was apparently not amused by his antics, however, and was aware that he had actively done it, rather than &amp;quot;accidentally,&amp;quot; as he claimed. They continued on to the blacksmith.&lt;br /&gt;
&lt;br /&gt;
They attempted to haggle for some metal, but the blacksmith seemed uninterested.&lt;br /&gt;
&lt;br /&gt;
There was another discussion here, regarding the residents of Fort Drakys (as Shye called it) - they all appeared to be horned, other than Shye. Shye was rather vague on why that was, insisting that many beings had horns, and that it wasn&#039;t that unusual.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Toplanders_-_Veyar_Explore_1.JPG|thumb|375px|left|Is it a moon? Or a space station?]]&lt;br /&gt;
The group then decided to leave. They were escorted out.&lt;br /&gt;
&lt;br /&gt;
Regrouping, the party decided to continue heading east. &lt;br /&gt;
&lt;br /&gt;
After a few days, they encountered a strange purple mist. Heading in all directions to determine which way it was, they headed up, where the purple haze seemed to strengthen. After a few hours, they experienced a change in gravity, and were now looking down (what was up, previously) at a strange new environment.&lt;br /&gt;
&lt;br /&gt;
They decided to explore, and flew along the edge of the &amp;quot;continent.&amp;quot; They found that there was a lower section (upper, in terms of normal gravity), that they opted to not explore at this time. They continued around, until they were back where they started, they then decided to search the plate in a zig-zag pattern.&lt;br /&gt;
&lt;br /&gt;
Eventually, in the southern mountains, they saw a cave entrance; this was unusual, as they had not yet seen anything of the sort here. Guessing that the outside air was poisonous to mortals, William volunteered to go explore. The cave narrowed into a tunnel, then opened into a wider cavern, with three branches - as well as an electrum lamp in the ceiling.&lt;br /&gt;
&lt;br /&gt;
Exploring further, William encountered more horned beings, who were mining what looked like iron ore. They noticed him, but - being a templar - he was much too fast for them, and he quickly returned to the &#039;&#039;Kamikaze&#039;&#039;. The creatures chased him out, but the group crushed two of the three with the ship; the remaining one returned to the depths of the cave.&lt;br /&gt;
&lt;br /&gt;
===Loot===&lt;br /&gt;
 Un&#039;veyar metal badge&lt;br /&gt;
&lt;br /&gt;
==Session 08 - Dark Side of the Moon==&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; 806 (750 story, 56 combat)&lt;br /&gt;
&lt;br /&gt;
Session synopsis coming soon.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Session Highlights&#039;&#039;&#039;&lt;br /&gt;
 Entered western wing of mine.&lt;br /&gt;
 Encountered a bunch of traps.&lt;br /&gt;
 Kuro scouted ahead, found a bunch of fake miners.&lt;br /&gt;
 Fight in the corridor.&lt;br /&gt;
&lt;br /&gt;
===Loot===&lt;br /&gt;
 Loot coming soon.&lt;br /&gt;
&lt;br /&gt;
==Session 09 - Infernoplex==&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; 4th - 1975 (500 story, 1000 combat, 475 traps)&lt;br /&gt;
     3rd - 2160 (500 story, 1125 combat, 535 traps)&lt;br /&gt;
&lt;br /&gt;
Session synopsis coming soon.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Session Highlights&#039;&#039;&#039;&lt;br /&gt;
 Party rested, returned to western wing.&lt;br /&gt;
 Ambushed by three guys. Looted them.&lt;br /&gt;
 Attacked by two groups, one of miners and blacksmiths from the west, and two guys from the south.&lt;br /&gt;
 Kassian died.&lt;br /&gt;
 Group captured a priest.&lt;br /&gt;
 Priest fought them on the ship, they killed him, dumped him off at Fort Drakys.&lt;br /&gt;
 William died.&lt;br /&gt;
 Group returned to the adu&#039;ja, who revived the pair. They now each owe the adu&#039;ja a favor.&lt;br /&gt;
 The simics used &#039;&#039;object loresight&#039;&#039; to determine what was up with the priest guy&#039;s holy symbol. It came from a place called&lt;br /&gt;
   Shar&#039;nal, which isn&#039;t on Arcturas (the planet).&lt;br /&gt;
 Group headed to Edge to deliver iron ore stolen from the mine and to check on Josef.&lt;br /&gt;
 Group headed to Germonik to check on them. Encountered Ned Riddle, current &amp;quot;leader.&amp;quot;&lt;br /&gt;
 Riddle gave Uriah 20 wooden coins.&lt;br /&gt;
 Group found out that Riddle is interested in establishing a currency so that they can trade with the artilects for wood.&lt;br /&gt;
 Group went to Arcturas (the city) to talk to Angmar.&lt;br /&gt;
 They told Angmar what was going on.&lt;br /&gt;
 Angmar informed the group that there had been an explosion in Edge, at the electrum processing plant.&lt;br /&gt;
 Apparently the iron ore the group brought was electrum. But it was definitely iron ore when they started.&lt;br /&gt;
&lt;br /&gt;
===Loot===&lt;br /&gt;
 Loot coming soon.&lt;br /&gt;
&lt;br /&gt;
==Session 10 - Iron Man==&lt;br /&gt;
This session will take place on &#039;&#039;&#039;November 17, 2007.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; &#039;&#039;4th&#039;&#039; - 2100 (1000 story, 1000 combat, 100 social)&lt;br /&gt;
 	  &#039;&#039;3rd&#039;&#039; - 2200 (1000 story, 1088 combat, 112 social)&lt;br /&gt;
&lt;br /&gt;
==Session 11==&lt;br /&gt;
There will be no game on &#039;&#039;&#039;November 24, 2007,&#039;&#039;&#039; as the DM will be unavailable.&lt;br /&gt;
&lt;br /&gt;
Therefore, Session 11 will take place on &#039;&#039;&#039;December 1, 2007.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Trinity]]&lt;/div&gt;</summary>
		<author><name>GnomeWorks</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Trinity:City_Mechanics&amp;diff=67573</id>
		<title>Trinity:City Mechanics</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Trinity:City_Mechanics&amp;diff=67573"/>
		<updated>2007-11-18T00:25:26Z</updated>

		<summary type="html">&lt;p&gt;GnomeWorks: /* =An Example */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I once randomly came across an interesting online sim, [http://www.heroesofivalice.com/index.php Heroes of Ivalice]. Taking a look, I noticed that - in some combats - the city in which the combat took place was mentioned, and suffered adverse effects due to the destruction of property.&lt;br /&gt;
&lt;br /&gt;
I immediately became intrigued. The idea of cities being mechanical constructs, that could be affected by the actions of players - and not just ad hoc&#039;d, or by DM fiat, but with actual mechanics behind the idea! Being the mechanist that I am, I decided that I, too, wanted to implement something of this sort.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, d20 is sorely lacking in material. One has difficulty finding mass combat rules, much less rules for mechanical effects on cities as a result of a PC&#039;s actions. However, the space is not completely barren, in terms of published rules, and I have found something that will serve - for now - as a decent baseline.&lt;br /&gt;
&lt;br /&gt;
Here, then, I will outline the base mechanics of cities, and how those mechanics interact with the core d20 System. Not all of this information is terribly relevant for players; for the most part, the DM should track this information behind the scenes. Astute players will figure out the more obvious effects (the power of currency changing, for instance), but others will pretty much be outside of their scope.&lt;br /&gt;
&lt;br /&gt;
=Building The City=&lt;br /&gt;
A city is much like a character, in that it has levels (based on its population) and classes. Cities also have an analogue to Hit Dice, that being Wealth.&lt;br /&gt;
&lt;br /&gt;
A city has six ability scores: &#039;&#039;&#039;Force&#039;&#039;&#039;, &#039;&#039;&#039;Mobility&#039;&#039;&#039;, &#039;&#039;&#039;Resilience&#039;&#039;&#039;, &#039;&#039;&#039;Learning&#039;&#039;&#039;, &#039;&#039;&#039;Awareness&#039;&#039;&#039;, and &#039;&#039;&#039;Command&#039;&#039;&#039;. Each of these six abilities correspond roughly to a character&#039;s ability (so Force corresponds to Strength; Learning to Intelligence; and so forth).&lt;br /&gt;
&lt;br /&gt;
Cities purchase these ability scores using the point buy method. A city receives a number of ability points to expend based upon its population. In addition, its population determines its population level (ie, character level).&lt;br /&gt;
&lt;br /&gt;
Once the abilities are determined, you can pick from one of three classes for each population level: civilian, military, and a class that indicates a particular force alignment. Each class contributes to the city&#039;s Defense, Reputation, Wealth, skills, and feats.&lt;br /&gt;
&lt;br /&gt;
Of these, Wealth is the most important (and only fleshed-out one, at the moment). Feats are also important: feats represent city features that go above and beyond what is indicated by the class levels. For instance, defensive fortifications, universities, and factories fall into feats.&lt;br /&gt;
&lt;br /&gt;
Once these are all calculated, a city then has a number of derived abilities. They are as follows.&lt;br /&gt;
&lt;br /&gt;
 Content&lt;br /&gt;
 Disaster&lt;br /&gt;
 Economy&lt;br /&gt;
 Influence on Others&lt;br /&gt;
 Infrastructure&lt;br /&gt;
 Outside Influence&lt;br /&gt;
 Population&lt;br /&gt;
 Resources&lt;br /&gt;
 Leadership&lt;br /&gt;
&lt;br /&gt;
Each of these works (theoretically) on a scale of 1-100.&lt;br /&gt;
&lt;br /&gt;
 In addition to those, the following may also be implemented (but are not, as of yet).&lt;br /&gt;
 Harvest&lt;br /&gt;
&lt;br /&gt;
Once these abilities are determined, a city then has a number of link values, as each of these abilities is linked to one another. Events that take place in or around a city impact one or more of these abilities, which then further impacts the rest. Link values are assigned ad-hoc, dependant upon the nature of the city, on a scale of x(1/4) to x4.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_City_flowchart_design-3.JPG|center|A City&#039;s Event Flowchart]]&lt;br /&gt;
&lt;br /&gt;
Whenever a change occurs in one attribute, that change is propagated throughout the chart. For a given event, when it travels down a link, each link strength is halved for each link previously traversed. However, an event can only affect a given attribute once, no matter how many times links would bring it there. The attribute&#039;s link still counts for purposes of continuing to weaken link strengths, however.&lt;br /&gt;
&lt;br /&gt;
For the time being, the precise effects of the vast majority of these abilities is not determined. While they can be DM fiat&#039;d into usefulness, I would much rather have solid mechanics for dealing with them. Later sections will detail how they function.&lt;br /&gt;
&lt;br /&gt;
===Calculating Attributes===&lt;br /&gt;
The following formulas are used to calculate the initial values for each of the attributes. Note that these can change, and the system is designed to allow these values to fluctuate.&lt;br /&gt;
&lt;br /&gt;
Whenever the city gains a level, revalue all attributes that are based upon an ability score that changed.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Content:&#039;&#039;&#039; Awa&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; x 5&lt;br /&gt;
 &#039;&#039;&#039;Disaster:&#039;&#039;&#039; 0&lt;br /&gt;
 &#039;&#039;&#039;Economy:&#039;&#039;&#039; Com&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; + Lrn&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; + Rel&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Influence on Others:&#039;&#039;&#039; Reputation x 5&lt;br /&gt;
 &#039;&#039;&#039;Infrastructure:&#039;&#039;&#039; Rel&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; x 5&lt;br /&gt;
 &#039;&#039;&#039;Outside Influence:&#039;&#039;&#039; 20 - Awa&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Population&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; Level x 10&lt;br /&gt;
 &#039;&#039;&#039;Resources:&#039;&#039;&#039; Wealth x 5&lt;br /&gt;
 &#039;&#039;&#039;Leadership:&#039;&#039;&#039; (Com&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; + Awa&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;) x 2&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Use the ability score, not the ability modifier.&lt;br /&gt;
 &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; This is a simplified formula. Actual formula is... &lt;br /&gt;
   (Level x 10) + Floor{10 x [(Actual Population - Minimum Population) / (Maximum Population - Minimum Population)]}&lt;br /&gt;
&lt;br /&gt;
=Wealth, Resources, and Currency=&lt;br /&gt;
Rather than saying that a city of a certain population has a max GP limit of some number, the maximum GP limit of a city is determined based upon its abilities and classes. Wealth is determined by classes, which is then multiplied by population, to find the max GP limit of a single item that can be purchased in the city.&lt;br /&gt;
&lt;br /&gt;
Resources, Economy, and Infrastructure each further impact currency. Instead, Resources modifies the value of 1 gold piece. If a city is at it&#039;s normal Resources value (Wealth x 5), gold pieces are exchanged at a 1:1 ratio.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Resources:&#039;&#039;&#039; Modifies Max GP Limit for the city, as a percentage.&lt;br /&gt;
* &#039;&#039;&#039;Economy:&#039;&#039;&#039; Modifies the value of 1 GP, as a percentage.&lt;br /&gt;
* &#039;&#039;&#039;Infrastructure:&#039;&#039;&#039; Modifies item availability.&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
Resource fluctuation causes the maximum GP limit of an item that can be purchased in a city to go higher and lower. For every point above the normal Resources value, the max GP limit goes up by 1%; for every point below, the max GP limit goes down by 1%.&lt;br /&gt;
&lt;br /&gt;
In addition, if a city&#039;s Resources drops to 0 or below, the max GP limit drops 5% in value for each point of Resources below 0.&lt;br /&gt;
&lt;br /&gt;
===Economy===&lt;br /&gt;
Economy fluctuation causes the currency to gain and lose value. For every 5 points above the normal Economy value, currency gains 1% in value; for every 5 points below, currency loses 1% of its value.&lt;br /&gt;
&lt;br /&gt;
In addition, if a city&#039;s Economy drops to 0 or below, the currency drops 1% in value for each point of Economy below 0.&lt;br /&gt;
&lt;br /&gt;
To determine Economy&#039;s effect on the price of a given item, divide the item&#039;s price by the currency value as a percentage. This will result in the city&#039;s price for the item.&lt;br /&gt;
&lt;br /&gt;
===Infrastructure===&lt;br /&gt;
Every standard item has an availability rating, on a scale of 1-100. Any item whose availability rating is equal to or below the city&#039;s Infrastructure can be purchased in the city at the city&#039;s price for the item (standard price modified by Economy).&lt;br /&gt;
&lt;br /&gt;
If an item&#039;s value is below the max GP limit for the city, but its availability is higher than the city&#039;s Infrastructure, the item can still possibly be found, but at higher prices than normal. To do so, follow the following steps.&lt;br /&gt;
&lt;br /&gt;
# Determine the Craft skill that would be able to produce the item. If the city has the skill, proceed to the next step.&lt;br /&gt;
# Multiply the city&#039;s skill bonus in the skill by 5.&lt;br /&gt;
# If the result is higher than or equal to the item&#039;s availability, the item can be found in the city.&lt;br /&gt;
# Subtract the city&#039;s Economy from the result in step (3). If the result is below 1, the item cannot be found in the city. If it is 1 or higher, subtract it (as a percentage) from the city&#039;s currency value.&lt;br /&gt;
# Divide the item&#039;s cost by the result in step (4) (as a percentage).&lt;br /&gt;
# The result in step (5) is the cost of the item in the city.&lt;br /&gt;
&lt;br /&gt;
===An Example===&lt;br /&gt;
 Edge has a Wealth of 14 and Population 52, meaning that it&#039;s Max GP Limit is 728 GP. &lt;br /&gt;
 &lt;br /&gt;
 However, Edge recently suffered an explosion in its industrial sector (+38 to Disaster), which resulted in a loss of 38 Content,&lt;br /&gt;
 Infrastructure, and Resources; a loss of 19 in Leadership and Economy; and a loss of 9 to all other attributes.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Max Item GP:&#039;&#039;&#039; Resources is now 38 points lower, resulting in a 38% drop in Max GP. The new max GP Limit is 451.3 gp.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Currency Value:&#039;&#039;&#039; Economy is 19 points lower, to a 16; this results in a 4% drop in currency value. To purchase an item of the&lt;br /&gt;
 max GP limit (451.3 gp), a person must spend 470.1 gp.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Item Availability:&#039;&#039;&#039; Infrastructure took a 38 point hit; Edge&#039;s original Infrastructure was 35, and is now 16. Items with an&lt;br /&gt;
 item availability of 17 or higher are no longer available.&lt;br /&gt;
 &lt;br /&gt;
 Let&#039;s now say that a character wants to purchase breastplate in Edge (35 availability).&lt;br /&gt;
 &lt;br /&gt;
 Edge has the Craft (Blacksmith) skill, which is what is required to make breastplate. Breastplate&#039;s base GP value is 200 gp, lower&lt;br /&gt;
 than Edge&#039;s current max GP limit. So the item can possibly be found, but will be (even) more expensive than normal.&lt;br /&gt;
 &lt;br /&gt;
 Edge&#039;s Craft (Blacksmith) is +7, x 5 is 35. 35 is equal to or higher than the item&#039;s availability, so the item can be found.&lt;br /&gt;
 &lt;br /&gt;
 Edge&#039;s Economy is 16. 35 - 16 = 19, which is greater than 0, so the item can be found. This is subtracted from the currency&lt;br /&gt;
 value, resulting in currency&#039;s value being 23% of normal in regards to buying the breastplate.&lt;br /&gt;
 &lt;br /&gt;
 To purchase the breastplate, currency is treated as 77% of its normal value, meaning that one will need 259.7 gp to purchase the&lt;br /&gt;
 breastplate.&lt;br /&gt;
&lt;br /&gt;
[[category:Trinity]]&lt;/div&gt;</summary>
		<author><name>GnomeWorks</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Trinity:City_Mechanics&amp;diff=67572</id>
		<title>Trinity:City Mechanics</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Trinity:City_Mechanics&amp;diff=67572"/>
		<updated>2007-11-18T00:25:16Z</updated>

		<summary type="html">&lt;p&gt;GnomeWorks: /* Infrastructure */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I once randomly came across an interesting online sim, [http://www.heroesofivalice.com/index.php Heroes of Ivalice]. Taking a look, I noticed that - in some combats - the city in which the combat took place was mentioned, and suffered adverse effects due to the destruction of property.&lt;br /&gt;
&lt;br /&gt;
I immediately became intrigued. The idea of cities being mechanical constructs, that could be affected by the actions of players - and not just ad hoc&#039;d, or by DM fiat, but with actual mechanics behind the idea! Being the mechanist that I am, I decided that I, too, wanted to implement something of this sort.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, d20 is sorely lacking in material. One has difficulty finding mass combat rules, much less rules for mechanical effects on cities as a result of a PC&#039;s actions. However, the space is not completely barren, in terms of published rules, and I have found something that will serve - for now - as a decent baseline.&lt;br /&gt;
&lt;br /&gt;
Here, then, I will outline the base mechanics of cities, and how those mechanics interact with the core d20 System. Not all of this information is terribly relevant for players; for the most part, the DM should track this information behind the scenes. Astute players will figure out the more obvious effects (the power of currency changing, for instance), but others will pretty much be outside of their scope.&lt;br /&gt;
&lt;br /&gt;
=Building The City=&lt;br /&gt;
A city is much like a character, in that it has levels (based on its population) and classes. Cities also have an analogue to Hit Dice, that being Wealth.&lt;br /&gt;
&lt;br /&gt;
A city has six ability scores: &#039;&#039;&#039;Force&#039;&#039;&#039;, &#039;&#039;&#039;Mobility&#039;&#039;&#039;, &#039;&#039;&#039;Resilience&#039;&#039;&#039;, &#039;&#039;&#039;Learning&#039;&#039;&#039;, &#039;&#039;&#039;Awareness&#039;&#039;&#039;, and &#039;&#039;&#039;Command&#039;&#039;&#039;. Each of these six abilities correspond roughly to a character&#039;s ability (so Force corresponds to Strength; Learning to Intelligence; and so forth).&lt;br /&gt;
&lt;br /&gt;
Cities purchase these ability scores using the point buy method. A city receives a number of ability points to expend based upon its population. In addition, its population determines its population level (ie, character level).&lt;br /&gt;
&lt;br /&gt;
Once the abilities are determined, you can pick from one of three classes for each population level: civilian, military, and a class that indicates a particular force alignment. Each class contributes to the city&#039;s Defense, Reputation, Wealth, skills, and feats.&lt;br /&gt;
&lt;br /&gt;
Of these, Wealth is the most important (and only fleshed-out one, at the moment). Feats are also important: feats represent city features that go above and beyond what is indicated by the class levels. For instance, defensive fortifications, universities, and factories fall into feats.&lt;br /&gt;
&lt;br /&gt;
Once these are all calculated, a city then has a number of derived abilities. They are as follows.&lt;br /&gt;
&lt;br /&gt;
 Content&lt;br /&gt;
 Disaster&lt;br /&gt;
 Economy&lt;br /&gt;
 Influence on Others&lt;br /&gt;
 Infrastructure&lt;br /&gt;
 Outside Influence&lt;br /&gt;
 Population&lt;br /&gt;
 Resources&lt;br /&gt;
 Leadership&lt;br /&gt;
&lt;br /&gt;
Each of these works (theoretically) on a scale of 1-100.&lt;br /&gt;
&lt;br /&gt;
 In addition to those, the following may also be implemented (but are not, as of yet).&lt;br /&gt;
 Harvest&lt;br /&gt;
&lt;br /&gt;
Once these abilities are determined, a city then has a number of link values, as each of these abilities is linked to one another. Events that take place in or around a city impact one or more of these abilities, which then further impacts the rest. Link values are assigned ad-hoc, dependant upon the nature of the city, on a scale of x(1/4) to x4.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_City_flowchart_design-3.JPG|center|A City&#039;s Event Flowchart]]&lt;br /&gt;
&lt;br /&gt;
Whenever a change occurs in one attribute, that change is propagated throughout the chart. For a given event, when it travels down a link, each link strength is halved for each link previously traversed. However, an event can only affect a given attribute once, no matter how many times links would bring it there. The attribute&#039;s link still counts for purposes of continuing to weaken link strengths, however.&lt;br /&gt;
&lt;br /&gt;
For the time being, the precise effects of the vast majority of these abilities is not determined. While they can be DM fiat&#039;d into usefulness, I would much rather have solid mechanics for dealing with them. Later sections will detail how they function.&lt;br /&gt;
&lt;br /&gt;
===Calculating Attributes===&lt;br /&gt;
The following formulas are used to calculate the initial values for each of the attributes. Note that these can change, and the system is designed to allow these values to fluctuate.&lt;br /&gt;
&lt;br /&gt;
Whenever the city gains a level, revalue all attributes that are based upon an ability score that changed.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Content:&#039;&#039;&#039; Awa&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; x 5&lt;br /&gt;
 &#039;&#039;&#039;Disaster:&#039;&#039;&#039; 0&lt;br /&gt;
 &#039;&#039;&#039;Economy:&#039;&#039;&#039; Com&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; + Lrn&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; + Rel&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Influence on Others:&#039;&#039;&#039; Reputation x 5&lt;br /&gt;
 &#039;&#039;&#039;Infrastructure:&#039;&#039;&#039; Rel&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; x 5&lt;br /&gt;
 &#039;&#039;&#039;Outside Influence:&#039;&#039;&#039; 20 - Awa&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Population&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; Level x 10&lt;br /&gt;
 &#039;&#039;&#039;Resources:&#039;&#039;&#039; Wealth x 5&lt;br /&gt;
 &#039;&#039;&#039;Leadership:&#039;&#039;&#039; (Com&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; + Awa&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;) x 2&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Use the ability score, not the ability modifier.&lt;br /&gt;
 &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; This is a simplified formula. Actual formula is... &lt;br /&gt;
   (Level x 10) + Floor{10 x [(Actual Population - Minimum Population) / (Maximum Population - Minimum Population)]}&lt;br /&gt;
&lt;br /&gt;
=Wealth, Resources, and Currency=&lt;br /&gt;
Rather than saying that a city of a certain population has a max GP limit of some number, the maximum GP limit of a city is determined based upon its abilities and classes. Wealth is determined by classes, which is then multiplied by population, to find the max GP limit of a single item that can be purchased in the city.&lt;br /&gt;
&lt;br /&gt;
Resources, Economy, and Infrastructure each further impact currency. Instead, Resources modifies the value of 1 gold piece. If a city is at it&#039;s normal Resources value (Wealth x 5), gold pieces are exchanged at a 1:1 ratio.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Resources:&#039;&#039;&#039; Modifies Max GP Limit for the city, as a percentage.&lt;br /&gt;
* &#039;&#039;&#039;Economy:&#039;&#039;&#039; Modifies the value of 1 GP, as a percentage.&lt;br /&gt;
* &#039;&#039;&#039;Infrastructure:&#039;&#039;&#039; Modifies item availability.&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
Resource fluctuation causes the maximum GP limit of an item that can be purchased in a city to go higher and lower. For every point above the normal Resources value, the max GP limit goes up by 1%; for every point below, the max GP limit goes down by 1%.&lt;br /&gt;
&lt;br /&gt;
In addition, if a city&#039;s Resources drops to 0 or below, the max GP limit drops 5% in value for each point of Resources below 0.&lt;br /&gt;
&lt;br /&gt;
===Economy===&lt;br /&gt;
Economy fluctuation causes the currency to gain and lose value. For every 5 points above the normal Economy value, currency gains 1% in value; for every 5 points below, currency loses 1% of its value.&lt;br /&gt;
&lt;br /&gt;
In addition, if a city&#039;s Economy drops to 0 or below, the currency drops 1% in value for each point of Economy below 0.&lt;br /&gt;
&lt;br /&gt;
To determine Economy&#039;s effect on the price of a given item, divide the item&#039;s price by the currency value as a percentage. This will result in the city&#039;s price for the item.&lt;br /&gt;
&lt;br /&gt;
===Infrastructure===&lt;br /&gt;
Every standard item has an availability rating, on a scale of 1-100. Any item whose availability rating is equal to or below the city&#039;s Infrastructure can be purchased in the city at the city&#039;s price for the item (standard price modified by Economy).&lt;br /&gt;
&lt;br /&gt;
If an item&#039;s value is below the max GP limit for the city, but its availability is higher than the city&#039;s Infrastructure, the item can still possibly be found, but at higher prices than normal. To do so, follow the following steps.&lt;br /&gt;
&lt;br /&gt;
# Determine the Craft skill that would be able to produce the item. If the city has the skill, proceed to the next step.&lt;br /&gt;
# Multiply the city&#039;s skill bonus in the skill by 5.&lt;br /&gt;
# If the result is higher than or equal to the item&#039;s availability, the item can be found in the city.&lt;br /&gt;
# Subtract the city&#039;s Economy from the result in step (3). If the result is below 1, the item cannot be found in the city. If it is 1 or higher, subtract it (as a percentage) from the city&#039;s currency value.&lt;br /&gt;
# Divide the item&#039;s cost by the result in step (4) (as a percentage).&lt;br /&gt;
# The result in step (5) is the cost of the item in the city.&lt;br /&gt;
&lt;br /&gt;
===An Example==&lt;br /&gt;
 Edge has a Wealth of 14 and Population 52, meaning that it&#039;s Max GP Limit is 728 GP. &lt;br /&gt;
 &lt;br /&gt;
 However, Edge recently suffered an explosion in its industrial sector (+38 to Disaster), which resulted in a loss of 38 Content,&lt;br /&gt;
 Infrastructure, and Resources; a loss of 19 in Leadership and Economy; and a loss of 9 to all other attributes.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Max Item GP:&#039;&#039;&#039; Resources is now 38 points lower, resulting in a 38% drop in Max GP. The new max GP Limit is 451.3 gp.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Currency Value:&#039;&#039;&#039; Economy is 19 points lower, to a 16; this results in a 4% drop in currency value. To purchase an item of the&lt;br /&gt;
 max GP limit (451.3 gp), a person must spend 470.1 gp.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Item Availability:&#039;&#039;&#039; Infrastructure took a 38 point hit; Edge&#039;s original Infrastructure was 35, and is now 16. Items with an&lt;br /&gt;
 item availability of 17 or higher are no longer available.&lt;br /&gt;
 &lt;br /&gt;
 Let&#039;s now say that a character wants to purchase breastplate in Edge (35 availability).&lt;br /&gt;
 &lt;br /&gt;
 Edge has the Craft (Blacksmith) skill, which is what is required to make breastplate. Breastplate&#039;s base GP value is 200 gp, lower&lt;br /&gt;
 than Edge&#039;s current max GP limit. So the item can possibly be found, but will be (even) more expensive than normal.&lt;br /&gt;
 &lt;br /&gt;
 Edge&#039;s Craft (Blacksmith) is +7, x 5 is 35. 35 is equal to or higher than the item&#039;s availability, so the item can be found.&lt;br /&gt;
 &lt;br /&gt;
 Edge&#039;s Economy is 16. 35 - 16 = 19, which is greater than 0, so the item can be found. This is subtracted from the currency&lt;br /&gt;
 value, resulting in currency&#039;s value being 23% of normal in regards to buying the breastplate.&lt;br /&gt;
 &lt;br /&gt;
 To purchase the breastplate, currency is treated as 77% of its normal value, meaning that one will need 259.7 gp to purchase the&lt;br /&gt;
 breastplate.&lt;br /&gt;
&lt;br /&gt;
[[category:Trinity]]&lt;/div&gt;</summary>
		<author><name>GnomeWorks</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Trinity:City_Mechanics&amp;diff=67571</id>
		<title>Trinity:City Mechanics</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Trinity:City_Mechanics&amp;diff=67571"/>
		<updated>2007-11-18T00:21:03Z</updated>

		<summary type="html">&lt;p&gt;GnomeWorks: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I once randomly came across an interesting online sim, [http://www.heroesofivalice.com/index.php Heroes of Ivalice]. Taking a look, I noticed that - in some combats - the city in which the combat took place was mentioned, and suffered adverse effects due to the destruction of property.&lt;br /&gt;
&lt;br /&gt;
I immediately became intrigued. The idea of cities being mechanical constructs, that could be affected by the actions of players - and not just ad hoc&#039;d, or by DM fiat, but with actual mechanics behind the idea! Being the mechanist that I am, I decided that I, too, wanted to implement something of this sort.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, d20 is sorely lacking in material. One has difficulty finding mass combat rules, much less rules for mechanical effects on cities as a result of a PC&#039;s actions. However, the space is not completely barren, in terms of published rules, and I have found something that will serve - for now - as a decent baseline.&lt;br /&gt;
&lt;br /&gt;
Here, then, I will outline the base mechanics of cities, and how those mechanics interact with the core d20 System. Not all of this information is terribly relevant for players; for the most part, the DM should track this information behind the scenes. Astute players will figure out the more obvious effects (the power of currency changing, for instance), but others will pretty much be outside of their scope.&lt;br /&gt;
&lt;br /&gt;
=Building The City=&lt;br /&gt;
A city is much like a character, in that it has levels (based on its population) and classes. Cities also have an analogue to Hit Dice, that being Wealth.&lt;br /&gt;
&lt;br /&gt;
A city has six ability scores: &#039;&#039;&#039;Force&#039;&#039;&#039;, &#039;&#039;&#039;Mobility&#039;&#039;&#039;, &#039;&#039;&#039;Resilience&#039;&#039;&#039;, &#039;&#039;&#039;Learning&#039;&#039;&#039;, &#039;&#039;&#039;Awareness&#039;&#039;&#039;, and &#039;&#039;&#039;Command&#039;&#039;&#039;. Each of these six abilities correspond roughly to a character&#039;s ability (so Force corresponds to Strength; Learning to Intelligence; and so forth).&lt;br /&gt;
&lt;br /&gt;
Cities purchase these ability scores using the point buy method. A city receives a number of ability points to expend based upon its population. In addition, its population determines its population level (ie, character level).&lt;br /&gt;
&lt;br /&gt;
Once the abilities are determined, you can pick from one of three classes for each population level: civilian, military, and a class that indicates a particular force alignment. Each class contributes to the city&#039;s Defense, Reputation, Wealth, skills, and feats.&lt;br /&gt;
&lt;br /&gt;
Of these, Wealth is the most important (and only fleshed-out one, at the moment). Feats are also important: feats represent city features that go above and beyond what is indicated by the class levels. For instance, defensive fortifications, universities, and factories fall into feats.&lt;br /&gt;
&lt;br /&gt;
Once these are all calculated, a city then has a number of derived abilities. They are as follows.&lt;br /&gt;
&lt;br /&gt;
 Content&lt;br /&gt;
 Disaster&lt;br /&gt;
 Economy&lt;br /&gt;
 Influence on Others&lt;br /&gt;
 Infrastructure&lt;br /&gt;
 Outside Influence&lt;br /&gt;
 Population&lt;br /&gt;
 Resources&lt;br /&gt;
 Leadership&lt;br /&gt;
&lt;br /&gt;
Each of these works (theoretically) on a scale of 1-100.&lt;br /&gt;
&lt;br /&gt;
 In addition to those, the following may also be implemented (but are not, as of yet).&lt;br /&gt;
 Harvest&lt;br /&gt;
&lt;br /&gt;
Once these abilities are determined, a city then has a number of link values, as each of these abilities is linked to one another. Events that take place in or around a city impact one or more of these abilities, which then further impacts the rest. Link values are assigned ad-hoc, dependant upon the nature of the city, on a scale of x(1/4) to x4.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_City_flowchart_design-3.JPG|center|A City&#039;s Event Flowchart]]&lt;br /&gt;
&lt;br /&gt;
Whenever a change occurs in one attribute, that change is propagated throughout the chart. For a given event, when it travels down a link, each link strength is halved for each link previously traversed. However, an event can only affect a given attribute once, no matter how many times links would bring it there. The attribute&#039;s link still counts for purposes of continuing to weaken link strengths, however.&lt;br /&gt;
&lt;br /&gt;
For the time being, the precise effects of the vast majority of these abilities is not determined. While they can be DM fiat&#039;d into usefulness, I would much rather have solid mechanics for dealing with them. Later sections will detail how they function.&lt;br /&gt;
&lt;br /&gt;
===Calculating Attributes===&lt;br /&gt;
The following formulas are used to calculate the initial values for each of the attributes. Note that these can change, and the system is designed to allow these values to fluctuate.&lt;br /&gt;
&lt;br /&gt;
Whenever the city gains a level, revalue all attributes that are based upon an ability score that changed.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Content:&#039;&#039;&#039; Awa&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; x 5&lt;br /&gt;
 &#039;&#039;&#039;Disaster:&#039;&#039;&#039; 0&lt;br /&gt;
 &#039;&#039;&#039;Economy:&#039;&#039;&#039; Com&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; + Lrn&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; + Rel&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Influence on Others:&#039;&#039;&#039; Reputation x 5&lt;br /&gt;
 &#039;&#039;&#039;Infrastructure:&#039;&#039;&#039; Rel&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; x 5&lt;br /&gt;
 &#039;&#039;&#039;Outside Influence:&#039;&#039;&#039; 20 - Awa&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Population&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; Level x 10&lt;br /&gt;
 &#039;&#039;&#039;Resources:&#039;&#039;&#039; Wealth x 5&lt;br /&gt;
 &#039;&#039;&#039;Leadership:&#039;&#039;&#039; (Com&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; + Awa&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;) x 2&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Use the ability score, not the ability modifier.&lt;br /&gt;
 &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; This is a simplified formula. Actual formula is... &lt;br /&gt;
   (Level x 10) + Floor{10 x [(Actual Population - Minimum Population) / (Maximum Population - Minimum Population)]}&lt;br /&gt;
&lt;br /&gt;
=Wealth, Resources, and Currency=&lt;br /&gt;
Rather than saying that a city of a certain population has a max GP limit of some number, the maximum GP limit of a city is determined based upon its abilities and classes. Wealth is determined by classes, which is then multiplied by population, to find the max GP limit of a single item that can be purchased in the city.&lt;br /&gt;
&lt;br /&gt;
Resources, Economy, and Infrastructure each further impact currency. Instead, Resources modifies the value of 1 gold piece. If a city is at it&#039;s normal Resources value (Wealth x 5), gold pieces are exchanged at a 1:1 ratio.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Resources:&#039;&#039;&#039; Modifies Max GP Limit for the city, as a percentage.&lt;br /&gt;
* &#039;&#039;&#039;Economy:&#039;&#039;&#039; Modifies the value of 1 GP, as a percentage.&lt;br /&gt;
* &#039;&#039;&#039;Infrastructure:&#039;&#039;&#039; Modifies item availability.&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
Resource fluctuation causes the maximum GP limit of an item that can be purchased in a city to go higher and lower. For every point above the normal Resources value, the max GP limit goes up by 1%; for every point below, the max GP limit goes down by 1%.&lt;br /&gt;
&lt;br /&gt;
In addition, if a city&#039;s Resources drops to 0 or below, the max GP limit drops 5% in value for each point of Resources below 0.&lt;br /&gt;
&lt;br /&gt;
===Economy===&lt;br /&gt;
Economy fluctuation causes the currency to gain and lose value. For every 5 points above the normal Economy value, currency gains 1% in value; for every 5 points below, currency loses 1% of its value.&lt;br /&gt;
&lt;br /&gt;
In addition, if a city&#039;s Economy drops to 0 or below, the currency drops 1% in value for each point of Economy below 0.&lt;br /&gt;
&lt;br /&gt;
To determine Economy&#039;s effect on the price of a given item, divide the item&#039;s price by the currency value as a percentage. This will result in the city&#039;s price for the item.&lt;br /&gt;
&lt;br /&gt;
===Infrastructure===&lt;br /&gt;
Every standard item has an availability rating, on a scale of 1-100. Any item whose availability rating is equal to or below the city&#039;s Infrastructure can be purchased in the city at the city&#039;s price for the item (standard price modified by Economy).&lt;br /&gt;
&lt;br /&gt;
If an item&#039;s value is below the max GP limit for the city, but its availability is higher than the city&#039;s Infrastructure, the item can still possibly be found, but at higher prices than normal. To do so, follow the following steps.&lt;br /&gt;
&lt;br /&gt;
# Determine the Craft skill that would be able to produce the item. If the city has the skill, proceed to the next step.&lt;br /&gt;
# Multiply the city&#039;s skill bonus in the skill by 5.&lt;br /&gt;
# If the result is higher than or equal to the item&#039;s availability, the item can be found in the city.&lt;br /&gt;
# Subtract the city&#039;s Economy from the result in step (3). If the result is below 1, the item cannot be found in the city. If it is 1 or higher, subtract it (as a percentage) from the city&#039;s currency value.&lt;br /&gt;
# Divide the item&#039;s cost by the result in step (4) (as a percentage).&lt;br /&gt;
# The result in step (5) is the cost of the item in the city.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
 Edge has a Wealth of 14 and Population 52, meaning that it&#039;s Max GP Limit is 728 GP. &lt;br /&gt;
 &lt;br /&gt;
 However, Edge recently suffered an explosion in its industrial sector (+38 to Disaster), which resulted in a loss of 38 Content,&lt;br /&gt;
 Infrastructure, and Resources; a loss of 19 in Leadership and Economy; and a loss of 9 to all other attributes.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Max Item GP:&#039;&#039;&#039; Resources is now 38 points lower, resulting in a 38% drop in Max GP. The new max GP Limit is 451.3 gp.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Currency Value:&#039;&#039;&#039; Economy is 19 points lower, to a 31; this results in a 4% drop in currency value. To purchase an item of the&lt;br /&gt;
 max GP limit (451.3 gp), a person must spend 470.1 gp.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Item Availability:&#039;&#039;&#039; Infrastructure took a 38 point hit; Edge&#039;s original Infrastructure was 35, and is now 16. Items with an&lt;br /&gt;
 item availability of 17 or higher are no longer available.&lt;br /&gt;
 &lt;br /&gt;
 Let&#039;s now say that a character wants to purchase breastplate in Edge (35 availability).&lt;br /&gt;
 &lt;br /&gt;
 Edge has the Craft (Blacksmith) skill, which is what is required to make breastplate. Breastplate&#039;s base GP value is 200 gp, lower&lt;br /&gt;
 than Edge&#039;s current max GP limit. So the item can possibly be found, but will be (even) more expensive than normal.&lt;br /&gt;
 &lt;br /&gt;
 Edge&#039;s Craft (Blacksmith) is +7, x 5 is 35. 35 is equal to or higher than the item&#039;s availability, so the item can be found.&lt;br /&gt;
 &lt;br /&gt;
 Edge&#039;s Economy is 16. 35 - 16 = 19, which is greater than 0, so the item can be found. This is subtracted from the currency&lt;br /&gt;
 value, resulting in currency&#039;s value being 23% of normal in regards to buying the breastplate.&lt;br /&gt;
 &lt;br /&gt;
 To purchase the breastplate, currency is treated as 77% of its normal value, meaning that one will need 259.7 gp to purchase the&lt;br /&gt;
 breastplate.&lt;br /&gt;
&lt;br /&gt;
[[category:Trinity]]&lt;/div&gt;</summary>
		<author><name>GnomeWorks</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Trinity:Toplander_Tiy_Lena&amp;diff=67567</id>
		<title>Trinity:Toplander Tiy Lena</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Trinity:Toplander_Tiy_Lena&amp;diff=67567"/>
		<updated>2007-11-17T23:25:24Z</updated>

		<summary type="html">&lt;p&gt;GnomeWorks: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the character tracking sheet for &#039;&#039;Tiy Lena&#039;&#039;, a member of [[Trinity:The_Toplanders|The Toplanders]], in [[Trinity:Main_Page|Trinity]].&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Name:&#039;&#039;&#039; Tiy Lena&lt;br /&gt;
 &#039;&#039;&#039;Race:&#039;&#039;&#039; [[Trinity:Selkie|Selkie]]&lt;br /&gt;
 &#039;&#039;&#039;Gender:&#039;&#039;&#039; Female&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Age:&#039;&#039;&#039; 13&lt;br /&gt;
 &#039;&#039;&#039;Height:&#039;&#039;&#039; 3&#039; 10&amp;quot;&lt;br /&gt;
 &#039;&#039;&#039;Weight:&#039;&#039;&#039; 73 lbs.&lt;br /&gt;
 &#039;&#039;&#039;Eyes:&#039;&#039;&#039; Grey&lt;br /&gt;
 &#039;&#039;&#039;Hair:&#039;&#039;&#039; Blonde&lt;br /&gt;
 &#039;&#039;&#039;Skin:&#039;&#039;&#039; Tan&lt;br /&gt;
&lt;br /&gt;
==5th Level==&lt;br /&gt;
 &#039;&#039;&#039;Classes:&#039;&#039;&#039; [[Trinity:Assassin|Assassin]] (5)&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Str:&#039;&#039;&#039; 14 +2	&#039;&#039;&#039;Level:&#039;&#039;&#039; 5	&#039;&#039;&#039;HP:&#039;&#039;&#039; 28 (5d6+5)&lt;br /&gt;
 &#039;&#039;&#039;Dex:&#039;&#039;&#039; 16 +3	&#039;&#039;&#039;BAB:&#039;&#039;&#039; +3		&lt;br /&gt;
 &#039;&#039;&#039;Con:&#039;&#039;&#039; 12 +1	&#039;&#039;&#039;Grapple:&#039;&#039;&#039; +5	&lt;br /&gt;
 &#039;&#039;&#039;Int:&#039;&#039;&#039; 17 +3	&#039;&#039;&#039;Speed:&#039;&#039;&#039; 30 ft.	&lt;br /&gt;
 &#039;&#039;&#039;Wis:&#039;&#039;&#039; 13 +1	  &#039;&#039;&#039;Swim:&#039;&#039;&#039; 20 ft.&lt;br /&gt;
 &#039;&#039;&#039;Cha:&#039;&#039;&#039; 15 +2	&#039;&#039;&#039;Init:&#039;&#039;&#039; +5&lt;br /&gt;
 &#039;&#039;&#039;[[Trinity:Perception|Per]]:&#039;&#039;&#039; 12 +1	&#039;&#039;&#039;ACP:&#039;&#039;&#039; -0&lt;br /&gt;
 &lt;br /&gt;
 	&#039;&#039;&#039;Armor	Shld	Dex&#039;&#039;&#039;	&lt;br /&gt;
 &#039;&#039;&#039;AC:&#039;&#039;&#039; 14    +1     +0      +3&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Flat:&#039;&#039;&#039; 11	&#039;&#039;&#039;Touch:&#039;&#039;&#039; 13&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Armament&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;Armor:&#039;&#039; [[Trinity:Armor#Steelcloth_Clothes|Steelcloth Clothes]]&lt;br /&gt;
 &#039;&#039;Shield:&#039;&#039; None&lt;br /&gt;
 &#039;&#039;Weapons&#039;&#039;&lt;br /&gt;
 [[Trinity:Weapons#Shuko|Shuko]]&lt;br /&gt;
 Crossbow, Light [47 bolts]&lt;br /&gt;
 &lt;br /&gt;
 	&#039;&#039;&#039;Total	Base	Mod	Misc&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;Fort:&#039;&#039;&#039;	  +4	 +3	 +1&lt;br /&gt;
 &#039;&#039;&#039;Ref:&#039;&#039;&#039;	  +7	 +4	 +3&lt;br /&gt;
 &#039;&#039;&#039;Will:&#039;&#039;&#039;	  +2	 +1	 +1&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Attacks per Round&#039;&#039;&#039;&lt;br /&gt;
 			Atk	Dmg&lt;br /&gt;
 Shuko			 +7	1d4+2&lt;br /&gt;
 Crossbow, Light		 +7	1d8&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Racial Abilities&#039;&#039;&#039;&lt;br /&gt;
 Low-light Vision (x3)&lt;br /&gt;
 +2 racial bonus on Sleight of Hand checks&lt;br /&gt;
 +2 racial bonus on Pilot checks&lt;br /&gt;
 &#039;&#039;Hold Breath (Ex):&#039;&#039; Hold breath for 12 minutes&lt;br /&gt;
 &#039;&#039;Underwater Fighting:&#039;&#039; No penalties for fighting underwater&lt;br /&gt;
 &#039;&#039;Favored Class:&#039;&#039; [[Trinity:Corsair|Corsair]]&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
 Weapon Finesse&lt;br /&gt;
 Quick Reconnoiter&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Class Features&#039;&#039;&#039;&lt;br /&gt;
 Poison Use&lt;br /&gt;
 Sneak Attack +2d6&lt;br /&gt;
 1st Favored Poison (Petropoison)&lt;br /&gt;
 Skill Focus (Craft [Poison])&lt;br /&gt;
 Uncanny Dodge&lt;br /&gt;
 Death Attack (Aerterial)&lt;br /&gt;
 Quick Kill&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Skills		Total	Ranks	Mod	Misc&#039;&#039;&#039;&lt;br /&gt;
 Craft (Poison)	 +14	  6	Int	 +5&lt;br /&gt;
 Escape Artist	  +8	  5	Dex&lt;br /&gt;
 Forgery		  +8	  5	Int&lt;br /&gt;
 Hide		 +11	  8	Dex&lt;br /&gt;
 Intimidate	  +8	  6	Cha&lt;br /&gt;
 Jump		 +10	  6	Str	 +2&lt;br /&gt;
 Listen		  +9	  8	Per&lt;br /&gt;
 Move Silently	  +9	  6	Dex&lt;br /&gt;
 Search		  +7	  6	Per&lt;br /&gt;
 Spot		  +9	  8	Per&lt;br /&gt;
 Tumble		 +13	  8	Dex	 +2&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
 Backpack&lt;br /&gt;
 -- Silk Rope (50 ft.)&lt;br /&gt;
 -- Grappling Hook&lt;br /&gt;
 -- Artisan&#039;s Kit (Poisonmaking) [Masterwork]&lt;br /&gt;
 -- Petropoison (Injury; Fort DC 18; Exhaustion, 1d3+2 Dex) [17]&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Languages:&#039;&#039;&#039; Common (Eastern), Lynaen, Trade (Glacial, Lotharic, Northlander, Thunder), Phytic&lt;br /&gt;
&lt;br /&gt;
==4th Level==&lt;br /&gt;
 &#039;&#039;&#039;Classes:&#039;&#039;&#039; [[Trinity:Assassin|Assassin]] (4)&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Str:&#039;&#039;&#039; 14 +2	&#039;&#039;&#039;Level:&#039;&#039;&#039; 4	&#039;&#039;&#039;HP:&#039;&#039;&#039; 21 (4d6+4)&lt;br /&gt;
 &#039;&#039;&#039;Dex:&#039;&#039;&#039; 16 +3	&#039;&#039;&#039;BAB:&#039;&#039;&#039; +3		&lt;br /&gt;
 &#039;&#039;&#039;Con:&#039;&#039;&#039; 12 +1	&#039;&#039;&#039;Grapple:&#039;&#039;&#039; +5	&lt;br /&gt;
 &#039;&#039;&#039;Int:&#039;&#039;&#039; 17 +3	&#039;&#039;&#039;Speed:&#039;&#039;&#039; 30 ft.	&lt;br /&gt;
 &#039;&#039;&#039;Wis:&#039;&#039;&#039; 13 +1	  &#039;&#039;&#039;Swim:&#039;&#039;&#039; 20 ft.&lt;br /&gt;
 &#039;&#039;&#039;Cha:&#039;&#039;&#039; 15 +2	&#039;&#039;&#039;Init:&#039;&#039;&#039; +5&lt;br /&gt;
 &#039;&#039;&#039;[[Trinity:Perception|Per]]:&#039;&#039;&#039; 12 +1	&#039;&#039;&#039;ACP:&#039;&#039;&#039; -0&lt;br /&gt;
 &lt;br /&gt;
 	&#039;&#039;&#039;Armor	Shld	Dex&#039;&#039;&#039;	&lt;br /&gt;
 &#039;&#039;&#039;AC:&#039;&#039;&#039; 14    +1     +0      +3&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Flat:&#039;&#039;&#039; 11	&#039;&#039;&#039;Touch:&#039;&#039;&#039; 13&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Armament&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;Armor:&#039;&#039; [[Trinity:Armor#Steelcloth_Clothes|Steelcloth Clothes]]&lt;br /&gt;
 &#039;&#039;Shield:&#039;&#039; None&lt;br /&gt;
 &#039;&#039;Weapons&#039;&#039;&lt;br /&gt;
 [[Trinity:Weapons#Shuko|Shuko]]&lt;br /&gt;
 Crossbow, Light [49 bolts]&lt;br /&gt;
 &lt;br /&gt;
 	&#039;&#039;&#039;Total	Base	Mod	Misc&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;Fort:&#039;&#039;&#039;	  +3	 +2	 +1&lt;br /&gt;
 &#039;&#039;&#039;Ref:&#039;&#039;&#039;	  +7	 +4	 +3&lt;br /&gt;
 &#039;&#039;&#039;Will:&#039;&#039;&#039;	  +2	 +1	 +1&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Attacks per Round&#039;&#039;&#039;&lt;br /&gt;
 			Atk	Dmg&lt;br /&gt;
 Shuko			 +7	1d4+2&lt;br /&gt;
 Crossbow, Light		 +7	1d8&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Racial Abilities&#039;&#039;&#039;&lt;br /&gt;
 Low-light Vision (x3)&lt;br /&gt;
 +2 racial bonus on Sleight of Hand checks&lt;br /&gt;
 +2 racial bonus on Pilot checks&lt;br /&gt;
 &#039;&#039;Hold Breath (Ex):&#039;&#039; Hold breath for 12 minutes&lt;br /&gt;
 &#039;&#039;Underwater Fighting:&#039;&#039; No penalties for fighting underwater&lt;br /&gt;
 &#039;&#039;Favored Class:&#039;&#039; [[Trinity:Corsair|Corsair]]&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
 Weapon Finesse&lt;br /&gt;
 Quick Reconnoiter&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Class Features&#039;&#039;&#039;&lt;br /&gt;
 Poison Use&lt;br /&gt;
 Sneak Attack +2d6&lt;br /&gt;
 1st Favored Poison (Petropoison)&lt;br /&gt;
 Skill Focus (Craft [Poison])&lt;br /&gt;
 Uncanny Dodge&lt;br /&gt;
 Death Attack (Aerterial)&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Skills		Total	Ranks	Mod	Misc&#039;&#039;&#039;&lt;br /&gt;
 Craft (Poison)	 +14	  6	Int	 +5&lt;br /&gt;
 Escape Artist	  +8	  5	Dex&lt;br /&gt;
 Forgery		  +8	  5	Int&lt;br /&gt;
 Hide		  +8	  5	Dex&lt;br /&gt;
 Intimidate	  +8	  6	Cha&lt;br /&gt;
 Jump		 +10	  6	Str	 +2&lt;br /&gt;
 Listen		  +7	  6	Per&lt;br /&gt;
 Move Silently	  +9	  6	Dex&lt;br /&gt;
 Search		  +7	  6	Per&lt;br /&gt;
 Spot		  +7	  6	Per&lt;br /&gt;
 Tumble		 +11	  6	Dex	 +2&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
 Backpack&lt;br /&gt;
 -- Silk Rope (50 ft.)&lt;br /&gt;
 -- Grappling Hook&lt;br /&gt;
 -- Artisan&#039;s Kit (Poisonmaking) [Masterwork]&lt;br /&gt;
 -- Petropoison (Injury; Fort DC 18; Exhaustion, 1d3+2 Dex) [18]&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Languages:&#039;&#039;&#039; Common (Eastern), Lynaen, Trade (Glacial, Lotharic, Northlander, Thunder), Phytic&lt;br /&gt;
&lt;br /&gt;
==3rd Level==&lt;br /&gt;
 &#039;&#039;&#039;Classes:&#039;&#039;&#039; [[Trinity:Assassin|Assassin]] (3)&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Str:&#039;&#039;&#039; 14 +2	&#039;&#039;&#039;Level:&#039;&#039;&#039; 3	&#039;&#039;&#039;HP:&#039;&#039;&#039; 16 (3d6)&lt;br /&gt;
 &#039;&#039;&#039;Dex:&#039;&#039;&#039; 16 +3	&#039;&#039;&#039;BAB:&#039;&#039;&#039; +2		&lt;br /&gt;
 &#039;&#039;&#039;Con:&#039;&#039;&#039; 11 +0	&#039;&#039;&#039;Grapple:&#039;&#039;&#039; +4	&lt;br /&gt;
 &#039;&#039;&#039;Int:&#039;&#039;&#039; 17 +3	&#039;&#039;&#039;Speed:&#039;&#039;&#039; 30 ft.	&lt;br /&gt;
 &#039;&#039;&#039;Wis:&#039;&#039;&#039; 13 +1	  &#039;&#039;&#039;Swim:&#039;&#039;&#039; 20 ft.&lt;br /&gt;
 &#039;&#039;&#039;Cha:&#039;&#039;&#039; 15 +2	&#039;&#039;&#039;Init:&#039;&#039;&#039; +5&lt;br /&gt;
 &#039;&#039;&#039;[[Trinity:Perception|Per]]:&#039;&#039;&#039; 12 +1	&#039;&#039;&#039;ACP:&#039;&#039;&#039; -0 &lt;br /&gt;
 &lt;br /&gt;
 	&#039;&#039;&#039;Armor	Shld	Dex&#039;&#039;&#039;	&lt;br /&gt;
 &#039;&#039;&#039;AC:&#039;&#039;&#039; 14    +1     +0      +3&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Flat:&#039;&#039;&#039; 11	&#039;&#039;&#039;Touch:&#039;&#039;&#039; 13&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Armament&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;Armor:&#039;&#039; [[Trinity:Armor#Steelcloth_Clothes|Steelcloth Clothes]]&lt;br /&gt;
 &#039;&#039;Shield:&#039;&#039; None&lt;br /&gt;
 &#039;&#039;Weapons&#039;&#039;&lt;br /&gt;
 [[Trinity:Weapons#Shuko|Shuko]]&lt;br /&gt;
 Crossbow, Light [50 bolts]&lt;br /&gt;
 &lt;br /&gt;
 	&#039;&#039;&#039;Total	Base	Mod	Misc&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;Fort:&#039;&#039;&#039;	  +2	 +2	 +0&lt;br /&gt;
 &#039;&#039;&#039;Ref:&#039;&#039;&#039;	  +6	 +3	 +3&lt;br /&gt;
 &#039;&#039;&#039;Will:&#039;&#039;&#039;	  +2	 +1	 +1&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Attacks per Round&#039;&#039;&#039;&lt;br /&gt;
 			Atk	Dmg&lt;br /&gt;
 Shuko			 +6	1d4+2&lt;br /&gt;
 Crossbow, Light		 +6	1d8&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Racial Abilities&#039;&#039;&#039;&lt;br /&gt;
 Low-light Vision (x3)&lt;br /&gt;
 +2 racial bonus on Sleight of Hand checks&lt;br /&gt;
 +2 racial bonus on Pilot checks&lt;br /&gt;
 &#039;&#039;Hold Breath (Ex):&#039;&#039; Hold breath for 11 minutes&lt;br /&gt;
 &#039;&#039;Underwater Fighting:&#039;&#039; No penalties for fighting underwater&lt;br /&gt;
 &#039;&#039;Favored Class:&#039;&#039; [[Trinity:Corsair|Corsair]]&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
 Weapon Finesse&lt;br /&gt;
 Quick Reconnoiter&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Class Features&#039;&#039;&#039;&lt;br /&gt;
 Poison Use&lt;br /&gt;
 Sneak Attack +1d6&lt;br /&gt;
 1st Favored Poison (Petropoison)&lt;br /&gt;
 Skill Focus (Craft [Poison])&lt;br /&gt;
 Uncanny Dodge&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Skills		Total	Ranks	Mod	Misc&#039;&#039;&#039;&lt;br /&gt;
 Craft (Poison)	 +14	  6	Int	 +5&lt;br /&gt;
 Escape Artist	  +8	  5	Dex&lt;br /&gt;
 Forgery		  +8	  5	Int&lt;br /&gt;
 Intimidate	  +8	  6	Cha&lt;br /&gt;
 Jump		  +8	  6	Str&lt;br /&gt;
 Listen		  +7	  6	Per&lt;br /&gt;
 Move Silently	  +9	  6	Dex&lt;br /&gt;
 Search		  +7	  6	Per&lt;br /&gt;
 Spot		  +7	  6	Per&lt;br /&gt;
 Tumble		  +5	  2	Dex&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
 Backpack&lt;br /&gt;
 -- Silk Rope (50 ft.)&lt;br /&gt;
 -- Grappling Hook&lt;br /&gt;
 -- Artisan&#039;s Kit (Poisonmaking) [Masterwork]&lt;br /&gt;
 -- Petropoison (Injury; Fort DC 18; Exhaustion, 1d3+2 Dex) [18]&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Languages:&#039;&#039;&#039; Common (Eastern), Lynaen, Trade (Glacial, Lotharic, Northlander, Thunder), Phytic&lt;br /&gt;
&lt;br /&gt;
==2nd Level==&lt;br /&gt;
 &#039;&#039;&#039;Classes:&#039;&#039;&#039; [[Trinity:Assassin|Assassin]] (2)&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Str:&#039;&#039;&#039; 14 +2	&#039;&#039;&#039;Level:&#039;&#039;&#039; 2	&#039;&#039;&#039;HP:&#039;&#039;&#039; 11 (2d6)&lt;br /&gt;
 &#039;&#039;&#039;Dex:&#039;&#039;&#039; 16 +3	&#039;&#039;&#039;BAB:&#039;&#039;&#039; +1		&lt;br /&gt;
 &#039;&#039;&#039;Con:&#039;&#039;&#039; 11 +0	&#039;&#039;&#039;Grapple:&#039;&#039;&#039; +3	&lt;br /&gt;
 &#039;&#039;&#039;Int:&#039;&#039;&#039; 17 +3	&#039;&#039;&#039;Speed:&#039;&#039;&#039; 30 ft.	&lt;br /&gt;
 &#039;&#039;&#039;Wis:&#039;&#039;&#039; 13 +1	  &#039;&#039;&#039;Swim:&#039;&#039;&#039; 20 ft.&lt;br /&gt;
 &#039;&#039;&#039;Cha:&#039;&#039;&#039; 15 +2	&#039;&#039;&#039;Init:&#039;&#039;&#039; +3&lt;br /&gt;
 &#039;&#039;&#039;[[Trinity:Perception|Per]]:&#039;&#039;&#039; 12 +1	&#039;&#039;&#039;ACP:&#039;&#039;&#039; -0 &lt;br /&gt;
 &lt;br /&gt;
 	&#039;&#039;&#039;Armor	Shld	Dex&#039;&#039;&#039;	&lt;br /&gt;
 &#039;&#039;&#039;AC:&#039;&#039;&#039; 14    +1     +0      +3&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Flat:&#039;&#039;&#039; 11	&#039;&#039;&#039;Touch:&#039;&#039;&#039; 13&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Armament&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;Armor:&#039;&#039; [[Trinity:Armor#Steelcloth_Clothes|Steelcloth Clothes]]&lt;br /&gt;
 &#039;&#039;Shield:&#039;&#039; None&lt;br /&gt;
 &#039;&#039;Weapons&#039;&#039;&lt;br /&gt;
 [[Trinity:Weapons#Shuko|Shuko]]&lt;br /&gt;
 Crossbow, Light [50 bolts]&lt;br /&gt;
 &lt;br /&gt;
 	&#039;&#039;&#039;Total	Base	Mod	Misc&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;Fort:&#039;&#039;&#039;	  +2	 +2	 +0&lt;br /&gt;
 &#039;&#039;&#039;Ref:&#039;&#039;&#039;	  +6	 +3	 +3&lt;br /&gt;
 &#039;&#039;&#039;Will:&#039;&#039;&#039;	  +1	 +0	 +1&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Attacks per Round&#039;&#039;&#039;&lt;br /&gt;
 			&#039;&#039;&#039;Atk	Dmg&#039;&#039;&#039;&lt;br /&gt;
 Shuko			 +5	1d4+2&lt;br /&gt;
 Crossbow, Light		 +5	1d8&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Racial Abilities&#039;&#039;&#039;&lt;br /&gt;
 Low-light Vision (x3)&lt;br /&gt;
 +2 racial bonus on Sleight of Hand checks&lt;br /&gt;
 +2 racial bonus on Pilot checks&lt;br /&gt;
 &#039;&#039;Hold Breath (Ex):&#039;&#039; Hold breath for 11 minutes&lt;br /&gt;
 &#039;&#039;Underwater Fighting:&#039;&#039; No penalties for fighting underwater&lt;br /&gt;
 &#039;&#039;Favored Class:&#039;&#039; [[Trinity:Corsair|Corsair]]&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
 Weapon Finesse&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Class Features&#039;&#039;&#039;&lt;br /&gt;
 Poison Use&lt;br /&gt;
 Sneak Attack +1d6&lt;br /&gt;
 1st Favored Poison (Petropoison)&lt;br /&gt;
 Skill Focus (Craft [Poison])&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Skills		Total	Ranks	Mod	Misc&#039;&#039;&#039;&lt;br /&gt;
 Craft (Poison)	 +13	  5	Int	 +5&lt;br /&gt;
 Escape Artist	  +8	  5	Dex&lt;br /&gt;
 Forgery		  +8	  5	Int&lt;br /&gt;
 Intimidate	  +7	  5	Cha&lt;br /&gt;
 Jump		  +7	  5	Str&lt;br /&gt;
 Listen		  +6	  5	Per&lt;br /&gt;
 Move Silently	  +8	  5	Dex&lt;br /&gt;
 Search		  +6	  5	Per&lt;br /&gt;
 Spot		  +6	  5	Per&lt;br /&gt;
 Tumble		  +5	  2	Dex&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
 Backpack&lt;br /&gt;
 -- Silk Rope (50 ft.)&lt;br /&gt;
 -- Grappling Hook&lt;br /&gt;
 -- Artisan&#039;s Kit (Poisonmaking) [Masterwork]&lt;br /&gt;
 -- Petropoison (Injury; Fort DC 18; Exhaustion, 1d3+2 Dex) [19]&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Languages:&#039;&#039;&#039; Common (Eastern), Lynaen, Trade (Glacial, Lotharic, Northlander, Thunder), Phytic&lt;br /&gt;
&lt;br /&gt;
[[category:Trinity]]&lt;/div&gt;</summary>
		<author><name>GnomeWorks</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Trinity:Toplander_Tiy_Lena&amp;diff=67566</id>
		<title>Trinity:Toplander Tiy Lena</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Trinity:Toplander_Tiy_Lena&amp;diff=67566"/>
		<updated>2007-11-17T23:25:14Z</updated>

		<summary type="html">&lt;p&gt;GnomeWorks: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the character tracking sheet for &#039;&#039;Tiy Lena&#039;&#039;, a member of [[Trinity:The_Toplanders|The Toplanders]], in [[Trinity:Main_Page|Trinity]].&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Name:&#039;&#039;&#039; Tiy Lena&lt;br /&gt;
 &#039;&#039;&#039;Race:&#039;&#039;&#039; [[Trinity:Selkie|Selkie]]&lt;br /&gt;
 &#039;&#039;&#039;Gender:&#039;&#039;&#039; Female&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Age:&#039;&#039;&#039; 13&lt;br /&gt;
 &#039;&#039;&#039;Height:&#039;&#039;&#039; 3&#039; 10&amp;quot;&lt;br /&gt;
 &#039;&#039;&#039;Weight:&#039;&#039;&#039; 73 lbs.&lt;br /&gt;
 &#039;&#039;&#039;Eyes:&#039;&#039;&#039; Grey&lt;br /&gt;
 &#039;&#039;&#039;Hair:&#039;&#039;&#039; Blonde&lt;br /&gt;
 &#039;&#039;&#039;Skin:&#039;&#039;&#039; Tan&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Level Tracking&#039;&#039;&#039;&lt;br /&gt;
 [[Trinity:Toplander_Tiy_Lena#4th_Level|4th]]&lt;br /&gt;
 [[Trinity:Toplander_Tiy_Lena#3rd_Level|3rd]]&lt;br /&gt;
 [[Trinity:Toplander_Tiy_Lena#2nd_Level|2nd]]&lt;br /&gt;
&lt;br /&gt;
==5th Level==&lt;br /&gt;
 &#039;&#039;&#039;Classes:&#039;&#039;&#039; [[Trinity:Assassin|Assassin]] (5)&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Str:&#039;&#039;&#039; 14 +2	&#039;&#039;&#039;Level:&#039;&#039;&#039; 5	&#039;&#039;&#039;HP:&#039;&#039;&#039; 28 (5d6+5)&lt;br /&gt;
 &#039;&#039;&#039;Dex:&#039;&#039;&#039; 16 +3	&#039;&#039;&#039;BAB:&#039;&#039;&#039; +3		&lt;br /&gt;
 &#039;&#039;&#039;Con:&#039;&#039;&#039; 12 +1	&#039;&#039;&#039;Grapple:&#039;&#039;&#039; +5	&lt;br /&gt;
 &#039;&#039;&#039;Int:&#039;&#039;&#039; 17 +3	&#039;&#039;&#039;Speed:&#039;&#039;&#039; 30 ft.	&lt;br /&gt;
 &#039;&#039;&#039;Wis:&#039;&#039;&#039; 13 +1	  &#039;&#039;&#039;Swim:&#039;&#039;&#039; 20 ft.&lt;br /&gt;
 &#039;&#039;&#039;Cha:&#039;&#039;&#039; 15 +2	&#039;&#039;&#039;Init:&#039;&#039;&#039; +5&lt;br /&gt;
 &#039;&#039;&#039;[[Trinity:Perception|Per]]:&#039;&#039;&#039; 12 +1	&#039;&#039;&#039;ACP:&#039;&#039;&#039; -0&lt;br /&gt;
 &lt;br /&gt;
 	&#039;&#039;&#039;Armor	Shld	Dex&#039;&#039;&#039;	&lt;br /&gt;
 &#039;&#039;&#039;AC:&#039;&#039;&#039; 14    +1     +0      +3&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Flat:&#039;&#039;&#039; 11	&#039;&#039;&#039;Touch:&#039;&#039;&#039; 13&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Armament&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;Armor:&#039;&#039; [[Trinity:Armor#Steelcloth_Clothes|Steelcloth Clothes]]&lt;br /&gt;
 &#039;&#039;Shield:&#039;&#039; None&lt;br /&gt;
 &#039;&#039;Weapons&#039;&#039;&lt;br /&gt;
 [[Trinity:Weapons#Shuko|Shuko]]&lt;br /&gt;
 Crossbow, Light [47 bolts]&lt;br /&gt;
 &lt;br /&gt;
 	&#039;&#039;&#039;Total	Base	Mod	Misc&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;Fort:&#039;&#039;&#039;	  +4	 +3	 +1&lt;br /&gt;
 &#039;&#039;&#039;Ref:&#039;&#039;&#039;	  +7	 +4	 +3&lt;br /&gt;
 &#039;&#039;&#039;Will:&#039;&#039;&#039;	  +2	 +1	 +1&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Attacks per Round&#039;&#039;&#039;&lt;br /&gt;
 			Atk	Dmg&lt;br /&gt;
 Shuko			 +7	1d4+2&lt;br /&gt;
 Crossbow, Light		 +7	1d8&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Racial Abilities&#039;&#039;&#039;&lt;br /&gt;
 Low-light Vision (x3)&lt;br /&gt;
 +2 racial bonus on Sleight of Hand checks&lt;br /&gt;
 +2 racial bonus on Pilot checks&lt;br /&gt;
 &#039;&#039;Hold Breath (Ex):&#039;&#039; Hold breath for 12 minutes&lt;br /&gt;
 &#039;&#039;Underwater Fighting:&#039;&#039; No penalties for fighting underwater&lt;br /&gt;
 &#039;&#039;Favored Class:&#039;&#039; [[Trinity:Corsair|Corsair]]&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
 Weapon Finesse&lt;br /&gt;
 Quick Reconnoiter&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Class Features&#039;&#039;&#039;&lt;br /&gt;
 Poison Use&lt;br /&gt;
 Sneak Attack +2d6&lt;br /&gt;
 1st Favored Poison (Petropoison)&lt;br /&gt;
 Skill Focus (Craft [Poison])&lt;br /&gt;
 Uncanny Dodge&lt;br /&gt;
 Death Attack (Aerterial)&lt;br /&gt;
 Quick Kill&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Skills		Total	Ranks	Mod	Misc&#039;&#039;&#039;&lt;br /&gt;
 Craft (Poison)	 +14	  6	Int	 +5&lt;br /&gt;
 Escape Artist	  +8	  5	Dex&lt;br /&gt;
 Forgery		  +8	  5	Int&lt;br /&gt;
 Hide		 +11	  8	Dex&lt;br /&gt;
 Intimidate	  +8	  6	Cha&lt;br /&gt;
 Jump		 +10	  6	Str	 +2&lt;br /&gt;
 Listen		  +9	  8	Per&lt;br /&gt;
 Move Silently	  +9	  6	Dex&lt;br /&gt;
 Search		  +7	  6	Per&lt;br /&gt;
 Spot		  +9	  8	Per&lt;br /&gt;
 Tumble		 +13	  8	Dex	 +2&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
 Backpack&lt;br /&gt;
 -- Silk Rope (50 ft.)&lt;br /&gt;
 -- Grappling Hook&lt;br /&gt;
 -- Artisan&#039;s Kit (Poisonmaking) [Masterwork]&lt;br /&gt;
 -- Petropoison (Injury; Fort DC 18; Exhaustion, 1d3+2 Dex) [17]&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Languages:&#039;&#039;&#039; Common (Eastern), Lynaen, Trade (Glacial, Lotharic, Northlander, Thunder), Phytic&lt;br /&gt;
&lt;br /&gt;
==4th Level==&lt;br /&gt;
 &#039;&#039;&#039;Classes:&#039;&#039;&#039; [[Trinity:Assassin|Assassin]] (4)&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Str:&#039;&#039;&#039; 14 +2	&#039;&#039;&#039;Level:&#039;&#039;&#039; 4	&#039;&#039;&#039;HP:&#039;&#039;&#039; 21 (4d6+4)&lt;br /&gt;
 &#039;&#039;&#039;Dex:&#039;&#039;&#039; 16 +3	&#039;&#039;&#039;BAB:&#039;&#039;&#039; +3		&lt;br /&gt;
 &#039;&#039;&#039;Con:&#039;&#039;&#039; 12 +1	&#039;&#039;&#039;Grapple:&#039;&#039;&#039; +5	&lt;br /&gt;
 &#039;&#039;&#039;Int:&#039;&#039;&#039; 17 +3	&#039;&#039;&#039;Speed:&#039;&#039;&#039; 30 ft.	&lt;br /&gt;
 &#039;&#039;&#039;Wis:&#039;&#039;&#039; 13 +1	  &#039;&#039;&#039;Swim:&#039;&#039;&#039; 20 ft.&lt;br /&gt;
 &#039;&#039;&#039;Cha:&#039;&#039;&#039; 15 +2	&#039;&#039;&#039;Init:&#039;&#039;&#039; +5&lt;br /&gt;
 &#039;&#039;&#039;[[Trinity:Perception|Per]]:&#039;&#039;&#039; 12 +1	&#039;&#039;&#039;ACP:&#039;&#039;&#039; -0&lt;br /&gt;
 &lt;br /&gt;
 	&#039;&#039;&#039;Armor	Shld	Dex&#039;&#039;&#039;	&lt;br /&gt;
 &#039;&#039;&#039;AC:&#039;&#039;&#039; 14    +1     +0      +3&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Flat:&#039;&#039;&#039; 11	&#039;&#039;&#039;Touch:&#039;&#039;&#039; 13&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Armament&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;Armor:&#039;&#039; [[Trinity:Armor#Steelcloth_Clothes|Steelcloth Clothes]]&lt;br /&gt;
 &#039;&#039;Shield:&#039;&#039; None&lt;br /&gt;
 &#039;&#039;Weapons&#039;&#039;&lt;br /&gt;
 [[Trinity:Weapons#Shuko|Shuko]]&lt;br /&gt;
 Crossbow, Light [49 bolts]&lt;br /&gt;
 &lt;br /&gt;
 	&#039;&#039;&#039;Total	Base	Mod	Misc&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;Fort:&#039;&#039;&#039;	  +3	 +2	 +1&lt;br /&gt;
 &#039;&#039;&#039;Ref:&#039;&#039;&#039;	  +7	 +4	 +3&lt;br /&gt;
 &#039;&#039;&#039;Will:&#039;&#039;&#039;	  +2	 +1	 +1&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Attacks per Round&#039;&#039;&#039;&lt;br /&gt;
 			Atk	Dmg&lt;br /&gt;
 Shuko			 +7	1d4+2&lt;br /&gt;
 Crossbow, Light		 +7	1d8&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Racial Abilities&#039;&#039;&#039;&lt;br /&gt;
 Low-light Vision (x3)&lt;br /&gt;
 +2 racial bonus on Sleight of Hand checks&lt;br /&gt;
 +2 racial bonus on Pilot checks&lt;br /&gt;
 &#039;&#039;Hold Breath (Ex):&#039;&#039; Hold breath for 12 minutes&lt;br /&gt;
 &#039;&#039;Underwater Fighting:&#039;&#039; No penalties for fighting underwater&lt;br /&gt;
 &#039;&#039;Favored Class:&#039;&#039; [[Trinity:Corsair|Corsair]]&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
 Weapon Finesse&lt;br /&gt;
 Quick Reconnoiter&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Class Features&#039;&#039;&#039;&lt;br /&gt;
 Poison Use&lt;br /&gt;
 Sneak Attack +2d6&lt;br /&gt;
 1st Favored Poison (Petropoison)&lt;br /&gt;
 Skill Focus (Craft [Poison])&lt;br /&gt;
 Uncanny Dodge&lt;br /&gt;
 Death Attack (Aerterial)&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Skills		Total	Ranks	Mod	Misc&#039;&#039;&#039;&lt;br /&gt;
 Craft (Poison)	 +14	  6	Int	 +5&lt;br /&gt;
 Escape Artist	  +8	  5	Dex&lt;br /&gt;
 Forgery		  +8	  5	Int&lt;br /&gt;
 Hide		  +8	  5	Dex&lt;br /&gt;
 Intimidate	  +8	  6	Cha&lt;br /&gt;
 Jump		 +10	  6	Str	 +2&lt;br /&gt;
 Listen		  +7	  6	Per&lt;br /&gt;
 Move Silently	  +9	  6	Dex&lt;br /&gt;
 Search		  +7	  6	Per&lt;br /&gt;
 Spot		  +7	  6	Per&lt;br /&gt;
 Tumble		 +11	  6	Dex	 +2&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
 Backpack&lt;br /&gt;
 -- Silk Rope (50 ft.)&lt;br /&gt;
 -- Grappling Hook&lt;br /&gt;
 -- Artisan&#039;s Kit (Poisonmaking) [Masterwork]&lt;br /&gt;
 -- Petropoison (Injury; Fort DC 18; Exhaustion, 1d3+2 Dex) [18]&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Languages:&#039;&#039;&#039; Common (Eastern), Lynaen, Trade (Glacial, Lotharic, Northlander, Thunder), Phytic&lt;br /&gt;
&lt;br /&gt;
==3rd Level==&lt;br /&gt;
 &#039;&#039;&#039;Classes:&#039;&#039;&#039; [[Trinity:Assassin|Assassin]] (3)&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Str:&#039;&#039;&#039; 14 +2	&#039;&#039;&#039;Level:&#039;&#039;&#039; 3	&#039;&#039;&#039;HP:&#039;&#039;&#039; 16 (3d6)&lt;br /&gt;
 &#039;&#039;&#039;Dex:&#039;&#039;&#039; 16 +3	&#039;&#039;&#039;BAB:&#039;&#039;&#039; +2		&lt;br /&gt;
 &#039;&#039;&#039;Con:&#039;&#039;&#039; 11 +0	&#039;&#039;&#039;Grapple:&#039;&#039;&#039; +4	&lt;br /&gt;
 &#039;&#039;&#039;Int:&#039;&#039;&#039; 17 +3	&#039;&#039;&#039;Speed:&#039;&#039;&#039; 30 ft.	&lt;br /&gt;
 &#039;&#039;&#039;Wis:&#039;&#039;&#039; 13 +1	  &#039;&#039;&#039;Swim:&#039;&#039;&#039; 20 ft.&lt;br /&gt;
 &#039;&#039;&#039;Cha:&#039;&#039;&#039; 15 +2	&#039;&#039;&#039;Init:&#039;&#039;&#039; +5&lt;br /&gt;
 &#039;&#039;&#039;[[Trinity:Perception|Per]]:&#039;&#039;&#039; 12 +1	&#039;&#039;&#039;ACP:&#039;&#039;&#039; -0 &lt;br /&gt;
 &lt;br /&gt;
 	&#039;&#039;&#039;Armor	Shld	Dex&#039;&#039;&#039;	&lt;br /&gt;
 &#039;&#039;&#039;AC:&#039;&#039;&#039; 14    +1     +0      +3&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Flat:&#039;&#039;&#039; 11	&#039;&#039;&#039;Touch:&#039;&#039;&#039; 13&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Armament&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;Armor:&#039;&#039; [[Trinity:Armor#Steelcloth_Clothes|Steelcloth Clothes]]&lt;br /&gt;
 &#039;&#039;Shield:&#039;&#039; None&lt;br /&gt;
 &#039;&#039;Weapons&#039;&#039;&lt;br /&gt;
 [[Trinity:Weapons#Shuko|Shuko]]&lt;br /&gt;
 Crossbow, Light [50 bolts]&lt;br /&gt;
 &lt;br /&gt;
 	&#039;&#039;&#039;Total	Base	Mod	Misc&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;Fort:&#039;&#039;&#039;	  +2	 +2	 +0&lt;br /&gt;
 &#039;&#039;&#039;Ref:&#039;&#039;&#039;	  +6	 +3	 +3&lt;br /&gt;
 &#039;&#039;&#039;Will:&#039;&#039;&#039;	  +2	 +1	 +1&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Attacks per Round&#039;&#039;&#039;&lt;br /&gt;
 			Atk	Dmg&lt;br /&gt;
 Shuko			 +6	1d4+2&lt;br /&gt;
 Crossbow, Light		 +6	1d8&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Racial Abilities&#039;&#039;&#039;&lt;br /&gt;
 Low-light Vision (x3)&lt;br /&gt;
 +2 racial bonus on Sleight of Hand checks&lt;br /&gt;
 +2 racial bonus on Pilot checks&lt;br /&gt;
 &#039;&#039;Hold Breath (Ex):&#039;&#039; Hold breath for 11 minutes&lt;br /&gt;
 &#039;&#039;Underwater Fighting:&#039;&#039; No penalties for fighting underwater&lt;br /&gt;
 &#039;&#039;Favored Class:&#039;&#039; [[Trinity:Corsair|Corsair]]&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
 Weapon Finesse&lt;br /&gt;
 Quick Reconnoiter&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Class Features&#039;&#039;&#039;&lt;br /&gt;
 Poison Use&lt;br /&gt;
 Sneak Attack +1d6&lt;br /&gt;
 1st Favored Poison (Petropoison)&lt;br /&gt;
 Skill Focus (Craft [Poison])&lt;br /&gt;
 Uncanny Dodge&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Skills		Total	Ranks	Mod	Misc&#039;&#039;&#039;&lt;br /&gt;
 Craft (Poison)	 +14	  6	Int	 +5&lt;br /&gt;
 Escape Artist	  +8	  5	Dex&lt;br /&gt;
 Forgery		  +8	  5	Int&lt;br /&gt;
 Intimidate	  +8	  6	Cha&lt;br /&gt;
 Jump		  +8	  6	Str&lt;br /&gt;
 Listen		  +7	  6	Per&lt;br /&gt;
 Move Silently	  +9	  6	Dex&lt;br /&gt;
 Search		  +7	  6	Per&lt;br /&gt;
 Spot		  +7	  6	Per&lt;br /&gt;
 Tumble		  +5	  2	Dex&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
 Backpack&lt;br /&gt;
 -- Silk Rope (50 ft.)&lt;br /&gt;
 -- Grappling Hook&lt;br /&gt;
 -- Artisan&#039;s Kit (Poisonmaking) [Masterwork]&lt;br /&gt;
 -- Petropoison (Injury; Fort DC 18; Exhaustion, 1d3+2 Dex) [18]&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Languages:&#039;&#039;&#039; Common (Eastern), Lynaen, Trade (Glacial, Lotharic, Northlander, Thunder), Phytic&lt;br /&gt;
&lt;br /&gt;
==2nd Level==&lt;br /&gt;
 &#039;&#039;&#039;Classes:&#039;&#039;&#039; [[Trinity:Assassin|Assassin]] (2)&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Str:&#039;&#039;&#039; 14 +2	&#039;&#039;&#039;Level:&#039;&#039;&#039; 2	&#039;&#039;&#039;HP:&#039;&#039;&#039; 11 (2d6)&lt;br /&gt;
 &#039;&#039;&#039;Dex:&#039;&#039;&#039; 16 +3	&#039;&#039;&#039;BAB:&#039;&#039;&#039; +1		&lt;br /&gt;
 &#039;&#039;&#039;Con:&#039;&#039;&#039; 11 +0	&#039;&#039;&#039;Grapple:&#039;&#039;&#039; +3	&lt;br /&gt;
 &#039;&#039;&#039;Int:&#039;&#039;&#039; 17 +3	&#039;&#039;&#039;Speed:&#039;&#039;&#039; 30 ft.	&lt;br /&gt;
 &#039;&#039;&#039;Wis:&#039;&#039;&#039; 13 +1	  &#039;&#039;&#039;Swim:&#039;&#039;&#039; 20 ft.&lt;br /&gt;
 &#039;&#039;&#039;Cha:&#039;&#039;&#039; 15 +2	&#039;&#039;&#039;Init:&#039;&#039;&#039; +3&lt;br /&gt;
 &#039;&#039;&#039;[[Trinity:Perception|Per]]:&#039;&#039;&#039; 12 +1	&#039;&#039;&#039;ACP:&#039;&#039;&#039; -0 &lt;br /&gt;
 &lt;br /&gt;
 	&#039;&#039;&#039;Armor	Shld	Dex&#039;&#039;&#039;	&lt;br /&gt;
 &#039;&#039;&#039;AC:&#039;&#039;&#039; 14    +1     +0      +3&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Flat:&#039;&#039;&#039; 11	&#039;&#039;&#039;Touch:&#039;&#039;&#039; 13&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Armament&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;Armor:&#039;&#039; [[Trinity:Armor#Steelcloth_Clothes|Steelcloth Clothes]]&lt;br /&gt;
 &#039;&#039;Shield:&#039;&#039; None&lt;br /&gt;
 &#039;&#039;Weapons&#039;&#039;&lt;br /&gt;
 [[Trinity:Weapons#Shuko|Shuko]]&lt;br /&gt;
 Crossbow, Light [50 bolts]&lt;br /&gt;
 &lt;br /&gt;
 	&#039;&#039;&#039;Total	Base	Mod	Misc&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;Fort:&#039;&#039;&#039;	  +2	 +2	 +0&lt;br /&gt;
 &#039;&#039;&#039;Ref:&#039;&#039;&#039;	  +6	 +3	 +3&lt;br /&gt;
 &#039;&#039;&#039;Will:&#039;&#039;&#039;	  +1	 +0	 +1&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Attacks per Round&#039;&#039;&#039;&lt;br /&gt;
 			&#039;&#039;&#039;Atk	Dmg&#039;&#039;&#039;&lt;br /&gt;
 Shuko			 +5	1d4+2&lt;br /&gt;
 Crossbow, Light		 +5	1d8&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Racial Abilities&#039;&#039;&#039;&lt;br /&gt;
 Low-light Vision (x3)&lt;br /&gt;
 +2 racial bonus on Sleight of Hand checks&lt;br /&gt;
 +2 racial bonus on Pilot checks&lt;br /&gt;
 &#039;&#039;Hold Breath (Ex):&#039;&#039; Hold breath for 11 minutes&lt;br /&gt;
 &#039;&#039;Underwater Fighting:&#039;&#039; No penalties for fighting underwater&lt;br /&gt;
 &#039;&#039;Favored Class:&#039;&#039; [[Trinity:Corsair|Corsair]]&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
 Weapon Finesse&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Class Features&#039;&#039;&#039;&lt;br /&gt;
 Poison Use&lt;br /&gt;
 Sneak Attack +1d6&lt;br /&gt;
 1st Favored Poison (Petropoison)&lt;br /&gt;
 Skill Focus (Craft [Poison])&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Skills		Total	Ranks	Mod	Misc&#039;&#039;&#039;&lt;br /&gt;
 Craft (Poison)	 +13	  5	Int	 +5&lt;br /&gt;
 Escape Artist	  +8	  5	Dex&lt;br /&gt;
 Forgery		  +8	  5	Int&lt;br /&gt;
 Intimidate	  +7	  5	Cha&lt;br /&gt;
 Jump		  +7	  5	Str&lt;br /&gt;
 Listen		  +6	  5	Per&lt;br /&gt;
 Move Silently	  +8	  5	Dex&lt;br /&gt;
 Search		  +6	  5	Per&lt;br /&gt;
 Spot		  +6	  5	Per&lt;br /&gt;
 Tumble		  +5	  2	Dex&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
 Backpack&lt;br /&gt;
 -- Silk Rope (50 ft.)&lt;br /&gt;
 -- Grappling Hook&lt;br /&gt;
 -- Artisan&#039;s Kit (Poisonmaking) [Masterwork]&lt;br /&gt;
 -- Petropoison (Injury; Fort DC 18; Exhaustion, 1d3+2 Dex) [19]&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Languages:&#039;&#039;&#039; Common (Eastern), Lynaen, Trade (Glacial, Lotharic, Northlander, Thunder), Phytic&lt;br /&gt;
&lt;br /&gt;
[[category:Trinity]]&lt;/div&gt;</summary>
		<author><name>GnomeWorks</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Trinity:City_Mechanics&amp;diff=67562</id>
		<title>Trinity:City Mechanics</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Trinity:City_Mechanics&amp;diff=67562"/>
		<updated>2007-11-17T22:29:36Z</updated>

		<summary type="html">&lt;p&gt;GnomeWorks: /* Calculating Attributes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I once randomly came across an interesting online sim, [http://www.heroesofivalice.com/index.php Heroes of Ivalice]. Taking a look, I noticed that - in some combats - the city in which the combat took place was mentioned, and suffered adverse effects due to the destruction of property.&lt;br /&gt;
&lt;br /&gt;
I immediately became intrigued. The idea of cities being mechanical constructs, that could be affected by the actions of players - and not just ad hoc&#039;d, or by DM fiat, but with actual mechanics behind the idea! Being the mechanist that I am, I decided that I, too, wanted to implement something of this sort.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, d20 is sorely lacking in material. One has difficulty finding mass combat rules, much less rules for mechanical effects on cities as a result of a PC&#039;s actions. However, the space is not completely barren, in terms of published rules, and I have found something that will serve - for now - as a decent baseline.&lt;br /&gt;
&lt;br /&gt;
Here, then, I will outline the base mechanics of cities, and how those mechanics interact with the core d20 System. Not all of this information is terribly relevant for players; for the most part, the DM should track this information behind the scenes. Astute players will figure out the more obvious effects (the power of currency changing, for instance), but others will pretty much be outside of their scope.&lt;br /&gt;
&lt;br /&gt;
=Building The City=&lt;br /&gt;
A city is much like a character, in that it has levels (based on its population) and classes. Cities also have an analogue to Hit Dice, that being Wealth.&lt;br /&gt;
&lt;br /&gt;
A city has six ability scores: &#039;&#039;&#039;Force&#039;&#039;&#039;, &#039;&#039;&#039;Mobility&#039;&#039;&#039;, &#039;&#039;&#039;Resilience&#039;&#039;&#039;, &#039;&#039;&#039;Learning&#039;&#039;&#039;, &#039;&#039;&#039;Awareness&#039;&#039;&#039;, and &#039;&#039;&#039;Command&#039;&#039;&#039;. Each of these six abilities correspond roughly to a character&#039;s ability (so Force corresponds to Strength; Learning to Intelligence; and so forth).&lt;br /&gt;
&lt;br /&gt;
Cities purchase these ability scores using the point buy method. A city receives a number of ability points to expend based upon its population. In addition, its population determines its population level (ie, character level).&lt;br /&gt;
&lt;br /&gt;
Once the abilities are determined, you can pick from one of three classes for each population level: civilian, military, and a class that indicates a particular force alignment. Each class contributes to the city&#039;s Defense, Reputation, Wealth, skills, and feats.&lt;br /&gt;
&lt;br /&gt;
Of these, Wealth is the most important (and only fleshed-out one, at the moment). Feats are also important: feats represent city features that go above and beyond what is indicated by the class levels. For instance, defensive fortifications, universities, and factories fall into feats.&lt;br /&gt;
&lt;br /&gt;
Once these are all calculated, a city then has a number of derived abilities. They are as follows.&lt;br /&gt;
&lt;br /&gt;
 Content&lt;br /&gt;
 Disaster&lt;br /&gt;
 Economy&lt;br /&gt;
 Influence on Others&lt;br /&gt;
 Infrastructure&lt;br /&gt;
 Outside Influence&lt;br /&gt;
 Population&lt;br /&gt;
 Resources&lt;br /&gt;
 Leadership&lt;br /&gt;
&lt;br /&gt;
Each of these works (theoretically) on a scale of 1-100.&lt;br /&gt;
&lt;br /&gt;
 In addition to those, the following may also be implemented (but are not, as of yet).&lt;br /&gt;
 Harvest&lt;br /&gt;
&lt;br /&gt;
Once these abilities are determined, a city then has a number of link values, as each of these abilities is linked to one another. Events that take place in or around a city impact one or more of these abilities, which then further impacts the rest. Link values are assigned ad-hoc, dependant upon the nature of the city, on a scale of x(1/4) to x4.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_City_flowchart_design-3.JPG|center|A City&#039;s Event Flowchart]]&lt;br /&gt;
&lt;br /&gt;
Whenever a change occurs in one attribute, that change is propagated throughout the chart. For a given event, when it travels down a link, each link strength is halved for each link previously traversed. However, an event can only affect a given attribute once, no matter how many times links would bring it there. The attribute&#039;s link still counts for purposes of continuing to weaken link strengths, however.&lt;br /&gt;
&lt;br /&gt;
For the time being, the precise effects of the vast majority of these abilities is not determined. While they can be DM fiat&#039;d into usefulness, I would much rather have solid mechanics for dealing with them. Later sections will detail how they function.&lt;br /&gt;
&lt;br /&gt;
===Calculating Attributes===&lt;br /&gt;
The following formulas are used to calculate the initial values for each of the attributes. Note that these can change, and the system is designed to allow these values to fluctuate.&lt;br /&gt;
&lt;br /&gt;
Whenever the city gains a level, revalue all attributes that are based upon an ability score that changed.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Content:&#039;&#039;&#039; Awa&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; x 5&lt;br /&gt;
 &#039;&#039;&#039;Disaster:&#039;&#039;&#039; 0&lt;br /&gt;
 &#039;&#039;&#039;Economy:&#039;&#039;&#039; Com&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; + Lrn&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; + Rel&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Influence on Others:&#039;&#039;&#039; Reputation x 5&lt;br /&gt;
 &#039;&#039;&#039;Infrastructure:&#039;&#039;&#039; Rel&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; x 5&lt;br /&gt;
 &#039;&#039;&#039;Outside Influence:&#039;&#039;&#039; 20 - Awa&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Population&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; Level x 10&lt;br /&gt;
 &#039;&#039;&#039;Resources:&#039;&#039;&#039; Wealth x 5&lt;br /&gt;
 &#039;&#039;&#039;Leadership:&#039;&#039;&#039; (Com&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; + Awa&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;) x 2&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Use the ability score, not the ability modifier.&lt;br /&gt;
 &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; This is a simplified formula. Actual formula is... &lt;br /&gt;
   (Level x 10) + {10 x [(Actual Population - Minimum Population for that level) / (Maximum Population - Minimum Population)]}&lt;br /&gt;
&lt;br /&gt;
==Wealth, Resources, and Currency==&lt;br /&gt;
Rather than saying that a city of a certain population has a max GP limit of some number, the maximum GP limit of a city is determined based upon its abilities and classes. Wealth is determined by classes, which is then multiplied by population, then divided by 10, to find the max GP limit of a single item that can be purchased in the city.&lt;br /&gt;
&lt;br /&gt;
Resources further impact currency, but does not affect max GP limit. Instead, Resources modifies the value of 1 gold piece. If a city is at it&#039;s normal Resources value (Wealth x 5), gold pieces are exchanged at a 1:1 ratio.&lt;br /&gt;
&lt;br /&gt;
Resource fluctation causes the currency to gain and lose value. For every 5 points above the normal Resources value, currency gains 1% in value; for every 5 points below, currency loses 1% of its value.&lt;br /&gt;
&lt;br /&gt;
In addition, if a city&#039;s Resources drops to 0 or below, the currency drops 1% in value for each point of Resources below 0.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
 Edge has a Wealth of 14 and Population 52, meaning that it&#039;s Max GP Limit is 728 GP. &lt;br /&gt;
 &lt;br /&gt;
 However, Edge recently suffered an explosion in its industrial sector (+38 to Disaster), and lost 76 points of Resources, bringing&lt;br /&gt;
 it to -6. &lt;br /&gt;
 &lt;br /&gt;
 There is a 70 point difference between 70 and 0, which - divided by 5 - is 15 (so 15%); Resources are another 6 points below 0, so&lt;br /&gt;
 that&#039;s another 6%, for a total of 21%.&lt;br /&gt;
 &lt;br /&gt;
 Therefore, currency in Edge is worth 79% of its normal value.&lt;br /&gt;
 &lt;br /&gt;
 To find the actual currency required to buy a 728 GP item, divide the normal value by the currency value (79%, or .79). This&lt;br /&gt;
 results in 921.5 GP - so you need to spend 921 gold and 5 silver, to purchase a 728 GP item.&lt;br /&gt;
&lt;br /&gt;
Another reasonable approach would be to multiply the Max GP Limit itself by the percentage, thus representing that more expensive items are unavailable due to a shortage of resources. Both approaches work; it&#039;s just a matter of figuring out which is better (perhaps even both would make sense, but that would require using a different ability for one of the two).&lt;br /&gt;
&lt;br /&gt;
[[category:Trinity]]&lt;/div&gt;</summary>
		<author><name>GnomeWorks</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Trinity:City_Mechanics&amp;diff=67561</id>
		<title>Trinity:City Mechanics</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Trinity:City_Mechanics&amp;diff=67561"/>
		<updated>2007-11-17T22:29:18Z</updated>

		<summary type="html">&lt;p&gt;GnomeWorks: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I once randomly came across an interesting online sim, [http://www.heroesofivalice.com/index.php Heroes of Ivalice]. Taking a look, I noticed that - in some combats - the city in which the combat took place was mentioned, and suffered adverse effects due to the destruction of property.&lt;br /&gt;
&lt;br /&gt;
I immediately became intrigued. The idea of cities being mechanical constructs, that could be affected by the actions of players - and not just ad hoc&#039;d, or by DM fiat, but with actual mechanics behind the idea! Being the mechanist that I am, I decided that I, too, wanted to implement something of this sort.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, d20 is sorely lacking in material. One has difficulty finding mass combat rules, much less rules for mechanical effects on cities as a result of a PC&#039;s actions. However, the space is not completely barren, in terms of published rules, and I have found something that will serve - for now - as a decent baseline.&lt;br /&gt;
&lt;br /&gt;
Here, then, I will outline the base mechanics of cities, and how those mechanics interact with the core d20 System. Not all of this information is terribly relevant for players; for the most part, the DM should track this information behind the scenes. Astute players will figure out the more obvious effects (the power of currency changing, for instance), but others will pretty much be outside of their scope.&lt;br /&gt;
&lt;br /&gt;
=Building The City=&lt;br /&gt;
A city is much like a character, in that it has levels (based on its population) and classes. Cities also have an analogue to Hit Dice, that being Wealth.&lt;br /&gt;
&lt;br /&gt;
A city has six ability scores: &#039;&#039;&#039;Force&#039;&#039;&#039;, &#039;&#039;&#039;Mobility&#039;&#039;&#039;, &#039;&#039;&#039;Resilience&#039;&#039;&#039;, &#039;&#039;&#039;Learning&#039;&#039;&#039;, &#039;&#039;&#039;Awareness&#039;&#039;&#039;, and &#039;&#039;&#039;Command&#039;&#039;&#039;. Each of these six abilities correspond roughly to a character&#039;s ability (so Force corresponds to Strength; Learning to Intelligence; and so forth).&lt;br /&gt;
&lt;br /&gt;
Cities purchase these ability scores using the point buy method. A city receives a number of ability points to expend based upon its population. In addition, its population determines its population level (ie, character level).&lt;br /&gt;
&lt;br /&gt;
Once the abilities are determined, you can pick from one of three classes for each population level: civilian, military, and a class that indicates a particular force alignment. Each class contributes to the city&#039;s Defense, Reputation, Wealth, skills, and feats.&lt;br /&gt;
&lt;br /&gt;
Of these, Wealth is the most important (and only fleshed-out one, at the moment). Feats are also important: feats represent city features that go above and beyond what is indicated by the class levels. For instance, defensive fortifications, universities, and factories fall into feats.&lt;br /&gt;
&lt;br /&gt;
Once these are all calculated, a city then has a number of derived abilities. They are as follows.&lt;br /&gt;
&lt;br /&gt;
 Content&lt;br /&gt;
 Disaster&lt;br /&gt;
 Economy&lt;br /&gt;
 Influence on Others&lt;br /&gt;
 Infrastructure&lt;br /&gt;
 Outside Influence&lt;br /&gt;
 Population&lt;br /&gt;
 Resources&lt;br /&gt;
 Leadership&lt;br /&gt;
&lt;br /&gt;
Each of these works (theoretically) on a scale of 1-100.&lt;br /&gt;
&lt;br /&gt;
 In addition to those, the following may also be implemented (but are not, as of yet).&lt;br /&gt;
 Harvest&lt;br /&gt;
&lt;br /&gt;
Once these abilities are determined, a city then has a number of link values, as each of these abilities is linked to one another. Events that take place in or around a city impact one or more of these abilities, which then further impacts the rest. Link values are assigned ad-hoc, dependant upon the nature of the city, on a scale of x(1/4) to x4.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_City_flowchart_design-3.JPG|center|A City&#039;s Event Flowchart]]&lt;br /&gt;
&lt;br /&gt;
Whenever a change occurs in one attribute, that change is propagated throughout the chart. For a given event, when it travels down a link, each link strength is halved for each link previously traversed. However, an event can only affect a given attribute once, no matter how many times links would bring it there. The attribute&#039;s link still counts for purposes of continuing to weaken link strengths, however.&lt;br /&gt;
&lt;br /&gt;
For the time being, the precise effects of the vast majority of these abilities is not determined. While they can be DM fiat&#039;d into usefulness, I would much rather have solid mechanics for dealing with them. Later sections will detail how they function.&lt;br /&gt;
&lt;br /&gt;
===Calculating Attributes===&lt;br /&gt;
The following formulas are used to calculate the initial values for each of the attributes. Note that these can change, and the system is designed to allow these values to fluctuate.&lt;br /&gt;
&lt;br /&gt;
Whenever the city gains a level, revalue all attributes that are based upon an ability score that changed.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Content:&#039;&#039;&#039; Awa&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; x 5&lt;br /&gt;
 &#039;&#039;&#039;Disaster:&#039;&#039;&#039; 0&lt;br /&gt;
 &#039;&#039;&#039;Economy:&#039;&#039;&#039; Com&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; + Lrn&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; + Rel&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Influence on Others:&#039;&#039;&#039; Reputation x 5&lt;br /&gt;
 &#039;&#039;&#039;Infrastructure:&#039;&#039;&#039; Rel&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; x 5&lt;br /&gt;
 &#039;&#039;&#039;Outside Influence:&#039;&#039;&#039; 20 - Awa&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Population:&#039;&#039;&#039; Level x 10&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Resources:&#039;&#039;&#039; Wealth x 5&lt;br /&gt;
 &#039;&#039;&#039;Leadership:&#039;&#039;&#039; (Com&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; + Awa&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;) x 2&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Use the ability score, not the ability modifier.&lt;br /&gt;
 &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; This is a simplified formula. Actual formula is... &lt;br /&gt;
   (Level x 10) + {10 x [(Actual Population - Minimum Population for that level) / (Maximum Population - Minimum Population)]}&lt;br /&gt;
&lt;br /&gt;
==Wealth, Resources, and Currency==&lt;br /&gt;
Rather than saying that a city of a certain population has a max GP limit of some number, the maximum GP limit of a city is determined based upon its abilities and classes. Wealth is determined by classes, which is then multiplied by population, then divided by 10, to find the max GP limit of a single item that can be purchased in the city.&lt;br /&gt;
&lt;br /&gt;
Resources further impact currency, but does not affect max GP limit. Instead, Resources modifies the value of 1 gold piece. If a city is at it&#039;s normal Resources value (Wealth x 5), gold pieces are exchanged at a 1:1 ratio.&lt;br /&gt;
&lt;br /&gt;
Resource fluctation causes the currency to gain and lose value. For every 5 points above the normal Resources value, currency gains 1% in value; for every 5 points below, currency loses 1% of its value.&lt;br /&gt;
&lt;br /&gt;
In addition, if a city&#039;s Resources drops to 0 or below, the currency drops 1% in value for each point of Resources below 0.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
 Edge has a Wealth of 14 and Population 52, meaning that it&#039;s Max GP Limit is 728 GP. &lt;br /&gt;
 &lt;br /&gt;
 However, Edge recently suffered an explosion in its industrial sector (+38 to Disaster), and lost 76 points of Resources, bringing&lt;br /&gt;
 it to -6. &lt;br /&gt;
 &lt;br /&gt;
 There is a 70 point difference between 70 and 0, which - divided by 5 - is 15 (so 15%); Resources are another 6 points below 0, so&lt;br /&gt;
 that&#039;s another 6%, for a total of 21%.&lt;br /&gt;
 &lt;br /&gt;
 Therefore, currency in Edge is worth 79% of its normal value.&lt;br /&gt;
 &lt;br /&gt;
 To find the actual currency required to buy a 728 GP item, divide the normal value by the currency value (79%, or .79). This&lt;br /&gt;
 results in 921.5 GP - so you need to spend 921 gold and 5 silver, to purchase a 728 GP item.&lt;br /&gt;
&lt;br /&gt;
Another reasonable approach would be to multiply the Max GP Limit itself by the percentage, thus representing that more expensive items are unavailable due to a shortage of resources. Both approaches work; it&#039;s just a matter of figuring out which is better (perhaps even both would make sense, but that would require using a different ability for one of the two).&lt;br /&gt;
&lt;br /&gt;
[[category:Trinity]]&lt;/div&gt;</summary>
		<author><name>GnomeWorks</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Trinity:City_Mechanics&amp;diff=67560</id>
		<title>Trinity:City Mechanics</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Trinity:City_Mechanics&amp;diff=67560"/>
		<updated>2007-11-17T22:26:32Z</updated>

		<summary type="html">&lt;p&gt;GnomeWorks: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I once randomly came across an interesting online sim, [http://www.heroesofivalice.com/index.php Heroes of Ivalice]. Taking a look, I noticed that - in some combats - the city in which the combat took place was mentioned, and suffered adverse effects due to the destruction of property.&lt;br /&gt;
&lt;br /&gt;
I immediately became intrigued. The idea of cities being mechanical constructs, that could be affected by the actions of players - and not just ad hoc&#039;d, or by DM fiat, but with actual mechanics behind the idea! Being the mechanist that I am, I decided that I, too, wanted to implement something of this sort.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, d20 is sorely lacking in material. One has difficulty finding mass combat rules, much less rules for mechanical effects on cities as a result of a PC&#039;s actions. However, the space is not completely barren, in terms of published rules, and I have found something that will serve - for now - as a decent baseline.&lt;br /&gt;
&lt;br /&gt;
Here, then, I will outline the base mechanics of cities, and how those mechanics interact with the core d20 System. Not all of this information is terribly relevant for players; for the most part, the DM should track this information behind the scenes. Astute players will figure out the more obvious effects (the power of currency changing, for instance), but others will pretty much be outside of their scope.&lt;br /&gt;
&lt;br /&gt;
=Building The City=&lt;br /&gt;
A city is much like a character, in that it has levels (based on its population) and classes. Cities also have an analogue to Hit Dice, that being Wealth.&lt;br /&gt;
&lt;br /&gt;
A city has six ability scores: &#039;&#039;&#039;Force&#039;&#039;&#039;, &#039;&#039;&#039;Mobility&#039;&#039;&#039;, &#039;&#039;&#039;Resilience&#039;&#039;&#039;, &#039;&#039;&#039;Learning&#039;&#039;&#039;, &#039;&#039;&#039;Awareness&#039;&#039;&#039;, and &#039;&#039;&#039;Command&#039;&#039;&#039;. Each of these six abilities correspond roughly to a character&#039;s ability (so Force corresponds to Strength; Learning to Intelligence; and so forth).&lt;br /&gt;
&lt;br /&gt;
Cities purchase these ability scores using the point buy method. A city receives a number of ability points to expend based upon its population. In addition, its population determines its population level (ie, character level).&lt;br /&gt;
&lt;br /&gt;
Once the abilities are determined, you can pick from one of three classes for each population level: civilian, military, and a class that indicates a particular force alignment. Each class contributes to the city&#039;s Defense, Reputation, Wealth, skills, and feats.&lt;br /&gt;
&lt;br /&gt;
Of these, Wealth is the most important (and only fleshed-out one, at the moment). Feats are also important: feats represent city features that go above and beyond what is indicated by the class levels. For instance, defensive fortifications, universities, and factories fall into feats.&lt;br /&gt;
&lt;br /&gt;
Once these are all calculated, a city then has a number of derived abilities. They are as follows.&lt;br /&gt;
&lt;br /&gt;
 Content&lt;br /&gt;
 Disaster&lt;br /&gt;
 Economy&lt;br /&gt;
 Influence on Others&lt;br /&gt;
 Infrastructure&lt;br /&gt;
 Outside Influence&lt;br /&gt;
 Population&lt;br /&gt;
 Resources&lt;br /&gt;
 Leadership&lt;br /&gt;
&lt;br /&gt;
Each of these works (theoretically) on a scale of 1-100.&lt;br /&gt;
&lt;br /&gt;
 In addition to those, the following may also be implemented (but are not, as of yet).&lt;br /&gt;
 Harvest&lt;br /&gt;
&lt;br /&gt;
Once these abilities are determined, a city then has a number of link values, as each of these abilities is linked to one another. Events that take place in or around a city impact one or more of these abilities, which then further impacts the rest. Link values are assigned ad-hoc, dependant upon the nature of the city, on a scale of x(1/4) to x4.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_City_flowchart_design-3.JPG|center|A City&#039;s Event Flowchart]]&lt;br /&gt;
&lt;br /&gt;
Whenever a change occurs in one attribute, that change is propagated throughout the chart. For a given event, when it travels down a link, each link strength is halved for each link previously traversed. However, an event can only affect a given attribute once, no matter how many times links would bring it there. The attribute&#039;s link still counts for purposes of continuing to weaken link strengths, however.&lt;br /&gt;
&lt;br /&gt;
For the time being, the precise effects of the vast majority of these abilities is not determined. While they can be DM fiat&#039;d into usefulness, I would much rather have solid mechanics for dealing with them. Later sections will detail how they function.&lt;br /&gt;
&lt;br /&gt;
===Calculating Attributes===&lt;br /&gt;
The following formulas are used to calculate the initial values for each of the attributes. Note that these can change, and the system is designed to allow these values to fluctuate.&lt;br /&gt;
&lt;br /&gt;
Whenever the city gains a level, revalue all attributes that are based upon an ability score that changed.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Content:&#039;&#039;&#039; Awa&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; x 5&lt;br /&gt;
 &#039;&#039;&#039;Disaster:&#039;&#039;&#039; 0&lt;br /&gt;
 &#039;&#039;&#039;Economy:&#039;&#039;&#039; Com&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; + Lrn&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; + Rel&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Influence on Others:&#039;&#039;&#039; Reputation x 5&lt;br /&gt;
 &#039;&#039;&#039;Infrastructure:&#039;&#039;&#039; Rel&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; x 5&lt;br /&gt;
 &#039;&#039;&#039;Outside Influence:&#039;&#039;&#039; 20 - Awa&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Population:&#039;&#039;&#039; Level x 10&lt;br /&gt;
 &#039;&#039;&#039;Resources:&#039;&#039;&#039; Wealth x 5&lt;br /&gt;
 &#039;&#039;&#039;Leadership:&#039;&#039;&#039; (Com&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; + Awa&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;) x 2&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Use the ability score, not the ability modifier.&lt;br /&gt;
&lt;br /&gt;
==Wealth, Resources, and Currency==&lt;br /&gt;
Rather than saying that a city of a certain population has a max GP limit of some number, the maximum GP limit of a city is determined based upon its abilities and classes. Wealth is determined by classes, which is then multiplied by population, then divided by 10, to find the max GP limit of a single item that can be purchased in the city.&lt;br /&gt;
&lt;br /&gt;
Resources further impact currency, but does not affect max GP limit. Instead, Resources modifies the value of 1 gold piece. If a city is at it&#039;s normal Resources value (Wealth x 5), gold pieces are exchanged at a 1:1 ratio.&lt;br /&gt;
&lt;br /&gt;
Resource fluctation causes the currency to gain and lose value. For every 5 points above the normal Resources value, currency gains 1% in value; for every 5 points below, currency loses 1% of its value.&lt;br /&gt;
&lt;br /&gt;
In addition, if a city&#039;s Resources drops to 0 or below, the currency drops 1% in value for each point of Resources below 0.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
 Edge has a Wealth of 14 and Population 52, meaning that it&#039;s Max GP Limit is 728 GP. &lt;br /&gt;
 &lt;br /&gt;
 However, Edge recently suffered an explosion in its industrial sector (+38 to Disaster), and lost 76 points of Resources, bringing&lt;br /&gt;
 it to -6. &lt;br /&gt;
 &lt;br /&gt;
 There is a 70 point difference between 70 and 0, which - divided by 5 - is 15 (so 15%); Resources are another 6 points below 0, so&lt;br /&gt;
 that&#039;s another 6%, for a total of 21%.&lt;br /&gt;
 &lt;br /&gt;
 Therefore, currency in Edge is worth 79% of its normal value.&lt;br /&gt;
 &lt;br /&gt;
 To find the actual currency required to buy a 728 GP item, divide the normal value by the currency value (79%, or .79). This&lt;br /&gt;
 results in 921.5 GP - so you need to spend 921 gold and 5 silver, to purchase a 728 GP item.&lt;br /&gt;
&lt;br /&gt;
Another reasonable approach would be to multiply the Max GP Limit itself by the percentage, thus representing that more expensive items are unavailable due to a shortage of resources. Both approaches work; it&#039;s just a matter of figuring out which is better (perhaps even both would make sense, but that would require using a different ability for one of the two).&lt;br /&gt;
&lt;br /&gt;
[[category:Trinity]]&lt;/div&gt;</summary>
		<author><name>GnomeWorks</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Trinity:City_Mechanics&amp;diff=67555</id>
		<title>Trinity:City Mechanics</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Trinity:City_Mechanics&amp;diff=67555"/>
		<updated>2007-11-17T22:09:05Z</updated>

		<summary type="html">&lt;p&gt;GnomeWorks: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I once randomly came across an interesting online sim, [http://www.heroesofivalice.com/index.php Heroes of Ivalice]. Taking a look, I noticed that - in some combats - the city in which the combat took place was mentioned, and suffered adverse effects due to the destruction of property.&lt;br /&gt;
&lt;br /&gt;
I immediately became intrigued. The idea of cities being mechanical constructs, that could be affected by the actions of players - and not just ad hoc&#039;d, or by DM fiat, but with actual mechanics behind the idea! Being the mechanist that I am, I decided that I, too, wanted to implement something of this sort.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, d20 is sorely lacking in material. One has difficulty finding mass combat rules, much less rules for mechanical effects on cities as a result of a PC&#039;s actions. However, the space is not completely barren, in terms of published rules, and I have found something that will serve - for now - as a decent baseline.&lt;br /&gt;
&lt;br /&gt;
Here, then, I will outline the base mechanics of cities, and how those mechanics interact with the core d20 System. Not all of this information is terribly relevant for players; for the most part, the DM should track this information behind the scenes. Astute players will figure out the more obvious effects (the power of currency changing, for instance), but others will pretty much be outside of their scope.&lt;br /&gt;
&lt;br /&gt;
=Building The City=&lt;br /&gt;
A city is much like a character, in that it has levels (based on its population) and classes. Cities also have an analogue to Hit Dice, that being Wealth.&lt;br /&gt;
&lt;br /&gt;
A city has six ability scores: &#039;&#039;&#039;Force&#039;&#039;&#039;, &#039;&#039;&#039;Mobility&#039;&#039;&#039;, &#039;&#039;&#039;Resilience&#039;&#039;&#039;, &#039;&#039;&#039;Learning&#039;&#039;&#039;, &#039;&#039;&#039;Awareness&#039;&#039;&#039;, and &#039;&#039;&#039;Command&#039;&#039;&#039;. Each of these six abilities correspond roughly to a character&#039;s ability (so Force corresponds to Strength; Learning to Intelligence; and so forth).&lt;br /&gt;
&lt;br /&gt;
Cities purchase these ability scores using the point buy method. A city receives a number of ability points to expend based upon its population. In addition, its population determines its population level (ie, character level).&lt;br /&gt;
&lt;br /&gt;
Once the abilities are determined, you can pick from one of three classes for each population level: civilian, military, and a class that indicates a particular force alignment. Each class contributes to the city&#039;s Defense, Reputation, Wealth, skills, and feats.&lt;br /&gt;
&lt;br /&gt;
Of these, Wealth is the most important (and only fleshed-out one, at the moment). Feats are also important: feats represent city features that go above and beyond what is indicated by the class levels. For instance, defensive fortifications, universities, and factories fall into feats.&lt;br /&gt;
&lt;br /&gt;
Once these are all calculated, a city then has a number of derived abilities. They are as follows.&lt;br /&gt;
&lt;br /&gt;
 Content&lt;br /&gt;
 Disaster&lt;br /&gt;
 Economy&lt;br /&gt;
 Influence on Others&lt;br /&gt;
 Infrastructure&lt;br /&gt;
 Outside Influence&lt;br /&gt;
 Population&lt;br /&gt;
 Resources&lt;br /&gt;
 Leadership&lt;br /&gt;
&lt;br /&gt;
Each of these works (theoretically) on a scale of 1-100.&lt;br /&gt;
&lt;br /&gt;
 In addition to those, the following may also be implemented (but are not, as of yet).&lt;br /&gt;
 Harvest&lt;br /&gt;
&lt;br /&gt;
Once these abilities are determined, a city then has a number of link values, as each of these abilities is linked to one another. Events that take place in or around a city impact one or more of these abilities, which then further impacts the rest. Link values are assigned ad-hoc, dependant upon the nature of the city, on a scale of x(1/4) to x4.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_City_flowchart_design-3.JPG|center|A City&#039;s Event Flowchart]]&lt;br /&gt;
&lt;br /&gt;
Whenever a change occurs in one attribute, that change is propagated throughout the chart. For a given event, when it travels down a link, each link strength is halved for each link previously traversed. However, an event can only affect a given attribute once, no matter how many times links would bring it there. The attribute&#039;s link still counts for purposes of continuing to weaken link strengths, however.&lt;br /&gt;
&lt;br /&gt;
For the time being, the precise effects of the vast majority of these abilities is not determined. While they can be DM fiat&#039;d into usefulness, I would much rather have solid mechanics for dealing with them. Later sections will detail how they function.&lt;br /&gt;
&lt;br /&gt;
==Wealth, Resources, and Currency==&lt;br /&gt;
Rather than saying that a city of a certain population has a max GP limit of some number, the maximum GP limit of a city is determined based upon its abilities and classes. Wealth is determined by classes, which is then multiplied by population, then divided by 10, to find the max GP limit of a single item that can be purchased in the city.&lt;br /&gt;
&lt;br /&gt;
Resources further impact currency, but does not affect max GP limit. Instead, Resources modifies the value of 1 gold piece. If a city is at it&#039;s normal Resources value (Wealth x 5), gold pieces are exchanged at a 1:1 ratio.&lt;br /&gt;
&lt;br /&gt;
Resource fluctation causes the currency to gain and lose value. For every 5 points above the normal Resources value, currency gains 1% in value; for every 5 points below, currency loses 1% of its value.&lt;br /&gt;
&lt;br /&gt;
In addition, if a city&#039;s Resources drops to 0 or below, the currency drops 1% in value for each point of Resources below 0.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
 Edge has a Wealth of 14 and Population 52, meaning that it&#039;s Max GP Limit is 728 GP. &lt;br /&gt;
 &lt;br /&gt;
 However, Edge recently suffered an explosion in its industrial sector (+38 to Disaster), and lost 76 points of Resources, bringing&lt;br /&gt;
 it to -6. &lt;br /&gt;
 &lt;br /&gt;
 There is a 70 point difference between 70 and 0, which - divided by 5 - is 15 (so 15%); Resources are another 6 points below 0, so&lt;br /&gt;
 that&#039;s another 6%, for a total of 21%.&lt;br /&gt;
 &lt;br /&gt;
 Therefore, currency in Edge is worth 79% of its normal value.&lt;br /&gt;
 &lt;br /&gt;
 To find the actual currency required to buy a 728 GP item, divide the normal value by the currency value (79%, or .79). This&lt;br /&gt;
 results in 921.5 GP - so you need to spend 921 gold and 5 silver, to purchase a 728 GP item.&lt;br /&gt;
&lt;br /&gt;
Another reasonable approach would be to multiply the Max GP Limit itself by the percentage, thus representing that more expensive items are unavailable due to a shortage of resources. Both approaches work; it&#039;s just a matter of figuring out which is better (perhaps even both would make sense, but that would require using a different ability for one of the two).&lt;br /&gt;
&lt;br /&gt;
[[category:Trinity]]&lt;/div&gt;</summary>
		<author><name>GnomeWorks</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:Trinity_City_flowchart_design-3.JPG&amp;diff=67554</id>
		<title>File:Trinity City flowchart design-3.JPG</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:Trinity_City_flowchart_design-3.JPG&amp;diff=67554"/>
		<updated>2007-11-17T22:08:51Z</updated>

		<summary type="html">&lt;p&gt;GnomeWorks: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>GnomeWorks</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Trinity:City_Mechanics&amp;diff=67470</id>
		<title>Trinity:City Mechanics</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Trinity:City_Mechanics&amp;diff=67470"/>
		<updated>2007-11-16T21:39:26Z</updated>

		<summary type="html">&lt;p&gt;GnomeWorks: /* Building The City */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I once randomly came across an interesting online sim, [http://www.heroesofivalice.com/index.php Heroes of Ivalice]. Taking a look, I noticed that - in some combats - the city in which the combat took place was mentioned, and suffered adverse effects due to the destruction of property.&lt;br /&gt;
&lt;br /&gt;
I immediately became intrigued. The idea of cities being mechanical constructs, that could be affected by the actions of players - and not just ad hoc&#039;d, or by DM fiat, but with actual mechanics behind the idea! Being the mechanist that I am, I decided that I, too, wanted to implement something of this sort.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, d20 is sorely lacking in material. One has difficulty finding mass combat rules, much less rules for mechanical effects on cities as a result of a PC&#039;s actions. However, the space is not completely barren, in terms of published rules, and I have found something that will serve - for now - as a decent baseline.&lt;br /&gt;
&lt;br /&gt;
Here, then, I will outline the base mechanics of cities, and how those mechanics interact with the core d20 System. Not all of this information is terribly relevant for players; for the most part, the DM should track this information behind the scenes. Astute players will figure out the more obvious effects (the power of currency changing, for instance), but others will pretty much be outside of their scope.&lt;br /&gt;
&lt;br /&gt;
=Building The City=&lt;br /&gt;
A city is much like a character, in that it has levels (based on its population) and classes. Cities also have an analogue to Hit Dice, that being Wealth.&lt;br /&gt;
&lt;br /&gt;
A city has six ability scores: &#039;&#039;&#039;Force&#039;&#039;&#039;, &#039;&#039;&#039;Mobility&#039;&#039;&#039;, &#039;&#039;&#039;Resilience&#039;&#039;&#039;, &#039;&#039;&#039;Learning&#039;&#039;&#039;, &#039;&#039;&#039;Awareness&#039;&#039;&#039;, and &#039;&#039;&#039;Command&#039;&#039;&#039;. Each of these six abilities correspond roughly to a character&#039;s ability (so Force corresponds to Strength; Learning to Intelligence; and so forth).&lt;br /&gt;
&lt;br /&gt;
Cities purchase these ability scores using the point buy method. A city receives a number of ability points to expend based upon its population. In addition, its population determines its population level (ie, character level).&lt;br /&gt;
&lt;br /&gt;
Once the abilities are determined, you can pick from one of three classes for each population level: civilian, military, and a class that indicates a particular force alignment. Each class contributes to the city&#039;s Defense, Reputation, Wealth, skills, and feats.&lt;br /&gt;
&lt;br /&gt;
Of these, Wealth is the most important (and only fleshed-out one, at the moment). Feats are also important: feats represent city features that go above and beyond what is indicated by the class levels. For instance, defensive fortifications, universities, and factories fall into feats.&lt;br /&gt;
&lt;br /&gt;
Once these are all calculated, a city then has a number of derived abilities. They are as follows.&lt;br /&gt;
&lt;br /&gt;
 Content&lt;br /&gt;
 Disaster&lt;br /&gt;
 Dissent&lt;br /&gt;
 Economy&lt;br /&gt;
 Influence on Others&lt;br /&gt;
 Infrastructure&lt;br /&gt;
 Outside Influence&lt;br /&gt;
 Population&lt;br /&gt;
 Resources&lt;br /&gt;
 Leadership&lt;br /&gt;
&lt;br /&gt;
Each of these works (theoretically) on a scale of 1-100.&lt;br /&gt;
&lt;br /&gt;
 In addition to those, the following may also be implemented (but are not, as of yet).&lt;br /&gt;
 Harvest&lt;br /&gt;
&lt;br /&gt;
Once these abilities are determined, a city then has a number of link values, as each of these abilities is linked to one another. Events that take place in or around a city impact one or more of these abilities, which then further impacts the rest. Link values are assigned ad-hoc, dependant upon the nature of the city, on a scale of x(1/4) to x4.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_City_flowchart_design-2.JPG|center|A City&#039;s Event Flowchart]]&lt;br /&gt;
&lt;br /&gt;
Whenever a change occurs in one attribute, that change is propagated throughout the chart. For a given event, when it travels down a link, each link strength is halved for each link previously traversed. However, an event can only affect a given attribute once, no matter how many times links would bring it there. The attribute&#039;s link still counts for purposes of continuing to weaken link strengths, however.&lt;br /&gt;
&lt;br /&gt;
For the time being, the precise effects of the vast majority of these abilities is not determined. While they can be DM fiat&#039;d into usefulness, I would much rather have solid mechanics for dealing with them. Later sections will detail how they function.&lt;br /&gt;
&lt;br /&gt;
==Wealth, Resources, and Currency==&lt;br /&gt;
Rather than saying that a city of a certain population has a max GP limit of some number, the maximum GP limit of a city is determined based upon its abilities and classes. Wealth is determined by classes, which is then multiplied by population, then divided by 10, to find the max GP limit of a single item that can be purchased in the city.&lt;br /&gt;
&lt;br /&gt;
Resources further impact currency, but does not affect max GP limit. Instead, Resources modifies the value of 1 gold piece. If a city is at it&#039;s normal Resources value (Wealth x 5), gold pieces are exchanged at a 1:1 ratio.&lt;br /&gt;
&lt;br /&gt;
Resource fluctation causes the currency to gain and lose value. For every 5 points above the normal Resources value, currency gains 1% in value; for every 5 points below, currency loses 1% of its value.&lt;br /&gt;
&lt;br /&gt;
In addition, if a city&#039;s Resources drops to 0 or below, the currency drops 1% in value for each point of Resources below 0.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
 Edge has a Wealth of 14 and Population 52, meaning that it&#039;s Max GP Limit is 728 GP. &lt;br /&gt;
 &lt;br /&gt;
 However, Edge recently suffered an explosion in its industrial sector (+38 to Disaster), and lost 76 points of Resources, bringing&lt;br /&gt;
 it to -6. &lt;br /&gt;
 &lt;br /&gt;
 There is a 70 point difference between 70 and 0, which - divided by 5 - is 15 (so 15%); Resources are another 6 points below 0, so&lt;br /&gt;
 that&#039;s another 6%, for a total of 21%.&lt;br /&gt;
 &lt;br /&gt;
 Therefore, currency in Edge is worth 79% of its normal value.&lt;br /&gt;
 &lt;br /&gt;
 To find the actual currency required to buy a 728 GP item, divide the normal value by the currency value (79%, or .79). This&lt;br /&gt;
 results in 921.5 GP - so you need to spend 921 gold and 5 silver, to purchase a 728 GP item.&lt;br /&gt;
&lt;br /&gt;
Another reasonable approach would be to multiply the Max GP Limit itself by the percentage, thus representing that more expensive items are unavailable due to a shortage of resources. Both approaches work; it&#039;s just a matter of figuring out which is better (perhaps even both would make sense, but that would require using a different ability for one of the two).&lt;br /&gt;
&lt;br /&gt;
[[category:Trinity]]&lt;/div&gt;</summary>
		<author><name>GnomeWorks</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Trinity:City_Mechanics&amp;diff=67469</id>
		<title>Trinity:City Mechanics</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Trinity:City_Mechanics&amp;diff=67469"/>
		<updated>2007-11-16T21:37:24Z</updated>

		<summary type="html">&lt;p&gt;GnomeWorks: /* Building The City */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I once randomly came across an interesting online sim, [http://www.heroesofivalice.com/index.php Heroes of Ivalice]. Taking a look, I noticed that - in some combats - the city in which the combat took place was mentioned, and suffered adverse effects due to the destruction of property.&lt;br /&gt;
&lt;br /&gt;
I immediately became intrigued. The idea of cities being mechanical constructs, that could be affected by the actions of players - and not just ad hoc&#039;d, or by DM fiat, but with actual mechanics behind the idea! Being the mechanist that I am, I decided that I, too, wanted to implement something of this sort.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, d20 is sorely lacking in material. One has difficulty finding mass combat rules, much less rules for mechanical effects on cities as a result of a PC&#039;s actions. However, the space is not completely barren, in terms of published rules, and I have found something that will serve - for now - as a decent baseline.&lt;br /&gt;
&lt;br /&gt;
Here, then, I will outline the base mechanics of cities, and how those mechanics interact with the core d20 System. Not all of this information is terribly relevant for players; for the most part, the DM should track this information behind the scenes. Astute players will figure out the more obvious effects (the power of currency changing, for instance), but others will pretty much be outside of their scope.&lt;br /&gt;
&lt;br /&gt;
=Building The City=&lt;br /&gt;
A city is much like a character, in that it has levels (based on its population) and classes. Cities also have an analogue to Hit Dice, that being Wealth.&lt;br /&gt;
&lt;br /&gt;
A city has six ability scores: &#039;&#039;&#039;Force&#039;&#039;&#039;, &#039;&#039;&#039;Mobility&#039;&#039;&#039;, &#039;&#039;&#039;Resilience&#039;&#039;&#039;, &#039;&#039;&#039;Learning&#039;&#039;&#039;, &#039;&#039;&#039;Awareness&#039;&#039;&#039;, and &#039;&#039;&#039;Command&#039;&#039;&#039;. Each of these six abilities correspond roughly to a character&#039;s ability (so Force corresponds to Strength; Learning to Intelligence; and so forth).&lt;br /&gt;
&lt;br /&gt;
Cities purchase these ability scores using the point buy method. A city receives a number of ability points to expend based upon its population. In addition, its population determines its population level (ie, character level).&lt;br /&gt;
&lt;br /&gt;
Once the abilities are determined, you can pick from one of three classes for each population level: civilian, military, and a class that indicates a particular force alignment. Each class contributes to the city&#039;s Defense, Reputation, Wealth, skills, and feats.&lt;br /&gt;
&lt;br /&gt;
Of these, Wealth is the most important (and only fleshed-out one, at the moment). Feats are also important: feats represent city features that go above and beyond what is indicated by the class levels. For instance, defensive fortifications, universities, and factories fall into feats.&lt;br /&gt;
&lt;br /&gt;
Once these are all calculated, a city then has a number of derived abilities. They are as follows.&lt;br /&gt;
&lt;br /&gt;
 Content&lt;br /&gt;
 Disaster&lt;br /&gt;
 Dissent&lt;br /&gt;
 Economy&lt;br /&gt;
 Influence on Others&lt;br /&gt;
 Infrastructure&lt;br /&gt;
 Outside Influence&lt;br /&gt;
 Population&lt;br /&gt;
 Resources&lt;br /&gt;
 Leadership&lt;br /&gt;
&lt;br /&gt;
Each of these works (theoretically) on a scale of 1-100.&lt;br /&gt;
&lt;br /&gt;
 In addition to those, the following may also be implemented (but are not, as of yet).&lt;br /&gt;
 Harvest&lt;br /&gt;
&lt;br /&gt;
Once these abilities are determined, a city then has a number of link values, as each of these abilities is linked to one another. Events that take place in or around a city impact one or more of these abilities, which then further impacts the rest. Link values are assigned ad-hoc, dependant upon the nature of the city, on a scale of x(1/4) to x4.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_City_flowchart_design-2.JPG|center|A City&#039;s Event Flowchart]]&lt;br /&gt;
&lt;br /&gt;
Whenever a change occurs in one attribute, that change is propagated throughout the chart. For a given event, when it travels down a link, each link strength is halved for each link previously traversed.&lt;br /&gt;
&lt;br /&gt;
For the time being, the precise effects of the vast majority of these abilities is not determined. While they can be DM fiat&#039;d into usefulness, I would much rather have solid mechanics for dealing with them. Later sections will detail how they function.&lt;br /&gt;
&lt;br /&gt;
==Wealth, Resources, and Currency==&lt;br /&gt;
Rather than saying that a city of a certain population has a max GP limit of some number, the maximum GP limit of a city is determined based upon its abilities and classes. Wealth is determined by classes, which is then multiplied by population, then divided by 10, to find the max GP limit of a single item that can be purchased in the city.&lt;br /&gt;
&lt;br /&gt;
Resources further impact currency, but does not affect max GP limit. Instead, Resources modifies the value of 1 gold piece. If a city is at it&#039;s normal Resources value (Wealth x 5), gold pieces are exchanged at a 1:1 ratio.&lt;br /&gt;
&lt;br /&gt;
Resource fluctation causes the currency to gain and lose value. For every 5 points above the normal Resources value, currency gains 1% in value; for every 5 points below, currency loses 1% of its value.&lt;br /&gt;
&lt;br /&gt;
In addition, if a city&#039;s Resources drops to 0 or below, the currency drops 1% in value for each point of Resources below 0.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
 Edge has a Wealth of 14 and Population 52, meaning that it&#039;s Max GP Limit is 728 GP. &lt;br /&gt;
 &lt;br /&gt;
 However, Edge recently suffered an explosion in its industrial sector (+38 to Disaster), and lost 76 points of Resources, bringing&lt;br /&gt;
 it to -6. &lt;br /&gt;
 &lt;br /&gt;
 There is a 70 point difference between 70 and 0, which - divided by 5 - is 15 (so 15%); Resources are another 6 points below 0, so&lt;br /&gt;
 that&#039;s another 6%, for a total of 21%.&lt;br /&gt;
 &lt;br /&gt;
 Therefore, currency in Edge is worth 79% of its normal value.&lt;br /&gt;
 &lt;br /&gt;
 To find the actual currency required to buy a 728 GP item, divide the normal value by the currency value (79%, or .79). This&lt;br /&gt;
 results in 921.5 GP - so you need to spend 921 gold and 5 silver, to purchase a 728 GP item.&lt;br /&gt;
&lt;br /&gt;
Another reasonable approach would be to multiply the Max GP Limit itself by the percentage, thus representing that more expensive items are unavailable due to a shortage of resources. Both approaches work; it&#039;s just a matter of figuring out which is better (perhaps even both would make sense, but that would require using a different ability for one of the two).&lt;br /&gt;
&lt;br /&gt;
[[category:Trinity]]&lt;/div&gt;</summary>
		<author><name>GnomeWorks</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Trinity:City_Mechanics&amp;diff=67460</id>
		<title>Trinity:City Mechanics</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Trinity:City_Mechanics&amp;diff=67460"/>
		<updated>2007-11-16T21:18:24Z</updated>

		<summary type="html">&lt;p&gt;GnomeWorks: /* Building The City */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I once randomly came across an interesting online sim, [http://www.heroesofivalice.com/index.php Heroes of Ivalice]. Taking a look, I noticed that - in some combats - the city in which the combat took place was mentioned, and suffered adverse effects due to the destruction of property.&lt;br /&gt;
&lt;br /&gt;
I immediately became intrigued. The idea of cities being mechanical constructs, that could be affected by the actions of players - and not just ad hoc&#039;d, or by DM fiat, but with actual mechanics behind the idea! Being the mechanist that I am, I decided that I, too, wanted to implement something of this sort.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, d20 is sorely lacking in material. One has difficulty finding mass combat rules, much less rules for mechanical effects on cities as a result of a PC&#039;s actions. However, the space is not completely barren, in terms of published rules, and I have found something that will serve - for now - as a decent baseline.&lt;br /&gt;
&lt;br /&gt;
Here, then, I will outline the base mechanics of cities, and how those mechanics interact with the core d20 System. Not all of this information is terribly relevant for players; for the most part, the DM should track this information behind the scenes. Astute players will figure out the more obvious effects (the power of currency changing, for instance), but others will pretty much be outside of their scope.&lt;br /&gt;
&lt;br /&gt;
=Building The City=&lt;br /&gt;
A city is much like a character, in that it has levels (based on its population) and classes. Cities also have an analogue to Hit Dice, that being Wealth.&lt;br /&gt;
&lt;br /&gt;
A city has six ability scores: &#039;&#039;&#039;Force&#039;&#039;&#039;, &#039;&#039;&#039;Mobility&#039;&#039;&#039;, &#039;&#039;&#039;Resilience&#039;&#039;&#039;, &#039;&#039;&#039;Learning&#039;&#039;&#039;, &#039;&#039;&#039;Awareness&#039;&#039;&#039;, and &#039;&#039;&#039;Command&#039;&#039;&#039;. Each of these six abilities correspond roughly to a character&#039;s ability (so Force corresponds to Strength; Learning to Intelligence; and so forth).&lt;br /&gt;
&lt;br /&gt;
Cities purchase these ability scores using the point buy method. A city receives a number of ability points to expend based upon its population. In addition, its population determines its population level (ie, character level).&lt;br /&gt;
&lt;br /&gt;
Once the abilities are determined, you can pick from one of three classes for each population level: civilian, military, and a class that indicates a particular force alignment. Each class contributes to the city&#039;s Defense, Reputation, Wealth, skills, and feats.&lt;br /&gt;
&lt;br /&gt;
Of these, Wealth is the most important (and only fleshed-out one, at the moment). Feats are also important: feats represent city features that go above and beyond what is indicated by the class levels. For instance, defensive fortifications, universities, and factories fall into feats.&lt;br /&gt;
&lt;br /&gt;
Once these are all calculated, a city then has a number of derived abilities. They are as follows.&lt;br /&gt;
&lt;br /&gt;
 Content&lt;br /&gt;
 Disaster&lt;br /&gt;
 Dissent&lt;br /&gt;
 Economy&lt;br /&gt;
 Influence on Others&lt;br /&gt;
 Infrastructure&lt;br /&gt;
 Outside Influence&lt;br /&gt;
 Population&lt;br /&gt;
 Resources&lt;br /&gt;
 Leadership&lt;br /&gt;
&lt;br /&gt;
Each of these works (theoretically) on a scale of 1-100.&lt;br /&gt;
&lt;br /&gt;
 In addition to those, the following may also be implemented (but are not, as of yet).&lt;br /&gt;
 Harvest&lt;br /&gt;
&lt;br /&gt;
Once these abilities are determined, a city then has a number of link values, as each of these abilities is linked to one another. Events that take place in or around a city impact one or more of these abilities, which then further impacts the rest. Link values are assigned ad-hoc, dependant upon the nature of the city, on a scale of x(1/4) to x4.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_City_flowchart_design-2.JPG|center|A City&#039;s Event Flowchart]]&lt;br /&gt;
&lt;br /&gt;
For the time being, the precise effects of the vast majority of these abilities is not determined. While they can be DM fiat&#039;d into usefulness, I would much rather have solid mechanics for dealing with them. Later sections will detail how they function.&lt;br /&gt;
&lt;br /&gt;
==Wealth, Resources, and Currency==&lt;br /&gt;
Rather than saying that a city of a certain population has a max GP limit of some number, the maximum GP limit of a city is determined based upon its abilities and classes. Wealth is determined by classes, which is then multiplied by population, then divided by 10, to find the max GP limit of a single item that can be purchased in the city.&lt;br /&gt;
&lt;br /&gt;
Resources further impact currency, but does not affect max GP limit. Instead, Resources modifies the value of 1 gold piece. If a city is at it&#039;s normal Resources value (Wealth x 5), gold pieces are exchanged at a 1:1 ratio.&lt;br /&gt;
&lt;br /&gt;
Resource fluctation causes the currency to gain and lose value. For every 5 points above the normal Resources value, currency gains 1% in value; for every 5 points below, currency loses 1% of its value.&lt;br /&gt;
&lt;br /&gt;
In addition, if a city&#039;s Resources drops to 0 or below, the currency drops 1% in value for each point of Resources below 0.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
 Edge has a Wealth of 14 and Population 52, meaning that it&#039;s Max GP Limit is 728 GP. &lt;br /&gt;
 &lt;br /&gt;
 However, Edge recently suffered an explosion in its industrial sector (+38 to Disaster), and lost 76 points of Resources, bringing&lt;br /&gt;
 it to -6. &lt;br /&gt;
 &lt;br /&gt;
 There is a 70 point difference between 70 and 0, which - divided by 5 - is 15 (so 15%); Resources are another 6 points below 0, so&lt;br /&gt;
 that&#039;s another 6%, for a total of 21%.&lt;br /&gt;
 &lt;br /&gt;
 Therefore, currency in Edge is worth 79% of its normal value.&lt;br /&gt;
 &lt;br /&gt;
 To find the actual currency required to buy a 728 GP item, divide the normal value by the currency value (79%, or .79). This&lt;br /&gt;
 results in 921.5 GP - so you need to spend 921 gold and 5 silver, to purchase a 728 GP item.&lt;br /&gt;
&lt;br /&gt;
Another reasonable approach would be to multiply the Max GP Limit itself by the percentage, thus representing that more expensive items are unavailable due to a shortage of resources. Both approaches work; it&#039;s just a matter of figuring out which is better (perhaps even both would make sense, but that would require using a different ability for one of the two).&lt;br /&gt;
&lt;br /&gt;
[[category:Trinity]]&lt;/div&gt;</summary>
		<author><name>GnomeWorks</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:Trinity_City_flowchart_design-2.JPG&amp;diff=67459</id>
		<title>File:Trinity City flowchart design-2.JPG</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:Trinity_City_flowchart_design-2.JPG&amp;diff=67459"/>
		<updated>2007-11-16T21:16:30Z</updated>

		<summary type="html">&lt;p&gt;GnomeWorks: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>GnomeWorks</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Trinity:City_Mechanics&amp;diff=67445</id>
		<title>Trinity:City Mechanics</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Trinity:City_Mechanics&amp;diff=67445"/>
		<updated>2007-11-16T20:33:05Z</updated>

		<summary type="html">&lt;p&gt;GnomeWorks: /* Building The City */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I once randomly came across an interesting online sim, [http://www.heroesofivalice.com/index.php Heroes of Ivalice]. Taking a look, I noticed that - in some combats - the city in which the combat took place was mentioned, and suffered adverse effects due to the destruction of property.&lt;br /&gt;
&lt;br /&gt;
I immediately became intrigued. The idea of cities being mechanical constructs, that could be affected by the actions of players - and not just ad hoc&#039;d, or by DM fiat, but with actual mechanics behind the idea! Being the mechanist that I am, I decided that I, too, wanted to implement something of this sort.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, d20 is sorely lacking in material. One has difficulty finding mass combat rules, much less rules for mechanical effects on cities as a result of a PC&#039;s actions. However, the space is not completely barren, in terms of published rules, and I have found something that will serve - for now - as a decent baseline.&lt;br /&gt;
&lt;br /&gt;
Here, then, I will outline the base mechanics of cities, and how those mechanics interact with the core d20 System. Not all of this information is terribly relevant for players; for the most part, the DM should track this information behind the scenes. Astute players will figure out the more obvious effects (the power of currency changing, for instance), but others will pretty much be outside of their scope.&lt;br /&gt;
&lt;br /&gt;
=Building The City=&lt;br /&gt;
A city is much like a character, in that it has levels (based on its population) and classes. Cities also have an analogue to Hit Dice, that being Wealth.&lt;br /&gt;
&lt;br /&gt;
A city has six ability scores: &#039;&#039;&#039;Force&#039;&#039;&#039;, &#039;&#039;&#039;Mobility&#039;&#039;&#039;, &#039;&#039;&#039;Resilience&#039;&#039;&#039;, &#039;&#039;&#039;Learning&#039;&#039;&#039;, &#039;&#039;&#039;Awareness&#039;&#039;&#039;, and &#039;&#039;&#039;Command&#039;&#039;&#039;. Each of these six abilities correspond roughly to a character&#039;s ability (so Force corresponds to Strength; Learning to Intelligence; and so forth).&lt;br /&gt;
&lt;br /&gt;
Cities purchase these ability scores using the point buy method. A city receives a number of ability points to expend based upon its population. In addition, its population determines its population level (ie, character level).&lt;br /&gt;
&lt;br /&gt;
Once the abilities are determined, you can pick from one of three classes for each population level: civilian, military, and a class that indicates a particular force alignment. Each class contributes to the city&#039;s Defense, Reputation, Wealth, skills, and feats.&lt;br /&gt;
&lt;br /&gt;
Of these, Wealth is the most important (and only fleshed-out one, at the moment). Feats are also important: feats represent city features that go above and beyond what is indicated by the class levels. For instance, defensive fortifications, universities, and factories fall into feats.&lt;br /&gt;
&lt;br /&gt;
Once these are all calculated, a city then has a number of derived abilities. They are as follows.&lt;br /&gt;
&lt;br /&gt;
 Content&lt;br /&gt;
 Disaster&lt;br /&gt;
 Dissent&lt;br /&gt;
 Economy&lt;br /&gt;
 Greed&lt;br /&gt;
 Influence on Others&lt;br /&gt;
 Infrastructure&lt;br /&gt;
 Outside Influence&lt;br /&gt;
 Population&lt;br /&gt;
 Resources&lt;br /&gt;
 Leadership&lt;br /&gt;
&lt;br /&gt;
Each of these works (theoretically) on a scale of 1-100.&lt;br /&gt;
&lt;br /&gt;
 In addition to those, the following may also be implemented (but are not, as of yet).&lt;br /&gt;
 Harvest&lt;br /&gt;
&lt;br /&gt;
Once these abilities are determined, a city then has a number of link values, as each of these abilities is linked to one another. Events that take place in or around a city impact one or more of these abilities, which then further impacts the rest. Link values are assigned ad-hoc, dependant upon the nature of the city, on a scale of x(1/4) to x4.&lt;br /&gt;
&lt;br /&gt;
For the time being, the precise effects of the vast majority of these abilities is not determined. While they can be DM fiat&#039;d into usefulness, I would much rather have solid mechanics for dealing with them. Later sections will detail how they function.&lt;br /&gt;
&lt;br /&gt;
==Wealth, Resources, and Currency==&lt;br /&gt;
Rather than saying that a city of a certain population has a max GP limit of some number, the maximum GP limit of a city is determined based upon its abilities and classes. Wealth is determined by classes, which is then multiplied by population, then divided by 10, to find the max GP limit of a single item that can be purchased in the city.&lt;br /&gt;
&lt;br /&gt;
Resources further impact currency, but does not affect max GP limit. Instead, Resources modifies the value of 1 gold piece. If a city is at it&#039;s normal Resources value (Wealth x 5), gold pieces are exchanged at a 1:1 ratio.&lt;br /&gt;
&lt;br /&gt;
Resource fluctation causes the currency to gain and lose value. For every 5 points above the normal Resources value, currency gains 1% in value; for every 5 points below, currency loses 1% of its value.&lt;br /&gt;
&lt;br /&gt;
In addition, if a city&#039;s Resources drops to 0 or below, the currency drops 1% in value for each point of Resources below 0.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
 Edge has a Wealth of 14 and Population 52, meaning that it&#039;s Max GP Limit is 728 GP. &lt;br /&gt;
 &lt;br /&gt;
 However, Edge recently suffered an explosion in its industrial sector (+38 to Disaster), and lost 76 points of Resources, bringing&lt;br /&gt;
 it to -6. &lt;br /&gt;
 &lt;br /&gt;
 There is a 70 point difference between 70 and 0, which - divided by 5 - is 15 (so 15%); Resources are another 6 points below 0, so&lt;br /&gt;
 that&#039;s another 6%, for a total of 21%.&lt;br /&gt;
 &lt;br /&gt;
 Therefore, currency in Edge is worth 79% of its normal value.&lt;br /&gt;
 &lt;br /&gt;
 To find the actual currency required to buy a 728 GP item, divide the normal value by the currency value (79%, or .79). This&lt;br /&gt;
 results in 921.5 GP - so you need to spend 921 gold and 5 silver, to purchase a 728 GP item.&lt;br /&gt;
&lt;br /&gt;
Another reasonable approach would be to multiply the Max GP Limit itself by the percentage, thus representing that more expensive items are unavailable due to a shortage of resources. Both approaches work; it&#039;s just a matter of figuring out which is better (perhaps even both would make sense, but that would require using a different ability for one of the two).&lt;br /&gt;
&lt;br /&gt;
[[category:Trinity]]&lt;/div&gt;</summary>
		<author><name>GnomeWorks</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Trinity:City_Mechanics&amp;diff=67443</id>
		<title>Trinity:City Mechanics</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Trinity:City_Mechanics&amp;diff=67443"/>
		<updated>2007-11-16T20:30:31Z</updated>

		<summary type="html">&lt;p&gt;GnomeWorks: /* Building The City */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I once randomly came across an interesting online sim, [http://www.heroesofivalice.com/index.php Heroes of Ivalice]. Taking a look, I noticed that - in some combats - the city in which the combat took place was mentioned, and suffered adverse effects due to the destruction of property.&lt;br /&gt;
&lt;br /&gt;
I immediately became intrigued. The idea of cities being mechanical constructs, that could be affected by the actions of players - and not just ad hoc&#039;d, or by DM fiat, but with actual mechanics behind the idea! Being the mechanist that I am, I decided that I, too, wanted to implement something of this sort.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, d20 is sorely lacking in material. One has difficulty finding mass combat rules, much less rules for mechanical effects on cities as a result of a PC&#039;s actions. However, the space is not completely barren, in terms of published rules, and I have found something that will serve - for now - as a decent baseline.&lt;br /&gt;
&lt;br /&gt;
Here, then, I will outline the base mechanics of cities, and how those mechanics interact with the core d20 System. Not all of this information is terribly relevant for players; for the most part, the DM should track this information behind the scenes. Astute players will figure out the more obvious effects (the power of currency changing, for instance), but others will pretty much be outside of their scope.&lt;br /&gt;
&lt;br /&gt;
=Building The City=&lt;br /&gt;
A city is much like a character, in that it has levels (based on its population) and classes. Cities also have an analogue to Hit Dice, that being Wealth.&lt;br /&gt;
&lt;br /&gt;
A city has six ability scores: &#039;&#039;&#039;Force&#039;&#039;&#039;, &#039;&#039;&#039;Mobility&#039;&#039;&#039;, &#039;&#039;&#039;Resilience&#039;&#039;&#039;, &#039;&#039;&#039;Learning&#039;&#039;&#039;, &#039;&#039;&#039;Awareness&#039;&#039;&#039;, and &#039;&#039;&#039;Command&#039;&#039;&#039;. Each of these six abilities correspond roughly to a character&#039;s ability (so Force corresponds to Strength; Learning to Intelligence; and so forth).&lt;br /&gt;
&lt;br /&gt;
Cities purchase these ability scores using the point buy method. A city receives a number of ability points to expend based upon its population. In addition, its population determines its population level (ie, character level).&lt;br /&gt;
&lt;br /&gt;
Once the abilities are determined, you can pick from one of three classes for each population level: civilian, military, and a class that indicates a particular force alignment. Each class contributes to the city&#039;s Defense, Reputation, Wealth, skills, and feats.&lt;br /&gt;
&lt;br /&gt;
Of these, Wealth is the most important (and only fleshed-out one, at the moment). Feats are also important: feats represent city features that go above and beyond what is indicated by the class levels. For instance, defensive fortifications, universities, and factories fall into feats.&lt;br /&gt;
&lt;br /&gt;
Once these are all calculated, a city then has a number of derived abilities. They are as follows.&lt;br /&gt;
&lt;br /&gt;
 Content&lt;br /&gt;
 Disaster&lt;br /&gt;
 Economy&lt;br /&gt;
 Greed&lt;br /&gt;
 Influence on Others&lt;br /&gt;
 Infrastructure&lt;br /&gt;
 Outside Influence&lt;br /&gt;
 Population&lt;br /&gt;
 Resources&lt;br /&gt;
 Leadership&lt;br /&gt;
&lt;br /&gt;
Each of these works (theoretically) on a scale of 1-100.&lt;br /&gt;
&lt;br /&gt;
 In addition to those, the following may also be implemented (but are not, as of yet).&lt;br /&gt;
 Harvest&lt;br /&gt;
&lt;br /&gt;
Once these abilities are determined, a city then has a number of link values, as each of these abilities is linked to one another. Events that take place in or around a city impact one or more of these abilities, which then further impacts the rest. Link values are assigned ad-hoc, dependant upon the nature of the city, on a scale of x(1/4) to x4.&lt;br /&gt;
&lt;br /&gt;
For the time being, the precise effects of the vast majority of these abilities is not determined. While they can be DM fiat&#039;d into usefulness, I would much rather have solid mechanics for dealing with them. Later sections will detail how they function.&lt;br /&gt;
&lt;br /&gt;
==Wealth, Resources, and Currency==&lt;br /&gt;
Rather than saying that a city of a certain population has a max GP limit of some number, the maximum GP limit of a city is determined based upon its abilities and classes. Wealth is determined by classes, which is then multiplied by population, then divided by 10, to find the max GP limit of a single item that can be purchased in the city.&lt;br /&gt;
&lt;br /&gt;
Resources further impact currency, but does not affect max GP limit. Instead, Resources modifies the value of 1 gold piece. If a city is at it&#039;s normal Resources value (Wealth x 5), gold pieces are exchanged at a 1:1 ratio.&lt;br /&gt;
&lt;br /&gt;
Resource fluctation causes the currency to gain and lose value. For every 5 points above the normal Resources value, currency gains 1% in value; for every 5 points below, currency loses 1% of its value.&lt;br /&gt;
&lt;br /&gt;
In addition, if a city&#039;s Resources drops to 0 or below, the currency drops 1% in value for each point of Resources below 0.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
 Edge has a Wealth of 14 and Population 52, meaning that it&#039;s Max GP Limit is 728 GP. &lt;br /&gt;
 &lt;br /&gt;
 However, Edge recently suffered an explosion in its industrial sector (+38 to Disaster), and lost 76 points of Resources, bringing&lt;br /&gt;
 it to -6. &lt;br /&gt;
 &lt;br /&gt;
 There is a 70 point difference between 70 and 0, which - divided by 5 - is 15 (so 15%); Resources are another 6 points below 0, so&lt;br /&gt;
 that&#039;s another 6%, for a total of 21%.&lt;br /&gt;
 &lt;br /&gt;
 Therefore, currency in Edge is worth 79% of its normal value.&lt;br /&gt;
 &lt;br /&gt;
 To find the actual currency required to buy a 728 GP item, divide the normal value by the currency value (79%, or .79). This&lt;br /&gt;
 results in 921.5 GP - so you need to spend 921 gold and 5 silver, to purchase a 728 GP item.&lt;br /&gt;
&lt;br /&gt;
Another reasonable approach would be to multiply the Max GP Limit itself by the percentage, thus representing that more expensive items are unavailable due to a shortage of resources. Both approaches work; it&#039;s just a matter of figuring out which is better (perhaps even both would make sense, but that would require using a different ability for one of the two).&lt;br /&gt;
&lt;br /&gt;
[[category:Trinity]]&lt;/div&gt;</summary>
		<author><name>GnomeWorks</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Trinity:City_Mechanics&amp;diff=67439</id>
		<title>Trinity:City Mechanics</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Trinity:City_Mechanics&amp;diff=67439"/>
		<updated>2007-11-16T20:09:59Z</updated>

		<summary type="html">&lt;p&gt;GnomeWorks: /* Building The City */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I once randomly came across an interesting online sim, [http://www.heroesofivalice.com/index.php Heroes of Ivalice]. Taking a look, I noticed that - in some combats - the city in which the combat took place was mentioned, and suffered adverse effects due to the destruction of property.&lt;br /&gt;
&lt;br /&gt;
I immediately became intrigued. The idea of cities being mechanical constructs, that could be affected by the actions of players - and not just ad hoc&#039;d, or by DM fiat, but with actual mechanics behind the idea! Being the mechanist that I am, I decided that I, too, wanted to implement something of this sort.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, d20 is sorely lacking in material. One has difficulty finding mass combat rules, much less rules for mechanical effects on cities as a result of a PC&#039;s actions. However, the space is not completely barren, in terms of published rules, and I have found something that will serve - for now - as a decent baseline.&lt;br /&gt;
&lt;br /&gt;
Here, then, I will outline the base mechanics of cities, and how those mechanics interact with the core d20 System. Not all of this information is terribly relevant for players; for the most part, the DM should track this information behind the scenes. Astute players will figure out the more obvious effects (the power of currency changing, for instance), but others will pretty much be outside of their scope.&lt;br /&gt;
&lt;br /&gt;
=Building The City=&lt;br /&gt;
A city is much like a character, in that it has levels (based on its population) and classes. Cities also have an analogue to Hit Dice, that being Wealth.&lt;br /&gt;
&lt;br /&gt;
A city has six ability scores: &#039;&#039;&#039;Force&#039;&#039;&#039;, &#039;&#039;&#039;Mobility&#039;&#039;&#039;, &#039;&#039;&#039;Resilience&#039;&#039;&#039;, &#039;&#039;&#039;Learning&#039;&#039;&#039;, &#039;&#039;&#039;Awareness&#039;&#039;&#039;, and &#039;&#039;&#039;Command&#039;&#039;&#039;. Each of these six abilities correspond roughly to a character&#039;s ability (so Force corresponds to Strength; Learning to Intelligence; and so forth).&lt;br /&gt;
&lt;br /&gt;
Cities purchase these ability scores using the point buy method. A city receives a number of ability points to expend based upon its population. In addition, its population determines its population level (ie, character level).&lt;br /&gt;
&lt;br /&gt;
Once the abilities are determined, you can pick from one of three classes for each population level: civilian, military, and a class that indicates a particular force alignment. Each class contributes to the city&#039;s Defense, Reputation, Wealth, skills, and feats.&lt;br /&gt;
&lt;br /&gt;
Of these, Wealth is the most important (and only fleshed-out one, at the moment). Feats are also important: feats represent city features that go above and beyond what is indicated by the class levels. For instance, defensive fortifications, universities, and factories fall into feats.&lt;br /&gt;
&lt;br /&gt;
Once these are all calculated, a city then has a number of derived abilities. They are as follows.&lt;br /&gt;
&lt;br /&gt;
 Contentment&lt;br /&gt;
 Disaster&lt;br /&gt;
 Dissent&lt;br /&gt;
 Greed&lt;br /&gt;
 Influence on Others&lt;br /&gt;
 Outside Influence&lt;br /&gt;
 Population&lt;br /&gt;
 Prosperity&lt;br /&gt;
 Resources&lt;br /&gt;
 Leadership&lt;br /&gt;
&lt;br /&gt;
Each of these works (theoretically) on a scale of 1-100.&lt;br /&gt;
&lt;br /&gt;
 In addition to those, the following may also be implemented (but are not, as of yet).&lt;br /&gt;
 Economy&lt;br /&gt;
 Harvest&lt;br /&gt;
 Infrastructure&lt;br /&gt;
&lt;br /&gt;
Once these abilities are determined, a city then has a number of link values, as each of these abilities is linked to one another. Events that take place in or around a city impact one or more of these abilities, which then further impacts the rest. Link values are assigned ad-hoc, dependant upon the nature of the city, on a scale of x(1/4) to x4.&lt;br /&gt;
&lt;br /&gt;
For the time being, the precise effects of the vast majority of these abilities is not determined. While they can be DM fiat&#039;d into usefulness, I would much rather have solid mechanics for dealing with them. Later sections will detail how they function.&lt;br /&gt;
&lt;br /&gt;
==Wealth, Resources, and Currency==&lt;br /&gt;
Rather than saying that a city of a certain population has a max GP limit of some number, the maximum GP limit of a city is determined based upon its abilities and classes. Wealth is determined by classes, which is then multiplied by population, then divided by 10, to find the max GP limit of a single item that can be purchased in the city.&lt;br /&gt;
&lt;br /&gt;
Resources further impact currency, but does not affect max GP limit. Instead, Resources modifies the value of 1 gold piece. If a city is at it&#039;s normal Resources value (Wealth x 5), gold pieces are exchanged at a 1:1 ratio.&lt;br /&gt;
&lt;br /&gt;
Resource fluctation causes the currency to gain and lose value. For every 5 points above the normal Resources value, currency gains 1% in value; for every 5 points below, currency loses 1% of its value.&lt;br /&gt;
&lt;br /&gt;
In addition, if a city&#039;s Resources drops to 0 or below, the currency drops 1% in value for each point of Resources below 0.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
 Edge has a Wealth of 14 and Population 52, meaning that it&#039;s Max GP Limit is 728 GP. &lt;br /&gt;
 &lt;br /&gt;
 However, Edge recently suffered an explosion in its industrial sector (+38 to Disaster), and lost 76 points of Resources, bringing&lt;br /&gt;
 it to -6. &lt;br /&gt;
 &lt;br /&gt;
 There is a 70 point difference between 70 and 0, which - divided by 5 - is 15 (so 15%); Resources are another 6 points below 0, so&lt;br /&gt;
 that&#039;s another 6%, for a total of 21%.&lt;br /&gt;
 &lt;br /&gt;
 Therefore, currency in Edge is worth 79% of its normal value.&lt;br /&gt;
 &lt;br /&gt;
 To find the actual currency required to buy a 728 GP item, divide the normal value by the currency value (79%, or .79). This&lt;br /&gt;
 results in 921.5 GP - so you need to spend 921 gold and 5 silver, to purchase a 728 GP item.&lt;br /&gt;
&lt;br /&gt;
Another reasonable approach would be to multiply the Max GP Limit itself by the percentage, thus representing that more expensive items are unavailable due to a shortage of resources. Both approaches work; it&#039;s just a matter of figuring out which is better (perhaps even both would make sense, but that would require using a different ability for one of the two).&lt;br /&gt;
&lt;br /&gt;
[[category:Trinity]]&lt;/div&gt;</summary>
		<author><name>GnomeWorks</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Trinity:Jikuu_A-I&amp;diff=67437</id>
		<title>Trinity:Jikuu A-I</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Trinity:Jikuu_A-I&amp;diff=67437"/>
		<updated>2007-11-16T19:47:16Z</updated>

		<summary type="html">&lt;p&gt;GnomeWorks: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of [[Trinity:Jikuu|Jikuu]] for the Trinity campaign setting. The list has gotten too long for a single page, and as such, the Jikuu have been split onto three pages.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;A - I&#039;&#039;&#039; | [[Trinity:Jikuu_J-R|J - R]] | [[Trinity:Jikuu_S-Z|S - Z]]&lt;br /&gt;
&lt;br /&gt;
==Jikuu (A - I)==&lt;br /&gt;
The following is an alphabetical list of Jikuu, from A to I.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;20_Minutes&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;20 Minutes&#039;&#039;&#039;&lt;br /&gt;
   &#039;&#039;&#039;&#039;&#039;Temporal&#039;&#039;&#039;&#039;&#039; (Manipulation)&lt;br /&gt;
   &#039;&#039;&#039;Level:&#039;&#039;&#039; Tmp 7&lt;br /&gt;
   &#039;&#039;&#039;Jikuu Points:&#039;&#039;&#039; 7&lt;br /&gt;
   &lt;br /&gt;
   As per [[Trinity:Jikuu_S-Z#Time_to_Act|&#039;&#039;time to act&#039;&#039;]], but the target can take 20.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Accelerate&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Accelerate&#039;&#039;&#039;&lt;br /&gt;
   &#039;&#039;&#039;&#039;&#039;Spatial&#039;&#039;&#039;&#039;&#039; (Manipulation)&lt;br /&gt;
   &#039;&#039;&#039;Level:&#039;&#039;&#039; Tmp 1&lt;br /&gt;
   &#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 standard action&lt;br /&gt;
   &#039;&#039;&#039;Range:&#039;&#039;&#039; Close (25 feet + 5 feet/2 levels)&lt;br /&gt;
   &#039;&#039;&#039;Targets:&#039;&#039;&#039; One creature&lt;br /&gt;
   &#039;&#039;&#039;Duration:&#039;&#039;&#039; One round/level (D)&lt;br /&gt;
   &#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; None (Harmless)&lt;br /&gt;
   &#039;&#039;&#039;Temporal Opposition:&#039;&#039;&#039; Yes (Harmless)&lt;br /&gt;
   &#039;&#039;&#039;Jikuu Points:&#039;&#039;&#039; 1&lt;br /&gt;
   &lt;br /&gt;
   The targeted creature moves through space at an increased rate. It gains a +30 haste bonus to its primary movement rate for one&lt;br /&gt;
   round/level.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Accelerate_Metabolism&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Accelerate Metabolism&#039;&#039;&#039;&lt;br /&gt;
   &#039;&#039;&#039;&#039;&#039;Temporal&#039;&#039;&#039;&#039;&#039; (Manipulation)&lt;br /&gt;
   &#039;&#039;&#039;Level:&#039;&#039;&#039; Tmp 1&lt;br /&gt;
   &#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 standard action&lt;br /&gt;
   &#039;&#039;&#039;Range:&#039;&#039;&#039; Close (25 feet + 5 feet/2 levels)&lt;br /&gt;
   &#039;&#039;&#039;Targets:&#039;&#039;&#039; One creature&lt;br /&gt;
   &#039;&#039;&#039;Duration:&#039;&#039;&#039; 1 minute/level&lt;br /&gt;
   &#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; Fortitude negates&lt;br /&gt;
   &#039;&#039;&#039;Temporal Opposition:&#039;&#039;&#039; Yes&lt;br /&gt;
   &#039;&#039;&#039;Jikuu Points:&#039;&#039;&#039; 1&lt;br /&gt;
   &lt;br /&gt;
   You weaken the target creature by rapidly accelerating its metabolism, causing it physical pain. If the creature fails its&lt;br /&gt;
   saving throw, it becomes &#039;&#039;fatigued&#039;&#039;, and suffers a 2 points of temporary ability damage to Strength and Dexterity.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Adjust_Flow&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Adjust Flow&#039;&#039;&#039;&lt;br /&gt;
   &#039;&#039;&#039;&#039;&#039;Temporal&#039;&#039;&#039;&#039;&#039; (Manipulation)&lt;br /&gt;
   &#039;&#039;&#039;Level:&#039;&#039;&#039; Tmp 6&lt;br /&gt;
   &#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 round&lt;br /&gt;
   &#039;&#039;&#039;Range:&#039;&#039;&#039; 0 ft.&lt;br /&gt;
   &#039;&#039;&#039;Area:&#039;&#039;&#039; 30 ft radius emanation, centered on you&lt;br /&gt;
   &#039;&#039;&#039;Duration:&#039;&#039;&#039; 1 hour (D)&lt;br /&gt;
   &#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; None&lt;br /&gt;
   &#039;&#039;&#039;Temporal Opposition:&#039;&#039;&#039; Yes&lt;br /&gt;
   &#039;&#039;&#039;Jikuu Points:&#039;&#039;&#039; 6&lt;br /&gt;
   &lt;br /&gt;
   You remove the area around yourself from the actual timestream, allowing you to dictate the rate at which time flows around you in&lt;br /&gt;
   respect to the actual timeline.&lt;br /&gt;
 &lt;br /&gt;
   You can increase the flow of time within the area by a factor of 10 (so that 1 minute in the area is 1 round outside it), or slow&lt;br /&gt;
   time down by a factor of 10 (so that 1 round in the area is 1 minute outside it).&lt;br /&gt;
 &lt;br /&gt;
   The effect does not move with you; while the initial area is centered on you, it does not move if you do. If you leave the area,&lt;br /&gt;
   the effect immediately ends.&lt;br /&gt;
 &lt;br /&gt;
   This area lasts for up to 1 hour of actual time (so those inside have experienced up to 10 hours, but at least 6 minutes).&lt;br /&gt;
 &lt;br /&gt;
   Vision and hearing across the boundary of the area is affected, such that creatures inside will appear to be moving faster or&lt;br /&gt;
   slower to those outside, and vice-versa.&lt;br /&gt;
 &lt;br /&gt;
   Force effects cannot pass through the boundary of the area (though they can be used inside, as normal). Attacks across the&lt;br /&gt;
   boundary are impossible, due to the time difference.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Age_Creature&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Age Creature&#039;&#039;&#039;&lt;br /&gt;
   &#039;&#039;&#039;&#039;&#039;Temporal&#039;&#039;&#039;&#039;&#039; (Manipulation)&lt;br /&gt;
   &#039;&#039;&#039;Level:&#039;&#039;&#039; Tmp 4&lt;br /&gt;
   &#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 move action&lt;br /&gt;
   &#039;&#039;&#039;Range:&#039;&#039;&#039; Close (25 feet + 5 feet/2 levels)&lt;br /&gt;
   &#039;&#039;&#039;Targets:&#039;&#039;&#039; One creature&lt;br /&gt;
   &#039;&#039;&#039;Duration:&#039;&#039;&#039; 1 round/level (D)&lt;br /&gt;
   &#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; Fortitude negates&lt;br /&gt;
   &#039;&#039;&#039;Temporal Opposition:&#039;&#039;&#039; Yes&lt;br /&gt;
   &#039;&#039;&#039;Jikuu Points:&#039;&#039;&#039; 4&lt;br /&gt;
   &lt;br /&gt;
   You temporarily cause a creature to suffer through physical aging; however, this effect is not permanent. The creature suffers&lt;br /&gt;
   all the penalties of aging (though if it is a creature such as a dragon, that gains physical benefits from aging, it gains those,&lt;br /&gt;
   as well), but does not gain any mental benefits from doing so.&lt;br /&gt;
 &lt;br /&gt;
   The creature ages one category; a creature that is already venerable instead takes 1d4 points of temporary Constitution damage.&lt;br /&gt;
 &lt;br /&gt;
   This jikuu has no effect on the following creature types: Constructs, Elementals, Fey, Ooze, Outsiders, and Undead.&lt;br /&gt;
 &lt;br /&gt;
   &#039;&#039;Age Creature&#039;&#039; counters and negates &#039;&#039;Restore Creature&#039;&#039;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Age_Item&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Age Item&#039;&#039;&#039;&lt;br /&gt;
   &#039;&#039;&#039;&#039;&#039;Temporal&#039;&#039;&#039;&#039;&#039; (Manipulation)&lt;br /&gt;
   &#039;&#039;&#039;Level:&#039;&#039;&#039; Tmp 2&lt;br /&gt;
   &#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 move action&lt;br /&gt;
   &#039;&#039;&#039;Range:&#039;&#039;&#039; Touch&lt;br /&gt;
   &#039;&#039;&#039;Targets:&#039;&#039;&#039; One object, no more than 1 cubic foot/level&lt;br /&gt;
   &#039;&#039;&#039;Duration:&#039;&#039;&#039; Instantaneous&lt;br /&gt;
   &#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; Fortitude negates (object)&lt;br /&gt;
   &#039;&#039;&#039;Temporal Opposition:&#039;&#039;&#039; Yes (object)&lt;br /&gt;
   &#039;&#039;&#039;Jikuu Points:&#039;&#039;&#039; 2&lt;br /&gt;
   &lt;br /&gt;
   You rapidly accelerate an item&#039;s journey forward in time, causing it to rapidly rust, corrode, and otherwise decay.&lt;br /&gt;
 &lt;br /&gt;
   The types of materials you can affect - and how much you can cause them to decay with a single use of this jikuu - is based&lt;br /&gt;
   upon your level.&lt;br /&gt;
 &lt;br /&gt;
   					&#039;&#039;&#039;-- Material --&#039;&#039;&#039;&lt;br /&gt;
   &#039;&#039;&#039;Lvl	Food	Soft Plant	Wood / Clay	Stone		Metal (weak)	Metal (strong)&#039;&#039;&#039;&lt;br /&gt;
   &#039;&#039;&#039;3&#039;&#039;&#039;	Rotten							&lt;br /&gt;
   &#039;&#039;&#039;4&#039;&#039;&#039;		Faded				&lt;br /&gt;
   &#039;&#039;&#039;5&#039;&#039;&#039;				Faded				&lt;br /&gt;
   &#039;&#039;&#039;6&#039;&#039;&#039;	Dust	Fragile						&lt;br /&gt;
   &#039;&#039;&#039;7&#039;&#039;&#039;				Fragile		Faded		&lt;br /&gt;
   &#039;&#039;&#039;8&#039;&#039;&#039;		Deteriorated			&lt;br /&gt;
   &#039;&#039;&#039;9&#039;&#039;&#039;				Deteriorated			Faded&lt;br /&gt;
   &#039;&#039;&#039;10&#039;&#039;&#039;		1/3 Ruined			Fragile				&lt;br /&gt;
   &#039;&#039;&#039;11&#039;&#039;&#039;				1/3 Ruined					Faded&lt;br /&gt;
   &#039;&#039;&#039;12&#039;&#039;&#039;		2/3 Ruined			Deteriorated	Fragile		&lt;br /&gt;
   &#039;&#039;&#039;13&#039;&#039;&#039;				2/3 Ruined				&lt;br /&gt;
   &#039;&#039;&#039;14&#039;&#039;&#039;		Dust						Deteriorated	Fragile&lt;br /&gt;
   &#039;&#039;&#039;15&#039;&#039;&#039;				Dust		1/3 Ruined		&lt;br /&gt;
   &#039;&#039;&#039;16&#039;&#039;&#039;						&lt;br /&gt;
   &#039;&#039;&#039;17&#039;&#039;&#039;						2/3 Ruined	1/3 Ruined	Deteriorated&lt;br /&gt;
   &#039;&#039;&#039;18&#039;&#039;&#039;										&lt;br /&gt;
   &#039;&#039;&#039;19&#039;&#039;&#039;								2/3 Ruined&lt;br /&gt;
   &#039;&#039;&#039;20&#039;&#039;&#039;						Dust				1/3 Ruined&lt;br /&gt;
 &lt;br /&gt;
   &#039;&#039;&#039;Rotten:&#039;&#039;&#039; Food only; this status indicates that the food is now putrefied and completely inedible. Any foodstuffs can be&lt;br /&gt;
   decayed to this level.&lt;br /&gt;
 &lt;br /&gt;
   &#039;&#039;&#039;Faded:&#039;&#039;&#039; The coloring, mural paints, ink text, and similar have disappeared, but the item is otherwise intact.&lt;br /&gt;
 &lt;br /&gt;
   &#039;&#039;&#039;Fragile:&#039;&#039;&#039; The item is showing clear signs of being worn. It suffers a 20% reduction in Hardness, HP, and break DC.&lt;br /&gt;
 &lt;br /&gt;
   &#039;&#039;&#039;Deteriorated:&#039;&#039;&#039; The item retains its basic shape, but is otherwise badly worn out, unusuable and generally unidentifiable (an&lt;br /&gt;
   Int check at DC 12 can identify the item&#039;s purpose). The item may break upon handling, and carvings in stone or metal has almost&lt;br /&gt;
   disappeared. The item&#039;s Hardness, HP, and break DC are decreased by 40%.&lt;br /&gt;
 &lt;br /&gt;
   &#039;&#039;&#039;1/3 Ruined:&#039;&#039;&#039; The item is crumbling, its surface eroded or rusted away, and is roughly 2/3 of its original size. An Int check&lt;br /&gt;
   against DC 18 allows an onlooker to guess as to the item&#039;s original function. The item&#039;s Hardness, HP, and break DC are decreased&lt;br /&gt;
   by 60%.&lt;br /&gt;
 &lt;br /&gt;
   &#039;&#039;&#039;2/3 Ruined:&#039;&#039;&#039; The item is in an advanced state of disintegration; an Intelligence check against DC 22 allows an onlooker to&lt;br /&gt;
   identify what sort of item it may have been in the past. Such an item has its Hardness, HP, and break DC reduced by 80%.&lt;br /&gt;
 &lt;br /&gt;
   &#039;&#039;&#039;Dust:&#039;&#039;&#039; There is nothing left of the item save a small pile of dust.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Alacrity&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Alacrity&#039;&#039;&#039;&lt;br /&gt;
   &#039;&#039;&#039;&#039;&#039;Temporal&#039;&#039;&#039;&#039;&#039; (Manipulation)&lt;br /&gt;
   &#039;&#039;&#039;Level:&#039;&#039;&#039; Tmp 1&lt;br /&gt;
   &#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 standard action&lt;br /&gt;
   &#039;&#039;&#039;Range:&#039;&#039;&#039; Close (25 feet + 5 feet/2 levels)&lt;br /&gt;
   &#039;&#039;&#039;Targets:&#039;&#039;&#039; One creature&lt;br /&gt;
   &#039;&#039;&#039;Duration:&#039;&#039;&#039; One round&lt;br /&gt;
   &#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; Will negates (harmless)&lt;br /&gt;
   &#039;&#039;&#039;Temporal Opposition:&#039;&#039;&#039; Yes (harmless)&lt;br /&gt;
   &#039;&#039;&#039;Jikuu Points:&#039;&#039;&#039; 1&lt;br /&gt;
   &lt;br /&gt;
   You imbue the chosen creature with a burst of haste. The creature gains the benefits of the [[Trinity:Jikuu_A-I#Haste|&#039;&#039;haste&#039;&#039;]] jikuu for 1 round.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Bestow_Time&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Bestow Time&#039;&#039;&#039;&lt;br /&gt;
   &#039;&#039;&#039;&#039;&#039;Temporal&#039;&#039;&#039;&#039;&#039; (Manipulation)&lt;br /&gt;
   &#039;&#039;&#039;Level:&#039;&#039;&#039; Tmp 2&lt;br /&gt;
   &#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 partial action&lt;br /&gt;
   &#039;&#039;&#039;Range:&#039;&#039;&#039; Touch&lt;br /&gt;
   &#039;&#039;&#039;Targets:&#039;&#039;&#039; One creature&lt;br /&gt;
   &#039;&#039;&#039;Duration:&#039;&#039;&#039; One round&lt;br /&gt;
   &#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; Will negates (Harmless)&lt;br /&gt;
   &#039;&#039;&#039;Temporal Opposition:&#039;&#039;&#039; Yes (Harmless)&lt;br /&gt;
   &#039;&#039;&#039;Jikuu Points:&#039;&#039;&#039; 2&lt;br /&gt;
   &lt;br /&gt;
   You touch a creature, bestowing upon it some of your perception of time. On its next action, it gains an additional partial&lt;br /&gt;
   action.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Blink&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Blink&#039;&#039;&#039;&lt;br /&gt;
   &#039;&#039;&#039;&#039;&#039;Spatial&#039;&#039;&#039;&#039;&#039; (Movement)&lt;br /&gt;
   &#039;&#039;&#039;Level:&#039;&#039;&#039; Tmp 3&lt;br /&gt;
   &#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 standard action&lt;br /&gt;
   &#039;&#039;&#039;Range:&#039;&#039;&#039; Personal&lt;br /&gt;
   &#039;&#039;&#039;Targets:&#039;&#039;&#039; You&lt;br /&gt;
   &#039;&#039;&#039;Duration:&#039;&#039;&#039; 1 round/level (D)&lt;br /&gt;
   &#039;&#039;&#039;Temporal Opposition:&#039;&#039;&#039; Yes&lt;br /&gt;
   &#039;&#039;&#039;Jikuu Points:&#039;&#039;&#039; 3&lt;br /&gt;
   &lt;br /&gt;
   You “blink” back and forth between the Material Plane and the Ethereal Plane. You look as though you’re winking in and out of&lt;br /&gt;
   reality very quickly and at random.&lt;br /&gt;
 &lt;br /&gt;
   Blinking has several effects, as follows.&lt;br /&gt;
 &lt;br /&gt;
   Physical attacks against you have a 50% miss chance, and the Blind-Fight feat doesn’t help opponents, since you’re ethereal and&lt;br /&gt;
   not merely invisible. If the attack is capable of striking ethereal creatures, the miss chance is only 20% (for concealment).&lt;br /&gt;
 &lt;br /&gt;
   If the attacker can see invisible creatures, the miss chance is also only 20%. (For an attacker who can both see and strike&lt;br /&gt;
   ethereal creatures, there is no miss chance.) Likewise, your own attacks have a 20% miss chance, since you sometimes go ethereal&lt;br /&gt;
   just as you are about to strike.&lt;br /&gt;
 &lt;br /&gt;
   Any individually targeted spell has a 50% chance to fail against you while you’re blinking unless your attacker can target&lt;br /&gt;
   invisible, ethereal creatures. Your own spells have a 20% chance to activate just as you go ethereal, in which case they typically&lt;br /&gt;
   do not affect the Material Plane.&lt;br /&gt;
 &lt;br /&gt;
   While blinking, you take only half damage from area attacks (but full damage from those that extend onto the Ethereal Plane). You&lt;br /&gt;
   strike as an invisible creature (with a +2 bonus on attack rolls), denying your target any Dexterity bonus to AC.&lt;br /&gt;
 &lt;br /&gt;
   You take only half damage from falling, since you fall only while you are material.&lt;br /&gt;
 &lt;br /&gt;
   While blinking, you can step through (but not see through) solid objects. For each 5 feet of solid material you walk through,&lt;br /&gt;
   there is a 50% chance that you become material. If this occurs, you are shunted off to the nearest open space and take 1d6 points&lt;br /&gt;
   of damage per 5 feet so traveled. You can move at only three-quarters speed (because movement on the Ethereal Plane is at half&lt;br /&gt;
   speed, and you spend about half your time there and half your time material.)&lt;br /&gt;
 &lt;br /&gt;
   Since you spend about half your time on the Ethereal Plane, you can see and even attack ethereal creatures. You interact with&lt;br /&gt;
   ethereal creatures roughly the same way you interact with material ones.&lt;br /&gt;
 &lt;br /&gt;
   An ethereal creature is invisible, incorporeal, and capable of moving in any direction, even up or down. As an incorporeal&lt;br /&gt;
   creature, you can move through solid objects, including living creatures.&lt;br /&gt;
 &lt;br /&gt;
   An ethereal creature can see and hear the Material Plane, but everything looks gray and insubstantial. Sight and hearing on the&lt;br /&gt;
   Material Plane are limited to 60 feet.&lt;br /&gt;
 &lt;br /&gt;
   [Force] effects and abjurations affect you normally. Their effects extend onto the Ethereal Plane from the Material Plane, but not&lt;br /&gt;
   vice versa. An ethereal creature can’t attack material creatures, and spells you cast while ethereal affect only other ethereal&lt;br /&gt;
   things. Certain material creatures or objects have attacks or effects that work on the Ethereal Plane. Treat other ethereal&lt;br /&gt;
   creatures and objects as material. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Bomb&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Bomb&#039;&#039;&#039;&lt;br /&gt;
   &#039;&#039;&#039;&#039;&#039;Spatial&#039;&#039;&#039;&#039;&#039; [Compression, Magnetic]&lt;br /&gt;
   &#039;&#039;&#039;Level:&#039;&#039;&#039; Tmp 1&lt;br /&gt;
   &#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 standard action&lt;br /&gt;
   &#039;&#039;&#039;Range:&#039;&#039;&#039; Medium (100 feet + 10 feet/level)&lt;br /&gt;
   &#039;&#039;&#039;Targets:&#039;&#039;&#039; One creature&lt;br /&gt;
   &#039;&#039;&#039;Duration:&#039;&#039;&#039; Instantaneous&lt;br /&gt;
   &#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; Reflex half&lt;br /&gt;
   &#039;&#039;&#039;Temporal Opposition:&#039;&#039;&#039; No &lt;br /&gt;
   &#039;&#039;&#039;Jikuu Points:&#039;&#039;&#039; 1&lt;br /&gt;
   &lt;br /&gt;
   You cause space to collapse around a single creature. This effect deals 1d8+1/level (max +5) magnetic damage. A successful &lt;br /&gt;
   Reflex save halves this damage.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Borrow_Time&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Borrow Time&#039;&#039;&#039;&lt;br /&gt;
   &#039;&#039;&#039;&#039;&#039;Temporal&#039;&#039;&#039;&#039;&#039; (Manipulation)&lt;br /&gt;
   &#039;&#039;&#039;Level:&#039;&#039;&#039; Tmp 9&lt;br /&gt;
   &#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 full-round action&lt;br /&gt;
   &#039;&#039;&#039;Range:&#039;&#039;&#039; Close (25 feet + 5 feet/2 levels)&lt;br /&gt;
   &#039;&#039;&#039;Targets:&#039;&#039;&#039; All actions not taken by creatures within range&lt;br /&gt;
   &#039;&#039;&#039;Duration:&#039;&#039;&#039; Until your next turn&lt;br /&gt;
   &#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; Will negates (see text)&lt;br /&gt;
   &#039;&#039;&#039;Temporal Opposition:&#039;&#039;&#039; Yes&lt;br /&gt;
   &#039;&#039;&#039;Jikuu Points:&#039;&#039;&#039; 9&lt;br /&gt;
   &lt;br /&gt;
   You focus your mind on all of the individual timelines of all the creatures within range, gathering up their unused time and&lt;br /&gt;
   adding it to your own personal timeline.&lt;br /&gt;
 &lt;br /&gt;
   On each creature&#039;s turn, if it has not used its full allotment of actions, it must make a Will save. If it fails, on your next&lt;br /&gt;
   turn, you gain all of the creature&#039;s actions that it did not take. You cannot gain immediate, free, or swift actions with this&lt;br /&gt;
   jikuu; only move, partial, standard, and full actions can be gained.&lt;br /&gt;
 &lt;br /&gt;
   If a creature opts to delay, it must make a Will save, or else you gain its full allotment of actions, and the creature has&lt;br /&gt;
   effectively passed on its turn to act. If a creature opts to ready, it must make a Will save, or else lose the readied action, and&lt;br /&gt;
   you gain an action of the type that was readied.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Bullet_Time&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Bullet Time&#039;&#039;&#039;&lt;br /&gt;
   &#039;&#039;&#039;&#039;&#039;Temporal&#039;&#039;&#039;&#039;&#039; (Manipulation)&lt;br /&gt;
   &#039;&#039;&#039;Level:&#039;&#039;&#039; Tmp 3&lt;br /&gt;
   &#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 swift action&lt;br /&gt;
   &#039;&#039;&#039;Range:&#039;&#039;&#039; Personal&lt;br /&gt;
   &#039;&#039;&#039;Area:&#039;&#039;&#039; Thirty-foot radius spread, centered on you&lt;br /&gt;
   &#039;&#039;&#039;Duration:&#039;&#039;&#039; 1 round (D)&lt;br /&gt;
   &#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; No&lt;br /&gt;
   &#039;&#039;&#039;Temporal Opposition:&#039;&#039;&#039; Yes&lt;br /&gt;
   &#039;&#039;&#039;Jikuu Points:&#039;&#039;&#039; 3&lt;br /&gt;
   &lt;br /&gt;
   Your perception of time slows down considerably, to the point where even bullets travel slowly enough for you to calmly avoid&lt;br /&gt;
   them.&lt;br /&gt;
 &lt;br /&gt;
   When you use this jikuu, your perception of all the creatures in the area of effect slows down. You gain a +6 dodge bonus to AC, a&lt;br /&gt;
   50% miss chance due to your seemingly rapid movement, a +4 dodge bonus to Reflex saves, and you treat all creatures in the area as&lt;br /&gt;
   flat-footed.&lt;br /&gt;
 &lt;br /&gt;
   Actions creatures take seem to take one action longer than they actually do, for purposes of you reacting to them. For instance,&lt;br /&gt;
   a creature performing a move action seems to be performing a standard action, while a creature performing a standard action seems&lt;br /&gt;
   to be performing a full-round action. This has no effect on the time the creature actually spends performing the action, but may&lt;br /&gt;
   allow you to react to some actions in some ways that you normally could not.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Chrono_Break&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Chrono Break&#039;&#039;&#039;&lt;br /&gt;
   &#039;&#039;&#039;&#039;&#039;Temporal&#039;&#039;&#039;&#039;&#039; (Manipulation)&lt;br /&gt;
   &#039;&#039;&#039;Level:&#039;&#039;&#039; Tmp 9&lt;br /&gt;
   &#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 standard action&lt;br /&gt;
   &#039;&#039;&#039;Range:&#039;&#039;&#039; Personal&lt;br /&gt;
   &#039;&#039;&#039;Targets:&#039;&#039;&#039; You&lt;br /&gt;
   &#039;&#039;&#039;Duration:&#039;&#039;&#039; 1 round/level (D)&lt;br /&gt;
   &#039;&#039;&#039;Temporal Opposition:&#039;&#039;&#039; Yes&lt;br /&gt;
   &#039;&#039;&#039;Jikuu Points:&#039;&#039;&#039; 9&lt;br /&gt;
   &lt;br /&gt;
   You accelerate your perception of the timeline, allowing you to fracture it and experience time as two somewhat distinct times.&lt;br /&gt;
 &lt;br /&gt;
   Roll a new initiative. You have a turn each round on both of your initiative counts. Effects that affect one of your initiatives&lt;br /&gt;
   does not affect the other (ie, you could delay in one turn, without affecting the other).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Chrono_Cross&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Chrono Cross&#039;&#039;&#039;&lt;br /&gt;
   &#039;&#039;&#039;&#039;&#039;Temporal&#039;&#039;&#039;&#039;&#039; (Manipulation)&lt;br /&gt;
   &#039;&#039;&#039;Level:&#039;&#039;&#039; Tmp 3&lt;br /&gt;
   &#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 standard action&lt;br /&gt;
   &#039;&#039;&#039;Range:&#039;&#039;&#039; Personal; see text&lt;br /&gt;
   &#039;&#039;&#039;Targets:&#039;&#039;&#039; You&lt;br /&gt;
   &#039;&#039;&#039;Duration:&#039;&#039;&#039; 1 minute/level (D)&lt;br /&gt;
   &#039;&#039;&#039;Temporal Opposition:&#039;&#039;&#039; No&lt;br /&gt;
   &#039;&#039;&#039;Jikuu Points:&#039;&#039;&#039; 3&lt;br /&gt;
   &lt;br /&gt;
   You bring forth vaguely illusionary copies of yourself. While they are figments, they are actually echoes of alternative&lt;br /&gt;
   timelines, giving you slightly more options than &#039;&#039;mirror image&#039;&#039;.&lt;br /&gt;
 &lt;br /&gt;
   Chrono Cross creates 1d4 images plus one image per three caster levels (maximum eight images total). These figments separate from&lt;br /&gt;
   you; during your turn, you may dictate the actions and movements of these figments. You can move into and through an image. When&lt;br /&gt;
   you and the image separate, observers can’t use vision or hearing to tell which one is you and which the image. The figments may&lt;br /&gt;
   also move through each other. The figments may mimic your actions, pretending to cast spells when you cast a spell, drink potions&lt;br /&gt;
   when you drink a potion, levitate when you levitate, and so on, or they may &amp;quot;take&amp;quot; entirely different actions, at your discretion.&lt;br /&gt;
   Their actions have no actual effect.&lt;br /&gt;
 &lt;br /&gt;
   At any time during your turn, as a swift action, you may decide to exchange places with an image; this is not an actual spatial&lt;br /&gt;
   swap, but a switching of timelines. As such, effects that block spatial travel does not stop this effect, but effects that block&lt;br /&gt;
   temporal travel do.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Chrono_Trigger&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Chrono Trigger&#039;&#039;&#039;&lt;br /&gt;
   &#039;&#039;&#039;&#039;&#039;Temporal&#039;&#039;&#039;&#039;&#039; (Manipulation)&lt;br /&gt;
   &#039;&#039;&#039;Level:&#039;&#039;&#039; Tmp 6&lt;br /&gt;
   &#039;&#039;&#039;Casting Time:&#039;&#039;&#039; At least 10 minutes; see text&lt;br /&gt;
   &#039;&#039;&#039;Range:&#039;&#039;&#039; Personal&lt;br /&gt;
   &#039;&#039;&#039;Targets:&#039;&#039;&#039; You&lt;br /&gt;
   &#039;&#039;&#039;Duration:&#039;&#039;&#039; One day/level (D) or until discharged&lt;br /&gt;
   &#039;&#039;&#039;Temporal Opposition:&#039;&#039;&#039; No&lt;br /&gt;
   &#039;&#039;&#039;Jikuu Points:&#039;&#039;&#039; 6&lt;br /&gt;
   &lt;br /&gt;
   You can place another jikuu upon your person so that it comes into effect under some condition you dictate when using chrono&lt;br /&gt;
   trigger. The chrono trigger and the companion jikuu are used at the same time. The 10-minute casting time is the minimum total for&lt;br /&gt;
   both castings; if the companion jikuu has a casting time longer than 10 minutes, use that instead.&lt;br /&gt;
 &lt;br /&gt;
   The jikuu to be brought into effect by the chrono trigger must be one that affects your person and be of a jikuu level no higher&lt;br /&gt;
   than one-third your caster level (rounded down, maximum 6th level).&lt;br /&gt;
 &lt;br /&gt;
   The conditions needed to bring the jikuu into effect must be clear, although they can be general. In all cases, the chrono trigger&lt;br /&gt;
   immediately brings into effect the companion jikuu, the latter being “cast” instantaneously when the prescribed circumstances&lt;br /&gt;
   occur. If complicated or convoluted conditions are prescribed, the whole jikuu combination (chrono trigger and the companion&lt;br /&gt;
   jikuu) may fail when called on. The companion jikuu occurs based solely on the stated conditions, regardless of whether you want&lt;br /&gt;
   it to.&lt;br /&gt;
 &lt;br /&gt;
   You can use only one chrono trigger jikuu at a time; if a second is used, the first one (if still active) is undone. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Chronosense&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Chronosense&#039;&#039;&#039;&lt;br /&gt;
   &#039;&#039;&#039;&#039;&#039;Temporal&#039;&#039;&#039;&#039;&#039; (Detection)&lt;br /&gt;
   &#039;&#039;&#039;Level:&#039;&#039;&#039; Tmp 1&lt;br /&gt;
   &#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 swift action&lt;br /&gt;
   &#039;&#039;&#039;Range:&#039;&#039;&#039; Personal&lt;br /&gt;
   &#039;&#039;&#039;Area:&#039;&#039;&#039; 60 ft radius emanation&lt;br /&gt;
   &#039;&#039;&#039;Duration:&#039;&#039;&#039; 1 minute/level (D)&lt;br /&gt;
   &#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; None&lt;br /&gt;
   &#039;&#039;&#039;Temporal Opposition:&#039;&#039;&#039; No&lt;br /&gt;
   &#039;&#039;&#039;Jikuu Points:&#039;&#039;&#039; 1&lt;br /&gt;
   &lt;br /&gt;
   You sense time passing. When you first use this jikuu, you immediately sense your awareness of time passing relative to actual &lt;br /&gt;
   time passing; after the first round, you can sense the amount of time passing for other creatures or objects within the area of&lt;br /&gt;
   effect relative to actual time.&lt;br /&gt;
 &lt;br /&gt;
   You are also able to detect potential temporal energy; this allows you to ascertain the initiative modifier of all creatures&lt;br /&gt;
   within range, whether or not you are in an encounter. If you spend a move action to focus on a specific creature in range, you can&lt;br /&gt;
   determine the types of bonuses the creature contributing to its initiative modifier (Dex, feat, haste, etc).&lt;br /&gt;
 &lt;br /&gt;
   In addition to sensing these effects, you also learn the initiative order of all creatures within range.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Comet&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Comet&#039;&#039;&#039;&lt;br /&gt;
   &#039;&#039;&#039;&#039;&#039;Spatial&#039;&#039;&#039;&#039;&#039; (Celestial)&lt;br /&gt;
   &#039;&#039;&#039;Level:&#039;&#039;&#039; Tmp 5&lt;br /&gt;
   &#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 standard action&lt;br /&gt;
   &#039;&#039;&#039;Range:&#039;&#039;&#039; Medium (100 feet + 10 feet/level)&lt;br /&gt;
   &#039;&#039;&#039;Area:&#039;&#039;&#039; 20-foot radius burst&lt;br /&gt;
   &#039;&#039;&#039;Duration:&#039;&#039;&#039; Instantaneous&lt;br /&gt;
   &#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; Reflex negates&lt;br /&gt;
   &#039;&#039;&#039;Temporal Opposition:&#039;&#039;&#039; No&lt;br /&gt;
   &#039;&#039;&#039;Jikuu Points:&#039;&#039;&#039; 5&lt;br /&gt;
   &lt;br /&gt;
   You reach through space, finding a celestial body roughly the size of a comet, and bring it hurtling into the targeted location.&lt;br /&gt;
 &lt;br /&gt;
   All creatures in the area take 1d6/level (max 15d6) points of damage, a third of which is fire, a third of which is cold, and a&lt;br /&gt;
   third of which is impact (physical) damage. A successful Reflex save halves the damage (divided evenly amongst the three types of&lt;br /&gt;
   damage dealt).&lt;br /&gt;
 &lt;br /&gt;
   After damage is dealt, all squares that were in the area of effect are now considered difficult terrain.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Compress_Time&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Compress Time&#039;&#039;&#039;&lt;br /&gt;
   &#039;&#039;&#039;&#039;&#039;Temporal&#039;&#039;&#039;&#039;&#039; (Manipulation)&lt;br /&gt;
   &#039;&#039;&#039;Level:&#039;&#039;&#039; Tmp 4&lt;br /&gt;
   &#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 standard action&lt;br /&gt;
   &#039;&#039;&#039;Range:&#039;&#039;&#039; Close (25 feet + 5 feet/2 levels)&lt;br /&gt;
   &#039;&#039;&#039;Targets:&#039;&#039;&#039; One creature&lt;br /&gt;
   &#039;&#039;&#039;Duration:&#039;&#039;&#039; 1 round/level (D)&lt;br /&gt;
   &#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; None&lt;br /&gt;
   &#039;&#039;&#039;Temporal Opposition:&#039;&#039;&#039; Yes&lt;br /&gt;
   &#039;&#039;&#039;Jikuu Points:&#039;&#039;&#039; 4&lt;br /&gt;
   &lt;br /&gt;
   You cause the target to experience time at a slightly increased rate - his relative passage through time is slightly shorter than&lt;br /&gt;
   it normally is. On the target&#039;s turn each round, it increases its initiative by 2; this is not a bonus of any sort, but an&lt;br /&gt;
   increment.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Days_Rest&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Day&#039;s Rest&#039;&#039;&#039;&lt;br /&gt;
   &#039;&#039;&#039;&#039;&#039;Temporal&#039;&#039;&#039;&#039;&#039; (Manipulation)&lt;br /&gt;
   &#039;&#039;&#039;Level:&#039;&#039;&#039; Tmp 5&lt;br /&gt;
   &#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 standard action&lt;br /&gt;
   &#039;&#039;&#039;Range:&#039;&#039;&#039; Touch&lt;br /&gt;
   &#039;&#039;&#039;Targets:&#039;&#039;&#039; One creature&lt;br /&gt;
   &#039;&#039;&#039;Duration:&#039;&#039;&#039; Instantaneous&lt;br /&gt;
   &#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; Will negates&lt;br /&gt;
   &#039;&#039;&#039;Temporal Opposition:&#039;&#039;&#039; Yes&lt;br /&gt;
   &#039;&#039;&#039;Jikuu Points:&#039;&#039;&#039; 5&lt;br /&gt;
   &lt;br /&gt;
   This jikuu greatly accelerates the creature&#039;s body, allowing them to experience a single day&#039;s worth of rest. The target receives&lt;br /&gt;
   the benefits of a full day of rest, including hit point recovery, ability damage repair, and so on.&lt;br /&gt;
 &lt;br /&gt;
   This jikuu also causes the creature to age a full day. Any effects that the creature was experiencing - such as a disease, or&lt;br /&gt;
   similar internal force - are also progressed an entire day. If the creature was bleeding, this jikuu kills them.&lt;br /&gt;
 &lt;br /&gt;
   Due to this being a manipulative effect, rather than a modification effect, this jikuu does not allow a Force user to recover&lt;br /&gt;
   expended spells, power points, jikuu slots, or similar abilities.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Decay&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Decay&#039;&#039;&#039;&lt;br /&gt;
   &#039;&#039;&#039;&#039;&#039;Temporal&#039;&#039;&#039;&#039;&#039; (Manipulation)&lt;br /&gt;
   &#039;&#039;&#039;Level:&#039;&#039;&#039; Tmp 5&lt;br /&gt;
   &#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 standard action&lt;br /&gt;
   &#039;&#039;&#039;Range:&#039;&#039;&#039; Close (25 feet + 5 feet/2 levels)&lt;br /&gt;
   &#039;&#039;&#039;Targets:&#039;&#039;&#039; One creature&lt;br /&gt;
   &#039;&#039;&#039;Duration:&#039;&#039;&#039; One round/level (D)&lt;br /&gt;
   &#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; Will negates&lt;br /&gt;
   &#039;&#039;&#039;Temporal Opposition:&#039;&#039;&#039; Yes&lt;br /&gt;
   &#039;&#039;&#039;Jikuu Points:&#039;&#039;&#039; 5&lt;br /&gt;
   &lt;br /&gt;
   You cause the targeted creature&#039;s body to rapidly decay. This effect is essentially Fast Healing in reverse: rather than healing&lt;br /&gt;
   damage, the target instead takes 2d4 points of damage at the beginning of each of its turns for the duration of the effect.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Decelerate&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Decelerate&#039;&#039;&#039;&lt;br /&gt;
   &#039;&#039;&#039;&#039;&#039;Spatial&#039;&#039;&#039;&#039;&#039; (Manipulation)&lt;br /&gt;
   &#039;&#039;&#039;Level:&#039;&#039;&#039; Tmp 1&lt;br /&gt;
   &#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 standard action&lt;br /&gt;
   &#039;&#039;&#039;Range:&#039;&#039;&#039; Close (25 feet + 5 feet/2 levels)&lt;br /&gt;
   &#039;&#039;&#039;Targets:&#039;&#039;&#039; One creature&lt;br /&gt;
   &#039;&#039;&#039;Duration:&#039;&#039;&#039; One round/level (D)&lt;br /&gt;
   &#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; Will negates&lt;br /&gt;
   &#039;&#039;&#039;Temporal Opposition:&#039;&#039;&#039; Yes&lt;br /&gt;
   &#039;&#039;&#039;Jikuu Points:&#039;&#039;&#039; 1&lt;br /&gt;
   &lt;br /&gt;
   The targeted creature&#039;s ability to move through space is hampered. Its speed is halved (round down to the nearest 5 ft) &lt;br /&gt;
   for one round/level. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Defensive_Precognition&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Defensive Precognition&#039;&#039;&#039;&lt;br /&gt;
   &#039;&#039;&#039;&#039;&#039;Foresight&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
   &#039;&#039;&#039;Level:&#039;&#039;&#039; Tmp 1&lt;br /&gt;
   &#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 standard action&lt;br /&gt;
   &#039;&#039;&#039;Range:&#039;&#039;&#039; Personal&lt;br /&gt;
   &#039;&#039;&#039;Targets:&#039;&#039;&#039; You&lt;br /&gt;
   &#039;&#039;&#039;Duration:&#039;&#039;&#039; One hour/level (D)&lt;br /&gt;
   &#039;&#039;&#039;Temporal Opposition:&#039;&#039;&#039; Yes&lt;br /&gt;
   &#039;&#039;&#039;Jikuu Points:&#039;&#039;&#039; 1&lt;br /&gt;
   &lt;br /&gt;
   You perceive time a split-second before others, allowing you to better manage your defenses. You gain a +2 insight bonus to AC and&lt;br /&gt;
   a +2 insight bonus on Reflex saves.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Deja_Vu&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Deja Vu&#039;&#039;&#039;&lt;br /&gt;
   &#039;&#039;&#039;&#039;&#039;Temporal&#039;&#039;&#039;&#039;&#039; (Manipulation)&lt;br /&gt;
   &#039;&#039;&#039;Level:&#039;&#039;&#039; Tmp 1&lt;br /&gt;
   &#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 standard action&lt;br /&gt;
   &#039;&#039;&#039;Range:&#039;&#039;&#039; Medium (100 feet + 10 feet/level)&lt;br /&gt;
   &#039;&#039;&#039;Targets:&#039;&#039;&#039; One creature&lt;br /&gt;
   &#039;&#039;&#039;Duration:&#039;&#039;&#039; One round&lt;br /&gt;
   &#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; Will negates&lt;br /&gt;
   &#039;&#039;&#039;Temporal Opposition:&#039;&#039;&#039; Yes &lt;br /&gt;
   &#039;&#039;&#039;Jikuu Points:&#039;&#039;&#039; 1&lt;br /&gt;
   &lt;br /&gt;
   You manipulate the creature&#039;s perception of the time stream, such that it attempts to repeat its last action. If the &lt;br /&gt;
   situation has changed in such a way that the subject can’t take the same actions again (if its foe is dead, or the subject &lt;br /&gt;
   has run out of power points, and so on), the subject stands still and takes no actions for 1 round. In any event, the subject &lt;br /&gt;
   can still defend itself, and it retains its Dexterity bonus to AC even if it stands still.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Demi&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Demi&#039;&#039;&#039;&lt;br /&gt;
   &#039;&#039;&#039;&#039;&#039;Spatial&#039;&#039;&#039;&#039;&#039; (Manipulation) [Compression]&lt;br /&gt;
   &#039;&#039;&#039;Level:&#039;&#039;&#039; Tmp 6&lt;br /&gt;
   &#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 standard action&lt;br /&gt;
   &#039;&#039;&#039;Range:&#039;&#039;&#039; Medium (100 feet + 10 feet/level)&lt;br /&gt;
   &#039;&#039;&#039;Targets:&#039;&#039;&#039; One creature&lt;br /&gt;
   &#039;&#039;&#039;Duration:&#039;&#039;&#039; Instantaneous&lt;br /&gt;
   &#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; Fort negates&lt;br /&gt;
   &#039;&#039;&#039;Temporal Opposition:&#039;&#039;&#039; Yes &lt;br /&gt;
   &#039;&#039;&#039;Jikuu Points:&#039;&#039;&#039; 6&lt;br /&gt;
 &lt;br /&gt;
   You cause space to rapidly compress and decompress on the target. This effect causes the creature to lose half of its hit points,&lt;br /&gt;
   rounded down. If the creature is at 1 hp, it takes 1 point of damage instead.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Detect_Force&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Detect Force&#039;&#039;&#039;&lt;br /&gt;
   &#039;&#039;&#039;&#039;&#039;Temporal&#039;&#039;&#039;&#039;&#039; (Detection)&lt;br /&gt;
   &#039;&#039;&#039;Level:&#039;&#039;&#039; Tmp 5&lt;br /&gt;
   &#039;&#039;&#039;Jikuu Points:&#039;&#039;&#039; 5&lt;br /&gt;
   &lt;br /&gt;
   This jikuu functions as &#039;&#039;detect jikuu&#039;&#039;, but allows you to detect Force effects produced by any Force.&lt;br /&gt;
 &lt;br /&gt;
   Remember that if you are Time-aligned and detect a Blue or Chaos effect, that there is a possibility you will be stunned. See the&lt;br /&gt;
   modified [[Trinity:Detect_Spells|detect spells]] rules for more details.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Detect_Jikuu&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Detect Jikuu&#039;&#039;&#039;&lt;br /&gt;
   &#039;&#039;&#039;&#039;&#039;Temporal&#039;&#039;&#039;&#039;&#039; (Detection)&lt;br /&gt;
   &#039;&#039;&#039;Level:&#039;&#039;&#039; Tmp 1&lt;br /&gt;
   &#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 move action&lt;br /&gt;
   &#039;&#039;&#039;Range:&#039;&#039;&#039; 60 ft.&lt;br /&gt;
   &#039;&#039;&#039;Area:&#039;&#039;&#039; Cone-shaped emanation&lt;br /&gt;
   &#039;&#039;&#039;Duration:&#039;&#039;&#039; Concentration, up to 1 round/level (D)&lt;br /&gt;
   &#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; None&lt;br /&gt;
   &#039;&#039;&#039;Temporal Opposition:&#039;&#039;&#039; No&lt;br /&gt;
   &#039;&#039;&#039;Jikuu Points:&#039;&#039;&#039; 1&lt;br /&gt;
   &lt;br /&gt;
   You detect manipulations of time and space. You can sense the relative amount of time passing for yourself, as well as any &lt;br /&gt;
   objects or creatures in the area of effect. If you concentrate on an area, item, or creature, you can determine more about it.&lt;br /&gt;
   &lt;br /&gt;
   &#039;&#039;1st round&#039;&#039;&lt;br /&gt;
   Presence or absence of spatial or temporal manipulation.&lt;br /&gt;
   &lt;br /&gt;
   &#039;&#039;2nd round&#039;&#039;&lt;br /&gt;
   Number of different jikuu auras and the power of the most potent.&lt;br /&gt;
   &lt;br /&gt;
   &#039;&#039;3rd round&#039;&#039;&lt;br /&gt;
    The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make &lt;br /&gt;
   Jikuucraft skill checks to determine the sphere of jikuu involved in each. (Make one check per aura; DC 15 + spell level, or &lt;br /&gt;
   15 + half caster level for a nonjikuu effect.)&lt;br /&gt;
   &lt;br /&gt;
   This jikuu is more powerful than it seems; consult the modified [[Trinity:Detect_Spells|detect spells]] rules for more details.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Detect_Remembrance&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Detect Remembrance&#039;&#039;&#039;&lt;br /&gt;
   &#039;&#039;&#039;&#039;&#039;Temporal&#039;&#039;&#039;&#039;&#039; (Detection)&lt;br /&gt;
   &#039;&#039;&#039;Level:&#039;&#039;&#039; Tmp 3&lt;br /&gt;
   &#039;&#039;&#039;Jikuu Points:&#039;&#039;&#039; 3&lt;br /&gt;
   &lt;br /&gt;
   This jikuu functions as &#039;&#039;detect jikuu&#039;&#039;, but allows you to detect Force effects produced by any Force in the Trinity of &lt;br /&gt;
   Remembrance - Blue, Chaos, or Time.&lt;br /&gt;
 &lt;br /&gt;
   Remember that if you are Time-aligned and detect a Blue or Chaos effect, that there is a possibility you will be stunned. See the&lt;br /&gt;
   modified [[Trinity:Detect_Spells|detect spells]] rules for more details.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Dimension_Door&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Dimension Door&#039;&#039;&#039;&lt;br /&gt;
   &#039;&#039;&#039;&#039;&#039;Spatial&#039;&#039;&#039;&#039;&#039; (Movement)&lt;br /&gt;
   &#039;&#039;&#039;Level:&#039;&#039;&#039; Tmp 4&lt;br /&gt;
   &#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 standard action&lt;br /&gt;
   &#039;&#039;&#039;Range:&#039;&#039;&#039; Long (400 feet + 40 feet/level)&lt;br /&gt;
   &#039;&#039;&#039;Targets:&#039;&#039;&#039; You and touched objects or other touched willing creatures&lt;br /&gt;
   &#039;&#039;&#039;Duration:&#039;&#039;&#039; Instantaneous&lt;br /&gt;
   &#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; None and Will negates (object)&lt;br /&gt;
   &#039;&#039;&#039;Temporal Opposition:&#039;&#039;&#039; Yes (object)&lt;br /&gt;
   &#039;&#039;&#039;Jikuu Points:&#039;&#039;&#039; 4&lt;br /&gt;
   &lt;br /&gt;
   You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot&lt;br /&gt;
   desired - whether by simply visualizing the area or by stating direction. After using this jikuu, you can’t take any other actions&lt;br /&gt;
   until your next turn. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one&lt;br /&gt;
   additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster&lt;br /&gt;
   levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All&lt;br /&gt;
   creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you.&lt;br /&gt;
 &lt;br /&gt;
   If you arrive in a place that is already occupied by a solid body, you and each creature traveling with you take 1d6 points of&lt;br /&gt;
   damage and are shunted to a random open space on a suitable surface within 100 feet of the intended location.&lt;br /&gt;
 &lt;br /&gt;
   If there is no free space within 100 feet, you and each creature traveling with you take an additional 2d6 points of damage and&lt;br /&gt;
   are shunted to a free space within 1,000 feet. If there is no free space within 1,000 feet, you and each creature travelling with&lt;br /&gt;
   you take an additional 4d6 points of damage and the jikuu simply fails. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Dimension_Swap&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Dimension Swap&#039;&#039;&#039;&lt;br /&gt;
   &#039;&#039;&#039;&#039;&#039;Spatial&#039;&#039;&#039;&#039;&#039; (Movement)&lt;br /&gt;
   &#039;&#039;&#039;Level:&#039;&#039;&#039; Tmp 2&lt;br /&gt;
   &#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 standard action&lt;br /&gt;
   &#039;&#039;&#039;Range:&#039;&#039;&#039; Close (25 feet + 5 feet/2 levels)&lt;br /&gt;
   &#039;&#039;&#039;Targets:&#039;&#039;&#039; You and one ally in range, or any two allies in range; see text&lt;br /&gt;
   &#039;&#039;&#039;Duration:&#039;&#039;&#039; Instantaneous&lt;br /&gt;
   &#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; Will negates (harmless, object)&lt;br /&gt;
   &#039;&#039;&#039;Temporal Opposition:&#039;&#039;&#039; Yes (harmless, object)&lt;br /&gt;
   &#039;&#039;&#039;Jikuu Points:&#039;&#039;&#039; 2&lt;br /&gt;
   &lt;br /&gt;
   You instantly swap positions between your current position and that of a designated ally in range. Alternatively, you can swap &lt;br /&gt;
   the positions of any two allies in range. This jikuu affects creatures of Large or smaller size. You can bring along objects, &lt;br /&gt;
   but not other creatures.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Discrete_Time&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Discrete Time&#039;&#039;&#039;&lt;br /&gt;
   &#039;&#039;&#039;&#039;&#039;Temporal&#039;&#039;&#039;&#039;&#039; (Modification)&lt;br /&gt;
   &#039;&#039;&#039;Level:&#039;&#039;&#039; Tmp 8&lt;br /&gt;
   &#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 full-round action&lt;br /&gt;
   &#039;&#039;&#039;Range:&#039;&#039;&#039; Close (25 feet + 5 feet/2 levels)&lt;br /&gt;
   &#039;&#039;&#039;Area:&#039;&#039;&#039; 20 ft radius emanation&lt;br /&gt;
   &#039;&#039;&#039;Duration:&#039;&#039;&#039; 1 round/level (D)&lt;br /&gt;
   &#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; Will negates (see text)&lt;br /&gt;
   &#039;&#039;&#039;Temporal Opposition:&#039;&#039;&#039; Yes&lt;br /&gt;
   &#039;&#039;&#039;Jikuu Points:&#039;&#039;&#039; 8&lt;br /&gt;
   &lt;br /&gt;
   You force the actual timeline to become discrete points of time, rather than a constant flow, within the area of effect.&lt;br /&gt;
 &lt;br /&gt;
   For the duration of this jikuu, creatures within the area cannot take immediate actions. In addition, creatures cannot make&lt;br /&gt;
   attacks of opportunity, nor can they ready actions.&lt;br /&gt;
 &lt;br /&gt;
   In addition, effects that would alter effects prohibited by this jikuu - immediate actions, attacks of opportunity, or readied&lt;br /&gt;
   actions - have no effect in the area affected by this jikuu.&lt;br /&gt;
 &lt;br /&gt;
   A creature entering the area for the first time, or a creature initially in the area of effect, is allowed a Will save. Success&lt;br /&gt;
   indicates that the creature&#039;s personal timeline ignores this effect for its duration. A creature is only allowed a single Will&lt;br /&gt;
   save against this effect, regardless of how many times it enters the area.&lt;br /&gt;
 &lt;br /&gt;
   You can center this jikuu on an intersection or a creature. If the creature it is centered on makes its Will save, the entire &lt;br /&gt;
   jikuu is negated.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Disorient&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Disorient&#039;&#039;&#039;&lt;br /&gt;
   &#039;&#039;&#039;&#039;&#039;Temporal&#039;&#039;&#039;&#039;&#039; (Manipulation)&lt;br /&gt;
   &#039;&#039;&#039;Level:&#039;&#039;&#039; Tmp 2&lt;br /&gt;
   &#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 standard action&lt;br /&gt;
   &#039;&#039;&#039;Range:&#039;&#039;&#039; Close (25 feet + 5 feet/2 levels)&lt;br /&gt;
   &#039;&#039;&#039;Targets:&#039;&#039;&#039; One creature&lt;br /&gt;
   &#039;&#039;&#039;Duration:&#039;&#039;&#039; Instantaneous&lt;br /&gt;
   &#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; Will negates&lt;br /&gt;
   &#039;&#039;&#039;Temporal Opposition:&#039;&#039;&#039; Yes&lt;br /&gt;
   &#039;&#039;&#039;Jikuu Points:&#039;&#039;&#039; 2&lt;br /&gt;
   &lt;br /&gt;
   You tug on the timeline of a creature within range, causing it to become temporally disoriented.&lt;br /&gt;
 &lt;br /&gt;
   The targeted creature rolls a new initiative. If it has already gone this round, or the result of its initiative is higher than&lt;br /&gt;
   the initiative count on which this jikuu is used, the creature goes on that count next round. In addition, until its next turn,&lt;br /&gt;
   the creature is considered flatfooted. A successful Will save negates both these effects.&lt;br /&gt;
 &lt;br /&gt;
   However, the timeline is resilient, as are the individual timelines of creatures that occupy it. As such, you cannot use this&lt;br /&gt;
   jikuu on a creature two turns in a row.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Divert_Teleport&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Divert Teleport&#039;&#039;&#039;&lt;br /&gt;
   &#039;&#039;&#039;&#039;&#039;Spatial&#039;&#039;&#039;&#039;&#039; (Modification)&lt;br /&gt;
   &#039;&#039;&#039;Level:&#039;&#039;&#039; Tmp 7&lt;br /&gt;
   &#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 immediate action&lt;br /&gt;
   &#039;&#039;&#039;Range:&#039;&#039;&#039; Medium (100 feet + 10 feet/level)&lt;br /&gt;
   &#039;&#039;&#039;Area:&#039;&#039;&#039; A circle, centered on you, with a radius of 50 ft. + 10 ft./level&lt;br /&gt;
   &#039;&#039;&#039;Effect:&#039;&#039;&#039; Diverts the teleportation of any object or creature whose weight does not exceed your maximum load&lt;br /&gt;
   &#039;&#039;&#039;Duration:&#039;&#039;&#039; 10 minutes/level (D)&lt;br /&gt;
   &#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; Will negates (foils diversion)&lt;br /&gt;
   &#039;&#039;&#039;Temporal Opposition:&#039;&#039;&#039; Yes (foils diversion)&lt;br /&gt;
   &#039;&#039;&#039;Jikuu Points:&#039;&#039;&#039; 7&lt;br /&gt;
   &lt;br /&gt;
   Similar to [http://www.d20srd.org/srd/psionic/powers/detectTeleportation.htm &#039;&#039;detect teleportation&#039;&#039;], except that you know the intended destination, and you can divert the final destination of any&lt;br /&gt;
   teleportation attempt made by others within the area. This is an immediate action. You can use this jikuu even if it is not your&lt;br /&gt;
   turn.&lt;br /&gt;
 &lt;br /&gt;
   You can divert the destination of both incoming and outgoing teleportations, of any sort. You must overcome the temporal&lt;br /&gt;
   opposition of creatures that possess it to make a successful diversion, and the teleporting creature can make a Will save to foil&lt;br /&gt;
   the diversion as well.&lt;br /&gt;
 &lt;br /&gt;
   For the purpose of this jikuu, “divert” means you choose the actual destination of any teleportation attempt you can affect, as if&lt;br /&gt;
   you yourself were teleporting to that location, regardless of the teleportation range of the effect you are diverting. The&lt;br /&gt;
   destination you choose must be a location with which you are very familiar or that you have studied carefully. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Double&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Double&#039;&#039;&#039;&lt;br /&gt;
   &#039;&#039;&#039;&#039;&#039;Temporal&#039;&#039;&#039;&#039;&#039; (Modification)&lt;br /&gt;
   &#039;&#039;&#039;Level:&#039;&#039;&#039; Tmp 6&lt;br /&gt;
   &#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 standard action&lt;br /&gt;
   &#039;&#039;&#039;Range:&#039;&#039;&#039; Close (25 feet + 5 feet/2 levels)&lt;br /&gt;
   &#039;&#039;&#039;Effect:&#039;&#039;&#039; A copy of the target; see text&lt;br /&gt;
   &#039;&#039;&#039;Duration:&#039;&#039;&#039; 2 rounds/level (D); see text&lt;br /&gt;
   &#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; Will negates&lt;br /&gt;
   &#039;&#039;&#039;Temporal Opposition:&#039;&#039;&#039; Yes&lt;br /&gt;
   &#039;&#039;&#039;Jikuu Points:&#039;&#039;&#039; 6&lt;br /&gt;
   &lt;br /&gt;
   You cause a creature&#039;s timeline to bend back upon itself, essentially causing it to live through the same period of time twice at&lt;br /&gt;
   the cost of some future time.&lt;br /&gt;
 &lt;br /&gt;
   The creature to be &#039;&#039;doubled&#039;&#039; gets a Will save to negate the effect. If the save fails, a duplicate of the creature appears next&lt;br /&gt;
   to the creature. The duplicate rolls a new initiative. Which creature is the original and which is the duplicate must be tracked.&lt;br /&gt;
 &lt;br /&gt;
   Any damage or effect that affects the original creature while this jikuu is in effect also affects the duplicate; however, effects&lt;br /&gt;
   that affect the duplicate do not affect the original creature.&lt;br /&gt;
 &lt;br /&gt;
   After half the duration, both copies of the creature disappear; nothing can prevent these disappearances. At the end of the&lt;br /&gt;
   duration, the duplicate creature appears in the square in which it last was, in the same condition as when it disappeared.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Drag&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Drag&#039;&#039;&#039;&lt;br /&gt;
   &#039;&#039;&#039;&#039;&#039;Spatial&#039;&#039;&#039;&#039;&#039; (Manipulation)&lt;br /&gt;
   &#039;&#039;&#039;Level:&#039;&#039;&#039; Tmp 1&lt;br /&gt;
   &#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 immediate action&lt;br /&gt;
   &#039;&#039;&#039;Range:&#039;&#039;&#039; Close (25 feet + 5 feet/2 levels)&lt;br /&gt;
   &#039;&#039;&#039;Targets:&#039;&#039;&#039; One Medium or smaller freefalling object or creature/level, no two of which may be more than 20 ft. apart&lt;br /&gt;
   &#039;&#039;&#039;Duration:&#039;&#039;&#039; Until landing or 1 round/level (D)&lt;br /&gt;
   &#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; Reflex negates&lt;br /&gt;
   &#039;&#039;&#039;Temporal Opposition:&#039;&#039;&#039; Yes&lt;br /&gt;
   &#039;&#039;&#039;Jikuu Points:&#039;&#039;&#039; 1&lt;br /&gt;
   &lt;br /&gt;
   The affected creatures or objects fall faster. Drag instantly changes the rate at which the targets fall, doubling their&lt;br /&gt;
   normal rate of falling. Due to this, the subjects take double the normal damage they would take upon landing (this doubling&lt;br /&gt;
   can increase the damage over the normal maximums for falling damage).&lt;br /&gt;
 &lt;br /&gt;
   The jikuu affects one or more Medium or smaller creatures (including gear and carried objects up to each creature’s maximum&lt;br /&gt;
   load) or objects, or the equivalent in larger creatures: A Large creature or object counts as two Medium creatures or &lt;br /&gt;
   objects, a Huge creature or object counts as two Large creatures or objects, and so forth.&lt;br /&gt;
 &lt;br /&gt;
   You can use this jikuu in an instant, quickly enough to affect another creature or object once it has begun falling.&lt;br /&gt;
 &lt;br /&gt;
   This jikuu has no special effect on ranged weapons unless they are falling quite a distance. If the jikuu is used on a&lt;br /&gt;
   falling item, the object does double normal damage based on its weight, with normal bonuses for the height of the drop.&lt;br /&gt;
 &lt;br /&gt;
   Drag works on upon free-falling objects and flying creatures. Flying creatures have their maneuverability category reduced&lt;br /&gt;
   by one step; if they would go below clumsy, they remain at clumsy.&lt;br /&gt;
 &lt;br /&gt;
   &#039;&#039;Drag&#039;&#039; counters and negates &#039;&#039;Float&#039;&#039; and similar effects.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Echo&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Echo&#039;&#039;&#039;&lt;br /&gt;
   &#039;&#039;&#039;&#039;&#039;Temporal&#039;&#039;&#039;&#039;&#039; (Manipulation)&lt;br /&gt;
   &#039;&#039;&#039;Level:&#039;&#039;&#039; Tmp 6&lt;br /&gt;
   &#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 standard action&lt;br /&gt;
   &#039;&#039;&#039;Range:&#039;&#039;&#039; Close (25 feet + 5 feet/2 levels)&lt;br /&gt;
   &#039;&#039;&#039;Targets:&#039;&#039;&#039; One creature&lt;br /&gt;
   &#039;&#039;&#039;Duration:&#039;&#039;&#039; Instantaneous&lt;br /&gt;
   &#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; Will negates&lt;br /&gt;
   &#039;&#039;&#039;Temporal Opposition:&#039;&#039;&#039; Yes&lt;br /&gt;
   &#039;&#039;&#039;Jikuu Points:&#039;&#039;&#039; 6&lt;br /&gt;
   &lt;br /&gt;
   You manipulate a creature&#039;s view of the timestream, causing it to suffer through the effects of its last round all over again.&lt;br /&gt;
 &lt;br /&gt;
   Unless the creature makes a successful will save, it suffers through every event that it was the target of or affected by since&lt;br /&gt;
   your last turn. This includes damage, healing, and other spells or similar effects. The creature is not allowed any new saves; it&lt;br /&gt;
   is essentially experiencing that time again, though it is not traveling backwards in time.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Eject&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Eject&#039;&#039;&#039;&lt;br /&gt;
   &#039;&#039;&#039;&#039;&#039;Spatial&#039;&#039;&#039;&#039;&#039; (Modification)&lt;br /&gt;
   &#039;&#039;&#039;Level:&#039;&#039;&#039; Tmp 6&lt;br /&gt;
   &#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 standard action&lt;br /&gt;
   &#039;&#039;&#039;Range:&#039;&#039;&#039; Close (25 feet + 5 feet/2 levels)&lt;br /&gt;
   &#039;&#039;&#039;Targets:&#039;&#039;&#039; One creature&lt;br /&gt;
   &#039;&#039;&#039;Duration:&#039;&#039;&#039; 1 round/level (D)&lt;br /&gt;
   &#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; Ref negates&lt;br /&gt;
   &#039;&#039;&#039;Temporal Opposition:&#039;&#039;&#039; Yes&lt;br /&gt;
   &#039;&#039;&#039;Jikuu Points:&#039;&#039;&#039; 6&lt;br /&gt;
   &lt;br /&gt;
   You cause space to fold in itself, capturing a creature in the folded space.&lt;br /&gt;
 &lt;br /&gt;
   All of the squares the target creature occupies become non-existent, as per [[Trinity:Jikuu_A-I#Fold_Space|&#039;&#039;fold space&#039;&#039;]]; however, unlike that jikuu, the creature&lt;br /&gt;
   occupying those squares may be trapped in the folded space. The creature is allowed a Reflex save; success indicates that the &lt;br /&gt;
   creature is shunted out of the squares it is currently occupying, in a direction of its choosing. If it fails, it instead&lt;br /&gt;
   continues to occupy the non-existent squares, and cannot move from them until the duration of this jikuu expires.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Escape&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Escape&#039;&#039;&#039;&lt;br /&gt;
   &#039;&#039;&#039;&#039;&#039;Spatial&#039;&#039;&#039;&#039;&#039; (Movement)&lt;br /&gt;
   &#039;&#039;&#039;Level:&#039;&#039;&#039; Tmp 1&lt;br /&gt;
   &#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 move action&lt;br /&gt;
   &#039;&#039;&#039;Range:&#039;&#039;&#039; Touch&lt;br /&gt;
   &#039;&#039;&#039;Targets:&#039;&#039;&#039; One creature&lt;br /&gt;
   &#039;&#039;&#039;Duration:&#039;&#039;&#039; Instantaneous&lt;br /&gt;
   &#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; Will negates (Willing only)&lt;br /&gt;
   &#039;&#039;&#039;Temporal Opposition:&#039;&#039;&#039; Yes (Harmless)&lt;br /&gt;
   &#039;&#039;&#039;Jikuu Points:&#039;&#039;&#039; 1&lt;br /&gt;
   &lt;br /&gt;
   You teleport yourself or a touched creature a short distance through space, to a target square within Close (25 feet + 5 feet/2&lt;br /&gt;
   levels) range. You must be able to see the square you or the creature you are teleporting is going to.&lt;br /&gt;
 &lt;br /&gt;
   The teleported creature does not provoke attacks of opportunity when they arrive at the destination.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Expand_Space&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Expand Space&#039;&#039;&#039;&lt;br /&gt;
   &#039;&#039;&#039;&#039;&#039;Spatial&#039;&#039;&#039;&#039;&#039; (Modification)&lt;br /&gt;
   &#039;&#039;&#039;Level:&#039;&#039;&#039; Tmp 4&lt;br /&gt;
   &#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 full-round action&lt;br /&gt;
   &#039;&#039;&#039;Range:&#039;&#039;&#039; Close (25 feet + 5 feet/2 levels)&lt;br /&gt;
   &#039;&#039;&#039;Area:&#039;&#039;&#039; See text&lt;br /&gt;
   &#039;&#039;&#039;Duration:&#039;&#039;&#039; 1 round/level (D)&lt;br /&gt;
   &#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; None&lt;br /&gt;
   &#039;&#039;&#039;Temporal Opposition:&#039;&#039;&#039; No&lt;br /&gt;
   &#039;&#039;&#039;Jikuu Points:&#039;&#039;&#039; 4&lt;br /&gt;
   &lt;br /&gt;
   You cause space to expand, creating more space than there should be.&lt;br /&gt;
 &lt;br /&gt;
   Select a square. That square expands into more squares, which continue to occupy the initial square&#039;s space. The amount of extra&lt;br /&gt;
   space you can create is dependent upon your level.&lt;br /&gt;
 &lt;br /&gt;
   &#039;&#039;&#039;Level		Extra Space&#039;&#039;&#039;&lt;br /&gt;
   7		10 ft x 10 ft&lt;br /&gt;
   10		15 ft x 15 ft&lt;br /&gt;
   13		20 ft x 20 ft&lt;br /&gt;
   16		25 ft x 25 ft&lt;br /&gt;
 &lt;br /&gt;
   Creatures that were occupying the initial square now occupy one of the squares in the newly-created space, of their choice.&lt;br /&gt;
 &lt;br /&gt;
   When this jikuu ends, any creatures that were occupying the created space now occupy the initial space; if there was more than&lt;br /&gt;
   one creature, all the creatures are considered squeezing and prone.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;False_Gravity&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;False Gravity&#039;&#039;&#039;&lt;br /&gt;
   &#039;&#039;&#039;&#039;&#039;Spatial&#039;&#039;&#039;&#039;&#039; (Modification)&lt;br /&gt;
   &#039;&#039;&#039;Level:&#039;&#039;&#039; Tmp 3&lt;br /&gt;
   &#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 standard action&lt;br /&gt;
   &#039;&#039;&#039;Range:&#039;&#039;&#039; Touch&lt;br /&gt;
   &#039;&#039;&#039;Targets:&#039;&#039;&#039; Creature touched&lt;br /&gt;
   &#039;&#039;&#039;Duration:&#039;&#039;&#039; 1 minute/level (D)&lt;br /&gt;
   &#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; Will negates (harmless)&lt;br /&gt;
   &#039;&#039;&#039;Temporal Opposition:&#039;&#039;&#039; Yes (harmless)&lt;br /&gt;
   &#039;&#039;&#039;Jikuu Points:&#039;&#039;&#039; 3&lt;br /&gt;
   &lt;br /&gt;
   The subject of this jikuu can travel on any solid surface as though that surface possessed its own gravity. For example, the&lt;br /&gt;
   subject could walk or even run up a wall as though the wall were a perfectly level floor. The subject can switch “down” as often&lt;br /&gt;
   as it likes during the jikuu’s duration, though only once per round, as a free action. Unattended objects fall, as normal.&lt;br /&gt;
 &lt;br /&gt;
   The subject of false gravity can fly by choosing a solid surface and letting itself fall through the air toward it. A character&lt;br /&gt;
   “flying” in this fashion moves at 30 feet per round and can make one turn, in any direction, once per round, by redefining its&lt;br /&gt;
   personal gravity. A creature falling in this fashion loses all “downward” momentum when it changes its gravity.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Fate_of_One&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Fate of One&#039;&#039;&#039;&lt;br /&gt;
   &#039;&#039;&#039;&#039;&#039;Temporal&#039;&#039;&#039;&#039;&#039; (Modification)&lt;br /&gt;
   &#039;&#039;&#039;Level:&#039;&#039;&#039; Tmp 7&lt;br /&gt;
   &#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 immediate action&lt;br /&gt;
   &#039;&#039;&#039;Range:&#039;&#039;&#039; Personal&lt;br /&gt;
   &#039;&#039;&#039;Targets:&#039;&#039;&#039; You&lt;br /&gt;
   &#039;&#039;&#039;Duration:&#039;&#039;&#039; Instantaneous&lt;br /&gt;
   &#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; Will negates (harmless)&lt;br /&gt;
   &#039;&#039;&#039;Temporal Opposition:&#039;&#039;&#039; Yes (harmless)&lt;br /&gt;
   &#039;&#039;&#039;Jikuu Points:&#039;&#039;&#039; 7&lt;br /&gt;
   &lt;br /&gt;
   You modify the timestream a split-second after the fact, allowing you to remake a past decision with the knowledge of the next&lt;br /&gt;
   moment or two, allowing you to reroll a saving throw, attack roll, or skill check. Whatever the result of the reroll, you must use&lt;br /&gt;
   it even if it is worse than the original roll.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Float&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Float&#039;&#039;&#039;&lt;br /&gt;
   &#039;&#039;&#039;&#039;&#039;Spatial&#039;&#039;&#039;&#039;&#039; (Manipulation)&lt;br /&gt;
   &#039;&#039;&#039;Level:&#039;&#039;&#039; Tmp 1&lt;br /&gt;
   &#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 immediate action&lt;br /&gt;
   &#039;&#039;&#039;Range:&#039;&#039;&#039; Close (25 feet + 5 feet/2 levels)&lt;br /&gt;
   &#039;&#039;&#039;Targets:&#039;&#039;&#039; One Medium or smaller freefalling object or creature/level, no two of which may be more than 20 ft. apart&lt;br /&gt;
   &#039;&#039;&#039;Duration:&#039;&#039;&#039; Until landing or 1 round/level (D)&lt;br /&gt;
   &#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; Will negates (harmless) or Will negates (object)&lt;br /&gt;
   &#039;&#039;&#039;Temporal Opposition:&#039;&#039;&#039; Yes (object)&lt;br /&gt;
   &#039;&#039;&#039;Jikuu Points:&#039;&#039;&#039; 1&lt;br /&gt;
   &lt;br /&gt;
   The affected creatures or objects fall slowly. Float instantly changes the rate at which the targets fall to a mere 60 feet &lt;br /&gt;
   per round (equivalent to the end of a fall from a few feet), and the subjects take no damage upon landing while the jikuu is&lt;br /&gt;
   in effect. However, when the jikuu duration expires, a normal rate of falling resumes.&lt;br /&gt;
 &lt;br /&gt;
   The jikuu affects one or more Medium or smaller creatures (including gear and carried objects up to each creature’s maximum&lt;br /&gt;
   load) or objects, or the equivalent in larger creatures: A Large creature or object counts as two Medium creatures or &lt;br /&gt;
   objects, a Huge creature or object counts as two Large creatures or objects, and so forth.&lt;br /&gt;
 &lt;br /&gt;
   You can use this jikuu in an instant, quickly enough to save yourself if you unexpectedly fall.&lt;br /&gt;
 &lt;br /&gt;
   This jikuu has no special effect on ranged weapons unless they are falling quite a distance. If the jikuu is used on a&lt;br /&gt;
   falling item the object does half normal damage based on its weight, with no bonus for the height of the drop.&lt;br /&gt;
 &lt;br /&gt;
   Float works only upon free-falling objects. It does not affect a sword blow or a charging or flying creature.&lt;br /&gt;
 &lt;br /&gt;
   &#039;&#039;Float&#039;&#039; counters and negates &#039;&#039;Drag&#039;&#039; and similar effects.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Fold_Space&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Fold Space&#039;&#039;&#039;&lt;br /&gt;
   &#039;&#039;&#039;&#039;&#039;Spatial&#039;&#039;&#039;&#039;&#039; (Modification)&lt;br /&gt;
   &#039;&#039;&#039;Level:&#039;&#039;&#039; Tmp 2&lt;br /&gt;
   &#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 full-round action&lt;br /&gt;
   &#039;&#039;&#039;Range:&#039;&#039;&#039; Close (25 ft. + 5 ft./2 levels)&lt;br /&gt;
   &#039;&#039;&#039;Area:&#039;&#039;&#039; Up to one 5-ft square/level (S)&lt;br /&gt;
   &#039;&#039;&#039;Duration:&#039;&#039;&#039; 1 round/level (D)&lt;br /&gt;
   &#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; None&lt;br /&gt;
   &#039;&#039;&#039;Temporal Opposition:&#039;&#039;&#039; Yes (object)&lt;br /&gt;
   &#039;&#039;&#039;Jikuu Points:&#039;&#039;&#039; 2&lt;br /&gt;
   &lt;br /&gt;
   You cause space to fold in on itself.&lt;br /&gt;
 &lt;br /&gt;
   When you use this jikuu, you designate a number of 5-foot squares up to your caster level. These squares need not be contiguous.&lt;br /&gt;
   Once you have chosen your target squares, you fold space in such a way as to temporarily remove the chosen squares from the&lt;br /&gt;
   space-time continuum for 1 round/level.&lt;br /&gt;
 &lt;br /&gt;
   Creatures that were in these squares are shunted to the nearest &amp;quot;existing&amp;quot; square. For game purposes, movement through these&lt;br /&gt;
   squares requires 0 squares of movement (however, creatures cannot end their movement in a &amp;quot;non-existing&amp;quot; square - they must move&lt;br /&gt;
   to an &amp;quot;existing&amp;quot; square before taking any other action, or ending their turn); spell ranges and ranged attacks do not count these&lt;br /&gt;
   squares against their range increments; and area-of-effect effects do not count these squares against their area. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Fracture_Flow&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Fracture Flow&#039;&#039;&#039;&lt;br /&gt;
   &#039;&#039;&#039;&#039;&#039;Temporal&#039;&#039;&#039;&#039;&#039; (Manipulation)&lt;br /&gt;
   &#039;&#039;&#039;Level:&#039;&#039;&#039; Tmp 2&lt;br /&gt;
   &#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 standard action&lt;br /&gt;
   &#039;&#039;&#039;Range:&#039;&#039;&#039; Close (25 feet + 5 feet/2 levels)&lt;br /&gt;
   &#039;&#039;&#039;Targets:&#039;&#039;&#039; One creature&lt;br /&gt;
   &#039;&#039;&#039;Duration:&#039;&#039;&#039; One round/level&lt;br /&gt;
   &#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; Will negates (harmless)&lt;br /&gt;
   &#039;&#039;&#039;Temporal Opposition:&#039;&#039;&#039; Yes (harmless)&lt;br /&gt;
   &#039;&#039;&#039;Jikuu Points:&#039;&#039;&#039; 2&lt;br /&gt;
   &lt;br /&gt;
   You cause a creature&#039;s perception of time to fracture. On its initiative, it may opt to delay parts of its action until later.&lt;br /&gt;
 &lt;br /&gt;
   This jikuu essentially allows a creature to take the [http://www.d20srd.org/srd/combat/specialInitiativeActions.htm#Delay delay action], but with parts of their turn, rather than the entire turn. &lt;br /&gt;
   The creature must specify which actions it is delaying if it chooses to do so.&lt;br /&gt;
 &lt;br /&gt;
   Effects that manipulate or otherwise change the creature&#039;s initiative affect only one of its actions: swift, move, or standard.&lt;br /&gt;
   If the creature has additional actions, these are also possibly affected. Which action is affected is determined randomly, unless&lt;br /&gt;
   the origin of the effect is enjoying the benefits of the [[Trinity:Jikuu_A-I#Chronosense|&#039;&#039;chronosense&#039;&#039;]] jikuu, in which case the originator of the effect may&lt;br /&gt;
   choose which action to affect.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Freedom_of_Movement&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Freedom of Movement&#039;&#039;&#039;&lt;br /&gt;
   &#039;&#039;&#039;&#039;&#039;Spatial&#039;&#039;&#039;&#039;&#039; (Manipulation)&lt;br /&gt;
   &#039;&#039;&#039;Level:&#039;&#039;&#039; Tmp 5&lt;br /&gt;
   &#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 standard action&lt;br /&gt;
   &#039;&#039;&#039;Range:&#039;&#039;&#039; Personal or Touch&lt;br /&gt;
   &#039;&#039;&#039;Target:&#039;&#039;&#039; You or creature touched&lt;br /&gt;
   &#039;&#039;&#039;Duration:&#039;&#039;&#039; 10 min/level (D)&lt;br /&gt;
   &#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; Will negates (harmless)&lt;br /&gt;
   &#039;&#039;&#039;Temporal Opposition:&#039;&#039;&#039; Yes (harmless)&lt;br /&gt;
   &#039;&#039;&#039;Jikuu Points:&#039;&#039;&#039; 5&lt;br /&gt;
   &lt;br /&gt;
   You relax space around a creature, such that it is nearly impossible for that creature to be held or grasped firmly.&lt;br /&gt;
 &lt;br /&gt;
   This jikuu enables you or a creature you touch to move and attack normally for the duration of the jikuu, even under the influence&lt;br /&gt;
   of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. The subject automatically succeeds on any&lt;br /&gt;
   grapple check made to resist a grapple attempt, as well as on grapple checks or Escape Artist checks made to escape a grapple or a&lt;br /&gt;
   pin.&lt;br /&gt;
 &lt;br /&gt;
   The jikuu also allows the subject to move and attack normally while underwater, even with slashing weapons such as axes and swords&lt;br /&gt;
   or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than&lt;br /&gt;
   hurled. The freedom of movement jikuu does not, however, allow water breathing. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Gravity&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Gravity&#039;&#039;&#039;&lt;br /&gt;
   &#039;&#039;&#039;&#039;&#039;Spatial&#039;&#039;&#039;&#039;&#039; [Compression]&lt;br /&gt;
   &#039;&#039;&#039;Level:&#039;&#039;&#039; Tmp 3&lt;br /&gt;
   &#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 standard action&lt;br /&gt;
   &#039;&#039;&#039;Range:&#039;&#039;&#039; Close (25 ft. + 5 ft./2 levels)&lt;br /&gt;
   &#039;&#039;&#039;Targets:&#039;&#039;&#039; One creature&lt;br /&gt;
   &#039;&#039;&#039;Duration:&#039;&#039;&#039; Instantaneous&lt;br /&gt;
   &#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; Fort negates&lt;br /&gt;
   &#039;&#039;&#039;Temporal Opposition:&#039;&#039;&#039; Yes &lt;br /&gt;
   &#039;&#039;&#039;Jikuu Points:&#039;&#039;&#039; 3&lt;br /&gt;
   &lt;br /&gt;
   You cause space to rapidly compress and decompress on the target. This effect causes the creature to lose a quarter of its hit&lt;br /&gt;
   points, rounded down. If the creature is at 1 hp, it takes 1 point of damage.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Haste&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Haste&#039;&#039;&#039;&lt;br /&gt;
   &#039;&#039;&#039;&#039;&#039;Temporal&#039;&#039;&#039;&#039;&#039; (Manipulation)&lt;br /&gt;
   &#039;&#039;&#039;Level:&#039;&#039;&#039; Tmp 3&lt;br /&gt;
   &#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 standard action&lt;br /&gt;
   &#039;&#039;&#039;Range:&#039;&#039;&#039; Close (25 ft. + 5 ft./2 levels)&lt;br /&gt;
   &#039;&#039;&#039;Targets:&#039;&#039;&#039; One creature/level, no two of which can be more than 30 ft. apart&lt;br /&gt;
   &#039;&#039;&#039;Duration:&#039;&#039;&#039; 1 round/level&lt;br /&gt;
   &#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; Fort negates (harmless)&lt;br /&gt;
   &#039;&#039;&#039;Temporal Opposition:&#039;&#039;&#039; Yes &lt;br /&gt;
   &#039;&#039;&#039;Jikuu Points:&#039;&#039;&#039; 3&lt;br /&gt;
   &lt;br /&gt;
   The affected creatures move and act more quickly than normal. This extra speed has several effects.&lt;br /&gt;
 &lt;br /&gt;
   When making a full attack action, a hasted creature may make one extra attack with any weapon he is holding. The attack is made&lt;br /&gt;
   using the creature’s full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with&lt;br /&gt;
   similar effects, such as that provided by a weapon of speed, nor does it actually grant an extra action, so you can’t use it to&lt;br /&gt;
   cast a second spell or otherwise take an extra action in the round.)&lt;br /&gt;
 &lt;br /&gt;
   A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose&lt;br /&gt;
   your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.&lt;br /&gt;
 &lt;br /&gt;
   All of the hasted creature’s modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a&lt;br /&gt;
   maximum of twice the subject’s normal speed using that form of movement. This increase counts as an enhancement bonus, and it&lt;br /&gt;
   affects the creature’s jumping distance as normal for increased speed.&lt;br /&gt;
 &lt;br /&gt;
   Multiple haste effects don’t stack. Haste dispels and counters &#039;&#039;slow&#039;&#039;. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Hasteaga&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Hasteaga&#039;&#039;&#039;&lt;br /&gt;
   &#039;&#039;&#039;&#039;&#039;Temporal&#039;&#039;&#039;&#039;&#039; (Manipulation)&lt;br /&gt;
   &#039;&#039;&#039;Level:&#039;&#039;&#039; Tmp 6&lt;br /&gt;
   &#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 standard action&lt;br /&gt;
   &#039;&#039;&#039;Range:&#039;&#039;&#039; Close (25 feet + 5 feet/2 levels)&lt;br /&gt;
   &#039;&#039;&#039;Targets:&#039;&#039;&#039; One creature&lt;br /&gt;
   &#039;&#039;&#039;Effect:&#039;&#039;&#039; 1 round/level (D)&lt;br /&gt;
   &#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; Will negates (harmless)&lt;br /&gt;
   &#039;&#039;&#039;Temporal Opposition:&#039;&#039;&#039; Yes&lt;br /&gt;
   &#039;&#039;&#039;Jikuu Points:&#039;&#039;&#039; 6&lt;br /&gt;
   &lt;br /&gt;
   You cause the creature&#039;s perception of time to slow down, allowing them to take more actions than they normally should be capable&lt;br /&gt;
   of.&lt;br /&gt;
 &lt;br /&gt;
   The creature enjoys the benefits of the [[Trinity:Jikuu_A-I#Haste|&#039;&#039;haste&#039;&#039;]] jikuu; in addition, on each of its turns, it gains an additional partial action.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Hustle&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Hustle&#039;&#039;&#039;&lt;br /&gt;
   &#039;&#039;&#039;&#039;&#039;Temporal&#039;&#039;&#039;&#039;&#039; (Manipulation)&lt;br /&gt;
   &#039;&#039;&#039;Level:&#039;&#039;&#039; Tmp 2&lt;br /&gt;
   &#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 swift action&lt;br /&gt;
   &#039;&#039;&#039;Range:&#039;&#039;&#039; Personal&lt;br /&gt;
   &#039;&#039;&#039;Targets:&#039;&#039;&#039; You&lt;br /&gt;
   &#039;&#039;&#039;Effect:&#039;&#039;&#039; 1 extra move action&lt;br /&gt;
   &#039;&#039;&#039;Temporal Opposition:&#039;&#039;&#039; Yes&lt;br /&gt;
   &#039;&#039;&#039;Jikuu Points:&#039;&#039;&#039; 2&lt;br /&gt;
   &lt;br /&gt;
   You gain an additional move action in the current round. Taking a full round’s worth of attacks and then using this jikuu to &lt;br /&gt;
   move away from your foe does provoke attacks of opportunity.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Identify_Jikuu&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Identify Jikuu&#039;&#039;&#039;&lt;br /&gt;
   &#039;&#039;&#039;&#039;&#039;Foresight&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
   &#039;&#039;&#039;Level:&#039;&#039;&#039; Tmp 2&lt;br /&gt;
   &#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 5 minutes&lt;br /&gt;
   &#039;&#039;&#039;Range:&#039;&#039;&#039; Touch &lt;br /&gt;
   &#039;&#039;&#039;Targets:&#039;&#039;&#039; One touched object&lt;br /&gt;
   &#039;&#039;&#039;Duration:&#039;&#039;&#039; Instantaneous&lt;br /&gt;
   &#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; None&lt;br /&gt;
   &#039;&#039;&#039;Temporal Opposition:&#039;&#039;&#039; No&lt;br /&gt;
   &#039;&#039;&#039;Jikuu Points:&#039;&#039;&#039; 2&lt;br /&gt;
   &lt;br /&gt;
   The jikuu determines all temporal properties of a single temporal item, including how to activate those functions (if&lt;br /&gt;
   appropriate), and how many charges are left (if any).&lt;br /&gt;
 &lt;br /&gt;
   Identify Jikuu does not function when used on an artifact. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Immediacy&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Immediacy&#039;&#039;&#039;&lt;br /&gt;
   &#039;&#039;&#039;&#039;&#039;Temporal&#039;&#039;&#039;&#039;&#039; (Manipulation)&lt;br /&gt;
   &#039;&#039;&#039;Level:&#039;&#039;&#039; Tmp 6&lt;br /&gt;
   &#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 immediate action&lt;br /&gt;
   &#039;&#039;&#039;Range:&#039;&#039;&#039; Personal&lt;br /&gt;
   &#039;&#039;&#039;Targets:&#039;&#039;&#039; You&lt;br /&gt;
   &#039;&#039;&#039;Effect:&#039;&#039;&#039; 1 extra move action&lt;br /&gt;
   &#039;&#039;&#039;Temporal Opposition:&#039;&#039;&#039; Yes&lt;br /&gt;
   &#039;&#039;&#039;Jikuu Points:&#039;&#039;&#039; 6&lt;br /&gt;
   &lt;br /&gt;
   You gain an additional move action immediately, quickly enough to interrupt another action being taken.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Immobilize&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Immobilize&#039;&#039;&#039;&lt;br /&gt;
   &#039;&#039;&#039;&#039;&#039;Spatial&#039;&#039;&#039;&#039;&#039; (Manipulation)&lt;br /&gt;
   &#039;&#039;&#039;Level:&#039;&#039;&#039; Tmp 4&lt;br /&gt;
   &#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 standard action&lt;br /&gt;
   &#039;&#039;&#039;Range:&#039;&#039;&#039; Medium (100 feet + 10 feet/level)&lt;br /&gt;
   &#039;&#039;&#039;Targets:&#039;&#039;&#039; One creature&lt;br /&gt;
   &#039;&#039;&#039;Duration:&#039;&#039;&#039; 1 round/level (D)&lt;br /&gt;
   &#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; Will negates&lt;br /&gt;
   &#039;&#039;&#039;Temporal Opposition:&#039;&#039;&#039; Yes&lt;br /&gt;
   &#039;&#039;&#039;Jikuu Points:&#039;&#039;&#039; 4&lt;br /&gt;
   &lt;br /&gt;
   You cause space to wrap around the target, holding them fast. Unless the creature makes a Will save, the creature cannot move&lt;br /&gt;
   from its current square, and is considered flat-footed.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[category:Trinity]]&lt;/div&gt;</summary>
		<author><name>GnomeWorks</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Trinity:Jikuu_S-Z&amp;diff=67436</id>
		<title>Trinity:Jikuu S-Z</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Trinity:Jikuu_S-Z&amp;diff=67436"/>
		<updated>2007-11-16T19:43:02Z</updated>

		<summary type="html">&lt;p&gt;GnomeWorks: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of [[Trinity:Jikuu|Jikuu]] for the Trinity campaign setting. The list has gotten too long for a single page, and as such, the Jikuu have been split onto three pages.&lt;br /&gt;
&lt;br /&gt;
 [[Trinity:Jikuu_A-I|A - I]] | [[Trinity:Jikuu_J-R|J - R]] | &#039;&#039;&#039;S - Z&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Jikuu (S - Z)==&lt;br /&gt;
The following is an alphabetical list of Jikuu, from S to Z.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Second_Chance&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Second Chance&#039;&#039;&#039;&lt;br /&gt;
   &#039;&#039;&#039;&#039;&#039;Temporal&#039;&#039;&#039;&#039;&#039; (Manipulation)&lt;br /&gt;
   &#039;&#039;&#039;Level:&#039;&#039;&#039; Tmp 5&lt;br /&gt;
   &#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 immediate action&lt;br /&gt;
   &#039;&#039;&#039;Range:&#039;&#039;&#039; Personal&lt;br /&gt;
   &#039;&#039;&#039;Targets:&#039;&#039;&#039; You&lt;br /&gt;
   &#039;&#039;&#039;Duration:&#039;&#039;&#039; Instantaneous&lt;br /&gt;
   &#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; None&lt;br /&gt;
   &#039;&#039;&#039;Temporal Opposition:&#039;&#039;&#039; Yes &lt;br /&gt;
   &#039;&#039;&#039;Jikuu Points:&#039;&#039;&#039; 5&lt;br /&gt;
   &lt;br /&gt;
   Through a subtle shift in time, you subtly change an action you just took. You may reroll a single roll you just made.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Slide&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Slide&#039;&#039;&#039;&lt;br /&gt;
   &#039;&#039;&#039;&#039;&#039;Spatial&#039;&#039;&#039;&#039;&#039; (Manipulation)&lt;br /&gt;
   &#039;&#039;&#039;Level:&#039;&#039;&#039; Tmp 1&lt;br /&gt;
   &#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 standard action&lt;br /&gt;
   &#039;&#039;&#039;Range:&#039;&#039;&#039; Close (25 feet + 5 feet/2 levels)&lt;br /&gt;
   &#039;&#039;&#039;Targets:&#039;&#039;&#039; One creature&lt;br /&gt;
   &#039;&#039;&#039;Duration:&#039;&#039;&#039; Instantaneous&lt;br /&gt;
   &#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; Will negates&lt;br /&gt;
   &#039;&#039;&#039;Temporal Opposition:&#039;&#039;&#039; Yes &lt;br /&gt;
   &#039;&#039;&#039;Jikuu Points:&#039;&#039;&#039; 1&lt;br /&gt;
   &lt;br /&gt;
   You slide the subject creature along the ground a distance of 5 feet in any direction. (If the creature is flying or otherwise not&lt;br /&gt;
   on the ground, it moves parallel to the ground.) You can’t slide the subject into a space that is occupied by an ally, an enemy,&lt;br /&gt;
   or a solid object; if you attempt to do so, the jikuu automatically ends. You cannot slide the subject up or down, but you can&lt;br /&gt;
   slide it over the edge of a cliff or other drop-off if you desire.&lt;br /&gt;
 &lt;br /&gt;
   This movement does not provoke attacks of opportunity.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Slide_Potent&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Slide, Potent&#039;&#039;&#039;&lt;br /&gt;
   &#039;&#039;&#039;&#039;&#039;Spatial&#039;&#039;&#039;&#039;&#039; (Manipulation)&lt;br /&gt;
   &#039;&#039;&#039;Level:&#039;&#039;&#039; Tmp 2&lt;br /&gt;
   &#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 standard action&lt;br /&gt;
   &#039;&#039;&#039;Range:&#039;&#039;&#039; Medium (100 feet + 10 feet/level)&lt;br /&gt;
   &#039;&#039;&#039;Jikuu Points:&#039;&#039;&#039; 2&lt;br /&gt;
 &lt;br /&gt;
   This jikuu functions like [[#Slide|slide]], except as described above, and you can slide the subject creature 20 feet in a&lt;br /&gt;
   straight line. This movement likewise does not provoke attacks of opportunity.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Slow&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Slow&#039;&#039;&#039;&lt;br /&gt;
   &#039;&#039;&#039;&#039;&#039;Temporal&#039;&#039;&#039;&#039;&#039; (Manipulation)&lt;br /&gt;
   &#039;&#039;&#039;Level:&#039;&#039;&#039; Tmp 2&lt;br /&gt;
   &#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 standard action&lt;br /&gt;
   &#039;&#039;&#039;Range:&#039;&#039;&#039; Close (25 ft. + 5 ft./2 levels)&lt;br /&gt;
   &#039;&#039;&#039;Targets:&#039;&#039;&#039; One creature/level, no two of which can be more than 30 ft. apart&lt;br /&gt;
   &#039;&#039;&#039;Duration:&#039;&#039;&#039; 1 round/level (D)&lt;br /&gt;
   &#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; Will negates&lt;br /&gt;
   &#039;&#039;&#039;Temporal Opposition:&#039;&#039;&#039; Yes &lt;br /&gt;
   &#039;&#039;&#039;Jikuu Points:&#039;&#039;&#039; 2&lt;br /&gt;
   &lt;br /&gt;
   An affected creature moves and attacks at a drastically slowed rate. A slowed creature can take only a single move action or&lt;br /&gt;
   standard action each turn, but not both (nor may it take full-round actions). Additionally, it takes a -1 penalty on attack&lt;br /&gt;
   rolls, AC, and Reflex saves. A slowed creature moves at half its normal speed (round down to the next 5-foot increment), which&lt;br /&gt;
   affects the creature’s jumping distance as normal for decreased speed.&lt;br /&gt;
 &lt;br /&gt;
   Multiple slow effects don’t stack. Slow counters and dispels &#039;&#039;haste&#039;&#039;. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Speed&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Speed&#039;&#039;&#039;&lt;br /&gt;
   &#039;&#039;&#039;&#039;&#039;Spatial&#039;&#039;&#039;&#039;&#039; (Manipulation)&lt;br /&gt;
   &#039;&#039;&#039;Level:&#039;&#039;&#039; Tmp 2&lt;br /&gt;
   &#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 standard action&lt;br /&gt;
   &#039;&#039;&#039;Range:&#039;&#039;&#039; Close (25 ft. + 5 ft./2 levels)&lt;br /&gt;
   &#039;&#039;&#039;Targets:&#039;&#039;&#039; One creature&lt;br /&gt;
   &#039;&#039;&#039;Duration:&#039;&#039;&#039; One minute/level (D)&lt;br /&gt;
   &#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; Will negates (harmless)&lt;br /&gt;
   &#039;&#039;&#039;Temporal Opposition:&#039;&#039;&#039; Yes (harmless)&lt;br /&gt;
   &#039;&#039;&#039;Jikuu Points:&#039;&#039;&#039; 2&lt;br /&gt;
   &lt;br /&gt;
   You cause your target to speed up, improving reaction time and general nimbleness. The target gains a +4 haste bonus to &lt;br /&gt;
   Dexterity for the duration of the jikuu.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Speed_Mass&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Speed, Mass&#039;&#039;&#039;&lt;br /&gt;
   &#039;&#039;&#039;&#039;&#039;Spatial&#039;&#039;&#039;&#039;&#039; (Manipulation)&lt;br /&gt;
   &#039;&#039;&#039;Level:&#039;&#039;&#039; Tmp 5&lt;br /&gt;
   &#039;&#039;&#039;Targets:&#039;&#039;&#039; One creature/level&lt;br /&gt;
   &#039;&#039;&#039;Jikuu Points:&#039;&#039;&#039; 5&lt;br /&gt;
   &lt;br /&gt;
   As per &#039;&#039;speed&#039;&#039;, but you can target up to one creature per level.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Splice&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Splice&#039;&#039;&#039;&lt;br /&gt;
   &#039;&#039;&#039;&#039;&#039;Temporal&#039;&#039;&#039;&#039;&#039; (Manipulation)&lt;br /&gt;
   &#039;&#039;&#039;Level:&#039;&#039;&#039; Tmp 3&lt;br /&gt;
   &#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 standard action&lt;br /&gt;
   &#039;&#039;&#039;Range:&#039;&#039;&#039; Close (25 ft. + 5 ft./2 levels)&lt;br /&gt;
   &#039;&#039;&#039;Targets:&#039;&#039;&#039; Two creatures, both within range&lt;br /&gt;
   &#039;&#039;&#039;Duration:&#039;&#039;&#039; 1 round/level (D)&lt;br /&gt;
   &#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; Will negates (harmless)&lt;br /&gt;
   &#039;&#039;&#039;Temporal Opposition:&#039;&#039;&#039; Yes (harmless)&lt;br /&gt;
   &#039;&#039;&#039;Jikuu Points:&#039;&#039;&#039; 3&lt;br /&gt;
   &lt;br /&gt;
   You cause the timelines of the chosen creatures to converge, making them actions essentially simultaneous. A successful Will save&lt;br /&gt;
   on part of either of the creatures negates this jikuu.&lt;br /&gt;
 &lt;br /&gt;
   The round after this jikuu is used, if both creatures failed their Will saves, the chosen creatures go on the same initiative&lt;br /&gt;
   count. This count is determined by taking the average of both creatures&#039; initiatives.&lt;br /&gt;
 &lt;br /&gt;
   On this turn, both creatures go. They may freely converse with one another, and may take their actions in succession, as they see&lt;br /&gt;
   fit. The spliced turn ends when both creatures have used their full allotment of actions, or opt to take no further actions on&lt;br /&gt;
   their turn.&lt;br /&gt;
 &lt;br /&gt;
   On the last round of this jikuu&#039;s effect, both creatures roll new initiatives, and go on those counts in the next round.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Steal_Time&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Steal Time&#039;&#039;&#039;&lt;br /&gt;
   &#039;&#039;&#039;&#039;&#039;Temporal&#039;&#039;&#039;&#039;&#039; (Manipulation)&lt;br /&gt;
   &#039;&#039;&#039;Level:&#039;&#039;&#039; Tmp 3&lt;br /&gt;
   &#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 swift action&lt;br /&gt;
   &#039;&#039;&#039;Range:&#039;&#039;&#039; Touch&lt;br /&gt;
   &#039;&#039;&#039;Targets:&#039;&#039;&#039; One creature&lt;br /&gt;
   &#039;&#039;&#039;Duration:&#039;&#039;&#039; Instantaneous&lt;br /&gt;
   &#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; Will negates&lt;br /&gt;
   &#039;&#039;&#039;Temporal Opposition:&#039;&#039;&#039; Yes&lt;br /&gt;
   &#039;&#039;&#039;Jikuu Points:&#039;&#039;&#039; 3&lt;br /&gt;
   &lt;br /&gt;
   You steal the temporal potential of a touched creature. If you succeed at a melee touch attack, and your target fails a &lt;br /&gt;
   Will save, they lose a partial action on their next turn, and you gain a partial action this turn.&lt;br /&gt;
 &lt;br /&gt;
   You cannot steal more actions from a creature than it would have on its next turn.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Stitch_in_Time&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Stitch in Time&#039;&#039;&#039;&lt;br /&gt;
   &#039;&#039;&#039;&#039;&#039;Temporal&#039;&#039;&#039;&#039;&#039; (Manipulation)&lt;br /&gt;
   &#039;&#039;&#039;Level:&#039;&#039;&#039; Tmp 7&lt;br /&gt;
   &#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 standard action&lt;br /&gt;
   &#039;&#039;&#039;Range:&#039;&#039;&#039; Close (25 feet + 5 feet/2 levels)&lt;br /&gt;
   &#039;&#039;&#039;Area:&#039;&#039;&#039; 20 ft radius emanation&lt;br /&gt;
   &#039;&#039;&#039;Duration:&#039;&#039;&#039; 1 round/level (D)&lt;br /&gt;
   &#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; Will negates (harmless)&lt;br /&gt;
   &#039;&#039;&#039;Temporal Opposition:&#039;&#039;&#039; Yes (harmless)&lt;br /&gt;
   &#039;&#039;&#039;Jikuu Points:&#039;&#039;&#039; 7&lt;br /&gt;
   &lt;br /&gt;
   You cause the timeline of a small area to squeeze in on itself, which has a chance to also affect the creatures in the area,&lt;br /&gt;
   allowing them to take more actions than normal.&lt;br /&gt;
 &lt;br /&gt;
   At the end of each creature&#039;s turn, if it is in the area affected by this jikuu, roll a d%. There is a 5% chance per two &amp;quot;caster&amp;quot;&lt;br /&gt;
   levels of the caster of this jikuu (max 50%) that the creature gains another turn.&lt;br /&gt;
 &lt;br /&gt;
   At the end of each round, all creatures that gained an extra turn as a result of this jikuu go again, in initiative order, in a&lt;br /&gt;
   separate round, that is between the current round and what would normally be the next round. In essence, there is a &amp;quot;partial&lt;br /&gt;
   round&amp;quot; that is inserted in the initiative order. Durations that are affecting the creatures who go in the &amp;quot;partial round&amp;quot; have&lt;br /&gt;
   their durations decremented, but no other durations - such as an area-effect duration - are affected.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Surprise&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Surprise&#039;&#039;&#039;&lt;br /&gt;
   &#039;&#039;&#039;&#039;&#039;Temporal&#039;&#039;&#039;&#039;&#039; (Manipulation)&lt;br /&gt;
   &#039;&#039;&#039;Level:&#039;&#039;&#039; Tmp 1&lt;br /&gt;
   &#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 swift action&lt;br /&gt;
   &#039;&#039;&#039;Range:&#039;&#039;&#039; Close (25 feet + 5 feet/2 levels)&lt;br /&gt;
   &#039;&#039;&#039;Targets:&#039;&#039;&#039; One creature/level, no two of which are more than 30 ft apart&lt;br /&gt;
   &#039;&#039;&#039;Duration:&#039;&#039;&#039; 1 round&lt;br /&gt;
   &#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; None&lt;br /&gt;
   &#039;&#039;&#039;Temporal Opposition:&#039;&#039;&#039; Yes&lt;br /&gt;
   &#039;&#039;&#039;Jikuu Points:&#039;&#039;&#039; 1&lt;br /&gt;
   &lt;br /&gt;
   This jikuu distracts its targets, preventing them from reacting with the deftness they might otherwise possess.&lt;br /&gt;
 &lt;br /&gt;
   Only effective when used in the surprise round of combat and against flat-footed creatures, this jikuu causes those it affects to&lt;br /&gt;
   take a –10 penalty to their initiative. Targets that cannot be caught flat-footed (such as a rogue with uncanny dodge) cannot be&lt;br /&gt;
   affected by this jikuu.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Synchronize&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Synchronize&#039;&#039;&#039;&lt;br /&gt;
   &#039;&#039;&#039;&#039;&#039;Temporal&#039;&#039;&#039;&#039;&#039; (Manipulation)&lt;br /&gt;
   &#039;&#039;&#039;Level:&#039;&#039;&#039; Tmp 7&lt;br /&gt;
   &#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 standard action&lt;br /&gt;
   &#039;&#039;&#039;Range:&#039;&#039;&#039; 10 ft.&lt;br /&gt;
   &#039;&#039;&#039;Area:&#039;&#039;&#039; 10 ft radius emanation, centered on you&lt;br /&gt;
   &#039;&#039;&#039;Duration:&#039;&#039;&#039; 10 minutes/level (D)&lt;br /&gt;
   &#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; None&lt;br /&gt;
   &#039;&#039;&#039;Temporal Opposition:&#039;&#039;&#039; No&lt;br /&gt;
   &#039;&#039;&#039;Jikuu Points:&#039;&#039;&#039; 7&lt;br /&gt;
   &lt;br /&gt;
   You force all the timelines of all creatures and objects near you to conform to the actual timeline, which you normalize. This has&lt;br /&gt;
   a number of effects.&lt;br /&gt;
 &lt;br /&gt;
   An invisible barrier surrounds you and moves with you. The space within this barrier is impervious to most jikuu and temporal&lt;br /&gt;
   effects. Likewise, it prevents the functioning of any temporal items or jikuu within its confines.&lt;br /&gt;
 &lt;br /&gt;
   Synchronize suppresses any jikuu or temporal effect used within, brought into, or cast into the area, but does not dispel it. Time&lt;br /&gt;
   spent within a synchronized area counts against the suppressed jikuu’s duration.&lt;br /&gt;
 &lt;br /&gt;
   A normal creature can enter the area, as can normal missiles. Furthermore, while a temporal sword does not function temporally&lt;br /&gt;
   within the area, it is still a sword (and a masterwork sword at that). &lt;br /&gt;
 &lt;br /&gt;
   While within the area, a creature&#039;s initiative cannot be changed by temporal effects.&lt;br /&gt;
 &lt;br /&gt;
   Two or more synchronize effects sharing any of the same space have no effect on each other. Certain jikuu remain unaffected by&lt;br /&gt;
   synchronize (see the individual jikuu descriptions). Artifacts and deities are unaffected by mortal jikuu such as this.&lt;br /&gt;
 &lt;br /&gt;
   Should a creature be larger than the area enclosed by the barrier, any part of it that lies outside the barrier is unaffected by&lt;br /&gt;
   the effect.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Teleport&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Teleport&#039;&#039;&#039;&lt;br /&gt;
   &#039;&#039;&#039;&#039;&#039;Spatial&#039;&#039;&#039;&#039;&#039; (Movement)&lt;br /&gt;
   &#039;&#039;&#039;Level:&#039;&#039;&#039; Tmp 5&lt;br /&gt;
   &#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 move action&lt;br /&gt;
   &#039;&#039;&#039;Range:&#039;&#039;&#039; Personal and touch&lt;br /&gt;
   &#039;&#039;&#039;Targets:&#039;&#039;&#039; You and touched objects or other touched willing creatures&lt;br /&gt;
   &#039;&#039;&#039;Duration:&#039;&#039;&#039; Instantaneous&lt;br /&gt;
   &#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; None and Will negates (object)&lt;br /&gt;
   &#039;&#039;&#039;Temporal Opposition:&#039;&#039;&#039; Yes (object)&lt;br /&gt;
   &#039;&#039;&#039;Jikuu Points:&#039;&#039;&#039; 5&lt;br /&gt;
   &lt;br /&gt;
   This jikuu instantly transports you to a designated destination, which may be as distant as 100 miles per caster level.&lt;br /&gt;
   Interplanar travel is not possible. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may&lt;br /&gt;
   also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent&lt;br /&gt;
   (see below) per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large&lt;br /&gt;
   creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures&lt;br /&gt;
   must be in contact with you. As with all jikuu where the range is personal and the target is you, you need not make a saving&lt;br /&gt;
   throw, but temporal opposition is applicable to you. Objects held or in use (attended) by another person receive saving throws and&lt;br /&gt;
   temporal opposition.&lt;br /&gt;
 &lt;br /&gt;
   You must have some clear idea of the location and layout of the destination. The clearer your mental image, the more likely the&lt;br /&gt;
   teleportation works. Areas of strong temporal energy may make teleportation more hazardous or even impossible.&lt;br /&gt;
 &lt;br /&gt;
   To see how well the teleportation works, roll d% and consult the Teleport table. Refer to the following information for&lt;br /&gt;
   definitions of the terms on the table.&lt;br /&gt;
 &lt;br /&gt;
   &#039;&#039;&#039;== Familiarity ==&#039;&#039;&#039;&lt;br /&gt;
   “Very familiar” is a place where you have been very often and where you feel at home. “Studied carefully” is a place you know&lt;br /&gt;
   well, either because you can currently see it, you’ve been there often, or you have used other means to study the place for at&lt;br /&gt;
   least one hour. “Seen casually” is a place that you have seen more than once but with which you are not very familiar. “Viewed&lt;br /&gt;
   once” is a place that you have seen once, possibly using magic.&lt;br /&gt;
 &lt;br /&gt;
   “False destination” is a place that does not truly exist or if you are teleporting to an otherwise familiar location that no&lt;br /&gt;
   longer exists as such or has been so completely altered as to no longer be familiar to you. When traveling to a false destination,&lt;br /&gt;
   roll 1d20+80 to obtain results on the table, rather than rolling d%, since there is no real destination for you to hope to arrive&lt;br /&gt;
   at or even be off target from.&lt;br /&gt;
 &lt;br /&gt;
   &#039;&#039;On Target:&#039;&#039; You appear where you want to be.&lt;br /&gt;
 &lt;br /&gt;
   &#039;&#039;Off Target:&#039;&#039; You appear safely a random distance away from the destination in a random direction. Distance off target is&lt;br /&gt;
   1d10×1d10% of the distance that was to be traveled. The direction off target is determined randomly&lt;br /&gt;
 &lt;br /&gt;
   &#039;&#039;Similar Area:&#039;&#039; You wind up in an area that’s visually or thematically similar to the target area.&lt;br /&gt;
 &lt;br /&gt;
   Generally, you appear in the closest similar place within range. If no such area exists within the jikuu’s range, the jikuu simply&lt;br /&gt;
   fails instead.&lt;br /&gt;
 &lt;br /&gt;
   &#039;&#039;Mishap:&#039;&#039; You and anyone else teleporting with you have gotten “scrambled.” You each take 1d10 points of damage, and you reroll&lt;br /&gt;
   on the chart to see where you wind up. For these rerolls, roll 1d20+80. Each time “Mishap” comes up, the characters take more&lt;br /&gt;
   damage and must reroll. &lt;br /&gt;
 &lt;br /&gt;
   &#039;&#039;&#039;FAMILIARITY			ON TARGET	OFF TARGET	SIMILAR AREA	MISHAP&#039;&#039;&#039;&lt;br /&gt;
   &#039;&#039;&#039;Very Familiar&#039;&#039;&#039;			01-97		98-99		100		---&lt;br /&gt;
   &#039;&#039;&#039;Studied Carefully&#039;&#039;&#039;		01-94		95-97		98-99		100&lt;br /&gt;
   &#039;&#039;&#039;Seen Casually&#039;&#039;&#039;			01-88		89-94		95-98		99-100&lt;br /&gt;
   &#039;&#039;&#039;Viewed Once&#039;&#039;&#039;			01-76		77-88		89-96		97-100&lt;br /&gt;
   &#039;&#039;&#039;False Destination (1d20+80)&#039;&#039;&#039;	---		---		81-92		93-100&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Teleportaga&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Teleportaga&#039;&#039;&#039;&lt;br /&gt;
   &#039;&#039;&#039;&#039;&#039;Spatial&#039;&#039;&#039;&#039;&#039; (Movement)&lt;br /&gt;
   &#039;&#039;&#039;Level:&#039;&#039;&#039; Tmp 7&lt;br /&gt;
   &#039;&#039;&#039;Jikuu Points:&#039;&#039;&#039; 7&lt;br /&gt;
   &lt;br /&gt;
   This jikuu functions like teleport, except that there is no range limit and there is no chance you arrive off target. In addition,&lt;br /&gt;
   you need not have seen the destination, but in that case you must have at least a reliable description of the place to which you&lt;br /&gt;
   are teleporting. If you attempt to teleport with insufficient information (or with misleading information), you disappear and&lt;br /&gt;
   simply reappear in your original location. Interplanar travel is not possible.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Temporal_Acceleration&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Temporal Acceleration&#039;&#039;&#039;&lt;br /&gt;
   &#039;&#039;&#039;&#039;&#039;Temporal&#039;&#039;&#039;&#039;&#039; (Manipulation)&lt;br /&gt;
   &#039;&#039;&#039;Level:&#039;&#039;&#039; Tmp 4&lt;br /&gt;
   &#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 swift action&lt;br /&gt;
   &#039;&#039;&#039;Range:&#039;&#039;&#039; Personal&lt;br /&gt;
   &#039;&#039;&#039;Targets:&#039;&#039;&#039; You&lt;br /&gt;
   &#039;&#039;&#039;Duration:&#039;&#039;&#039; 1 round&lt;br /&gt;
   &#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; None&lt;br /&gt;
   &#039;&#039;&#039;Temporal Opposition:&#039;&#039;&#039; Yes&lt;br /&gt;
   &#039;&#039;&#039;Jikuu Points:&#039;&#039;&#039; 4&lt;br /&gt;
   &lt;br /&gt;
   You enter another time frame, speeding up so greatly that all other creatures seem frozen, though they are actually still moving&lt;br /&gt;
   at normal speed. You are free to act for 1 round of apparent time. You can manifest powers, cast spells, move, or perform other&lt;br /&gt;
   types of actions, subject to the restrictions outlined below.&lt;br /&gt;
 &lt;br /&gt;
   While your temporal acceleration is in effect, other creatures are invulnerable to your attacks and jikuu. This means you cannot&lt;br /&gt;
   target a creature with any attack or jikuu. However, a jikuu you use that affects an area and has a duration longer than the&lt;br /&gt;
   remaining duration of your temporal acceleration has its normal effect on creatures in the area once this jikuu ends.&lt;br /&gt;
 &lt;br /&gt;
   You can affect an unattended object but not an object held, carried, or worn by another creature. You are undetectable by any&lt;br /&gt;
   means while your temporal acceleration lasts.&lt;br /&gt;
 &lt;br /&gt;
   While under the effect of this jikuu, you cannot enter a &#039;&#039;synchronized&#039;&#039; area or an area protected from high-level Time or Force&lt;br /&gt;
   effects. Normal and magical fire, cold, acid, and the like can still harm you.&lt;br /&gt;
 &lt;br /&gt;
   When your temporal acceleration expires, you resume acting during your current turn in the standard time frame. You are shaken for&lt;br /&gt;
   1 round upon your return to the standard time frame.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Temporal_Armor&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Temporal Armor&#039;&#039;&#039;&lt;br /&gt;
   &#039;&#039;&#039;&#039;&#039;Temporal&#039;&#039;&#039;&#039;&#039; (Manipulation)&lt;br /&gt;
   &#039;&#039;&#039;Level:&#039;&#039;&#039; Tmp 1&lt;br /&gt;
   &#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 immediate action&lt;br /&gt;
   &#039;&#039;&#039;Range:&#039;&#039;&#039; Personal&lt;br /&gt;
   &#039;&#039;&#039;Targets:&#039;&#039;&#039; You&lt;br /&gt;
   &#039;&#039;&#039;Duration:&#039;&#039;&#039; 1 hour/level (D)&lt;br /&gt;
   &#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; None&lt;br /&gt;
   &#039;&#039;&#039;Temporal Opposition:&#039;&#039;&#039; Yes&lt;br /&gt;
   &#039;&#039;&#039;Jikuu Points:&#039;&#039;&#039; 1&lt;br /&gt;
   &lt;br /&gt;
   You temporally flex your mental faculties, improving your reflexes and ability to absorb temporal and spatial information. You&lt;br /&gt;
   gain a +4 haste bonus to your initiative modifier for 1 hour/level; for every two templar levels you have, this haste bonus&lt;br /&gt;
   increases by +1, to a maximum of +10 (at 12th level).&lt;br /&gt;
 &lt;br /&gt;
   You can use this jikuu as an immediate action, fast enough to benefit from it for a combat that you were not expecting.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Temporal_Dodge&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Temporal Dodge&#039;&#039;&#039;&lt;br /&gt;
   &#039;&#039;&#039;&#039;&#039;Temporal&#039;&#039;&#039;&#039;&#039; (Modification)&lt;br /&gt;
   &#039;&#039;&#039;Level:&#039;&#039;&#039; Tmp 5&lt;br /&gt;
   &#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 immediate action&lt;br /&gt;
   &#039;&#039;&#039;Range:&#039;&#039;&#039; Personal&lt;br /&gt;
   &#039;&#039;&#039;Targets:&#039;&#039;&#039; You&lt;br /&gt;
   &#039;&#039;&#039;Duration:&#039;&#039;&#039; Instantaneous&lt;br /&gt;
   &#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; None&lt;br /&gt;
   &#039;&#039;&#039;Temporal Opposition:&#039;&#039;&#039; Yes&lt;br /&gt;
   &#039;&#039;&#039;Jikuu Points:&#039;&#039;&#039; 5&lt;br /&gt;
   &lt;br /&gt;
   You cause yourself to slip out of the timestream for an instant, allowing you to pass danger by.&lt;br /&gt;
 &lt;br /&gt;
   When you use this jikuu, you immediately cease to exist. Any effect that you would have been affected by - be it a Force effect,&lt;br /&gt;
   an attack, environmental danger, or similar - no longer affects you, or even has a chance to.&lt;br /&gt;
 &lt;br /&gt;
   After the action or event you were dodging is resolved, you immediately pop back into existence.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Temporal_Edit&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Temporal Edit&#039;&#039;&#039;&lt;br /&gt;
   &#039;&#039;&#039;&#039;&#039;Temporal&#039;&#039;&#039;&#039;&#039; (Modification)&lt;br /&gt;
   &#039;&#039;&#039;Level:&#039;&#039;&#039; Tmp 2&lt;br /&gt;
   &#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 swift action&lt;br /&gt;
   &#039;&#039;&#039;Range:&#039;&#039;&#039; Personal&lt;br /&gt;
   &#039;&#039;&#039;Targets:&#039;&#039;&#039; You&lt;br /&gt;
   &#039;&#039;&#039;Effect:&#039;&#039;&#039; A full round&#039;s worth of actions&lt;br /&gt;
   &#039;&#039;&#039;Temporal Opposition:&#039;&#039;&#039; Yes&lt;br /&gt;
   &#039;&#039;&#039;Jikuu Points:&#039;&#039;&#039; 2&lt;br /&gt;
   &lt;br /&gt;
   You may only use this jikuu at the end of your turn.&lt;br /&gt;
 &lt;br /&gt;
   All of your actions taken this turn are undone. Any damage you have dealt or received is removed; any movement you have taken &lt;br /&gt;
   is &amp;quot;un-taken&amp;quot; (you appear at your original position). You retain awareness of what occurred when you took your previous actions,&lt;br /&gt;
   but no other creature does. For all intents and purposes, your actions this past round were &amp;quot;apparent time&amp;quot; to you, and registers&lt;br /&gt;
   as such for anyone using &#039;&#039;chronosense&#039;&#039;. You are now free to retake your actions; you may choose to take the same ones, or &lt;br /&gt;
   different ones.&lt;br /&gt;
 &lt;br /&gt;
   However, after using this jikuu, the JP you expended to use it are still expended. In addition, you do not regain the swift action&lt;br /&gt;
   used to use this jikuu.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Temporal_Forewrite&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Temporal Forewrite&#039;&#039;&#039;&lt;br /&gt;
   &#039;&#039;&#039;&#039;&#039;Temporal&#039;&#039;&#039;&#039;&#039; (Modification)&lt;br /&gt;
   &#039;&#039;&#039;Level:&#039;&#039;&#039; Tmp 5&lt;br /&gt;
   &#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 round&lt;br /&gt;
   &#039;&#039;&#039;Range:&#039;&#039;&#039; Personal&lt;br /&gt;
   &#039;&#039;&#039;Targets:&#039;&#039;&#039; You&lt;br /&gt;
   &#039;&#039;&#039;Duration:&#039;&#039;&#039; 10 minutes/level (D)&lt;br /&gt;
   &#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; None&lt;br /&gt;
   &#039;&#039;&#039;Temporal Opposition:&#039;&#039;&#039; Yes&lt;br /&gt;
   &#039;&#039;&#039;Jikuu Points:&#039;&#039;&#039; 5&lt;br /&gt;
   &lt;br /&gt;
   You travel through time, seeing the future, but without actually experiencing the effects of the future.&lt;br /&gt;
 &lt;br /&gt;
   When you use this jikuu, you perceive future events, up to 10 minutes/level worth. You can take whatever actions you see fit, but&lt;br /&gt;
   you are the only creature aware that the events currently transpiring are merely a vision of the future, rather than the actual&lt;br /&gt;
   future itself.&lt;br /&gt;
 &lt;br /&gt;
   At the end of the duration, no time has passed beyond the casting time for this jikuu. You retain all knowledge you gained while&lt;br /&gt;
   the jikuu&#039;s duration lasted, but nothing else (items gained, lost, or used; experience gained; damage; or similar effects).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Temporal_Rewrite&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Temporal Rewrite&#039;&#039;&#039;&lt;br /&gt;
   &#039;&#039;&#039;&#039;&#039;Temporal&#039;&#039;&#039;&#039;&#039; (Modification)&lt;br /&gt;
   &#039;&#039;&#039;Level:&#039;&#039;&#039; Tmp 5&lt;br /&gt;
   &#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 round&lt;br /&gt;
   &#039;&#039;&#039;Range:&#039;&#039;&#039; Personal&lt;br /&gt;
   &#039;&#039;&#039;Targets:&#039;&#039;&#039; You&lt;br /&gt;
   &#039;&#039;&#039;Duration:&#039;&#039;&#039; Instantaneous (see text)&lt;br /&gt;
   &#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; None&lt;br /&gt;
   &#039;&#039;&#039;Temporal Opposition:&#039;&#039;&#039; Yes&lt;br /&gt;
   &#039;&#039;&#039;Jikuu Points:&#039;&#039;&#039; 5&lt;br /&gt;
   &lt;br /&gt;
   To use this jikuu, you must have spent at least some time in your past set aside specifically for the purpose of using this jikuu.&lt;br /&gt;
   Regardless of how much time you set aside, you cannot use this jikuu to modify more than an hour of time.&lt;br /&gt;
 &lt;br /&gt;
   You may rewrite your past, taking any actions that you could have taken at the time you specifically set aside for a use of this&lt;br /&gt;
   jikuu. Such changes take effect immediately after the casting time of this jikuu. If any event occurs that would have prevented&lt;br /&gt;
   you from taking the actions you wish to take, this jikuu has no effect; in addition, any actions you take or cause others to take&lt;br /&gt;
   that would result in a paradox immediately causes the jikuu&#039;s effect to end with no effect.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Temporal_Skip&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Temporal Skip&#039;&#039;&#039;&lt;br /&gt;
   &#039;&#039;&#039;&#039;&#039;Temporal&#039;&#039;&#039;&#039;&#039; (Manipulation)&lt;br /&gt;
   &#039;&#039;&#039;Level:&#039;&#039;&#039; Tmp 6&lt;br /&gt;
   &#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 immediate action&lt;br /&gt;
   &#039;&#039;&#039;Range:&#039;&#039;&#039; Close (25 feet + 5 feet/2 levels)&lt;br /&gt;
   &#039;&#039;&#039;Targets:&#039;&#039;&#039; One creature&lt;br /&gt;
   &#039;&#039;&#039;Duration:&#039;&#039;&#039; Instantaneous&lt;br /&gt;
   &#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; Will negates&lt;br /&gt;
   &#039;&#039;&#039;Temporal Opposition:&#039;&#039;&#039; Yes&lt;br /&gt;
   &#039;&#039;&#039;Jikuu Points:&#039;&#039;&#039; 6&lt;br /&gt;
   &lt;br /&gt;
   You cause the timeline to skip erratically, causing a creature&#039;s alignment with it to falter. The targeted creature skips its&lt;br /&gt;
   next turn.&lt;br /&gt;
 &lt;br /&gt;
   However, the timeline is resilient, as are the individual timelines of creatures that occupy it. As such, you cannot use this&lt;br /&gt;
   jikuu on a creature to cause it to skip two turns in a row.&lt;br /&gt;
 &lt;br /&gt;
   Using this jikuu is an immediate action. You can use it fast enough to skip a creature&#039;s turn just before it would go.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Time_Ebb&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Time Ebb&#039;&#039;&#039;&lt;br /&gt;
   &#039;&#039;&#039;&#039;&#039;Temporal&#039;&#039;&#039;&#039;&#039; (Manipulation)&lt;br /&gt;
   &#039;&#039;&#039;Level:&#039;&#039;&#039; Tmp 4&lt;br /&gt;
   &#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 move action&lt;br /&gt;
   &#039;&#039;&#039;Range:&#039;&#039;&#039; Close (25 feet + 5 feet/2 levels)&lt;br /&gt;
   &#039;&#039;&#039;Targets:&#039;&#039;&#039; One effect (see text)&lt;br /&gt;
   &#039;&#039;&#039;Duration:&#039;&#039;&#039; Instantaneous&lt;br /&gt;
   &#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; None&lt;br /&gt;
   &#039;&#039;&#039;Temporal Opposition:&#039;&#039;&#039; Yes (harmless)&lt;br /&gt;
   &#039;&#039;&#039;Jikuu Points:&#039;&#039;&#039; 4&lt;br /&gt;
   &lt;br /&gt;
   You cause a single on-going effect to ignore time for a few moments, extending its duration by one round. If the effect has an&lt;br /&gt;
   effect based upon what round of its duration it is in, treat its next round of effect as though it were its previous round.&lt;br /&gt;
 &lt;br /&gt;
   The effect is allowed TO, should it be a Blue or Chaos effect; treat the effect as though it had TO equivalent to its caster.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Time_Hop&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Time Hop&#039;&#039;&#039;&lt;br /&gt;
   &#039;&#039;&#039;&#039;&#039;Temporal&#039;&#039;&#039;&#039;&#039; (Movement)&lt;br /&gt;
   &#039;&#039;&#039;Level:&#039;&#039;&#039; Tmp 3&lt;br /&gt;
   &#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 standard action&lt;br /&gt;
   &#039;&#039;&#039;Range:&#039;&#039;&#039; Close (25 feet + 5 feet/2 levels)&lt;br /&gt;
   &#039;&#039;&#039;Targets:&#039;&#039;&#039; One creature, or one object weighing 100 lb./level or less&lt;br /&gt;
   &#039;&#039;&#039;Duration:&#039;&#039;&#039; 1 round/level; see text&lt;br /&gt;
   &#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; Will negates&lt;br /&gt;
   &#039;&#039;&#039;Temporal Opposition:&#039;&#039;&#039; Yes&lt;br /&gt;
   &#039;&#039;&#039;Jikuu Points:&#039;&#039;&#039; 3&lt;br /&gt;
   &lt;br /&gt;
   The subject of the jikuu hops forward in time 1 round for every caster level you have. In effect, the subject seems to disappear&lt;br /&gt;
   in a shimmer of silver energy, then reappear after the duration of this power expires. The subject reappears in exactly the same&lt;br /&gt;
   orientation and condition as before. From the subject’s point of view, no time has passed at all.&lt;br /&gt;
 &lt;br /&gt;
   In each round of the jikuu’s duration, on what would have been the subject’s turn, it can attempt a DC 15 Wisdom check. Success&lt;br /&gt;
   allows the subject to return. The subject can act normally on its next turn after this jikuu ends.&lt;br /&gt;
 &lt;br /&gt;
   If the space from which the subject departed is occupied upon his return to the time stream, he appears in the closest unoccupied&lt;br /&gt;
   space, still in his original orientation. Determine the closest space randomly if necessary.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Time_Hop_Mass&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Time Hop, Mass&#039;&#039;&#039;&lt;br /&gt;
   &#039;&#039;&#039;&#039;&#039;Temporal&#039;&#039;&#039;&#039;&#039; (Movement)&lt;br /&gt;
   &#039;&#039;&#039;Level:&#039;&#039;&#039; Tmp 6&lt;br /&gt;
   &#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 standard action&lt;br /&gt;
   &#039;&#039;&#039;Range:&#039;&#039;&#039; Close (25 feet + 5 feet/2 levels)&lt;br /&gt;
   &#039;&#039;&#039;Targets:&#039;&#039;&#039; All willing creatures within range&lt;br /&gt;
   &#039;&#039;&#039;Duration:&#039;&#039;&#039; 1 hour/level; see text&lt;br /&gt;
   &#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; Will negates&lt;br /&gt;
   &#039;&#039;&#039;Temporal Opposition:&#039;&#039;&#039; Yes&lt;br /&gt;
   &#039;&#039;&#039;Jikuu Points:&#039;&#039;&#039; 6&lt;br /&gt;
   &lt;br /&gt;
   This jikuu functions as per &#039;&#039;time hop&#039;&#039;, except you can affect any number of willing subjects in range, including yourself. You&lt;br /&gt;
   can choose which creatures are affected by the jikuu. The subjects hop forward in time a number of hours equal to your &amp;quot;caster&amp;quot;&lt;br /&gt;
   level, or some shorter number of hours; you decide how many hours the mass time hop lasts when you use this jikuu.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Time_Lapse&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Time Lapse&#039;&#039;&#039;&lt;br /&gt;
   &#039;&#039;&#039;&#039;&#039;Temporal&#039;&#039;&#039;&#039;&#039; (Manipulation)&lt;br /&gt;
   &#039;&#039;&#039;Level:&#039;&#039;&#039; Tmp 2&lt;br /&gt;
   &#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 standard action&lt;br /&gt;
   &#039;&#039;&#039;Range:&#039;&#039;&#039; Close (25 feet + 5 feet/2 levels)&lt;br /&gt;
   &#039;&#039;&#039;Targets:&#039;&#039;&#039; One effect (see text)&lt;br /&gt;
   &#039;&#039;&#039;Duration:&#039;&#039;&#039; Instantaneous&lt;br /&gt;
   &#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; None&lt;br /&gt;
   &#039;&#039;&#039;Temporal Opposition:&#039;&#039;&#039; Yes&lt;br /&gt;
   &#039;&#039;&#039;Jikuu Points:&#039;&#039;&#039; 3&lt;br /&gt;
   &lt;br /&gt;
   You cause a single currently on-going effect to lapse in time, shortening its remaining duration by one round.&lt;br /&gt;
 &lt;br /&gt;
   The effect is allowed TO, should it be a Blue or Chaos effect; treat the effect as though it had TO equivalent to its caster.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Time_Slip&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Time Slip&#039;&#039;&#039;&lt;br /&gt;
   &#039;&#039;&#039;&#039;&#039;Temporal&#039;&#039;&#039;&#039;&#039; (Manipulation)&lt;br /&gt;
   &#039;&#039;&#039;Level:&#039;&#039;&#039; Tmp 6&lt;br /&gt;
   &#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 standard action&lt;br /&gt;
   &#039;&#039;&#039;Range:&#039;&#039;&#039; Close (25 feet + 5 feet/2 levels)&lt;br /&gt;
   &#039;&#039;&#039;Targets:&#039;&#039;&#039; One creature&lt;br /&gt;
   &#039;&#039;&#039;Duration:&#039;&#039;&#039; 1 round/level (D)&lt;br /&gt;
   &#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; Fort negates&lt;br /&gt;
   &#039;&#039;&#039;Temporal Opposition:&#039;&#039;&#039; Yes&lt;br /&gt;
   &#039;&#039;&#039;Jikuu Points:&#039;&#039;&#039; 6&lt;br /&gt;
   &lt;br /&gt;
   You cause a creature&#039;s timeline to slow, but keep its physical form in the current timeline. This effect causes the creature&lt;br /&gt;
   immense pain, depending on the sorts of actions it takes on its turn.&lt;br /&gt;
 &lt;br /&gt;
   The damage dealt by this jikuu is dependent on the actions the creature takes. After each of the creature&#039;s actions, it takes&lt;br /&gt;
   damage, as per the table below.&lt;br /&gt;
 &lt;br /&gt;
   &#039;&#039;&#039;ACTION		DAMAGE&#039;&#039;&#039;&lt;br /&gt;
   Immediate	2d12&lt;br /&gt;
   Free		1d4&lt;br /&gt;
   Swift		1d6&lt;br /&gt;
   Move		1d8&lt;br /&gt;
   Standard	1d10&lt;br /&gt;
   Full-Round	2d6&lt;br /&gt;
 &lt;br /&gt;
   Even if the creature opts to take no actions, it still takes 1d4 points of damage for each action it could have taken (other than&lt;br /&gt;
   immediate, free, and swift actions).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Time_Swap&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Time Swap&#039;&#039;&#039;&lt;br /&gt;
   &#039;&#039;&#039;&#039;&#039;Temporal&#039;&#039;&#039;&#039;&#039; (Manipulation)&lt;br /&gt;
   &#039;&#039;&#039;Level:&#039;&#039;&#039; Tmp 2&lt;br /&gt;
   &#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 standard action&lt;br /&gt;
   &#039;&#039;&#039;Range:&#039;&#039;&#039; Close (25 ft. + 5 ft./2 levels)&lt;br /&gt;
   &#039;&#039;&#039;Targets:&#039;&#039;&#039; You and one ally in range, or any two allies in range; see text&lt;br /&gt;
   &#039;&#039;&#039;Duration:&#039;&#039;&#039; Instantaneous&lt;br /&gt;
   &#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; Will negates (harmless, object)&lt;br /&gt;
   &#039;&#039;&#039;Temporal Opposition:&#039;&#039;&#039; Yes (harmless, object)&lt;br /&gt;
   &#039;&#039;&#039;Jikuu Points:&#039;&#039;&#039; 2&lt;br /&gt;
   &lt;br /&gt;
   You instantly swap initatives with that of a designated ally in range. Alternatively, you can swap the initiatives of any two &lt;br /&gt;
   allies in range.&lt;br /&gt;
 &lt;br /&gt;
   This jikuu does not alter the initiative order for the current round.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Time_to_Act&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Time to Act&#039;&#039;&#039;&lt;br /&gt;
   &#039;&#039;&#039;&#039;&#039;Temporal&#039;&#039;&#039;&#039;&#039; (Manipulation)&lt;br /&gt;
   &#039;&#039;&#039;Level:&#039;&#039;&#039; Tmp 3&lt;br /&gt;
   &#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 standard action&lt;br /&gt;
   &#039;&#039;&#039;Range:&#039;&#039;&#039; Close (25 feet + 5 feet/2 levels)&lt;br /&gt;
   &#039;&#039;&#039;Targets:&#039;&#039;&#039; One creature&lt;br /&gt;
   &#039;&#039;&#039;Duration:&#039;&#039;&#039; Instantaneous&lt;br /&gt;
   &#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; None&lt;br /&gt;
   &#039;&#039;&#039;Temporal Opposition:&#039;&#039;&#039; Yes&lt;br /&gt;
   &#039;&#039;&#039;Jikuu Points:&#039;&#039;&#039; 3&lt;br /&gt;
   &lt;br /&gt;
   You hasten a creature&#039;s ability to think and act, to the point where the creature can make a skill check in an instant. The&lt;br /&gt;
   skill check must be an actual action, and the target must have at least one rank in the skill to be used; all the necessary&lt;br /&gt;
   equipment must be on the target&#039;s person and ready for use. Skill checks that require extensive time (more than 1 round) or&lt;br /&gt;
   bulk materials cannot be used. This skill check cannot be a reaction to outside influences or the actions of others.&lt;br /&gt;
 &lt;br /&gt;
   During the action, the creature cannot move from its square, but can perform any other physical actions the skill calls for.&lt;br /&gt;
   The target cannot make use of any Force, nor any supernatural effects.&lt;br /&gt;
 &lt;br /&gt;
   The target cannot make use of this jikuu to perform a Balance, Jump, or Tumble check. The target cannot make a Hide check&lt;br /&gt;
   unless he or she would otherwise be allowed to do so.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Time_to_Pause&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Time to Pause&#039;&#039;&#039;&lt;br /&gt;
   &#039;&#039;&#039;&#039;&#039;Temporal&#039;&#039;&#039;&#039;&#039; (Manipulation)&lt;br /&gt;
   &#039;&#039;&#039;Level:&#039;&#039;&#039; Tmp 4&lt;br /&gt;
   &#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 full-round action&lt;br /&gt;
   &#039;&#039;&#039;Range:&#039;&#039;&#039; Close (25 feet + 5 feet/2 levels)&lt;br /&gt;
   &#039;&#039;&#039;Targets:&#039;&#039;&#039; One creature&lt;br /&gt;
   &#039;&#039;&#039;Duration:&#039;&#039;&#039; Instantaneous&lt;br /&gt;
   &#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; Will negates (Harmless)&lt;br /&gt;
   &#039;&#039;&#039;Temporal Opposition:&#039;&#039;&#039; Yes&lt;br /&gt;
   &#039;&#039;&#039;Jikuu Points:&#039;&#039;&#039; 4&lt;br /&gt;
   &lt;br /&gt;
   As per &#039;&#039;Time to Act&#039;&#039;, but in addition, the target may opt to take 10 on the check.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Timetwister&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Timetwister&#039;&#039;&#039;&lt;br /&gt;
   &#039;&#039;&#039;&#039;&#039;Temporal&#039;&#039;&#039;&#039;&#039; (Manipulation)&lt;br /&gt;
   &#039;&#039;&#039;Level:&#039;&#039;&#039; Tmp 4&lt;br /&gt;
   &#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 swift action&lt;br /&gt;
   &#039;&#039;&#039;Range:&#039;&#039;&#039; 0 ft.&lt;br /&gt;
   &#039;&#039;&#039;Effect:&#039;&#039;&#039; All creatures in the same initiative count as you&lt;br /&gt;
   &#039;&#039;&#039;Duration:&#039;&#039;&#039; Instantaneous&lt;br /&gt;
   &#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; None&lt;br /&gt;
   &#039;&#039;&#039;Temporal Opposition:&#039;&#039;&#039; Yes&lt;br /&gt;
   &#039;&#039;&#039;Jikuu Points:&#039;&#039;&#039; 4&lt;br /&gt;
   &lt;br /&gt;
   You twist the timeline into a jumbled mess, then let stress sort it out - resulting in a jumbled and confused timeline that&lt;br /&gt;
   nevertheless carries on in a non-paradoxical manner.&lt;br /&gt;
 &lt;br /&gt;
   All creatures in the initiative order must reroll their initiatives.&lt;br /&gt;
 &lt;br /&gt;
   A creature that successfully Opposes (via TO) this ability is immune to the effect, and does not reroll their initiative.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Trace_Teleport&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Trace Teleport&#039;&#039;&#039;&lt;br /&gt;
   &#039;&#039;&#039;&#039;&#039;Foresight&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
   &#039;&#039;&#039;Level:&#039;&#039;&#039; Tmp 4&lt;br /&gt;
   &#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 immediate action&lt;br /&gt;
   &#039;&#039;&#039;Range:&#039;&#039;&#039; Close (25 feet + 5 feet/2 levels)&lt;br /&gt;
   &#039;&#039;&#039;Area:&#039;&#039;&#039; Spread with a radius of 25 ft. + 5 ft./2 levels, centered on you&lt;br /&gt;
   &#039;&#039;&#039;Duration:&#039;&#039;&#039; Instantaneous&lt;br /&gt;
   &#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; None&lt;br /&gt;
   &#039;&#039;&#039;Temporal Opposition:&#039;&#039;&#039; No&lt;br /&gt;
   &#039;&#039;&#039;Jikuu Points:&#039;&#039;&#039; 4&lt;br /&gt;
   &lt;br /&gt;
   You can trace the destination of any teleportation made by others within this jikuu’s area within the last minute. You sense the&lt;br /&gt;
   use of these abilities whether or not you have line of sight or line of effect (although a [force] effect prevents this&lt;br /&gt;
   detection). When you sense the use of an appropriate ability, you know the direction in which it was used, though not the distance&lt;br /&gt;
   or the exact effect.&lt;br /&gt;
 &lt;br /&gt;
   You know the direction and distance the individuals traveled and could teleport to the location yourself if you so desired (and if&lt;br /&gt;
   you have the means to do so), as if you had “seen casually” the location. This jikuu does not grant you any information on the&lt;br /&gt;
   conditions at the other end of the trace beyond the mental coordinates of the location.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Tracer&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Tracer&#039;&#039;&#039;&lt;br /&gt;
   &#039;&#039;&#039;&#039;&#039;Foresight&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
   &#039;&#039;&#039;Level:&#039;&#039;&#039; Tmp 3&lt;br /&gt;
   &#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 swift action&lt;br /&gt;
   &#039;&#039;&#039;Range:&#039;&#039;&#039; Close (25 feet + 5 feet/2 levels)&lt;br /&gt;
   &#039;&#039;&#039;Effect:&#039;&#039;&#039; A tracer; see text&lt;br /&gt;
   &#039;&#039;&#039;Duration:&#039;&#039;&#039; 1 hour/level (D)&lt;br /&gt;
   &#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; None&lt;br /&gt;
   &#039;&#039;&#039;Temporal Opposition:&#039;&#039;&#039; Yes&lt;br /&gt;
   &#039;&#039;&#039;Jikuu Points:&#039;&#039;&#039; 3&lt;br /&gt;
   &lt;br /&gt;
   You place a tracer - an invisible, intangible &amp;quot;object&amp;quot; - in the time-space continuum at a specified location. As soon as you use&lt;br /&gt;
   this jikuu, the tracer disappears from any form of direct detection: &#039;&#039;detect jikuu&#039;&#039; will only reveal that a temporal effect is&lt;br /&gt;
   in place in the general area of the tracer, but will not reveal the tracer. The tracer remains in an exact location in space and&lt;br /&gt;
   time; only direct manipulation of its particular location (both spatially and temporally) can move it.&lt;br /&gt;
 &lt;br /&gt;
   You can only have one tracer in place at a time. Using this jikuu again creates a new tracer and eliminates the old one.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Undo_Blue&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Undo Blue&#039;&#039;&#039;&lt;br /&gt;
   &#039;&#039;&#039;&#039;&#039;Foresight&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
   &#039;&#039;&#039;Level:&#039;&#039;&#039; Tmp 5&lt;br /&gt;
   &#039;&#039;&#039;Temporal Opposition:&#039;&#039;&#039; Yes&lt;br /&gt;
   &#039;&#039;&#039;Jikuu Points:&#039;&#039;&#039; 5&lt;br /&gt;
   &lt;br /&gt;
   As per &#039;&#039;[[Trinity:Jikuu_S-Z#Undo_Jikuu|undo jikuu]]&#039;&#039;, but affects Blue effects instead. You treat your caster level as 2 lower&lt;br /&gt;
   than it actually is when attempting to undo Blue effects.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Undo_Chaos&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Undo Chaos&#039;&#039;&#039;&lt;br /&gt;
   &#039;&#039;&#039;&#039;&#039;Foresight&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
   &#039;&#039;&#039;Level:&#039;&#039;&#039; Tmp 5&lt;br /&gt;
   &#039;&#039;&#039;Temporal Opposition:&#039;&#039;&#039; Yes&lt;br /&gt;
   &#039;&#039;&#039;Jikuu Points:&#039;&#039;&#039; 5&lt;br /&gt;
   &lt;br /&gt;
   As per &#039;&#039;[[Trinity:Jikuu_S-Z#Undo_Jikuu|undo jikuu]]&#039;&#039;, but affects Chaos effects instead. You treat your caster level as 2 lower&lt;br /&gt;
   than it actually is when attempting to undo Chaos effects.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Undo_Force&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Undo Force&#039;&#039;&#039;&lt;br /&gt;
   &#039;&#039;&#039;&#039;&#039;Foresight&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
   &#039;&#039;&#039;Level:&#039;&#039;&#039; Tmp 7&lt;br /&gt;
   &#039;&#039;&#039;Temporal Opposition:&#039;&#039;&#039; Yes&lt;br /&gt;
   &#039;&#039;&#039;Jikuu Points:&#039;&#039;&#039; 7&lt;br /&gt;
   &lt;br /&gt;
   As per &#039;&#039;[[Trinity:Jikuu_S-Z#Undo_Jikuu|undo jikuu]]&#039;&#039;, but affects all Force effects instead. You treat your caster level as 2&lt;br /&gt;
   lower than it actually is when attempting to undo Chaos and Blue effects, and as 4 lower than it actually is when attempting to&lt;br /&gt;
   undo Force effects of the Trinity of Reality (Magic, Psionics, and Technology) and the Trinity of Philosophy (Divine, Nature, and&lt;br /&gt;
   Void).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Undo_Jikuu&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Undo Jikuu&#039;&#039;&#039;&lt;br /&gt;
   &#039;&#039;&#039;&#039;&#039;Foresight&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
   &#039;&#039;&#039;Level:&#039;&#039;&#039; Tmp 3&lt;br /&gt;
   &#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 standard action&lt;br /&gt;
   &#039;&#039;&#039;Range:&#039;&#039;&#039; Medium (100 feet + 10 feet/level)&lt;br /&gt;
   &#039;&#039;&#039;Target or Area:&#039;&#039;&#039; One spellcaster, creature, or object; or 20-ft.-radius burst&lt;br /&gt;
   &#039;&#039;&#039;Duration:&#039;&#039;&#039; Instantaneous&lt;br /&gt;
   &#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; None&lt;br /&gt;
   &#039;&#039;&#039;Temporal Opposition:&#039;&#039;&#039; No&lt;br /&gt;
   &#039;&#039;&#039;Jikuu Points:&#039;&#039;&#039; 3&lt;br /&gt;
   &lt;br /&gt;
   You can use undo jikuu to end ongoing jikuu that have been cast on a creature or object, to temporarily suppress the temporal&lt;br /&gt;
   abilities of a temporal item, or to end ongoing jikuu (or at least their effects) within an area. A dispelled jikuu ends as if its&lt;br /&gt;
   duration had expired. Some jikuu, as detailed in their descriptions, can’t be defeated by undo jikuu. Undo Jikuu can dispel&lt;br /&gt;
   jikuu-like effects just as it does jikuu.&lt;br /&gt;
 &lt;br /&gt;
   &#039;&#039;Note:&#039;&#039; The effect of a jikuu with an instantaneous duration can’t be dispelled, because the temporal effect is already over&lt;br /&gt;
   before the undo jikuu can take effect.&lt;br /&gt;
 &lt;br /&gt;
   You choose to use undo jikuu in one of two ways: a targeted dispel or an area dispel:&lt;br /&gt;
 &lt;br /&gt;
   == &#039;&#039;Targeted Dispel&#039;&#039; ==&lt;br /&gt;
 &lt;br /&gt;
   One object, creature, or jikuu is the target of the undo jikuu. You make a dispel check (1d20 + your caster level, maximum +10)&lt;br /&gt;
   against the jikuu or against each ongoing jikuu currently in effect on the object or creature. The DC for this dispel check is 11&lt;br /&gt;
   + the jikuu’s caster level. If you succeed on a particular check, that jikuu is dispelled; if you fail, that spell remains in&lt;br /&gt;
   effect.&lt;br /&gt;
 &lt;br /&gt;
   If you target an object or creature that is the effect of an ongoing jikuu, you make a dispel check to end the jikuu that conjured&lt;br /&gt;
   the object or creature.&lt;br /&gt;
 &lt;br /&gt;
   If the object that you target is a temporal item, you make a dispel check against the item’s caster level. If you succeed, all the&lt;br /&gt;
   item’s temporal properties are suppressed for 1d4 rounds, after which the item recovers on its own. A suppressed item becomes&lt;br /&gt;
   nontemporal for the duration of the effect. An interdimensional interface (such as a bag of holding) is temporarily closed. A&lt;br /&gt;
   temporal item’s physical properties are unchanged: A suppressed temporal sword is still a sword (a masterwork sword, in fact).&lt;br /&gt;
   Artifacts and deities are unaffected by mortal jikuu such as this.&lt;br /&gt;
 &lt;br /&gt;
   You automatically succeed on your dispel check against any jikuu that you cast yourself.&lt;br /&gt;
 &lt;br /&gt;
   == &#039;&#039;Area Dispel&#039;&#039; ==&lt;br /&gt;
 &lt;br /&gt;
   When dispel magic is used in this way, the spell affects everything within a 20-foot radius.&lt;br /&gt;
 &lt;br /&gt;
   For each creature within the area that is the subject of one or more jikuu, you make a dispel check against the jikuu with the&lt;br /&gt;
   highest caster level. If that check fails, you make dispel checks against progressively weaker jikuu until you dispel one jikuu&lt;br /&gt;
   (which discharges the undo jikuu so far as that target is concerned) or until you fail all your checks. The creature’s temporal&lt;br /&gt;
   items are not affected.&lt;br /&gt;
 &lt;br /&gt;
   For each object within the area that is the target of one or more jikuu, you make dispel checks as with creatures. Temporal items&lt;br /&gt;
   are not affected by an area dispel.&lt;br /&gt;
 &lt;br /&gt;
   For each ongoing area or effect jikuu whose point of origin is within the area of the undo jikuu, you can make a dispel check to&lt;br /&gt;
   dispel the jikuu.&lt;br /&gt;
 &lt;br /&gt;
   For each ongoing jikuu whose area overlaps that of the undo jikuu, you can make a dispel check to end the effect, but only within&lt;br /&gt;
   the overlapping area.&lt;br /&gt;
 &lt;br /&gt;
   If an object or creature that is the effect of an ongoing jikuu (such as a monster summoned by monster summoning) is in the area,&lt;br /&gt;
   you can make a dispel check to end the jikuu that conjured that object or creature (returning it whence it came) in addition to&lt;br /&gt;
   attempting to dispel jikuu targeting the creature or object.&lt;br /&gt;
 &lt;br /&gt;
   You may choose to automatically succeed on dispel checks against any jikuu that you have cast. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Warp&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Warp&#039;&#039;&#039;&lt;br /&gt;
   &#039;&#039;&#039;&#039;&#039;Spatial&#039;&#039;&#039;&#039;&#039; (Manipulation)&lt;br /&gt;
   &#039;&#039;&#039;Level:&#039;&#039;&#039; Tmp 4&lt;br /&gt;
   &#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 move action&lt;br /&gt;
   &#039;&#039;&#039;Range:&#039;&#039;&#039; Infinite (on the same plane)&lt;br /&gt;
   &#039;&#039;&#039;Targets:&#039;&#039;&#039; Any willing targets&lt;br /&gt;
   &#039;&#039;&#039;Duration:&#039;&#039;&#039; Instantaneous&lt;br /&gt;
   &#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; None&lt;br /&gt;
   &#039;&#039;&#039;Temporal Opposition:&#039;&#039;&#039; Yes&lt;br /&gt;
   &#039;&#039;&#039;Jikuu Points:&#039;&#039;&#039; 4&lt;br /&gt;
   &lt;br /&gt;
   You must have a &#039;&#039;tracer&#039;&#039; jikuu in effect in order to use this jikuu.&lt;br /&gt;
 &lt;br /&gt;
   You move yourself and any willing creatures you designate to the physical location of your tracer. They arrive in roughly the&lt;br /&gt;
   same position, relative to yourself, as they were before you moved.&lt;br /&gt;
 &lt;br /&gt;
   If you are not on the same plane as your tracer, this jikuu simply fails, and your &#039;&#039;tracer&#039;&#039; remains intact.&lt;br /&gt;
 &lt;br /&gt;
   Using this jikuu negates your &#039;&#039;tracer&#039;&#039;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Withering&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Withering&#039;&#039;&#039;&lt;br /&gt;
   &#039;&#039;&#039;&#039;&#039;Temporal&#039;&#039;&#039;&#039;&#039; (Manipulation)&lt;br /&gt;
   &#039;&#039;&#039;Level:&#039;&#039;&#039; Tmp 7&lt;br /&gt;
   &#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 1 standard action&lt;br /&gt;
   &#039;&#039;&#039;Range:&#039;&#039;&#039; Close (25 feet + 5 feet/2 levels)&lt;br /&gt;
   &#039;&#039;&#039;Targets:&#039;&#039;&#039; One creature&lt;br /&gt;
   &#039;&#039;&#039;Duration:&#039;&#039;&#039; Instantaneous&lt;br /&gt;
   &#039;&#039;&#039;Saving Throw:&#039;&#039;&#039; Fort partial&lt;br /&gt;
   &#039;&#039;&#039;Temporal Opposition:&#039;&#039;&#039; Yes&lt;br /&gt;
   &#039;&#039;&#039;Jikuu Points:&#039;&#039;&#039; 7&lt;br /&gt;
   &lt;br /&gt;
   You cause a creature to age rapidly in an instant.&lt;br /&gt;
 &lt;br /&gt;
   If the creature fails its Fortitude save, it dies instantly, its flesh and bones disintegrated as though they had aged thousands&lt;br /&gt;
   of years; the remains left by this jikuu are roughly analogous to the remains left behind by the [http://www.d20srd.org/srd/spells/disintegrate.htm &#039;&#039;disintegrate&#039;&#039;] spell.&lt;br /&gt;
 &lt;br /&gt;
   If the creature makes its Fortitude save, it still suffers extreme aging, and as such ages one age category; if the creature is&lt;br /&gt;
   already venerable, it takes 1d4 points of permanent Con damage instead.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[category:Trinity]]&lt;/div&gt;</summary>
		<author><name>GnomeWorks</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Trinity:The_Toplanders&amp;diff=67378</id>
		<title>Trinity:The Toplanders</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Trinity:The_Toplanders&amp;diff=67378"/>
		<updated>2007-11-16T10:40:35Z</updated>

		<summary type="html">&lt;p&gt;GnomeWorks: /* Session 10 - Iron Man */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This campaign started the second week of September, 2007, and is currently being played.&lt;br /&gt;
&lt;br /&gt;
In terms of Trinity, this group began adventuring in early [[Trinity:Timeline#432_CY | 432 CY]] on [[Trinity:Geography#Arcturas | Arcturas]].&lt;br /&gt;
&lt;br /&gt;
This page will house all the information for this campaign in Trinity.&lt;br /&gt;
&lt;br /&gt;
==Game Time==&lt;br /&gt;
The game takes place on Saturday nights, roughly at 11 pm local time, and goes until anywhere from 4 to 6 in the morning.&lt;br /&gt;
&lt;br /&gt;
===Waiting List===&lt;br /&gt;
Given that there is the possibility of losing some players over the course of time, I will be maintaining a waiting list for this game. If you are interested in joining us, please leave a note in the Discussion page attached to this page.&lt;br /&gt;
&lt;br /&gt;
The waiting list is as follows.&lt;br /&gt;
&lt;br /&gt;
* House&lt;br /&gt;
&lt;br /&gt;
=Game Information=&lt;br /&gt;
Players may choose their method of character creation: 32 point buy, or standard Trinity rolling method (4d6, reroll 1&#039;s, drop 1 die, roll eight - keep seven, arrange in any order). Once the rolling method is chosen, the player will use those stats each time the player decides to switch to rolling method (by which I mean that you cannot roll stats, switch to point buy, then switch back to rolling method to reroll your stats); a player may redistribute ability scores or switch to the other creation method at any point before the game begins.&lt;br /&gt;
&lt;br /&gt;
Rolled stats must be rolled in front of the DM at any time that is convenient. Just make sure that you don&#039;t lose the stats!&lt;br /&gt;
&lt;br /&gt;
==Ability Scores==&lt;br /&gt;
Standard Trinity ability scores - standard d20 stats with the addition of [[Trinity:Perception | Perception]] - will be used.&lt;br /&gt;
&lt;br /&gt;
==Race Selection==&lt;br /&gt;
Unlike previous Trinity games, this game will have a racial restriction. Race selection is limited to the following races...&lt;br /&gt;
&lt;br /&gt;
* [[Trinity:Human | Human]]&lt;br /&gt;
* [[Trinity:Ancelari | Ancelari]]&lt;br /&gt;
* [[Trinity:Artilect | Artilect]]&lt;br /&gt;
* [[Trinity:Cogling | Cogling]]&lt;br /&gt;
* [[Trinity:Dwarf | Dwarf]]&lt;br /&gt;
* [[Trinity:Gnome | Gnome]]&lt;br /&gt;
* [[Trinity:Gremlin | Gremlin]]&lt;br /&gt;
* [[Trinity:Half-Orc | Half-Orc]]&lt;br /&gt;
* [[Trinity:Halfling | Halfling]]&lt;br /&gt;
* [[Trinity:Moogle | Moogle]]&lt;br /&gt;
* [[Trinity:Orc | Orc]]&lt;br /&gt;
* [[Trinity:Selkie | Selkie]]&lt;br /&gt;
&lt;br /&gt;
==Class Selection==&lt;br /&gt;
Class selection is unrestricted. Any Trinity-accepted classes are allowed.&lt;br /&gt;
&lt;br /&gt;
===Level===&lt;br /&gt;
Characters will be created at 2nd level. That means that you can choose an LA +1 race, and begin at 1st level.&lt;br /&gt;
&lt;br /&gt;
==Backstory==&lt;br /&gt;
Some amount of backstory is appreciated. As this game will not be starting for a good few months, you have plenty of time to figure one out.&lt;br /&gt;
&lt;br /&gt;
Keep your age and race in mind. If you are older than 37 or so, then you are originally from Adnez or Ganymede, and came on the ship to Arcturas; this means that you remember the way things were, and you remember the tyranids. If you are younger than 37, then you were born on Arcturas, and have only heard of the other planets through stories; you have also probably heard of the tyranids, though you may not believe that they&#039;re necessarily real.&lt;br /&gt;
&lt;br /&gt;
Regardless of where you were born, you&#039;ll need to figure out how you came by your profession. If you&#039;re from Andez or Ganymede, then chances are good you had gained some knowledge before leaving the planet, and have essentially taught yourself or gained training from someone else in the community. If you were born on Arcturas, then you probably were taught your skills by one of the gnome akashics (who can tap the world memory and teach you by proxy).&lt;br /&gt;
&lt;br /&gt;
Due note that travel to Arcturas was by spacecraft, which is technological in nature. As such, if you are a member of a magic- or psionic-based class, that you will require an explanation of how you came by those skills. Most of the people on Ganymede (where Arcturas left from) were not versed in the ways of magic or psionics, and as such you&#039;ll need to explain why you are. Some classes will require more explanation than others - a sorcerer makes a lot more sense than a wizard (your ability to wield magic was dormant for a good while, for instance). I have no intentions of limiting your class selection, but just make sure that it makes sense.&lt;br /&gt;
&lt;br /&gt;
===Character Knowledge===&lt;br /&gt;
Each character knows something about the world: this information is encountered during training, found while gossiping, or simply inherently known.&lt;br /&gt;
&lt;br /&gt;
==About the Game==&lt;br /&gt;
I will attempt to keep the players as in-the-dark as possible until the game begins; however, this game will add quite a bit of information to the Trinity universe, some of which will need to be up prior to the game to ensure that the players all at least have some idea of what is going on. As such, small updates will be added throughout the wiki on a semi-regular basis over the course of the summer. For my convenience, I shall keep a list here of what has been and is going to be added; this list is by no means comprehensive, and may change over the course of the summer, as additional information may be required or found to be useful.&lt;br /&gt;
&lt;br /&gt;
* [[Trinity:Geography | Update of General Stellar Cartography]]&lt;br /&gt;
* [[Trinity:History#The_Fourth_Age |History of Arcturas and Arcostes]]&lt;br /&gt;
* [[Trinity:Geography#Arcturas | Arcturan Geography]]&lt;br /&gt;
** [[Trinity:Turas | Turas]]&lt;br /&gt;
* Arcturan Calendar&lt;br /&gt;
* Arcturan Society&lt;br /&gt;
** Arcturan Demographics&lt;br /&gt;
* [[Trinity:Electrum | Electrum]]&lt;br /&gt;
&lt;br /&gt;
==Campaign-Specific Mechanics==&lt;br /&gt;
There are a few strange things about this game that aren&#039;t covered by normal mechanics. Given the heavily-modified nature of Trinity, the need for custom rules even for a particular campaign shouldn&#039;t really come as a surprise to anyone.&lt;br /&gt;
&lt;br /&gt;
This section will detail campaign-specific mechanics as they come up.&lt;br /&gt;
&lt;br /&gt;
===Crafting using Raw Metal===&lt;br /&gt;
Crafting using scavenged metal works pretty much like normal crafting. However, given the scarcity of such materials, a wise crafter will be cautious in expending such materials frivolously. In addition, normal crafting rules don&#039;t cover what &amp;quot;38 pounds of iron&amp;quot; can be used for, so the rules for crafting will be expanded here.&lt;br /&gt;
&lt;br /&gt;
All normally metal objects have a listed weight (ie, a longsword weighs four lbs). A skilled crafter can use as little iron as possible to construct such an item, and use other materials - wood, for instance - for the remaining weight. Even something as seemingly shoddy as making the entire base of the weapon out of wood, then lining the &amp;quot;edges&amp;quot; of the weapon with iron, can result in a weapon just as destructive (if not as sturdy) as a standard full-iron longsword.&lt;br /&gt;
&lt;br /&gt;
In terms of weapons, armor, shields, and miscellaneous goods, a skilled crafter can make an item that relies on iron to function using an amount of iron weighing half of the item&#039;s weight. To make a longsword, then, a crafter must use two pounds of iron. Note that the weight of an item is dependent upon the size of the intended wielder - a longsword for a halfling, for instance, weighs less than a longsword for a human.&lt;br /&gt;
&lt;br /&gt;
If the crafter fails at making an item, normally half of the materials are lost or waste; however, with resources being scarce, this is usually an unacceptable end. A crafter can recover the materials &amp;quot;lost&amp;quot; in failing to craft an item by spending one hour for every two spent crafting the failed item.&lt;br /&gt;
&lt;br /&gt;
For crafting Force items, different metals have different values in terms of raw materials.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Material	Value/Unit&#039;&#039;&#039;&lt;br /&gt;
 Iron		50 gp/lb&lt;br /&gt;
&lt;br /&gt;
===Crafting using Bug Carapaces===&lt;br /&gt;
Almost everything from the corpse of a bug is usable, in terms of crafting items. Internal organs aside, a skilled crafter can work the bits and pieces in a manner similar to how iron, chitin, or leather would be worked.&lt;br /&gt;
&lt;br /&gt;
Crafting armor out of the bug carapaces is similar to how armor is [http://www.d20srd.org/srd/specialMaterials.htm#dragonhide crafted from dragonhide]. In addition to the normal armors craftable, a bug&#039;s carapace can be used to make leather armor or a [[Trinity:Armor#Leather_Trenchcoat|leather trenchcoat]] for a creature of the same size as the bug; also, bug carapaces can be used to make [[Trinity:Armor#Chitin_Armor|chitin armor]], with the same restrictions as making banded mail. Multiple bug carapaces can be combined to produce more choice material for crafting - two Medium corpses can be combined to be treated as a Large corpse, while two Large corpses (or their equivalent) can be combined to be used as a Huge corpse.&lt;br /&gt;
&lt;br /&gt;
In addition, due to the extreme hardness of the bugs&#039; skeletal structures (both endo- and exo-), a clever crafter can craft weapons out of the corpses, as well. A weapon of one-handed size or smaller can be made in place of a shield, if the rest of the carapace is used to craft armor; if an entire carapace is used to produce weapons, it can produce: two two-handed weapons of a size equal to the size of the corpse; or, four one-handed weapons; or, eight light weapons. Ranged weapons require more choice bits of the creature (finding an appropriate sinew for a bow, for example, is rather difficult, as is finding bones that would function for a crossbow) - as such, halve the number of weapons of that size that can be made for the corpse being used.&lt;br /&gt;
&lt;br /&gt;
In addition, such weapons benefit from the extreme sharpness of the various parts of a bug&#039;s body, resulting in a natural +1 enhancement bonus to attack and damage rolls. Armor and shields crafted from a bug&#039;s body are almost supernaturally hard and resilient to blows, resulting in a +1 enhancement bonus to their AC bonus.&lt;br /&gt;
&lt;br /&gt;
In terms of crafting Force items, bug carapaces do not function especially well as raw components. However, enough bits and pieces can be pieced together to make something vaguely resembling the end goal, if rather organic in appearance. Materials from a bug carapace equivalent to what is required to make a one-handed weapon (see above) are worth 100 gp in terms of raw materials for constructing Force items.&lt;br /&gt;
&lt;br /&gt;
In terms of crafting other kinds of items, the internal organs of the bugs can be used to construct technological devices from the Chemistry field (and the Chemistry field only); such devices have a rather bitter and disgusting smell and a worse taste, but they function well enough. Since these materials aren&#039;t useful for anything else, a Medium-size bug&#039;s corpse can be raided for parts that can be used to construct two Chemistry devices; for each category above Medium, this number doubles (a Small bug, then, would provide sufficient parts for one Chemistry device, while smaller bugs are simply too small to be of any use).&lt;br /&gt;
&lt;br /&gt;
The corpses of bugs can also be used for the purposes of structures, including buildings and vehicles. To construct a vehicle of a given size, the crafter must have corpses sufficient to be one size category larger than the vehicle; for instance, to craft a Large vehicle, bug corpses whose combined size is Huge are required. However, such vehicles greatly resemble the corpses from which they were assembled, making them difficult and unusual to pilot, resulting in a PCP to the vehicle of -4. For every additional size category larger the assembled bug corpses are, this penalty is reduced by -2 (so in order to build a Large vehicle without a PCP, you would require bug caparaces whose combined size would be Colossal). A vehicle crafted out of bug carapaces uses the following stats for its material.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;CHITIN&#039;&#039;&#039; (LA +0)&lt;br /&gt;
 	Hardness: 2.	STR +0&lt;br /&gt;
 	Armor: +1.	DEX -2&lt;br /&gt;
 	PCP: (varies)	CON +2&lt;br /&gt;
 	Cold Vulnerability, Acid Immunity.&lt;br /&gt;
&lt;br /&gt;
=Campaign=&lt;br /&gt;
What follows is a summary of each game session.&lt;br /&gt;
&lt;br /&gt;
===Cast===&lt;br /&gt;
* Hamtaro as &#039;&#039;&#039;Kuro Kaze&#039;&#039;&#039; ([[Trinity:Moogle|moogle]] [[Trinity:Greasemonkey|greasemonkey]])&lt;br /&gt;
* Melty as &#039;&#039;&#039;Kassian&#039;&#039;&#039; ([[Trinity:Human#Tsavashi|human]] [[Trinity:Artificer|artificer]])&lt;br /&gt;
* Brandon as &#039;&#039;&#039;Miggs&#039;&#039;&#039; ([[Trinity:Gremlin|gremlin]] [[Trinity:Technologist|technologist]])&lt;br /&gt;
* Smack as &#039;&#039;&#039;William&#039;&#039;&#039; ([[Trinity:Artilect|artilect]] [[Trinity:Templar|templar]])&lt;br /&gt;
* Dave-O as &#039;&#039;&#039;Shiro Kaze&#039;&#039;&#039; ([[Trinity:Moogle|moogle]] [[Trinity:Greasemonkey|greasemonkey]])&lt;br /&gt;
* Nyc as [[Trinity:Toplander_Tiy_Lena|&#039;&#039;&#039;Tiy Lena&#039;&#039;&#039;]] ([[Trinity:Selkie|selkie]] [[Trinity:Assassin|assassin]])&lt;br /&gt;
* Catface as &#039;&#039;&#039;Addison&#039;&#039;&#039; ([[Trinity:Human|human]] [[Trinity:Voidchild|voidchild]]/[[Trinity:Trainer|trainer]])&lt;br /&gt;
* ®ß¥!! as &#039;&#039;&#039;Uriah Morodov&#039;&#039;&#039; ([[Trinity:Human#Tsavashi|human]] [[Trinity:Bard|bard]])&lt;br /&gt;
&lt;br /&gt;
===Others===&lt;br /&gt;
* &#039;&#039;&#039;Volos&#039;&#039;&#039; ([[Trinity:Ancelari|ancelari]] [[Trinity:Metamorph|metamorph]]) [left the group (s03)] &lt;br /&gt;
* &#039;&#039;&#039;Tabby&#039;&#039;&#039; ([[Trinity:Human|human]] [[Trinity:Bard|bard]]) [followed Uriah around (s02 - )]&lt;br /&gt;
&lt;br /&gt;
==Session 01 - Explore? Explore... what?==&lt;br /&gt;
Perhaps a month after contact with the &#039;&#039;Arcostes&#039;&#039; was lost in SY 34, a call was sent out from Arcturas. The people of the fallen craft had lived on this world for 34 years, and knew nothing beyond the small chunk of world they had found themselves on - and Angmar Steeltoe, the old captain of the &#039;&#039;Arcturas&#039;&#039; herself, felt that it was time for the Adnezians and Ganymedians to know more about the world they had found themselves on. The call he sent out was a simple one: if you are willing to explore the world beyond what we know, come to the remains of the &#039;&#039;Arcturas&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Eight people answered the call, from all walks of life. A thinking machine who saw the future; a young girl who seemed terribly out of place. The apprentice blacksmith from the capital city; the twin moogles who had constructed their own mechs. The lone ancelari, who had explored the continent some thirty years before; a young selkie, who assisted in keeping the peace of the land; the legendary musician, whose music inspired the rebellious youth.&lt;br /&gt;
&lt;br /&gt;
Thus did their tale begin.&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
Angmar greeted the group, and told them to go out and explore. He mentioned that the robots in Edge might know something, and that the kids out in Germonik might, as well. The group decided to rest for the evening and head out the next day. Volos waits for the group outside of town.&lt;br /&gt;
&lt;br /&gt;
They travel to Edge. Volos goes to the lumbermill, to see if they know anything; everyone else heads to the administrative building in Edge. The apparent political leader in Edge is an artilect called Bucket, who William knows from being on the &#039;&#039;Arcturas&#039;&#039;. They converse; Bucket doesn&#039;t seem to know anything useful.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Josef-the-NPC.jpg|thumb|125px|right|Josef]]&lt;br /&gt;
Shiro and Kuro take their mechs and begin investigating the bottomside of the continent, but don&#039;t find anything useful.&lt;br /&gt;
&lt;br /&gt;
The group decides that there is nothing useful here, and heads to Germonik.&lt;br /&gt;
&lt;br /&gt;
They stop at the bridge that crosses the Gouge, as Volos seems to notice something strange about the mountains. The rest of the group gets frustrated, and they continue on.&lt;br /&gt;
&lt;br /&gt;
They arrive in Germonik, and find that someone has constructed a facsimile of the radio tower in Edge, but out of wood. They investigate, and find that its attached to a barn; the whole shindig is apparently under the ownership of a young human called Josef. As they arrive, he goes out and beats someone with his bat.&lt;br /&gt;
&lt;br /&gt;
Inside the barn, they find that he is constructing a flying thing of some sort, which he refers to as &amp;quot;da riggable&amp;quot; (that is, something that can be rigged). Interested in the possibility of flight, the party enquires as to how they could assist; he answers that he needs hemp, fuel, and time. The party decides to go look for some hemp, which Josef can use to finish his craft - in exchange, they tell him, they&#039;re interested in using it.&lt;br /&gt;
&lt;br /&gt;
They investigate, and find that the current big shot in town is a kid by the name of Bill. They arrange a deal with Bill, in which they&#039;ll trade him a crossbow from sufficient hemp for Josef to finish his craft. Bill agrees to the deal, and the party heads back to the barn to rest.&lt;br /&gt;
&lt;br /&gt;
==Session 02 - Teenage Wasteland==&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; 500 (story)&lt;br /&gt;
&lt;br /&gt;
Shortly after the party sets down to rest (with William and Volos keeping watch outside), a mob of Nevhonim appear, some of whose clubs are on fire. Their apparent leader is holding a body; they find out that it&#039;s Igor, one of Bill&#039;s cronies, who seemed to be the only one who could count. Last time they saw Igor, however, he had a lower jaw.&lt;br /&gt;
&lt;br /&gt;
The leader yells at William, who then goes inside to rouse his companions - the leader then informs his cronies to set the building on fire.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Tabby-the-NPC.jpg|thumb|125px|right|Tabby]]&lt;br /&gt;
Combat ensues. Of the eight members of the group, only three are standing when the last of the Nevhonim is felled.&lt;br /&gt;
&lt;br /&gt;
After the combat, the group finds that one of the Nevhonim had a youngish Gaeli girl attached to him by a rope. Uriah enquires further, and finds that she is unable to speak - instead, she communicates with her flute.&lt;br /&gt;
&lt;br /&gt;
 Tabby (NPC) joined the group.&lt;br /&gt;
&lt;br /&gt;
The party rests for a couple days, to recuperate from the battle. After, they venture to Bill, irritated with what happened - however, they find that Bill successfully procured the hemp, &amp;quot;from the Nevhonim.&amp;quot; Irritated, they take their payment, then pay him a few bundles of crossbow bolts (which they had left out of the earlier deal) for alcohol, which the group has determined is suitable fuel.&lt;br /&gt;
&lt;br /&gt;
Once da riggable is set up, the group begins to discuss where to go. There are two thoughts - either to head west, across the desert, or head north, to the mountains.&lt;br /&gt;
&lt;br /&gt;
===Loot===&lt;br /&gt;
 Wooden Maul, Masterwork (*1)&lt;br /&gt;
 Wooden Maul, Masterwork (*2)&lt;br /&gt;
 Quarterstaff, Masterwork (*3)&lt;br /&gt;
 Thin sheet of wood, covered in writing on both sides [language unknown; Divine item] (*5)&lt;br /&gt;
&lt;br /&gt;
==Session 03 - Decisions, Decisions==&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; 719 (469 combat, 250 story)&lt;br /&gt;
&lt;br /&gt;
Volos decided that he was irritated with the group, and headed off on his own.&lt;br /&gt;
&lt;br /&gt;
 Volos (PC) left the group.&lt;br /&gt;
&lt;br /&gt;
After he left, there was some debate regarding which way to go. The party decided to head north to the mountains, then - if that proved uneventful - to head to the waterfall near Edge.&lt;br /&gt;
&lt;br /&gt;
Using &amp;quot;da riggable,&amp;quot; they headed for the mountains. Along the way, they noticed a gremlin heading towards Germonik. Setting down, they found out that he was looking for the group - he had apparently planned on being part of the original expedition, but was late. After some debate, the group decided to allow the gremlin - who told them his name was Miggs - to join them.&lt;br /&gt;
&lt;br /&gt;
 Miggs (PC) joined the group.&lt;br /&gt;
&lt;br /&gt;
The group arrived at the mountains some time later, and decided that there was little worth doing there. They decided to head to Arcturas to refuel, then carry on to the waterfall.&lt;br /&gt;
&lt;br /&gt;
They arrived in Arcturas and refuelled. While the group was resting, Miggs planted flashpowder on Kuro and Shiro; when they woke up, Kuro fell prey to the trick, and angrily pulled his pistol on Miggs, who was clearly the culprit. After a warning shot was fired, the group carried on.&lt;br /&gt;
&lt;br /&gt;
Arriving at the waterfall, there was some discussion as to the best course of action. They decided to go over the edge and follow the waterfall down to wherever it went.&lt;br /&gt;
&lt;br /&gt;
They followed the waterfall down for a little less than two miles, and saw ground and a lake below. Kicking on their engines, they made  a cautious landing.&lt;br /&gt;
&lt;br /&gt;
They searched the lake, and found a river heading west-southwest. They decided to follow it. Some time later, they came across the edge of a forest, perpindicular to the river; they decide to continue following the river. Two days later, they came across a fork in the river: the river they were following joined another, and continued to flow south. The adjoining river was flowing from the north. The group decided to follow the flow, and headed south.&lt;br /&gt;
&lt;br /&gt;
Two and a half days later, they encountered a strange humanoid-looking creature, up in a massive bulge in a tree. After several attempts at communication, the creature gestured for them to follow it, which they did. Four hours later, they arrived in a &amp;quot;city&amp;quot; of these tree-bulges. They were brought to one of the humanoids dressed in blue in the top of a tree.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Adu-ja.jpg|thumb|125px|right|An adu&#039;ja]]&lt;br /&gt;
They found out that the creature they were brought to was an akashic, who rapidly learned their language. The group found out that these people were the [[Trinity:Adu-ja |Adu&#039;ja]], a race of - essentially - sentient mobile trees. The akashic&#039;s name was Aes&#039;iel, and they learned later that he was a Simic - a druid/akashic. Aes&#039;iel was also somewhat suspicious of Addison, though he did not mention why, save in a rather cryptic manner.&lt;br /&gt;
&lt;br /&gt;
They asked several questions. The group learned that the adu&#039;ja had been present for six-hundred years, and that the myconids - a race of fungus people - had been around for at least eight-hundred. They learned that the adu&#039;jan akashics could only see up to around eight hundred years in the past: beyond that, there was a great gap in the world memory. They learned that there are other floating landmasses, though the adu&#039;ja do not know how many there are; they also learned that there are sometimes visitors from elsewhere on this landmass (which they found was called Tai&#039;lyan), but that they were primarily left alone.&lt;br /&gt;
&lt;br /&gt;
They also found out that there was a cavern complex that connected Tai&#039;lyan and Turas, in the mountains, &amp;quot;beyond the mushroom forest.&amp;quot; They also learned that there were ancient ruins north of the forest, along the river, the nature of which the adu&#039;ja were uncertain: it had always been ruins, in decay, for at least eight-hundred years or so.&lt;br /&gt;
&lt;br /&gt;
The party decided to go explore the ruins. Before they set out, Aes&#039;iel gave each member of the group (along with Tabby, who had been tagging along since they left Germonik, and would apparently not leave Uriah&#039;s side) an akashic stone, which allowed them to instantly learn the Adu&#039;jan language, called Phytic. Aes&#039;iel informed the group that, with that, they could speak with the adu&#039;ja and the myconids. The party then set out.&lt;br /&gt;
&lt;br /&gt;
Five days later, they arrived at the ruins. William noted, at first, that the architecture was similar to the Ronkan style; later on, he also noticed that they seemed similar to Elven architecture, as well. The group explored the ruins, which were the size of a city suitable for perhaps a thousand occupants; as they searched, they also salvaged as much usable metal as they could (as the remains of the buildings were metal in nature).&lt;br /&gt;
&lt;br /&gt;
After awhile, Kuro, Cassian, William, Miggs, Shiro, and Uriah (though he was sleeping at the time) began sparking purple; Addison, meanwhile, began sparking white. They also began noticing ridges in the ground, as though something were traveling underground. Kuro flew up, and noticed that the ridges were appearing around the group in a vaguely circular pattern, and more were forming some distance from the group, no matter where they went. As those who were sparking neared the ridges, their sparking was more intense.&lt;br /&gt;
&lt;br /&gt;
Miggs climbed up a delapidated building, and Shiro flew down to inform William of what he saw. As soon as he touched down, five creatures burst forth from the ground, forming a circle around the group.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Zergling.JPG|thumb|225px|left|Three of the creatures look like this...]]&lt;br /&gt;
[[Image:Trinity_Hydralisk.JPG|thumb|225px|right|...and the other two look like this.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Three of the creatures look like this... &#039;&#039;This creature is about the size of a large dog, with a short tail and tough carapace. Its back legs are long, while its front legs end in sickle-like claws. Beneath its head rest two equally sharp fangs, and it chitters and jumps about restlessly.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While the other two look like this... &#039;&#039;This creature slithers forward on a serpentine lower body. It is hunched forward, its two powerful arms curved like wicked scythes and its manibles dripping with acidic drool. The back of its head is elongated into a plate, covering most of its back save for a long spine on the top of its carapace.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Loot===&lt;br /&gt;
 9 akashic stones, all containing the [[Trinity:Phytic_Language |Phytic]] language&lt;br /&gt;
&lt;br /&gt;
==Session 04 - Question!==&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; 500 (story)&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Memento_umbra.jpg|thumb|225px|right|The creature Aes&#039;iel called the &#039;&#039;memento umbra&#039;&#039;.]]&lt;br /&gt;
The group fought the creatures, in a rather vicious fight. They found that the creatures were able to regenerate their wounds - those they thought were slain rose to fight again. When the last was felled, they proceeded to smash in all of their skulls, as that seemed effective in stopping their regeneration.&lt;br /&gt;
&lt;br /&gt;
In the course of the fight, Shiro and Tiy succumbed to their wounds. After a bit of healing onsite, the group gathered the bodies (including the bugs&#039; bodies, which Kassian believed were able to be worked like iron) and returned to the Adu&#039;ja, who they believed would be able to return the dead.&lt;br /&gt;
&lt;br /&gt;
The adu&#039;ja were in fact able to do so, and agreed to reincarnate their friends (in a rather Simic manner, combining the power of Nature and the Blue to reincarnate the creature in the same body), in exchange for a favor. The adu&#039;ja had explored the memories of the party&#039;s world and people, and discovered the existence of the &#039;&#039;mementos&#039;&#039; - they also found that some had been trapped there, and sought a way out. Unexperienced in the ways of the &#039;&#039;mementos&#039;&#039;, they accidentally freed a particularly vicious &#039;&#039;memento&#039;&#039;, which Aes&#039;iel believed was known as &#039;&#039;memento umbra&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
To assist in their search for the creature, Aes&#039;iel implanted a rough map of the continent into the minds of the party.&lt;br /&gt;
&lt;br /&gt;
Waiting for the morning, the party is able to recuperate from the experience of the fight, which had pushed them to their limits.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; 675 (combat)&lt;br /&gt;
&lt;br /&gt;
After resting and meeting up with their reincarnated members, the party discussed where to go. Kassian was adamant that the group go to the mountains; William questioned the human&#039;s insistence, and Kassian explained that the various things he had been picking up had a strange &amp;quot;aura&amp;quot; to them, and that he believed the things they fought at the ruins were the source. He believed that the myconids, whom the adu&#039;ja had mentioned existed prior to the gap in the world memory (800 years prior to now), may know something about it.&lt;br /&gt;
&lt;br /&gt;
William also made a query to the adu&#039;ja regarding the possibility of ironwood, which he had encountered on Ganymede. Aes&#039;iel told him that the adu&#039;ja do indeed make ironwood, and keep stores of it, and that they may be willing to part with some of it.&lt;br /&gt;
&lt;br /&gt;
In addition, while the party was waiting, Addison talked to Aes&#039;iel about the nature of the &#039;&#039;momentos&#039;&#039; - hoping to turn her from her path, Aes&#039;iel gladly told her all she wanted to know. The conversation eventually led to Addison gaining the skills of a [[Trinity:Trainer|trainer]].&lt;br /&gt;
&lt;br /&gt;
===Loot===&lt;br /&gt;
 [[:Image:Trinity_Tai-lyan.JPG|Map of Tai&#039;lyan]] (memory now possessed by all current members of the party)&lt;br /&gt;
&lt;br /&gt;
==Session 05 - Mushroom Samba==&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; 250 (story)&lt;br /&gt;
&lt;br /&gt;
After some discussion, the group decided to head north to the myconid village of Samtri.&lt;br /&gt;
&lt;br /&gt;
When they arrived, they found a small copse of enormous mushrooms, and seemingly no one about. After some investigation, it appeared that there were some larger mushrooms, with door-like structures in them. Miggs went up to one of the doors and knocked loudly, while William yelled loudly.&lt;br /&gt;
&lt;br /&gt;
Their actions were fruitful: a bipedal, humanoid-looking mushroom exited one of the house-like structures, and spoke with them. However, he didn&#039;t speak very long, as he continually insisted that it was &amp;quot;sleep time&amp;quot; - the party realized that they had arrived in early afternoon, and that - these being mushroom-people - they were probably nocturnal. They decided to wait until &amp;quot;nightfall,&amp;quot; when they hoped to see more of the mushroom folk.&lt;br /&gt;
&lt;br /&gt;
After a few hours, the village of Samtri did indeed awake, and a throng of myconids exited the several mushroom houses and began heading north, to the mountains. Following them, the group found that they were headed to a cave just north of the village; once all the myconids were inside (aside from two guards), a single, larger myconid came out to greet them.&lt;br /&gt;
&lt;br /&gt;
The myconid (whose name they didn&#039;t bother to learn) seemed to be the leader of the village. He explained that the world had ended, that the bugs had come and gone, and that the moon had fallen. The party tried to explain that the bugs were back, but he was insistent that they were gone, along with &amp;quot;the faceless ones.&amp;quot; The party was intensely curious about these so-called &amp;quot;faceless ones,&amp;quot; and the myconid explained that they were to the southwest. They inquired as to what they would find in the myconid village to the west, and the leader explained that Mitrosis was much like Samtri, only bigger.&lt;br /&gt;
&lt;br /&gt;
Their quest for knowledge satisfied, they went into the cave, to find what the myconids were up to, as they could clearly see that they were standing about in a circle. The leader myconid had told them they were forgetting; upon entering, they all became subjected to a massive hallucinogen. The group remained for the duration of the &amp;quot;meditation&amp;quot; (eight hours), after which the myconids returned to their mushroom houses.&lt;br /&gt;
&lt;br /&gt;
The party then discussed what to do; they decided to head southwest, along the treeline of the adu&#039;jan forest, to see if they could find the ruins the myconids mentioned. They walked for a little more than a month, and reached the edge of the continent, without finding anything.&lt;br /&gt;
&lt;br /&gt;
They went east, to the adu&#039;jan city of Sh&#039;cala, seeking out more Simics. They found them, and discussed what they had learned from the myconids. The simics explained that the myconids were simple creatures, and that they would not lie - if they said the cities of the &amp;quot;faceless ones&amp;quot; were to the southwest, then they were, but there were no such places on this continent. The party then decided that they would head southwest off the edge, taking da riggable, to see if there was another continent elsewhere.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Arcturas_-_New_Continent_-_1.jpg|thumb|325px|right|This is what the party explored for five months.]]&lt;br /&gt;
After some tree-hopping, courtesy of the simics, they recovered da riggable, and sailed off the southwestern edge of Tai&#039;lyan.&lt;br /&gt;
&lt;br /&gt;
Going somewhat down, they found another continent, full of sand. They set down, and began to explore; after two days, however, they began suffering from dehydration, and had yet to find water or even something other than sand. It was also unbearably hot, which they found odd, considering none of the higher continents had been so warm. Heading back to the simics, they asked for a source of water that would never run dry. The simics agreed to provide them with such a thing, but in exchange, they wanted the party to seek out the foreigners that sometimes appeared in the desert to the north (which Aes&#039;iel had mentioned before). The party agreed to this favor, and set out.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Mutalisk2_mirror.jpg|thumb|left|Four of these creatures dive towards &#039;&#039;da riggable.&#039;&#039;]]&lt;br /&gt;
Returning to the new continent, they proceeded to explore to the east, following the ledge they found after two days&#039; journey; they found that it made a circle, and they found themselves where they had originally landed. They then opted to follow the northernmost edge of the continent west. For three and a half months, the group walked through the desert, returning to Tai&#039;lyan when their food sources ran out. In this time, they found three ruins, none of which were inhabited; all of them exhibited signs of having suffered through a great catastrophe, reminiscent of an earthquake (according to Miggs, on an earthquake-measuring scale of 1 to 10, these cities had suffered through a 13).&lt;br /&gt;
&lt;br /&gt;
They then decided that the circular-shaped &amp;quot;hole&amp;quot; in the continent may have an answer; some of the group believed that the references the myconids made to the moon falling may have happened here. They set out, following the inner edge of the continent, and eventually found the edge - two days&#039; from where the ledge began. They decided to go down as far as they could, and three miles down, they could see water below. After some discussion, they left the mechs behind, and explored two days&#039; worth to the north, seeing nothing but water.&lt;br /&gt;
&lt;br /&gt;
They returned to roughly where the hole in the continent was, and began to ascend. As they did, however, William spotted something flying in the air...&lt;br /&gt;
&lt;br /&gt;
===Loot===&lt;br /&gt;
 Decanter of Endless Water [Nature]&lt;br /&gt;
&lt;br /&gt;
==Session 06 - Aerials==&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; 500 (story)&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Shyekara.jpg|thumb|200px|right|The woman called &amp;quot;Shye&amp;quot;]]&lt;br /&gt;
The four creatures - who, the party discovered in short order, were being ridden by human-sized beings - dived at &#039;&#039;da riggable&#039;&#039;, and the battle was joined.&lt;br /&gt;
&lt;br /&gt;
After a short skirmish in the air over a three-mile drop to a possibly endless ocean below, the beings riding the creatures - three of whom had incredibly long horns extruding from their foreheads, while the fourth was a human woman - called for parley. The party hesitantly agreed, and the woman - who one of the horned beings called &amp;quot;Shye&amp;quot; - explained that there was something of an error; they had not intended to attack the group, but were instead hunting a manifestation of the Void. Shye explained that they had detected a Void presence on the &#039;&#039;da riggable&#039;&#039;, and figured that it could only be the thing they hunted.&lt;br /&gt;
&lt;br /&gt;
Addison was curious, and asked why they were looking for it; Shye responded by saying that she worked &amp;quot;for a higher power,&amp;quot; that apparently did not want to see the creature in the wild. More discussion revealed that Shye was from Turas (the continent on which the &#039;&#039;Arcturas&#039;&#039; had crashed), but that she was one of the children that had fallen off the edge - she was apparently fortunate, however, and was saved during her fall (by what, was not mentioned). She and her companions were also notable due to the fact that they carried large quantities of metal (one of them was garbed in full-plate). Any questions regarding where they had gotten the metal or where they had come from was responded to with, &amp;quot;I don&#039;t want to ruin your sense of adventure.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Shye confirmed for the group that the Armand - what the people the Adu&#039;ja had asked the party to find were called - did wander the desert on the continent, and that they were often to the west of the circular rift in the continent. With no further questions, Shye and her companions left the group, heading east.&lt;br /&gt;
&lt;br /&gt;
The group decided to return to Turas, to refuel. The brothers Kaze also spoke of possibly fashioning new mechs or similar vehicles, and some of the group expressed an interest in reporting to Angmar. The group returned to Turas, specifically heading to the city of Arcturas, hiding &#039;&#039;da riggable&#039;&#039; outside of town.&lt;br /&gt;
&lt;br /&gt;
They found and spoke with Angmar, explaining to him everything they had done so far. Angmar was a bit disturbed by all of the information he was dumping on them, but he appeared pleased with their progress. The group wanted materials - specifically, metal from the ship - which Angmar was willing to grant them, considering that the group informed him of their encounter with Shye, with emphasis on the fact that they were carrying metal.&lt;br /&gt;
&lt;br /&gt;
The brothers Kaze spoke with their father, Murasaki, about the construction of a massive vehicle, an idea with which he was incredibly pleased. They informed him that metal would be delivered shortly, and the elder Kaze began work almost immediately on a massive flying ship.&lt;br /&gt;
&lt;br /&gt;
The group then went to Germonik, to check on the status of Josef. They found that his &amp;quot;radio tower&amp;quot; had been disassembled, and the barn ripped asunder. Further investigation led to them learning that Josef had fled town, but Volos had not been so lucky - he had apparently been strung up on the north end of town. They also discovered that Bill had been overthrown, by a Nevhonim named Ted. After an almost-confrontation with the Nevhonim (during which Shiro collapsed one of the walls of the main tavern in Germonik), they backed off and told the group what they wanted to hear.&lt;br /&gt;
&lt;br /&gt;
The group then headed to Edge, where - according to what they heard from Angmar - someone had set up shop and was working on a flying machine. Lo and behold it was Josef, who spun a tale of frustration with the absurdity of living in Germonik, and his subsequent flight (not literally) from there due to Ted&#039;s frustration towards him. He wound up in Edge, and began experimenting with electrum engines, possibly even on the brink of constructing a flying machine that didn&#039;t require a balloon at all. The group returned &#039;&#039;da riggable&#039;&#039;, and wished Josef luck.&lt;br /&gt;
&lt;br /&gt;
Four months passed, during which the group performed various tasks and odd jobs. At the end of the four months, they regrouped in Arcturas, for the unveiling of the elder Kaze&#039;s flying machine. Towering over the moogles&#039; mechs and constructed wholly out of steel, the new ship was a sight to behold. The elder Kaze dubbed it the &#039;&#039;Kamikaze&#039;&#039;, and the moogles graciously received the gift. Capable of housing the entire party and the mechs in its interior, and having a self-contained atmosphere that would allow for underwater exploration, the &#039;&#039;Kamikaze&#039;&#039; was a definite upgrade over &#039;&#039;da riggable&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Taking their new aircraft, the party gathered up enough food to last them quite some time, and headed back to the desert continent.&lt;br /&gt;
&lt;br /&gt;
Having an aircraft capable of traveling around the clock (and a pilot that could do the same), the party began combing the desert, searching for signs of the Armand. They first searched the eastern end of the continent, and eventually came upon another ruined city. Upon further investigation, they found a relatively intact building; inside, they discovered two rooms of note: in one, there was a cache of weapons of unusual design - various swords and guns; in the other, they found an akashic stone, set on a pedestal, which Miggs almost immediately took. &lt;br /&gt;
&lt;br /&gt;
After an altercation in which the party relieved Miggs of the stone, Uriah contacted the stone, and saw an image of an ancelari, projecting thoughts in an unknown language in his mind; after a minute or so of speaking, the image shot itself in the head, and the image played out all the gory details of that event. Slightly shaken, Uriah - knowing that the moogles were mildly telepathic - handed it to Shiro, who contacted the stone. Able to understand the language &amp;quot;spoken&amp;quot; by the ancelari, he relayed the information to the rest of the party...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;The_Message&amp;quot;&amp;gt;&lt;br /&gt;
 &amp;quot;If you have found this stone, and are capable of understanding my words, then perhaps they succeeded. Perhaps they who fled&lt;br /&gt;
 reached those alien worlds, and taught those people the ways of the gun? Perhaps they have even managed to conquer the depths of&lt;br /&gt;
 space?&lt;br /&gt;
 &lt;br /&gt;
 &amp;quot;But we all know what is coming, don&#039;t we, stranger? The zerg are no threat, compared to the things that will come from beyond...&lt;br /&gt;
 we&#039;re all damned, then... and no amount of running will save us!...&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Armand.JPG|thumb|200px|right|An armand]]&lt;br /&gt;
Mildly disturbed, the party took some of the weapons from the cache, and began heading west. They investigated the eastern side of the gouge in the continent, heading north, then investigated the western side, beginning from the north.&lt;br /&gt;
&lt;br /&gt;
Eventually, in the middle of the western side of the continent, the party spotted an encampment. Having come across it in the heat of day, they waited until nightfall, when they saw movement. They headed for the camp, and were met halfway by three armand.&lt;br /&gt;
&lt;br /&gt;
Miggs was the first to greet the creatures, but they did not respond immediately, instead, they transmitted thoughts into the minds of the party, none of whom - save the moogles - understood. The lead armand seemed to sense their lack of understanding, and began communicating in Phytic.&lt;br /&gt;
&lt;br /&gt;
The party had many questions, and the armand answered them as best he could. Apparently, they were able to go to Tai&#039;lyan by riding on small islands that rode on strong wind currents; these islands apparently migrate in a relatively stable pattern, such that the armand could reliably take them between Tai&#039;lyn and Reldyr&#039;nym (the name of the continent they were currently on). The armand had no knowledge of the creatures the party had fought earlier (those accompanying Shye), nor did they know of the &#039;&#039;memento umbra&#039;&#039;, other than that they had seen traces of a great beast wandering the desert. In the course of conversation, the armand informed the party that there was one who may have some of the answers they sought.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Toplanders_Explore_Reldyr-nym.jpg|thumb|300px|left|The continent of Reldyr&#039;nym, in its entirety (previously-explored sections are darkened).]]&lt;br /&gt;
They led the party to one of the tents of the encampment, and inside there was a strange creature, being tended by two other armand. The creature had the face of a wolf, but was definitely humanoid and bipedal; it also had bat-like wings, which were found on its body in a place similar to that of a bat (that is, from the forearm to the side). Its breathing was rather shallow. Miggs attempted to heal it with his tonics, to no avail - the armand were unable to cure whatever ailed the creature.&lt;br /&gt;
&lt;br /&gt;
Addison realized that they could use the potion they had found from the fight in Germonik, which contained &#039;&#039;bear&#039;s endurance&#039;&#039;; Uriah complied, and used it on the creature. Its breathing became easier, and it looked around in a rather frightened fashion. Addison used &#039;&#039;comprehend languages&#039;&#039; to understand the creature, but it didn&#039;t say much - it said something to the extent that the world was attacked, by horned beings. It also said the word &amp;quot;veyar,&amp;quot; which the armand leader immediately picked up on when Addison repeated it - it was an ancient word for the moon of Arcturas.&lt;br /&gt;
&lt;br /&gt;
The various Force effects ended, and the creature resumed its near-death status. Addison used &#039;&#039;deathwatch&#039;&#039;, and saw that the creature was suffering from what amounted to suffocation - barely hanging onto life.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Loot===&lt;br /&gt;
 +1 Unholy Lance (Divine)&lt;br /&gt;
 The &#039;&#039;Kamikaze&#039;&#039; [Gargantuan Ornithopter - Arm1/Eng5/Sys1] (Technology)&lt;br /&gt;
 Akashic stone containing [[#The_Message|a message]] in Ancelari&lt;br /&gt;
 Four (4) pistols, one (1) rifle, one (1) carbine, all corroded, from the southeast ruins of Reldyr&#039;nym&lt;br /&gt;
&lt;br /&gt;
==Session 07 - Vapor Trail==&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; 1350 (600 combat, 750 story)&lt;br /&gt;
&lt;br /&gt;
The group decided to take the strange creature with them, and go to the Simics, to see if the adu&#039;ja could find out more about the creature. The creature was still alive, but barely hanging onto life.&lt;br /&gt;
&lt;br /&gt;
They headed to Sh&#039;cala, the southern-most adu&#039;jan city, and spoke with the Simics there. The group had questions they wanted the creature to answer, and the Simics managed to get some answers out of the creature via the Blue.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Creature&#039;s Race and Type:&#039;&#039;&#039; unknown race, humanoid&lt;br /&gt;
 &#039;&#039;&#039;Most recent basic goal:&#039;&#039;&#039; escape&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;What is it?&#039;&#039;&#039; &amp;quot;We call ourselves the &#039;&#039;un&#039;veyar&#039;&#039;.&amp;quot;&lt;br /&gt;
 &#039;&#039;&#039;Were you attacked, and by what?&#039;&#039;&#039; &amp;quot;Yes, horned creatures riding on acid-spitting winged things.&amp;quot;&lt;br /&gt;
 &#039;&#039;&#039;Where is metal?&#039;&#039;&#039; &amp;quot;Veyar.&amp;quot;&lt;br /&gt;
 &#039;&#039;&#039;What about the moonfall?&#039;&#039;&#039; &amp;quot;Legends say long time ago, moon fell into the world.&amp;quot;&lt;br /&gt;
 &#039;&#039;&#039;Does it know about the horned things?&#039;&#039;&#039; &amp;quot;Yes.&amp;quot;&lt;br /&gt;
 &#039;&#039;&#039;Does it know about the memento umbra?&#039;&#039;&#039; &amp;quot;The what?&amp;quot;&lt;br /&gt;
 &#039;&#039;&#039;Does it want to be Migg&#039;s friend?&#039;&#039;&#039; &amp;quot;Who is miggs?&amp;quot;&lt;br /&gt;
 &#039;&#039;&#039;Does he know &amp;quot;how to fix this world&amp;quot;?&#039;&#039;&#039; &amp;quot;Can&#039;t fix, world trapped by pull of big world.&amp;quot;&lt;br /&gt;
 &#039;&#039;&#039;Where did it come from?&#039;&#039;&#039; &amp;quot;Veyar.&amp;quot;&lt;br /&gt;
 &#039;&#039;&#039;When did it come from? How long ago?&#039;&#039;&#039; no response.&lt;br /&gt;
 &#039;&#039;&#039;How old is it?&#039;&#039;&#039; &amp;quot;17 seasons.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The party was somewhat perplexed by these answers. They decided to head back to the armand, and see if they knew anything more.&lt;br /&gt;
&lt;br /&gt;
Upon finding the armands, there were a good deal of questions. The leader of the armand explained that, long ago, the zerg descended upon the planet. The armands and the myconids hid from the threat, while the ancelari remained on the surface, attempting to fend the creatures off. The armands explained that it was the ancelari who created the mist over the planet, in an effort to slow the zerg advance; however, their efforts were mostly in vain.&lt;br /&gt;
&lt;br /&gt;
In the end, the ancelari were forced underground, fighting the zerg in the many caves and tunnels beneath the planet&#039;s surface. Their leaders attempted to get their people off the planet by an unknown means; however, they were only partially successful, and many ancelari were left behind. In a last-ditch effort to destroy the zerg, they attempted to destroy the core of the planet - however, they apparently miscalculated, and only shattered the core, which shattered the entire surface of the planet and greatly weakened the planet&#039;s gravity. This resulted in the floating landmasses.&lt;br /&gt;
&lt;br /&gt;
They further explained that the shattering of the planet&#039;s core modified the magnetic field of the planet, altering almost all of the metal ore on the surface into the substance the party knew as electrum.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Toplanders_-_Windcrossed_Isles_Explore_1.JPG|thumb|375px|right|The islands in the east.]]&lt;br /&gt;
The armands also explained that they did not always look like they did now; however, having been on &amp;quot;irradiated&amp;quot; ground for so long, their people had gradually but drastically changed from their original form.&lt;br /&gt;
&lt;br /&gt;
The armands also told the group that there were strong currents in the atmosphere of the planet, much like water currents, and that the floating islands they rode on to reach Tai&#039;lyan were caught in one such current.&lt;br /&gt;
&lt;br /&gt;
The group decided to head east, heading off the eastern-most edge of Reldyr&#039;nym, along the air current, &amp;quot;against the wind.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Two months later, the party encountered a new set of floating landmasses; somewhere along the way, the strange creature they had picked up finally passed away. Searching its belongings, they found a beaten metal badge, with some strange markings on it. &lt;br /&gt;
&lt;br /&gt;
They explored the new islands, which were mostly uninhabited.&lt;br /&gt;
&lt;br /&gt;
On the southern-most island, however, they encountered a walled city. All of the group save Shiro and Kuro attempted to find a way into the city, and found a heavy iron gate - complete with two horned beings garbed in plate and armed with halberds - on the southern edge. When they approached, one of the guards asked who they were in Lucavic; after the majority of the group seemed unable to communicate in this, the guard spoke to them in Eastern Common.&lt;br /&gt;
&lt;br /&gt;
Miggs mentioned that they knew Shye, and wanted to see her; the guard recognized the name, and said they could all come in, save Addison. Addison complied, and William accompanied her back to the moogles.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, the rest of the group - Kassian, Uriah, Miggs, Tiy, and Tabby - entered the city. The guard led them to a rather large stone structure in the middle of the city (which was actually more like a walled camp). They were instructed to enter, and told to wait for Shye.&lt;br /&gt;
&lt;br /&gt;
Inside, the group were left in an entryway, with a doorway leading into what looked like a temple. Inside there was an enormous stone statue of Ajora, the head angel of Kolaita, the goddess of healing; the angel was wielding a bastard sword, wearing full plate, and had wings that had the appearance of razor-sharp metal. Set around the statue were two altars, each with three candles, all lit.&lt;br /&gt;
&lt;br /&gt;
After awhile, Shye finally entered, and greeted the group pleasantly. Miggs was interested in what was going on in the temple, so Shye invited them all in, and explained to Miggs that they followed Kolaita, but also paid special attention to Ajora, because the angel was the goddess&#039; protector. Kassian and Tabby refused to enter the room, while Uriah attempted to, but was stunned upon crossing the threshold into the room. Uriah then pushed Kassian into the room, but nothing happened.&lt;br /&gt;
&lt;br /&gt;
The discussion turned to the subject of metal, and Shye took them outside to meet with the city&#039;s blacksmith. As they walked, however, Miggs turned on his &#039;&#039;cloak generator&#039;&#039;, but attempted to make it look sneaky; Shye was apparently not amused by his antics, however, and was aware that he had actively done it, rather than &amp;quot;accidentally,&amp;quot; as he claimed. They continued on to the blacksmith.&lt;br /&gt;
&lt;br /&gt;
They attempted to haggle for some metal, but the blacksmith seemed uninterested.&lt;br /&gt;
&lt;br /&gt;
There was another discussion here, regarding the residents of Fort Drakys (as Shye called it) - they all appeared to be horned, other than Shye. Shye was rather vague on why that was, insisting that many beings had horns, and that it wasn&#039;t that unusual.&lt;br /&gt;
&lt;br /&gt;
[[Image:Trinity_Toplanders_-_Veyar_Explore_1.JPG|thumb|375px|left|Is it a moon? Or a space station?]]&lt;br /&gt;
The group then decided to leave. They were escorted out.&lt;br /&gt;
&lt;br /&gt;
Regrouping, the party decided to continue heading east. &lt;br /&gt;
&lt;br /&gt;
After a few days, they encountered a strange purple mist. Heading in all directions to determine which way it was, they headed up, where the purple haze seemed to strengthen. After a few hours, they experienced a change in gravity, and were now looking down (what was up, previously) at a strange new environment.&lt;br /&gt;
&lt;br /&gt;
They decided to explore, and flew along the edge of the &amp;quot;continent.&amp;quot; They found that there was a lower section (upper, in terms of normal gravity), that they opted to not explore at this time. They continued around, until they were back where they started, they then decided to search the plate in a zig-zag pattern.&lt;br /&gt;
&lt;br /&gt;
Eventually, in the southern mountains, they saw a cave entrance; this was unusual, as they had not yet seen anything of the sort here. Guessing that the outside air was poisonous to mortals, William volunteered to go explore. The cave narrowed into a tunnel, then opened into a wider cavern, with three branches - as well as an electrum lamp in the ceiling.&lt;br /&gt;
&lt;br /&gt;
Exploring further, William encountered more horned beings, who were mining what looked like iron ore. They noticed him, but - being a templar - he was much too fast for them, and he quickly returned to the &#039;&#039;Kamikaze&#039;&#039;. The creatures chased him out, but the group crushed two of the three with the ship; the remaining one returned to the depths of the cave.&lt;br /&gt;
&lt;br /&gt;
===Loot===&lt;br /&gt;
 Un&#039;veyar metal badge&lt;br /&gt;
&lt;br /&gt;
==Session 08 - Dark Side of the Moon==&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; 806 (750 story, 56 combat)&lt;br /&gt;
&lt;br /&gt;
Session synopsis coming soon.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Session Highlights&#039;&#039;&#039;&lt;br /&gt;
 Entered western wing of mine.&lt;br /&gt;
 Encountered a bunch of traps.&lt;br /&gt;
 Kuro scouted ahead, found a bunch of fake miners.&lt;br /&gt;
 Fight in the corridor.&lt;br /&gt;
&lt;br /&gt;
===Loot===&lt;br /&gt;
 Loot coming soon.&lt;br /&gt;
&lt;br /&gt;
==Session 09 - Infernoplex==&lt;br /&gt;
 &#039;&#039;&#039;XP:&#039;&#039;&#039; 4th - 1975 (500 story, 1000 combat, 475 traps)&lt;br /&gt;
     3rd - 2160 (500 story, 1125 combat, 535 traps)&lt;br /&gt;
&lt;br /&gt;
Session synopsis coming soon.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Session Highlights&#039;&#039;&#039;&lt;br /&gt;
 Party rested, returned to western wing.&lt;br /&gt;
 Ambushed by three guys. Looted them.&lt;br /&gt;
 Attacked by two groups, one of miners and blacksmiths from the west, and two guys from the south.&lt;br /&gt;
 Kassian died.&lt;br /&gt;
 Group captured a priest.&lt;br /&gt;
 Priest fought them on the ship, they killed him, dumped him off at Fort Drakys.&lt;br /&gt;
 William died.&lt;br /&gt;
 Group returned to the adu&#039;ja, who revived the pair. They now each owe the adu&#039;ja a favor.&lt;br /&gt;
 The simics used &#039;&#039;object loresight&#039;&#039; to determine what was up with the priest guy&#039;s holy symbol. It came from a place called&lt;br /&gt;
   Shar&#039;nal, which isn&#039;t on Arcturas (the planet).&lt;br /&gt;
 Group headed to Edge to deliver iron ore stolen from the mine and to check on Josef.&lt;br /&gt;
 Group headed to Germonik to check on them. Encountered Ned Riddle, current &amp;quot;leader.&amp;quot;&lt;br /&gt;
 Riddle gave Uriah 20 wooden coins.&lt;br /&gt;
 Group found out that Riddle is interested in establishing a currency so that they can trade with the artilects for wood.&lt;br /&gt;
 Group went to Arcturas (the city) to talk to Angmar.&lt;br /&gt;
 They told Angmar what was going on.&lt;br /&gt;
 Angmar informed the group that there had been an explosion in Edge, at the electrum processing plant.&lt;br /&gt;
 Apparently the iron ore the group brought was electrum. But it was definitely iron ore when they started.&lt;br /&gt;
&lt;br /&gt;
===Loot===&lt;br /&gt;
 Loot coming soon.&lt;br /&gt;
&lt;br /&gt;
==Session 10 - Iron Man==&lt;br /&gt;
This session will take place on &#039;&#039;&#039;November 17, 2007.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Session 11==&lt;br /&gt;
There will be no game on &#039;&#039;&#039;November 24, 2007,&#039;&#039;&#039; as the DM will be unavailable.&lt;br /&gt;
&lt;br /&gt;
Therefore, Session 11 will take place on &#039;&#039;&#039;December 1, 2007.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Trinity]]&lt;/div&gt;</summary>
		<author><name>GnomeWorks</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Trinity:City_Mechanics&amp;diff=67377</id>
		<title>Trinity:City Mechanics</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Trinity:City_Mechanics&amp;diff=67377"/>
		<updated>2007-11-16T09:02:28Z</updated>

		<summary type="html">&lt;p&gt;GnomeWorks: /* Wealth, Resources, and Currency */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I once randomly came across an interesting online sim, [http://www.heroesofivalice.com/index.php Heroes of Ivalice]. Taking a look, I noticed that - in some combats - the city in which the combat took place was mentioned, and suffered adverse effects due to the destruction of property.&lt;br /&gt;
&lt;br /&gt;
I immediately became intrigued. The idea of cities being mechanical constructs, that could be affected by the actions of players - and not just ad hoc&#039;d, or by DM fiat, but with actual mechanics behind the idea! Being the mechanist that I am, I decided that I, too, wanted to implement something of this sort.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, d20 is sorely lacking in material. One has difficulty finding mass combat rules, much less rules for mechanical effects on cities as a result of a PC&#039;s actions. However, the space is not completely barren, in terms of published rules, and I have found something that will serve - for now - as a decent baseline.&lt;br /&gt;
&lt;br /&gt;
Here, then, I will outline the base mechanics of cities, and how those mechanics interact with the core d20 System. Not all of this information is terribly relevant for players; for the most part, the DM should track this information behind the scenes. Astute players will figure out the more obvious effects (the power of currency changing, for instance), but others will pretty much be outside of their scope.&lt;br /&gt;
&lt;br /&gt;
=Building The City=&lt;br /&gt;
A city is much like a character, in that it has levels (based on its population) and classes. Cities also have an analogue to Hit Dice, that being Wealth.&lt;br /&gt;
&lt;br /&gt;
A city has six ability scores: &#039;&#039;&#039;Force&#039;&#039;&#039;, &#039;&#039;&#039;Mobility&#039;&#039;&#039;, &#039;&#039;&#039;Resilience&#039;&#039;&#039;, &#039;&#039;&#039;Learning&#039;&#039;&#039;, &#039;&#039;&#039;Awareness&#039;&#039;&#039;, and &#039;&#039;&#039;Command&#039;&#039;&#039;. Each of these six abilities correspond roughly to a character&#039;s ability (so Force corresponds to Strength; Learning to Intelligence; and so forth).&lt;br /&gt;
&lt;br /&gt;
Cities purchase these ability scores using the point buy method. A city receives a number of ability points to expend based upon its population. In addition, its population determines its population level (ie, character level).&lt;br /&gt;
&lt;br /&gt;
Once the abilities are determined, you can pick from one of three classes for each population level: civilian, military, and a class that indicates a particular force alignment. Each class contributes to the city&#039;s Defense, Reputation, Wealth, skills, and feats.&lt;br /&gt;
&lt;br /&gt;
Of these, Wealth is the most important (and only fleshed-out one, at the moment). Feats are also important: feats represent city features that go above and beyond what is indicated by the class levels. For instance, defensive fortifications, universities, and factories fall into feats.&lt;br /&gt;
&lt;br /&gt;
Once these are all calculated, a city then has a number of derived abilities. They are as follows.&lt;br /&gt;
&lt;br /&gt;
 Contentment&lt;br /&gt;
 Disaster&lt;br /&gt;
 Dissent&lt;br /&gt;
 Greed&lt;br /&gt;
 Influence on Others&lt;br /&gt;
 Outside Influence&lt;br /&gt;
 Population&lt;br /&gt;
 Prosperity&lt;br /&gt;
 Resources&lt;br /&gt;
 Leadership&lt;br /&gt;
&lt;br /&gt;
Each of these works (theoretically) on a scale of 1-100.&lt;br /&gt;
&lt;br /&gt;
Once these abilities are determined, a city then has a number of link values, as each of these abilities is linked to one another. Events that take place in or around a city impact one or more of these abilities, which then further impacts the rest. Link values are assigned ad-hoc, dependant upon the nature of the city, on a scale of x(1/4) to x4.&lt;br /&gt;
&lt;br /&gt;
For the time being, the precise effects of the vast majority of these abilities is not determined. While they can be DM fiat&#039;d into usefulness, I would much rather have solid mechanics for dealing with them. Later sections will detail how they function.&lt;br /&gt;
&lt;br /&gt;
==Wealth, Resources, and Currency==&lt;br /&gt;
Rather than saying that a city of a certain population has a max GP limit of some number, the maximum GP limit of a city is determined based upon its abilities and classes. Wealth is determined by classes, which is then multiplied by population, then divided by 10, to find the max GP limit of a single item that can be purchased in the city.&lt;br /&gt;
&lt;br /&gt;
Resources further impact currency, but does not affect max GP limit. Instead, Resources modifies the value of 1 gold piece. If a city is at it&#039;s normal Resources value (Wealth x 5), gold pieces are exchanged at a 1:1 ratio.&lt;br /&gt;
&lt;br /&gt;
Resource fluctation causes the currency to gain and lose value. For every 5 points above the normal Resources value, currency gains 1% in value; for every 5 points below, currency loses 1% of its value.&lt;br /&gt;
&lt;br /&gt;
In addition, if a city&#039;s Resources drops to 0 or below, the currency drops 1% in value for each point of Resources below 0.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
 Edge has a Wealth of 14 and Population 52, meaning that it&#039;s Max GP Limit is 728 GP. &lt;br /&gt;
 &lt;br /&gt;
 However, Edge recently suffered an explosion in its industrial sector (+38 to Disaster), and lost 76 points of Resources, bringing&lt;br /&gt;
 it to -6. &lt;br /&gt;
 &lt;br /&gt;
 There is a 70 point difference between 70 and 0, which - divided by 5 - is 15 (so 15%); Resources are another 6 points below 0, so&lt;br /&gt;
 that&#039;s another 6%, for a total of 21%.&lt;br /&gt;
 &lt;br /&gt;
 Therefore, currency in Edge is worth 79% of its normal value.&lt;br /&gt;
 &lt;br /&gt;
 To find the actual currency required to buy a 728 GP item, divide the normal value by the currency value (79%, or .79). This&lt;br /&gt;
 results in 921.5 GP - so you need to spend 921 gold and 5 silver, to purchase a 728 GP item.&lt;br /&gt;
&lt;br /&gt;
Another reasonable approach would be to multiply the Max GP Limit itself by the percentage, thus representing that more expensive items are unavailable due to a shortage of resources. Both approaches work; it&#039;s just a matter of figuring out which is better (perhaps even both would make sense, but that would require using a different ability for one of the two).&lt;br /&gt;
&lt;br /&gt;
[[category:Trinity]]&lt;/div&gt;</summary>
		<author><name>GnomeWorks</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Trinity:City_Mechanics&amp;diff=67376</id>
		<title>Trinity:City Mechanics</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Trinity:City_Mechanics&amp;diff=67376"/>
		<updated>2007-11-16T09:02:05Z</updated>

		<summary type="html">&lt;p&gt;GnomeWorks: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I once randomly came across an interesting online sim, [http://www.heroesofivalice.com/index.php Heroes of Ivalice]. Taking a look, I noticed that - in some combats - the city in which the combat took place was mentioned, and suffered adverse effects due to the destruction of property.&lt;br /&gt;
&lt;br /&gt;
I immediately became intrigued. The idea of cities being mechanical constructs, that could be affected by the actions of players - and not just ad hoc&#039;d, or by DM fiat, but with actual mechanics behind the idea! Being the mechanist that I am, I decided that I, too, wanted to implement something of this sort.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, d20 is sorely lacking in material. One has difficulty finding mass combat rules, much less rules for mechanical effects on cities as a result of a PC&#039;s actions. However, the space is not completely barren, in terms of published rules, and I have found something that will serve - for now - as a decent baseline.&lt;br /&gt;
&lt;br /&gt;
Here, then, I will outline the base mechanics of cities, and how those mechanics interact with the core d20 System. Not all of this information is terribly relevant for players; for the most part, the DM should track this information behind the scenes. Astute players will figure out the more obvious effects (the power of currency changing, for instance), but others will pretty much be outside of their scope.&lt;br /&gt;
&lt;br /&gt;
=Building The City=&lt;br /&gt;
A city is much like a character, in that it has levels (based on its population) and classes. Cities also have an analogue to Hit Dice, that being Wealth.&lt;br /&gt;
&lt;br /&gt;
A city has six ability scores: &#039;&#039;&#039;Force&#039;&#039;&#039;, &#039;&#039;&#039;Mobility&#039;&#039;&#039;, &#039;&#039;&#039;Resilience&#039;&#039;&#039;, &#039;&#039;&#039;Learning&#039;&#039;&#039;, &#039;&#039;&#039;Awareness&#039;&#039;&#039;, and &#039;&#039;&#039;Command&#039;&#039;&#039;. Each of these six abilities correspond roughly to a character&#039;s ability (so Force corresponds to Strength; Learning to Intelligence; and so forth).&lt;br /&gt;
&lt;br /&gt;
Cities purchase these ability scores using the point buy method. A city receives a number of ability points to expend based upon its population. In addition, its population determines its population level (ie, character level).&lt;br /&gt;
&lt;br /&gt;
Once the abilities are determined, you can pick from one of three classes for each population level: civilian, military, and a class that indicates a particular force alignment. Each class contributes to the city&#039;s Defense, Reputation, Wealth, skills, and feats.&lt;br /&gt;
&lt;br /&gt;
Of these, Wealth is the most important (and only fleshed-out one, at the moment). Feats are also important: feats represent city features that go above and beyond what is indicated by the class levels. For instance, defensive fortifications, universities, and factories fall into feats.&lt;br /&gt;
&lt;br /&gt;
Once these are all calculated, a city then has a number of derived abilities. They are as follows.&lt;br /&gt;
&lt;br /&gt;
 Contentment&lt;br /&gt;
 Disaster&lt;br /&gt;
 Dissent&lt;br /&gt;
 Greed&lt;br /&gt;
 Influence on Others&lt;br /&gt;
 Outside Influence&lt;br /&gt;
 Population&lt;br /&gt;
 Prosperity&lt;br /&gt;
 Resources&lt;br /&gt;
 Leadership&lt;br /&gt;
&lt;br /&gt;
Each of these works (theoretically) on a scale of 1-100.&lt;br /&gt;
&lt;br /&gt;
Once these abilities are determined, a city then has a number of link values, as each of these abilities is linked to one another. Events that take place in or around a city impact one or more of these abilities, which then further impacts the rest. Link values are assigned ad-hoc, dependant upon the nature of the city, on a scale of x(1/4) to x4.&lt;br /&gt;
&lt;br /&gt;
For the time being, the precise effects of the vast majority of these abilities is not determined. While they can be DM fiat&#039;d into usefulness, I would much rather have solid mechanics for dealing with them. Later sections will detail how they function.&lt;br /&gt;
&lt;br /&gt;
==Wealth, Resources, and Currency==&lt;br /&gt;
Rather than saying that a city of a certain population has a max GP limit of some number, the maximum GP limit of a city is determined based upon its abilities and classes. Wealth is determined by classes, which is then multiplied by population, then divided by 10, to find the max GP limit of a single item that can be purchased in the city.&lt;br /&gt;
&lt;br /&gt;
Resources further impact currency, but does not affect max GP limit. Instead, Resources modifies the value of 1 gold piece. If a city is at it&#039;s normal Resources value (Wealth x 5), gold pieces are exchanged at a 1:1 ratio.&lt;br /&gt;
&lt;br /&gt;
Resource fluctation causes the currency to gain and lose value. For every 5 points above the normal Resources value, currency gains 1% in value; for every 5 points below, currency loses 1% of its value.&lt;br /&gt;
&lt;br /&gt;
In addition, if a city&#039;s Resources drops to 0 or below, the currency drops 1% in value for each point of Resources below 0.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
 Edge has a Wealth of 14 and Population 52, meaning that it&#039;s Max GP Limit is 728 GP. &lt;br /&gt;
&lt;br /&gt;
 However, Edge recently suffered an explosion in its industrial sector (+38 to Disaster), and lost 76 points of Resources, bringing&lt;br /&gt;
 it to -6. &lt;br /&gt;
 &lt;br /&gt;
 There is a 70 point difference between 70 and 0, which - divided by 5 - is 15 (so 15%); Resources are another 6 points below 0, so&lt;br /&gt;
 that&#039;s another 6%, for a total of 21%.&lt;br /&gt;
&lt;br /&gt;
 Therefore, currency in Edge is worth 79% of its normal value.&lt;br /&gt;
 &lt;br /&gt;
 To find the actual currency required to buy a 728 GP item, divide the normal value by the currency value (79%, or .79). This&lt;br /&gt;
 results in 921.5 GP - so you need to spend 921 gold and 5 silver, to purchase a 728 GP item.&lt;br /&gt;
&lt;br /&gt;
Another reasonable approach would be to multiply the Max GP Limit itself by the percentage, thus representing that more expensive items are unavailable due to a shortage of resources. Both approaches work; it&#039;s just a matter of figuring out which is better (perhaps even both would make sense, but that would require using a different ability for one of the two).&lt;br /&gt;
&lt;br /&gt;
[[category:Trinity]]&lt;/div&gt;</summary>
		<author><name>GnomeWorks</name></author>
	</entry>
</feed>