Triton: Difference between revisions

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(Created page with "Advantages: * Underwater Combat * Terrain Adaptation (Water) * Can buy Resist Water * Pays less for Merchant (value omitted because cost of Merchant is still TBD) * Can buy Knowledge: Nautical up to level 7 (excess levels carry into Contested Rolls for sailing) Disadvantages: * Racial Makeup (Blue Skin) * Vulnerable (Fire) * Cannot choose Fire in any case where multiple elements are available (Spell Pool, for example) Powers: Liquid Form: Liquid Tritons take half...")
 
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Advantages:
=== Advantages: ===
 
* Underwater Combat
* Underwater Combat
* Terrain Adaptation (Water)
* Terrain Adaptation (Water)
* Can buy Resist Water
* Resist Water receive 1 resist at 1st level and every 10th level for free, and may purchase more.
* Pays less for Merchant (value omitted because cost of Merchant is still TBD)
* Pays less for Merchant (value omitted because cost of Merchant is still TBD)
* Can buy Knowledge: Nautical up to level 7 (excess levels carry into Contested Rolls for sailing)
* Can buy Knowledge: Nautical up to level 7 (excess levels carry into Contested Rolls for sailing)


 
===  Disadvantages: ===
Disadvantages:
 
* Racial Makeup (Blue Skin)
* Racial Makeup (Blue Skin)
* Vulnerable (Fire)
* Vulnerable (Fire)
* Cannot choose Fire in any case where multiple elements are available (Spell Pool, for example)
* Cannot choose Fire in any case where multiple elements are available (Spell Pool, for example)


 
===  Powers: ===
Powers:
 
Liquid Form:  Liquid Tritons take half physical damage for one encounter or five minutes - this also removes their Vulnerability for the duration.
Liquid Form:  Liquid Tritons take half physical damage for one encounter or five minutes - this also removes their Vulnerability for the duration.


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Cleansing Palette:  Tritons with this power are largely immune to ingested poisons.  It's not perfect, there are some toxins out there strong enough to survive being purified, but unless a Marshal tells you differently, you can call No Effect to poisons in your food or drink.
Cleansing Palette:  Tritons with this power are largely immune to ingested poisons.  It's not perfect, there are some toxins out there strong enough to survive being purified, but unless a Marshal tells you differently, you can call No Effect to poisons in your food or drink.


 
====  Heroic: ====
Heroic:
 
Rejuvenating Waters:  (requires Feels Like Home) Once per reset, a dead Triton can receive a Life effect from having at least 12 ounces of water poured into their mouth.  (Please don't waterboard Triton players, just hand them a bottle and let them drink it on their own, out-of-game).   
Rejuvenating Waters:  (requires Feels Like Home) Once per reset, a dead Triton can receive a Life effect from having at least 12 ounces of water poured into their mouth.  (Please don't waterboard Triton players, just hand them a bottle and let them drink it on their own, out-of-game).   


Drowning Strike/Shot:  This functions as a Natural Deprive (Water Breathing).  It can be packet or weapon delivered, decided at time of purchase.  Multi-role Tritons can buy this power twice and decide on use whether to swing or throw it.
Drowning Strike/Shot:  This functions as a Natural Deprive (Water Breathing).  It can be packet or weapon delivered, decided at time of purchase.  Multi-role Tritons can buy this power twice and decide on use whether to swing or throw it.

Revision as of 23:05, 9 July 2024

Advantages:

  • Underwater Combat
  • Terrain Adaptation (Water)
  • Resist Water receive 1 resist at 1st level and every 10th level for free, and may purchase more.
  • Pays less for Merchant (value omitted because cost of Merchant is still TBD)
  • Can buy Knowledge: Nautical up to level 7 (excess levels carry into Contested Rolls for sailing)

Disadvantages:

  • Racial Makeup (Blue Skin)
  • Vulnerable (Fire)
  • Cannot choose Fire in any case where multiple elements are available (Spell Pool, for example)

Powers:

Liquid Form: Liquid Tritons take half physical damage for one encounter or five minutes - this also removes their Vulnerability for the duration.

Feels Like Home: This allows a Triton to heal fully and clear all negative status effects by Concentrating while submerged in water for one minute. Feel like Home can be used twice per reset.

Cannonball: This functions as an Elemental 20 Water Burst, usable twice per reset.

Landsick: This allows a Triton to simulate poor sea legs, inducing sickness and disorientation. This is packet-delivered as "Natural Nausea" and is usable twice per reset.

Cleansing Palette: Tritons with this power are largely immune to ingested poisons. It's not perfect, there are some toxins out there strong enough to survive being purified, but unless a Marshal tells you differently, you can call No Effect to poisons in your food or drink.

Heroic:

Rejuvenating Waters: (requires Feels Like Home) Once per reset, a dead Triton can receive a Life effect from having at least 12 ounces of water poured into their mouth. (Please don't waterboard Triton players, just hand them a bottle and let them drink it on their own, out-of-game).

Drowning Strike/Shot: This functions as a Natural Deprive (Water Breathing). It can be packet or weapon delivered, decided at time of purchase. Multi-role Tritons can buy this power twice and decide on use whether to swing or throw it.