The world is changing. Can you feel it? You smell the cold breeze caressing your skin. Power ripples beneath your flesh. You will change the world. You know it. It may have been the tragedy of your childhood. It may have been the divine blood which flowed through your veins. Perhaps it was the alien power kept in check by honest parents. Ultimately, it does not matter, but you will change the world. Your life is just beginning.
Name: Bruce Wayne
Age: 18
Sex: Male
Start Year: 2005
Level: 1
HP: 10 Character Attributes
Strength: 16 (+3)
Dexterity: 16 (+3)
Constitution: 12 (+1)
Intelligence: 24 (+7)
Wisdom: 14 (+2)
Charisma: 16 (+3)
Character Abilities
I'm Rich
???
Character Items
???
GAME INFORMATION
Hello! Welcome to DC Trinity. In this quest, you will take on the role of one of DC's mightiest heroes. Succeed and lead them to victory! Or fail...and continue the story as another member of the trinity...grieving over the loss of your good friend. Or perhaps mourning the death of your enemy?
The history of the world is going to be an odd combination of comics, movies, and cartoons; however one thing will remain relevant. You are the first super-hero. Others may follow, but you are the first.
A bit about the game system. I'm using a modified DnD roll d20 system. More information will come as the game progresses.
HP: Base HP (based on race)+Con Mod
AC: 10+Dex
Iniative: D20+Dex
To Hit: D20+ Strength
Damage: Weapon+Strength/Dex (Dependent on Weapons)
Strength: How strong your character is..
Dexterity: How Dextrous/fast your character is.
Constitution: How Healthy your character is.
Wisdom: How wise your character is.
Charisma: How likable your character is.
Intelligence: How smart your character is.
In skill checks, you will roll a d20+the relevant modifier.
If you are not proficient. Roll a D20. If you roll between 15-20, you become Proficient with that skill. If not, you auto fail the check.
Athletics: Strength
Acrobatics: Dexterity
Sleight of Hand: Dexterity
Stealth: Dexterity
Science: Intelligence
History: Intelligence
Magic: Intelligence (Determines success with spells)
Nature: Wisdom
Religion: Wisdom
Martial Arts: Dexterity (Characters proficient in Martial arts may use add 1/2 their dex mods to strength uses in combat if their Martial score is higher than their opponent's)
Perception: Wisdom
Medicine: Intelligence
Insight: Wisdom
Deception: Charisma
Persuasion: Charisma
Intimidation: Charisma
Performance: Charisma
Abilities are dependent on the character. Will be revealed later. They are gained through training or through purchasing with Trinity Points
Combat begins which each combatant rolling for initiative. Highest goes first in descending order. Combat will take place in a rolls room which will be created later.
Players will determine how the fight goes.
Trinity Points are gained for excellent discussion, omakes, and 50+ votes. Trinity Points may be used to reroll or purchase higher level abilities
Character Skills Athletics: Strength Acrobatics: Dexterity Sleight of Hand: Dexterity Stealth: Dexterity Science: Intelligence
History: +5
Magic: +5
Nature: +5
Religion: +5 Martial Arts: Dexterity (Characters proficient in Martial arts may use add 1/2 their dex mods to strength uses in combat if their Martial score is higher than their opponent's) Perception: Wisdom Medicine: Intelligence Insight: Wisdom
Deception: +1 Persuasion: Charisma Intimidation: Charisma Performance: Charisma
Racial Abilities
Ballistic Resistance: Reduce damage from bullets/rockets/explosives etc by 50%.
Blades Resistance: 75% resistance to non magical blades weapons.
Magic Resistance: 50% Resistance to Magical Damage.
????
Character Items
Leather Armor (+1 to AC)
Shield (+1 to AC)
Iron Sword (1d10+STR)
Magic
Spell Attribute: INT
Spell Attack Modifier: +5
Spell Save DC: 15
Cantrips: Unlimited Use:
Time: 1 Action
Range: 10 Ft.
Duration: 1 Hour
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
You instantaneously light or snuff out a candle, a torch, or a small campfire.
You instantaneously clean or soil an object no larger than 1 cubic foot.
You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Time: 1 Action
Range: Touch
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.
You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:
Your voice booms up to three times as loud as normal for 1 minute.
You cause flames to flicker, brighten, dim, or change color for 1 minute.
You cause harmless tremors in the ground for 1 minute.
You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
You instantaneously cause an unlocked door or window to fly open or slam shut.
You alter the appearance of your eyes for 1 minute.
If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.
Time: 1 Action
Range 30ft.
Duration: 10 Mins
For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Level 1 Spells:2 Uses Per Update
Casting time: 1 Actions
Range: 30ft.
Duration: 10 Mins
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Casting Time: 1 Action
Range : 120 Ft.
You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + intel (+5) force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.