Trigate Concepts

as found in the pages of the Zd10 Wiki
Revision as of 11:26, 15 September 2023 by Zakharov (talk | contribs) (→‎Magic Users)

Here you can find a list of sample skill packages, but as you can technically combine any skills you wish, you can create your own!

Melee Combatants

Ranged Combatants

Those of Guile

Magic Users

Practitioners of the Divine

  • <img src="https://www.zd10.net/images/mediawiki/concept_icons/d-prophet.svg" width="48" height="48" style="margin: 0.5em 0.5em 0.5em 0">Prophet of [Child] — Prophets are the messengers of the Divine Children, capable of divine acts of magic and faith and performing phenomena relevant to the purview of their Child's domain.
  • <img src="https://www.zd10.net/images/mediawiki/concept_icons/d-friar.svg" width="48" height="48" style="margin: 0.5em 0.5em 0.5em 0">Friar — Wandering in the name of the Divine Children, the Friar has a more worldly look and role and is thus more talented in things outside of the divine, including being able to defend themselves.
  • <img src="https://www.zd10.net/images/mediawiki/concept_icons/d-totemist.svg" width="48" height="48" style="margin: 0.5em 0.5em 0.5em 0">Totemist — A special totemic beast guides you, potentially sharing your body and mind and granting you a portion of it's power and skill; this leads to effectively becoming closer to the natural world.
  • <img src="https://www.zd10.net/images/mediawiki/concept_icons/d-mystic.svg" width="48" height="48" style="margin: 0.5em 0.5em 0.5em 0">Mystic — There are divine fragments, akin to spirits, of various things everywhere in the world though they are generally ignored. The Mystic interacts with them, working with them to accomplish their goals.
  • <img src="https://www.zd10.net/images/mediawiki/concept_icons/d-incarnation.svg" width="48" height="48" style="margin: 0.5em 0.5em 0.5em 0">Incarnation — When one of the Divine Children needs to be certain something goes their way, they are known to possess beings and grant them a fraction of their powers, making them nearly demi-gods.
  • <img src="https://www.zd10.net/images/mediawiki/concept_icons/d-godhand.svg" width="48" height="48" style="margin: 0.5em 0.5em 0.5em 0">Godhand — Some beings pray and worship for divine favor, others are born into it. A godhand literally reaches out and grabs divine power for themselves. The power they draw can be too much to handle.
  • <img src="https://www.zd10.net/images/mediawiki/concept_icons/d-relicsmith.svg" width="48" height="48" style="margin: 0.5em 0.5em 0.5em 0">Relicsmith — Like the reliquarians of old, Relicsmiths work with artifacts and objects of divine nature. The difference is that Relicsmiths have found ways to craft new devices imbued with divine power.
  • <img src="https://www.zd10.net/images/mediawiki/concept_icons/d-oathblade.svg" width="48" height="48" style="margin: 0.5em 0.5em 0.5em 0">Oathblade — The Divine Children often have need for tasks to be completed in a more stealthy and focused approach, which is where an Oathblade comes in; the combination of stealth and divine guidance made manifest.
  • <img src="https://www.zd10.net/images/mediawiki/concept_icons/d-oracle.svg" width="48" height="48" style="margin: 0.5em 0.5em 0.5em 0">Oracle — Oracles are individuals that are granted divine power without a choice, selected by providence to wield powers that they do not fully understand. They tend to venerate the Divine Children that share their beliefs.
  • <img src="https://www.zd10.net/images/mediawiki/concept_icons/d-accursed.svg" width="48" height="48" style="margin: 0.5em 0.5em 0.5em 0">Accursed — An Accursed made a mistake, offending one of the Divine Children and gaining their enmity. They bear the weight of a curse. However, others have buckled under this weight, but they share its burden with others.
  • <img src="https://www.zd10.net/images/mediawiki/concept_icons/d-reborn.svg" width="48" height="48" style="margin: 0.5em 0.5em 0.5em 0">Reborn — Those labeled as Reborn are individuals who nearly died but for some reason did not. They now have the ability to break back into the afterlife in which they would have been sent.

Masters of the Mind

Spiritual Negotiators

  • <img src="https://www.zd10.net/images/mediawiki/concept_icons/s-occultist.svg" width="48" height="48" style="margin: 0.5em 0.5em 0.5em 0">Occultist — Ambient spiritual and psionic energies through the world can inhabit both places and things. Some can steal from the legends of the past to enhance themselves.
  • <img src="https://www.zd10.net/images/mediawiki/concept_icons/s-exorcist.svg" width="48" height="48" style="margin: 0.5em 0.5em 0.5em 0">Exorcist — A variety of spirits, psionic beings, and remnant souls exist that wish to tamper with the physical realm. Exorcists specializing in protecting individuals from these beings and often ply their trade while wandering.
  • <img src="https://www.zd10.net/images/mediawiki/concept_icons/s-tomekeeper.svg" width="48" height="48" style="margin: 0.5em 0.5em 0.5em 0">Tomekeeper — There are magnificent works of writing that embody the mind of their creators. Tomekeepers carry these books with them, using them to alter themselves, the battlefield and potentially their foes. Also known as Bocere.
  • <img src="https://www.zd10.net/images/mediawiki/concept_icons/s-calavera.svg" width="48" height="48" style="margin: 0.5em 0.5em 0.5em 0">Calavera — While some seek to fight spirits and other beings, the Calavera instead seeks to communicate with them and potentially aid them. Some spirits will repay this kindness, gifting the Calavera with quirks.
  • <img src="https://www.zd10.net/images/mediawiki/concept_icons/s-sineater.svg" width="48" height="48" style="margin: 0.5em 0.5em 0.5em 0">Sin-Eater — The souls and spirits that exist in the world can be powerful. A Sin-Eater knows this and will consume them to gain access to this power. Originally tied to the belief that said spirits would cause others to commit evil.
  • <img src="https://www.zd10.net/images/mediawiki/concept_icons/s-revenant.svg" width="48" height="48" style="margin: 0.5em 0.5em 0.5em 0">Revenant — Beings who have close ties to ghosts and spirits, potentially having died themselves. Embracing this can gain supernatural abilities similar to these beings, potentially taking forms similar to them for their benefit.
  • <img src="https://www.zd10.net/images/mediawiki/concept_icons/s-brandshaper.svg" width="48" height="48" style="margin: 0.5em 0.5em 0.5em 0">Brandshaper — Some individuals are able to leave a sort of mark or brand on others, a direct stain on a spiritual level. Masters of curses and affecting those they have branded, they can learn to use this ability beyond malediction.
  • <img src="https://www.zd10.net/images/mediawiki/concept_icons/s-shair.svg" width="48" height="48" style="margin: 0.5em 0.5em 0.5em 0">Shayojir — Practitioners of an occult tradition grounded in the natural world, a Shayojir seeks favors from spirits so they made aid him. They learn the secret to shape new spirits, creating a shikijami - one that possesses a paper form.

Maestros of Music

Tinkers of Technology

Education and Acumen

Damned by Daemons

The Odd Ones Out

Hybrids

  • <img src="https://www.zd10.net/images/mediawiki/concept_icons/h-magus.svg" width="48" height="48" style="margin: 0.5em 0.5em 0.5em 0">[Color] Magus — Combining magical talent with martial combat prowess, a Magus is able to bring the might of both spell and sword to bear. Utilizing both allows them to approach problems in either way.
  • <img src="https://www.zd10.net/images/mediawiki/concept_icons/h-stalker.svg" width="48" height="48" style="margin: 0.5em 0.5em 0.5em 0">[Color] Stalker — Combining magical talent with skills of thievery and stealth, a Stalker is masterful in their craft and excels at getting in and out of places that regular thieves may have difficulty with.
  • <img src="https://www.zd10.net/images/mediawiki/concept_icons/h-mind.svg" width="48" height="48" style="margin: 0.5em 0.5em 0.5em 0">[Color] Mind — Combining magical talent with psionic capabilities, Minds are capable of purely controlling the world around them to ensure that their wishes and desires come to fruition.
  • <img src="https://www.zd10.net/images/mediawiki/concept_icons/h-singer.svg" width="48" height="48" style="margin: 0.5em 0.5em 0.5em 0">[Color] Singer — Combing magical talent with the skills of bardic music, Singers can sway the hearts and minds of crows and shape the world around them in ways regular musicians only dream of.
  • <img src="https://www.zd10.net/images/mediawiki/concept_icons/h-paladin.svg" width="48" height="48" style="margin: 0.5em 0.5em 0.5em 0">Paladin of [Child] — Representing one of the Divine Children, a paladin services them through martial might and combat prowess, enforcing the goals of the Child they represent and protecting their followers.
  • <img src="https://www.zd10.net/images/mediawiki/concept_icons/h-prelate.svg" width="48" height="48" style="margin: 0.5em 0.5em 0.5em 0">Prelate of [Child] — Representing one of the Divine Children, a prelate services them through psionic talent, often enlightening their fellow followers and truly spreading the message their Child wishes.
  • <img src="https://www.zd10.net/images/mediawiki/concept_icons/h-agent.svg" width="48" height="48" style="margin: 0.5em 0.5em 0.5em 0">Agent of [Child] — Representing one of the Divine Children, an agent services them through roguish trickery and stealth, often doing things that are necessary but should not see the light of day.
  • <img src="https://www.zd10.net/images/mediawiki/concept_icons/h-celebrant.svg" width="48" height="48" style="margin: 0.5em 0.5em 0.5em 0">Celebrant of [Child] — Representing one of the Divine Children, a celebrant services them through bardic music, bringing the message of their Child to the masses and reinvigorating their Child's followers.

Planar Concepts

Though the concepts above can apply to any type of character, there are many hyper-specific or regional concepts that exist in a cultural context across the planes. They exist in much smaller numbers than the ones listed above.

  • Kunuwotalo of Calinago — Kunuwotalo, commonly known as Tidehunters, are the wandering fishers tasked with taking down the larger creatures of the seas. Known for their skills with a harpoon, and some can shapeshift into sharks. A combination of martial prowess, Hydrotheurgy, and cooking, navigational, and tracking skills.
  • Kahukai of Kohola'Ohu — Kahukai, one type of Kahuna, are magicians with an almost religious role that are called upon to speak with water. The greatest of them can summon and dismiss storms, as well as survive on water alone. A combination of Hydrotheurgy, Aerotheurgy, and religious, survival, and crafting skills.
  • Mahōrigamist of Gajettokame — Mahōrigamists are magicians who use a unique and complex form of magic based on folding paper into complex shapes. They can either bring these creations to life or use them in a fashion similar to a scroll. A combination of Anitheurgy, Hemotheurgy, and crafting skills.
  • Akumukurai of Verdavent — Akumukurai are special warriors that excel in hunting down beings, monstrous or not, from the waking nightmare. Capable of traveling through dreams as well as divining them. A combination of martial prowess, psionics, and communication, divination, and navigation skills.
  • Pogrebalny of Koronuved — Pogrebalny are a type of exorcist that specializes in dispatching the undead through the use of a collection of bells as the tool of their craft. Each bell has a specific use, and some can affect the living as well. A combination of exorcism, Anitheurgy, Bardic talent, and navigational, ritual, and communication skills.
  • Vampiir of Taş — Vampiir are individuals who receive characteristics and abilities from vampires, and thus run the gamut in capability. As they still maintain their mortality, the weaknesses of their masters don’t affect them. A combination of Hemotheurgy, psionics, shapeshifting, and thievery and communication skills.
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